Fun games for children 10 12. “Pick up the key” - this game promotes the demonstration of skill

Players receive a task - a word that needs to be deciphered. It can be absolutely anything. You need to come up with a sentence so that each word in it begins with the next letter of this task word. For example, if the word “SKODA” is given, then it can be deciphered as “Six Cows Discovered by the Detective Agency.” The author of the most witty transcript wins.

Culinary

Players are divided into teams. Each team member takes turns writing the name of something edible on a piece of paper, folding the sheet and passing it to the next person. If there are few participants, you can repeat the procedure. After the participants have written down the ingredients, the “Start” signal is given, the sheet is opened, and in 5 minutes the team must come up with the name and recipe of the dish from the ingredients they proposed. Recipes can be very funny. For example, “mix mayonnaise with kvass, add chopped apples, bake everything with pickled cucumber sauce,” etc. The team that proposed the most original recipe wins.

Find yours

Before the competition begins, sheets of paper with the names of the animals are prepared. Each title must be presented in duplicate. Then all the leaves are put into a bag and mixed. Participants take turns taking out one piece of paper and, using facial expressions, sounds, and movements to depict the specified animal, try to find their mate: an elephant is looking for an elephant, a camel is looking for a camel, a monkey is looking for a monkey, etc. Those who find them present their pieces of paper to the presenter and receive a prize from him.

Through the pages of the primer

This is an interesting and varied competition for this age. Each participant is given a piece of paper and a pen. At the “start” command, everyone begins to write the alphabet in a column, and opposite each letter is a word that begins with that letter. Whichever of the guys completes the task faster and writes the alphabet with their own words wins.

Seven, seven, seven

Children are divided into teams with the same number of people and each team receives a task: to remember and write faster than the others three categories of “seven”: 7 colors of the rainbow, 7 musical notes and 7 wonders of the world. The team that fills all three categories to the maximum will be the winner.

Synchronized pair

The guys are divided into pairs, among which they will choose the most synchronous one. And to find out which of the participants can work best in a team, couples go through 3 stages of testing. Stage one: the leader moves the rope in a circle, and the couples jump up, always holding hands. Whoever does this most synchronously gets a point. Stage two: holding hands, each pair, at the command “start”, begins to squat 10 times. Whoever is most synchronized gets a point. Stage three: the guys receive a ball and, holding hands with their free hands, hit it off the floor 10 times. Whoever is more synchronized gets a point. In this competition there will be either one winning couple or several. The winners receive the title of the most synchronous participants in the event and prizes.

Dealing with liquid

For this competition, in addition to the participants themselves, you will need containers with a narrow neck (simple bottles) and ladles with liquid (water). So, each participant receives a ladle of water (in the same amount) and a bottle with a narrow neck. At the “start” command, participants begin to pour water from the ladle into their bottle. Whoever manages to do it first, pouring the most water into the bottle and spilling the least amount of water on the floor, wins.

Origami Masters

Each participant receives Blank sheet paper and a printed diagram of a figure (the same for everyone). At the “start” command, the guys figure out the diagram and make origami out of their leaf. Whoever is the first to cope and correctly make a beautiful origami figurine will be the winner.

Mill

For each participant, next to the left and right legs there are identical piles of small candies or any other objects, for example, matches. The participant stands in a standing position, with feet shoulder-width apart or even slightly wider. At the command “start”, each participant bends down and collects objects according to the method of the mill: with his right hand he reaches to his left leg and takes one object, and then with his left hand he reaches for right leg and takes one item. Which of the participants can collect and place more objects in their hands than the others in 1 minute will be the winner.

Rivals

The guys are divided into pairs and in each pair the participants have their legs tied: one has the left leg, and the other has the right leg. Objects, for example, chips, matches, cards, are scattered at the same distance from each participant. At the “start” command, the guys from the pair begin to collect objects, pulling each other to their side. Whichever participant in a pair collects the most items in 1 minute advances to the next stage - the stage of competition with the winner from the other pair. And in the end, the strongest and most dexterous person will receive a prize.

If you look at the children’s games, you can see that most children do not know how to organize their leisure time. Their street walk turns into mindless wandering or destructive behavior (sadistic experiments on animals, fights). This is due to the fact that children do not know street games; they often communicate in in social networks, but during the meeting they cannot organize their leisure time. We offer a variety of games and competitions for children 10 years old.

Games at school

You can even play the following games in the hall during school recess.

  • “Bunny, bunny, what time is it?” The leader (hare) stands with his back to the players. Everyone takes turns asking the time and adding: “I’m in a hurry for my birthday!” The hare calls any time. The player measures his steps (an hour is a large step, a minute is a simple step, a second is the length of the foot). For example, three hours five minutes three seconds means three large and five normal steps, three foot lengths (one and a half steps). Whoever reaches the hare first and touches him takes his place. Everything starts all over again. This event will diversify children's time study competitions and reinforce terms.
  • “Ring, ring, go out onto the porch.” Players stand or sit in a row with their arms extended forward (palms tightly closed into a boat). The presenter takes a “ring” (any small detail), who must quietly place it from his “boat” into the player’s palm. He may pretend to give the ring to the player after hesitating. Then the presenter stands in the middle and asks the participant with the ring to come out. The players' task is to catch the one who has the ring. You can't hold hands. If the participant with the ring manages to jump out of the row without being caught, then he becomes the leader. If he is caught, then the game continues with the old leader.
  • Sea battle. Participants draw a field (10x10 cells, marked on the left with numbers, with letters on top) with one-, two-, three-, and four-decker ships. The player names the number and letter of the cell. Getting into the ship, continues the game; Having missed, he passes the move to the opponent. At the same time, he clarifies whether he “killed” or “wounded”.

Road games

So mobile themed games will allow you to quickly consolidate the acquired knowledge and diversify any school scripts children's competitions. They are especially relevant at extracurricular events dedicated to traffic rules.

Popular games

Classics of the genre

On the street during school breaks, children prefer a variety of classics.

  • Regular digital. Draw hopscotch up to ten. The player’s task is to throw a pebble into the cell with a number, “jump” the classics and pick up the chip on the way back. It is prohibited to step outside the lines. As soon as the first level is completed (from one to ten), the game begins with the next number (two, three, four, etc.). A player who enters the line or does not hit the desired cell with a pebble passes the turn to another. The participant who completes the most levels wins. To hit the cells with the numbers “nine” and “ten” with a pebble, you are allowed to step on the first square. And you can jump on them with a running start, also jumping onto the first number. Sports competitions for children primary school Can't do without the classics, which are made from cellophane or fabric.
  • Round digital. Draw a large circle, mark a small circle in it, from which you draw radii. Write numbers. The essence of the game is similar to the previous one. Jump from one number to another until you stand in the center. The difference is in the jumps. In the first version, you jump alternately on one leg and then on the other. In the same game you jump on two adjacent numbers. Then, when moving to another number, left leg must be in the air. That is, the right one goes from the first number to two, the left one is in the air, and then drops to three. The essence of the game is that you need to jump quickly and not step over the lines. These warm-up games will add laughter and fun to your intellectual competitions for children 10 years old. Numbers can be replaced with thematic images.
  • Verbal. Any version of the classics with a “roof” is drawn. Desires are written in each column (house, dacha, car, child, husband, trip, etc.), and “fire” is written on the roof. The player stands with his back to the line and throws a pebble, looks at what kind of wealth fell out, jumps and picks up the chip on the way back. You can't go beyond the lines of the classics. If you fall into a “fire,” then all your wealth is burned. The richest one wins. After the first game, children can adjust the rules themselves, modifying them to suit their capabilities.

Games with jump rope

Popular games include rubber bands and jump ropes. Both participants put the elastic band on their feet. The third player jumps over it. Having completed all the steps, it moves to the next level. To do this, raise the elastic band from the ankle ten centimeters higher. This happens until the player gets tangled in the rubber band, makes a mistake, or stumbles. Then the turn passes to another participant.

  • Rose, birch. The leader stands in the center of the circle, holds one edge of the rope, begins to twist it and say: “Rose, birch, lily, poppy, porridge, chamomile, scarlet flower” until one player trips. The one on which the word was stopped leaves the game. The titles are initially distributed among the participants. The one who remains wins. He becomes the leader. These games are useful to “dilute” calm, intellectual or “sedentary” competitions at the birthday party of a 10-year-old child.
  • Salochki. Two players spin the rope, the third participant must jump without touching it. Teachers use it in competitions, making the task more difficult. For example, while jumping, read a poem, sing or recite the multiplication table.
  • Trait. Two people hold the rope at the participant's chest level. The player must pass without touching anything. Each time the rope is lowered lower and lower. The player who touches the line is eliminated.

These children's competitions and games are suitable for home and school. They can be modified, added, remade to suit your subject or event.

Ball games


Party games


Competitions for children 10 years old with balloons

  • Shooting gallery The players are divided into two teams. Balls are hung on different heights. Whoever damages the most balls with darts wins.
  • Wish. They put a note with a wish into the balloons and inflate them. Participants take turns choosing a ball, popping it and completing the task.
  • Children's drawing competition. You need to draw a butterfly, dragonfly, or mosquito on a ball within a certain time. Best Look viewers choose.
  • Centipede. Players are divided into teams and stand behind each other, holding balls between them. The task of the centipedes is to reach the finish line, take the strawberry and return back. The winner is the “unbroken” team.
  • Alyonushka. For a while, players from different teams must tie a scarf on the ball and draw a face. You can draw parts of the face on paper, cut them out, prepare hair and other attributes, which you stick to the ball with tape.
  • Greedy. These are funny competitions for children 10 years old. The goal of the players is to collect more balloons for a certain time. To complicate the task, the threads of the balls are cut off, or double-sided tape is placed on the participant, and he must stick the balls without hands.
  • Running with obstacles. They clamp the ball with their knees or ankles and walk to the finish line, completing more tasks along the way.
  • Puncture. A ball is tied to the players' feet. You need to jump on your opponent's ball and burst it. The winner is the one with the whole ball.

Unusual competitions

There are a huge variety of children's games. You don't need expensive attributes for this. For example, a twistor can be drawn on the grass, a bowling alley can be made from plastic bottles and a ball, cards can be drawn on cardboard. The main thing is to think over the theme of the event, and also to alternate between intellectual, calm and active games. Then children’s participation in competitions will be more active.

Teenagers also love to participate in games that are shown on TV (“Field of Miracles”, “Guess the Melody”, “ Finest hour", "One Hundred to One"). Questions are prepared according to training course with additional information on the subject. When selecting games, you need to take into account the interests of teenagers. You can ask leaders to help organize the event.

We have collected in one section the most interesting games for girls 12 years old. They differ markedly from computer toys for kids in their exciting plot, improved graphics and, of course, level of difficulty. Now you can have fun and usefully free time, without being distracted by searching for something interesting enough Online Games for your age category.

Who will keep you company? Choose games from famous characters and become a participant in new adventures of your favorite heroes.

Do you love cartoons and know exactly who will live “happily ever after” in this fairy tale? A friendly company of schoolgirl ponies from Equestria, the daring Bratz, Disney princesses, the Simpson family or the inquisitive twins from Gravity Falls invite you to the game.

Feel like the heroine of your favorite movie or TV series! Start playing online based on the stories of “Jurassic Park”, “The Last Airbender”, “Batman”, “The Avengers”. " father's daughters", "101 Dalmatians", "Pirates Caribbean Sea" and others.

Or maybe you like comics? Help Spiderman in his adventures, learn more about the life and hobbies of the superhero Lady Bug and her boyfriend named Cat Man, protect the planet with a team of Power Rangers and plunge into the world of anime with the most famous characters from Japanese pictures - manga.

And of course you will get to know the popular characters of the best computer games. The timeless “classics” await you - the nimble Pacman, the inventive Stickman, Super Mario and the Worms characters - warlike worms.

In the "Games for 12" section summer girls"adventures await you in a variety of genres:

  • "Adventurers". The authors of these toys have prepared a lot of difficult, but very interesting tasks. Right now start playing “Ben 10: Transformations”, “Lego Ninjago”, “Parkour: Edge of the Mirror”, “Sushi Cat”, “Flappy Bird” and other online toys of this exciting genre!

  • Race. Take part in breathtaking rallies with “Extreme Sonic”, “Racing”, “Kamaz in the Jungle”, “Kamaz Delivery”, “Fast driving with Ninja Turtles” or “Super Tractor”.
  • A gun. You can test your accuracy and reaction speed with toys in the “catapult” and “cannon” genres: “Phineas and Ferb and the Aliens”, “Evolution”, “Zombie Tsunami”, “Om Nom Cannon”, “Lady Bug: Battle with Butterflies” , "The Evolution of the Caveman."
  • Cooking. Learn to cook quickly and tasty like a real chef with a series of toys from Papa Lou: “Cocktails”, “Hotdog”, “Burger”, in Sarah’s kitchen: “New Cooking”, “Turkey”, “Monkey Cake”, “New Dishes” ", "Cooking cakes" or with other characters of culinary toys.

  • Strategies. The most exciting online games from simple arcade “buildings” to strategies in the spirit of classic Minecraft! Create profitable business, build a city or a whole game world with “Airport Tycoon”, “Mine Blocks”, “Minecraft Survival”, “Coffee Tycoon”, “Minor Tycoon”, “Tycoon” easter eggs"and other online games.
  • Fighting games and military. There is great games, in which main character demonstrates his fighting skills. Fighting games - "Avatar: Arena", "Lego Ninja - Go: Final Battle", "Bionicle - Battle for Power", " Power Rangers: dino charge", "Street Fight: Simpson vs. Griffin", "Kung Fu Panda and Tai Lung", in which you will get a lot vivid impressions from incredible battles and tournaments.
  • Doctor. A series of toys “Treating teeth”, “Pregnancy”, “Operating room”, “Monster High - treating ears”, in which you can try yourself in the role of the attending physician of famous cartoon characters.

  • "Dress Up." Learn to create perfect combinations make-up and clothes, experiment with style and create your own fashion collection with the games “Barbie: Tinker Bell Fairy”, “Lalaloopsy: City of Dolls”, “Lalaloopsy: winter's tale", "Cherilee - girls from Equestria", "Toraley Stripe plays sports" and other online dress up games.
  • Logic games for everyone who likes to solve mental problems. Train logical thinking and memory with the quests “Fire and Water Go Home”, “Fire and Water: Pandas”, “Labyrinth”, “Red Ball”, “Emily’s Amnesia”, “I Carty: Stack Box”, “Prison Break: Breakthrough”, “Labyrinth for Aladdin”, “Family Guy Memorin” and others
  • Care and concern. Toys “Take care of the cat Angela”, “Supernanny Draculaura”, “Anna takes care of the royal horse”, “Baby Hazel requires attention”, “Hazel takes care of her stomach” will tell you how to take care of small children or pets.

  • Puzzles, quizzes, coloring books, pictures with differences. Board games have never been so interesting! Choose every day new puzzle or online coloring: “Computer Chess”, “Mickey Mouse’s Magic Canvas”, “Aladdin: Tag”, “How to Train Your Dragon: 6 Differences”, “Wheel of Fortune”, “Gravity Falls: Twin Pines”, “Scary Maze”, "Lalaloopsy puzzles", "Flower puzzle"
  • Musical. “Piano for Girls”, “Repeat the Melody”, “Animal: Piano” will help you learn notes and become a real musician and composer.

These and other fascinating computer games for teenagers over 12 years old are available on our portal for free. The section's catalog is constantly updated with new games. Play, learn, have fun, set records and share your achievements with friends on social networks!

Game for children aged 6-12 years "Confusion"

Game description:
Children stand in a circle and hold hands. The driver turns away, and the players begin to get confused, climbing over each other as soon as possible. Then the driver must unravel this tangle without breaking the circle.
The game develops: attentiveness, logic, thinking.

Game for children from 6 to 10 years old "Golden Gate"

Game description:
In the Golden Gate game, two players at a distance stand opposite each other and, holding hands, raise their arms up. The result is “collars”. The rest of the children stand one after another and put their hands on the shoulders of the person walking in front, or simply join hands. The resulting chain should pass under the gate.
"Vorotiki" pronounce:
"Golden Gate
They don't always miss!
Saying goodbye for the first time
The second one is prohibited
And for the third time
We won't let you through!"
After these words, the “collars” sharply lower their hands, and those children who were caught also become “collars.” Gradually the number of “gates” increases, and the chain decreases. The game ends when all children become "gates".

Game for children from 6-12 years old “We compose a fairy tale for the birthday boy”

Game description:
The presenter opens a magazine or book to any page and, without looking, points his finger at the word he comes across. The first storyteller must come up with a phrase using this word. This continues until all players come up with a proposal, maybe two or three. As a result there will be interesting story. We write down the story on a prepared form and give it to the birthday boy.
The game develops: thinking, imagination.

Competition for children aged 6-12 years "Fisherman and Goldfish"

Game description:
Participants stand in a circle. The leader in the center spins a rope with a knot at the end or a jump rope. The end of the rope must pass under the feet of the players, who must not touch it. Anyone who touches the rope is temporarily out of the game. Those who never hit the rope win.
The game develops: attentiveness, endurance, coordination, dexterity, reaction.

Competition for children aged 6-12 years "Hold the ball"

Game description:
Two pairs are created. For each pair, a circle is drawn or a hoop is placed. The players stand in this circle and are given a balloon. They must, without leaving the circle, blow on the ball so that it rises and falls above them and above the boundaries of their circle. You cannot touch the ball with your hands. The couple that can last the longest wins.
The game develops: endurance, coordination, dexterity, reaction.

Game for children aged 6-10 years "Empty Space"

Game description:
The participants of the game stand in a circle, and the driver remains behind the circle. The driver walks around the circle and touches one of the players, touching the shoulder or arm. This means that he challenges this player to a competition. The driver runs around the circle in one direction, and the called person runs in the opposite direction. Having met, they greet each other, shake hands and continue to run further, trying to race to take the free place (left by the called player). The one who managed to take this place remains there, and the one left without a place becomes the driver, and the game continues.
The game develops: reaction, speed.

Game for children aged 6-10 years "Guess whose voice"

Guess whose voice - fun game, developing auditory perception and promoting more relaxed communication in children.
Game description:
The players stand in a circle and join hands. The driver, who stands inside the circle, is blindfolded with a scarf. Everyone walks in a circle, chanting:
"So we built a circle,
Let's turn around together suddenly."
(They turn and go to reverse side)
"How can we say: “skok-skok-skok”,
Guess whose voice it is?"
The words “skok-skok-skok” are said by only one player, indicated by the leader.
The driver's task is to guess from the voice who said these words. If he succeeds, he becomes general circle, and the one whose voice he guessed becomes the driver instead.
Game continues.

Game for children from 6-12 years old "Hunting"

Hunting - active game for the development of dexterity, freedom, coordination of movements for children.
Game description:
The names of all participants in the game are written on the cards. The cards are shuffled and dealt to the players. Players dance to the music and at this time watch the one whose name is written on his card as discreetly as possible. As soon as the music stops, the hunter must grab his prey. But each prey player, in turn, must capture another player for whom he is the hunter. Then the cards are shuffled and the game continues.
The game develops: dexterity, freedom, reaction.

Game for children aged 6-12 years "Copy of the monument"

A copy of the monument is a game that develops attentiveness in children and adolescents and helps overcome shyness.
Game description:
Two players are selected from those present. One of them (the copyist) is taken out of the room and blindfolded, the second (the monument) at this time must take some interesting pose and freeze in it. A blindfolded copy player is introduced. He must determine by touch the position in which the player-monument is frozen, and take exactly the same one. When the copy player takes a pose, his eyes are untied and everyone compares what happened.

Game for children from 6-12 years old "Broken Fax"

Game description:
The players sit down one after another, looking at the back of their neighbor’s head. The first and last player are given a pen and paper. The last player draws a simple figure on the sheet, and then exactly the same finger on the back of the neighbor in front. Each next player draws on the back of the person in front what he felt on his back. The first player redraws on paper what he felt on his back, after which the resulting pictures are compared.
The game develops: attentiveness, hand motor skills, memory.

Game for children from 6-12 years old "Cockfighting"

Game description:
We use a rope or tape to delimit the floor. Two players stand on opposite sides of the rope.
Starting position: players stand on one leg opposite each other, and their hands are clasped behind their backs. The player’s task is to move to the enemy’s side without releasing his arms or placing his other foot on the ground. At the same time, prevent the enemy from going over to his side. You can only push with your shoulder or chest. The loser is also the one who puts the other foot on the ground or unclasps his hands.
The game develops: coordination, strength.

Competition for children aged 4-12 years "Children's bowling"

Children's bowling is a very entertaining game. Develops awareness of cause and effect, hand-eye coordination, and gross motor skills.
Game description:
Mark the line with a rope. Skittles are made from plastic bottles or ordinary skittles are used. The child is placed behind the line and must roll the ball so as to hit the pins.
The one who knocks down the most pins wins. If the same number of pins are knocked down, the round is repeated.

Competition for children aged 4-12 years "Tails"

Game description:
This game is played by two people. The players have a rope tied around their waist so that a “tail” - a knot at the end of the rope - hangs from behind. The player must catch the opponent's knot-tail so that he does not have time to catch his own knot-tail. Whoever catches the opponent's "tail" first wins. The game is played to cheerful music.
The game develops: dexterity, reaction.

Game for children aged 4-10 years "What did we do today?"

Game description:
The driver is selected. He leaves the hall for a while. The remaining participants agree on what action they will portray.
The driver returns and turns to them with a question:
- What did you do today?
Children answer:
- We won’t tell you what we did, but now we’ll show you!
And they begin to depict the action that they agreed on. (eat, play the violin, dance, brush their teeth, etc.)
Based on these movements, the driver guesses what they were doing. If he guesses correctly, they choose another driver. If not, then the driver leaves again, and the players will think of another action.
The game develops: artistry, thinking, communication skills, emancipation.

Competition for children aged 4-12 years "Collective art"

Game description:
The game requires two teams. The first player in each group starts at the top of the sheet and draws the head of a face along with the beginning of the neck, the rest of the team does not see what he has drawn. The player then wraps the paper so that only the very end of the neck is visible and passes the paper to the second player. The second player continues the drawing, wraps the sheet so that only the bottom lines are visible, and so on until last participant teams.
Afterwards, the sheet unfolds and the result can be assessed.
The game develops: imagination.

Competition for children aged 4-12 years "Art Relay Race"

The artistic relay race is calm, interesting game, developing Creative skills, thinking, imagination and ability to work in a team.
Game description:
The game requires two teams. Groups must draw an animal or any object within a certain period of time. At the same time, one participant at a time has the right to draw only one line, circle or oval. The team whose drawing looks more like an animal wins.

Competition for children aged 4-12 years "Candy on a fishing rod"

Game description:
Tie the end of a fishing line to the candy wrapper (instead of a hook).
Using a fishing rod, we pull the candy to our mouth, unwrap it (without helping with our hands!) and eat it.
Whoever does it faster wins.
The game develops: coordination, dexterity.

Competition for children aged 4-12 years "Volleyball with a balloon"

Volleyball with balloon- This entertaining game, which promotes the development of reaction, dexterity and coordination of movements of players.
Game description:
The game requires two teams. Chairs are placed at a distance of one meter opposite each other, on which the players sit. The floor is divided with a rope in the middle between the teams. Children play volleyball. The ball must fly over the rope; players must not get up from their chairs or pick up the ball. You can only push the ball away. If the ball lands on the opponent's territory, the team gets a point. The game is on up to 15 points.

Game for children from 4-10 years old "The sea is agitated"

Game description:
The presenter turns away from the other participants, who are dancing to the music, imitating waves, and says loudly:
“The sea is agitated once,
The sea is worried two
The sea is worried three,
The naval figure, freeze in place!”
At this moment, players must freeze in the position in which they find themselves. The leader turns, walks around all the players and examines the resulting figures. Whoever is the first to move is eliminated from the game and becomes a “supervisor” - he helps the presenter find those who have moved.
You can use another version of the game, when the presenter examines all the figures and chooses the one he likes best. This child becomes the leader.
The game develops: attentiveness, perseverance.

Game for children from 4-12 years old "Nesmeyana"

Nesmeyana is a fun children's game for developing imagination, ingenuity of participants, and communication skills.
Game description:
One participant is selected - Princess Nesmeyana, who sits on a chair in front of the rest of the guys. The goal of the other participants is to make the “princess” laugh without touching her.
The participant who makes her laugh becomes Unlaughable.

"We are funny guys"

Number of players: from 10 to 40 people. Place; hall, platform, Preparation. At a distance of 15-20 m two parallel lines. This is the “house”. The driver becomes in the center of the site, and everyone else is located behind the line of one of the “houses”. Description of the game. At a signal from the leader, the children say in unison: We, cheerful guys, Love to run and play, But try to kill us! After the word “catch up,” the players run to the opposite “house.” The driver tries to catch up with them and touch them with his hand. The stained ones step aside, After this the game is repeated again, Rules; 1) you can run across only after the word “catch up”; 2) you cannot run back behind the home line; 3) you can catch those running across only to the line of the opposite “house”.

METHODICAL INSTRUCTIONS The poem must first be learned. The drivers should be changed after 3-4 dashes. Together with. New drivers also include the tainted ones.

Pedagogical meaning of games. The game helps improve running skills with changes in direction” and fosters courage, intelligence, speed of reaction and orientation.

"Wolf in the Moat"

Number of players: 20 - 40 people.

Place; hall, platform.

Preparation. In the center of the site, two parallel lines are drawn at a distance of 60-80 cm from one another. On opposite sides of the hall, two “houses” are marked with lines. 1.- 2 drivers are selected - “wolves”, who take a place in the “ditch”. The rest of the players - the “goats” - are located behind the line of one of the “houses”.

Description: At a signal, the “goats” run to another “house”, jumping over the “ditch” as they go. “Wolves” are trying to tarnish the jumpers. Those caught move aside. After this, the crossing is repeated. Those who are never caught win.

Rules: 1) dashes are allowed only at a signal; 2) you cannot step on the “ditch”; 3) “wolves” do not tend to run out of the “ditch”; 4) those who linger in front of the “ditch” must jump over it at the command of the leader, otherwise they are considered caught.

METHODOLOGICAL INSTRUCTIONS. When there are a large number of players, dashes are carried out in several groups. The distance between the lines and the number of “wolves” in the “ditch” can be increased.

Options: 1) jump over the “ditch” from a standing position (with a push of one or two legs); 2) after counting, the stained ones continue to play.

Pedagogical meaning of games. The game helps improve running and long jump skills, develops orientation, intelligence, courage,

"Two Frosts"

Place: hall, platform.

Preparation. On opposite sides of the hall, two “houses” are marked with two parallel lines. Two drivers - “frosts” - stand in the middle of the platform. The rest are located behind the “home” line.

Description: At the command of the leader, two “frosts” address the players with the words: We are two young brothers, Two daring frosts; I am frost with a red nose, I am frost with a red nose. Which of you will decide to set out on the little path? The children answer them: We are not afraid of threats, And we are not afraid of frost. The drivers pronounce the third and fourth phrases in turn. With these words, the children begin to run to the opposite “house”. “Frosts” stain them - “freeze them.” Those caught remain in the place where the “frost” touched them. During the reverse run, performed after the same command, the players try to help out the stained ones by touching them, “Frosts” interfere with this. After several dashes, the drivers change. Those who are not caught win. Rules: 1) you can run across only after the words “and mothers are not afraid of frost”; 2) you cannot return to the “home”; 3) you cannot run out of the “house” to free those caught.

METHODOLOGICAL INSTRUCTIONS. The words must be learned before the game starts. It is better to place the drivers one behind the other, outlining their zone of action. Assistants should be involved in judging.

Pedagogical meaning of games. The game requires players to quickly navigate, dexterity, and courage. It helps to develop a sense of camaraderie and mutual assistance, helps to improve the ability to run quickly, easily changing the speed and direction of movements.

"Hare Without a Lair"

Place: hall, platform.

Preparation. The players are counted in threes (fours or fives). Two players join hands, and a “hare” becomes between them. Two drivers are selected - “hunter” and “hare”. All players are distributed evenly across the court.

Description: At the signal, the “hunter” begins to catch the “hare”, which is running away from him. Fleeing from persecution, the “hare” runs into someone’s “house”. The owner of the “house” is forced to run away from the “hunter” himself. If the “hunter” manages to touch the runner, then they change roles.

Rules: 1) you cannot run through the “house”; 2) those standing in the “house” must immediately run out to make room for the “new hare”; a “hare” that hesitates can be stained; 3) you can’t stop the “hare” from running into the “house”,

METHODOLOGICAL INSTRUCTIONS. Those standing in pairs need to be replaced with those running away, having established the rule that the one running away must be replaced by the players forming the “house”. One should not be allowed to catch one pair of players for a long time.

Options: 1) move the “houses” around the site; 2) close “houses” upon a signal.

Pedagogical meaning of games. The game helps improve reaction speed, orientation, dexterity, and fosters resourcefulness and determination.

"The Birds and the Cage"

Place: hall, platform.

Preparation. The players are divided into two subgroups. Some, holding hands, form a circle-“cage”. Others are located on the outside of the circle. The game is best played with musical accompaniment, why two melodies are selected,

Description: At the leader’s signal, those standing in a circle to the music begin to move in one direction. The other part of the players, the “birds,” move their arms to the sides and move in the opposite direction. Then the melody changes, those standing in a circle stop and raise their hands up. The “birds” run in and out of the “cage”. At the second signal, the music stops, those standing in a circle squat and lower their hands down. Those who find themselves inside the “cage” are considered caught and join the general circle. So the game continues until all the “birds” are caught.

Rules: 1) you cannot lower your hands (“close the cage”) before the signal; 2) those whose heads are inside the cage at the moment of the signal are considered caught; 3) during the second melody, all the “birds” must run through the cage.

METHODOLOGICAL INSTRUCTIONS. The direction of the players' movements needs to be changed. The duration of the melodies should be different. It is necessary to ensure that children do not use force when detaining them.

Options; 1) move with dance steps; 2) select several melodies that require in various ways movement.

Pedagogical meaning of games. The game improves reaction speed, develops ear for music, rhythmicity of movements, determination, creative activity are brought up,

"Guess who"

Number of players: 10-20 people.

Place: hall, corridor, platform.

Preparation. The players form a circle, the driver stands inside the circle.

Description: At the direction of the leader, the driver closes his eyes. One of the players approaches the driver, touches him and, changing his voice, calls his name. After the player returns to his place, the leader allows the driver to open his eyes and name the one who is suitable. If he guesses correctly, the named player takes his place.

Rules; 1) you cannot open your eyes without the permission of the manager; 2) you only need to return to your place.

METHODOLOGICAL INSTRUCTIONS. The driver who has not guessed correctly several times must be replaced by another. You can allow the players not to say the name, but to imitate animals and birds.

Pedagogical meaning of games. In this game, children learn to move silently. They develop hearing and observation skills. The game is typical for the final part of the lesson.

Animal relay

Number of players: 20 - 30 people.

Place: hall, platform.

Preparation. The players are divided into teams with an equal number of players. Each number receives the name of an animal; “lion”, “bear”, “elephant”, etc. All teams line up in a column behind the starting line. At a distance of 5-8 m, another line is drawn.

Description: On command, the first numbers of all teams begin to move to the opposite line. At the same time, they imitate the movement of the animals they depict. Having reached the line and touched it with their hand, they return back. The first one to arrive brings his team a point. After this, on command, the second numbers start running, etc.

Rules: 1) you can start moving only with the command “March!”; 2) having reached the line, you need to touch it with your hand; 3) while running, be sure to imitate the movements of the animal.

METHODOLOGICAL INSTRUCTIONS. You should not choose too complex methods of transportation. It is necessary to ensure that the order and discipline of the players are maintained. If necessary, you can arrange the students not in columns, but in a line. After each dash, the total score must be announced,

Option: sudden call of numbers.

Pedagogical meaning of games. The game promotes the development of speed, dexterity, strength, and fosters responsibility for one’s actions before the team.

Ball relay

Number of players: 20 -30 people.

LOCATION: hall; 4-6 balls, the same number of clubs.

Preparation. The players are divided into four to six teams, which are located in columns behind the starting line. At a distance of 4-6 m from the starting line, a mace is placed in a circle against each team. A ball is placed in front of each team.

Description: At the signal, the first players throw or roll the ball along the floor, trying to hit the club with it. After that, they quickly run after the ball and return it to the second player. The fallen mace is placed in a circle. The second player repeats the actions of the first. For knocking down a mace, the team gets a point. The team that finishes the relay earlier (for which it receives 10 points) and knocks down more clubs, i.e., scores more points, wins.

Rules: 1) the mace can be knocked down only in the specified way; 2) when throwing, do not step over the line; 3) players must not be prevented from picking up their ball or club; 4) it is not allowed to throw the ball to the next player before reaching the starting line,

Pedagogical significance of the game. The game improves throwing skills, develops dexterity and precision of movements. "Stop!"

LOCATION AND EQUIPMENT; hall, platform; small ball.

Preparation. The driver receives the ball and stands inside the circle. The rest of the players stand in a circle and settle in numerical order.

Description: At the leader’s signal, the driver throws the ball to the floor and calls any number. The called player runs into a circle and tries to catch the ball. At this time, the rest of the players scatter around the court. Having caught the ball, the player shouts: “Stop!” Everyone stops at the place where the team found them. The driver throws the ball at one of the players, who can dodge the ball without moving from their place. If the ball hits a player, he is given a penalty point and the game starts again. If the throw is unsuccessful, then the driver runs after the ball and, having caught it, again commands: “Stop!”

Rules: 1) it is not allowed to move from the place after the command “Stop!”; 2) you can’t throw the ball too hard.

METHODOLOGICAL INSTRUCTIONS. After an unsuccessful throw by the driver, all players must return to their places in the circle. We should not be allowed to hide behind each other or in some kind of shelter. The game is played up to a certain number of penalty points.

Options: 1) give each player a number or name of the animal; The driver, when throwing the ball, must correctly name this player; 2) include the rule about “receiving the ball” from the driver. The player receiving the ball becomes the driver. These options are suitable for children of older age groups.

Pedagogical meaning of games. The game helps to consolidate the skills of catching and throwing a small ball, helps develop reaction speed, orientation, and the ability to quickly switch from one action to another.

Games for children 9-10 years old

"Day and night"

Number of players: 20-30 people.

Place: hall, platform.

Preparation. In the middle of the site, two parallel lines are outlined. All players are divided into two teams, which are located along the line opposite each other. Behind them, two or three meters from the wall, lines of “houses” are drawn. One team is called “day”, the other - “night”.

Description: The leader names one of the teams. The named team catches the players of the other team, who, turning around, run away to their “home”. After counting the spotted ones, the teams return to their places, and the game is repeated again. The team that catches the most players wins.

Rules: 1) start running only on the team; 2) catch those running away only up to the “house” line; 3) you cannot run away from pursuers by changing the direction of your run.

METHODOLOGICAL INSTRUCTIONS. Commands must be called unexpectedly. Assistants should be involved in judging.

Options: 1) use different starting positions for the players; 2) invite players to perform various tasks- exercises.

Pedagogical significance. The game improves the speed of reaction to auditory signals.

"Call"

Place: hall, platform.

Preparation. Home lines are drawn on opposite sides of the court. The players are divided into two teams, which are located behind the lines in one line.

Description: By appointment of the captain of one of the teams, one of the players runs to the “house” of the “enemy”. Participants extend their arms forward with their palms facing up. The running player touches the palms of one or three different players three times. After the third touch, the player runs to his “home”, and the participant he called tries to catch him. If he fails, then he stands in the back of the head behind the player who called him, and if successful, the one running away becomes “captive” to the other team. After this, the captain of the opposing team nominates his player to take out the “enemy”. The team with the most caught players wins.

Rules: 1) you cannot start running before the third touch; 2) you can only fish up to the “home” line; 3) the one caught goes to the opposite side and becomes the “prisoner” of the player who called one hundred; 4) the “prisoner” can be rescued.

METHODOLOGICAL INSTRUCTIONS. Captains should not be allowed to call up the same players in a row. The game must be played without long pauses, requiring players to act quickly.

Pedagogical significance. The game helps to develop reaction speed, running speed, courage and mutual assistance.

"Crucian carp and pike"

Number of players: 30-40 people.

Place: platform, hall.

Preparation. On opposite sides of the site there are two lines of the “house of crucian carp”. The driver - "pike" - stands in the middle of the site, the rest of the players - "crucian carp" - are located in one of the houses.

Description: At the command of the leader, the “crucian carp” begin to run to the opposite “house”. The "pike" is trying to catch them. The stained ones move aside, and then, when there are 5-6 of them, they join hands and form a “net”. The “pike” stands behind the “net”. Now, when running, the “crucian carp” are required to run through the “net”. Those caught later form a circle - “basket”, and then - “top”, standing in two ranks facing each other. The last one to be caught wins.

Rules: 1) dashing is allowed only on command; 2) “crucian carp” are obliged to run through all the “nets” of “fishermen”; 3) the players forming the “net” should not interfere with the running “crucian carp”; 4) the “pike” cannot run into the “net” (players can catch it).

METHODOLOGICAL INSTRUCTIONS. If there are a large number of players, there may be two drivers. Participants should be encouraged to take active, decisive action.

Pedagogical significance. The game helps to develop speed, dexterity, orientation, courage, and collective action.

"Ball Race in a Circle"

LOCATION AND EQUIPMENT: hall, platform; two big balls.

Preparation. The players form a circle and settle on 1st-2nd. The first numbers make up one team, the second numbers make up another. The directors of both teams - the captains - are given a basketball or volleyball.

Description: At the signal, the captains pass the ball to the nearest players of their team. Moreover, it is determined in advance that one team passes the ball clockwise, and the other in the opposite direction. The ball is passed to each team player in turn and returned back to the captain. The team that manages to pass the ball a certain number of times around the circle first wins.

Rules: 1) the ball can only be passed through one player; 2) you cannot leave your place; 3) the fallen ball must be caught and, returning to its place, passed to the next player.

METHODOLOGICAL INSTRUCTIONS. If there are many players, then several circles are formed. Each circle must have its own judge. The ball should only be passed in a certain way.

Options: 1) perform transfers in a sitting position; 2) before the start of the game, give balls to players located on opposite sides of the circle; 3) pass the ball to both teams in one direction. The game ends when one ball catches up with the second.

Pedagogical significance. The game improves the skills of catching and passing the ball, develops reaction speed and orientation, and cultivates a sense of teamwork.

"Shootout"

Number of players: 20-25 people.

Preparation. The players are divided into two teams. The site is divided by a line into two halves. On opposite sides of the site, two lines are drawn 2-3 m from the wall of the hall. All players are located inside the field, each team on its own side.

Description: One of the teams receives the ball by lot. At the signal, the players of this team begin to hit the players located on the opposite side of the court with the ball. The players of this team do not go out of bounds and try to avoid being hit by the ball. They catch the ball that bounces off the court or player and, in turn, begin to stain the “enemy.” The stained player leaves the game. The team that manages to eliminate the opposing team's players faster wins.

Rules: 1) the player who is hit by the ball from the volley is considered to be spotted; 2) you cannot step over the court lines; 3) catching the ball is allowed, but if the ball is not caught, the player is considered dirty; 4) you cannot run with the ball in your hands (you can move freely without the ball).

METHODOLOGICAL INSTRUCTIONS. Each team should have a captain. The length of the field should not be too long, as this will complicate the actions of the players. It is better to determine the methods of throwing in advance and ensure their use. Do not throw the ball too hard, do not aim at the head of those running away.

Options: 1) the stained are captured between two lines on the enemy side. You can help them out by throwing the ball to them; 2) allow throws at players only from two or three points on the halfway line. The ball can be passed to players at these points.

Pedagogical meaning. Game - a typical example team games, in which high consistency in the actions of participants is required. It helps to consolidate and improve skills in throwing a ball, develop speed, orientation and reaction, foster teamwork and mutual assistance.

"Defense of the fortification"

Number of players: 12-15 people.

LOCATION AND EQUIPMENT: hall, platform; large ball, three gymnastic sticks.

Preparation. A circle is drawn in the center of the hall. The players are evenly positioned behind his line. A “strengthening” is installed in the center of the circle - three connected sticks. A driver is selected and stands next to the “fortification”.

Description: At the signal, the players try to hit the “fortification” with the ball. The driver interferes with this. The player who hits the target changes place with the driver.

Rules. 1) throw the ball without going beyond the circle line; 2) the driver has no right to hold the fortification with his hands; 3) change the driver only after the “fortification” is knocked down (or the defender himself drops it).

METHODOLOGICAL INSTRUCTIONS. The distance between reinforcement and throwing should be adjusted according to the students' abilities. It is necessary to stimulate collective action in every possible way, giving preference to passing the ball.

Options: 1) instead of “strengthening”, place several clubs in a circle, which the driver has the right to install again after a fall; 2) the driver protects the player entering the center of the circle.

Pedagogical significance. The game helps improve the skills of throwing, catching and passing the ball, develops courage, quickness of orientation and decision-making.

"Don't give the ball to the driver"

Number of players: up to 10 people.

LOCATION AND EQUIPMENT: hall, platform; big ball.

Preparation. The players form a circle with a diameter of 8-10 m. 2-3 drivers stand in the center of the circle. One of those standing in a circle is given a ball.

Description: At the signal, the players begin to pass the ball to each other. The drivers try to intercept the ball or touch it. If they succeed, then the player who made the mistake takes the place of the driver, who moves into the circle.

Rules: 1) the driver has the right to touch the ball not only in the air, but also in the hands of the players; 2) you cannot run with the ball in your hands; 3) it is not allowed to throw the ball over the driver’s head.

METHODOLOGICAL INSTRUCTIONS. It is necessary to draw the attention of the players to the importance of using distracting movements with the ball and the consistency of the actions of the drivers. To teach the players to keep their place, you can arrange them in a drawn circle.

Pedagogical significance. The game is one of the preparatory games for basketball and handball. In it, students master the skills of technique and tactics of these games.

"Cockfight"

Number of players: 20-40 people.

Place: hall, platform.

Preparation. The players are divided into pairs according to their abilities. In each pair, the players stand opposite each other on one leg, bending the other leg, with their hands behind their backs.

Description: At a signal, the players try to push their shoulders to throw the “opponent” off balance, forcing him to stand on two legs. For each successful attempt, one point is scored. The one with the most points wins.

Rules: 1) do not push with your hands; 2) you cannot change your leg without a command.

METHODOLOGICAL INSTRUCTIONS. The playing area must be level, without holes or potholes. There should be no crowding of players in the hall, which can lead to injury.

Pedagogical significance. The game is used mainly in the introductory part of the lesson. It promotes the development of strength, agility, and reaction speed.

“Team, stand by!”

Number of players: 30-40 people.

Place: hall, platform.

Preparation. The players line up in one line.

Description: The leader gives various commands. It is necessary to carry out those of them before which the word “squad” is said. Those who make mistakes take a step forward, but continue to play. At the end of the game, the most inattentive ones are marked.

Rule: the player who does not carry out the command with a preliminary word, as well as the one who carries out the command without a preliminary word, take a step forward.

METHODOLOGICAL INSTRUCTIONS. You need to pause between successive commands. The game does not have to be played while standing still.

Pedagogical significance. The game helps to learn drill commands and formations, develops attention and speed of reaction. Games for primary school students

Games for children 11 - 12 years old

"Fight in squares"

Number of players: 20-30 people.

Place: hall, platform.

Preparation. Three squares are drawn in the middle of the hall, one measuring 10X10 m and two 5X5 m. All players stand in a large square.

Description. At the signal, the fight begins. Everyone strives to stay in the big square. Those behind the lines move to the next square. After a certain time, upon a signal from the leader, the fight stops. Those who have moved to the next square are preparing there to continue the fight. Those who manage to stay in the large square win.

Rules: 1) during a fight, it is allowed to grab the “opponent” only by the arms and body; 2) you cannot attack a player from behind; 3) the one who crosses the boundary lines with both feet is considered eliminated.

METHODOLOGICAL INSTRUCTIONS. The game is recommended for boys only. The time of struggle must be strictly dosed (no more than 1 minute). This is followed by a break for explanations and transitions. Each square must have its own judge. It is necessary to demand from the players a fair fight, excluding attacks from behind and two against one.

Option: alternately call one or two pairs into the square. For winning a pair, a team receives a point.

Pedagogical meaning. The game improves martial arts skills, develops strength, agility, speed of reaction and orientation, cultivates perseverance, determination, courage, collectivism,

Counter relay race with obstacles

Number of players: 20-30 people.

Place: hall, area.

Preparation. 3-4 m from the steppe, on opposite sides of the hall, two parallel lines are drawn. An inverted gymnastic bench is installed in the middle, and a gymnastic horse and goat are placed 5-6 m from the lines. The players are divided into 2 teams, which, in turn, are divided into two halves. One part of the team is located on one half of the hall, the other is opposite it (Fig. 2).

Description: At a signal, the guides of the columns located on one side begin to run to the opposite column. Along the way, they jump over a goat, run along a rail, a gymnastics bench, and crawl under a horse. Then the guides touch the next player on the starting line, who repeats their entire path, and they themselves stand behind the last ones in the column. The game may end when all the players change sides or return to their places again.

Rules: 1) you can start running only after touching the next player; 2) for violating the method of overcoming obstacles, players are penalized with points.

METHODOLOGICAL INSTRUCTIONS. When distributing players among teams, it is necessary to take into account their strengths. Assistants should be involved in the refereeing to count penalties. You can determine in advance the amount of points for the winner, from which penalty points can be subsequently subtracted.

Pedagogical significance. The game improves skills in overcoming various obstacles, develops dexterity, a sense of balance, coordination of movements, and develops responsibility for one’s actions before the team.

"Shuttle"

Number of players: 20 - 30 people.

Place: hall, platform.

Preparation. A line of 3 - 4 m is drawn in the center of the hall. The players, divided into two teams, are located in two opposite ranks. Team captains decide by lot which team will start the game.

Description: The player appointed by the captain jumps forward from the starting line. At the landing site, the judge draws a line along his heels. A player of the other team jumps from this line in the opposite direction. And so the game continues until all participants have jumped. The team whose last player jumps over the starting line wins. After this, the teams change roles.

Rules: 1) when jumping, you cannot step on the line; 2) the jump length mark is made at the closest touch to the start line; 3) everyone has the right to jump no more than once.

METHODOLOGICAL INSTRUCTIONS. The game is best played on soft ground. When playing in the hall, you can use mats. Before starting the game, it is useful to repeat the standing jump technique. To avoid disputes, it is advisable to make accurate measurements using a tape measure, meter, etc.

Pedagogical value. The game improves the skill of standing long jump. At the same time, strength and jumping ability are developed, concentration, perseverance, and responsibility for one’s actions are fostered.

"City by City"

Number of players: 20-30 people.

LOCATION AND EQUIPMENT; hall, platform; lapta and a small ball.

Preparation. The “city” line is drawn in the immediate vicinity of the wall of the hall. In the rest of the field, 3-4 circles with a diameter of 1-2 m are outlined. The players are divided into two teams. By lot, one team gets the right to play in the “city” and stands behind the line, and the other is located under the “city”, in the rest of the court (but not in the circles). A captain is selected for each team (Fig. 4).

Description: The captain of the team playing in the field takes the ball and, standing in the “city,” throws the ball in front of him. A player from the other team hits the ball with a lapper. After this, the puncher runs out of the “city” to the first station and, if given the opportunity, runs into the remaining stations and returns back. For this, the team is awarded a point.

After the kick, the players in the hole try to catch the flying ball. If they succeed, then the teams change roles. If it is impossible to catch the ball, then the players try to hit the running player with the ball. The game continues until the allotted time expires or a certain number of points are scored. The team with the most points wins.

Rules: 1) you can only run across when the ball is in the field; 2) each player has the right to serve the ball once, the captain can serve three times; 3) a player who was hit by the ball during a run can take the ball and immediately mark the players of the opposing team; 4) hitting the ball and catching the “candle” gives the right to move to the “city”. A change is also carried out if the team in the “city” has no one to serve the ball.

METHODOLOGICAL INSTRUCTIONS. In the game it is necessary to use assistants - score counters. It is necessary to draw the attention of team captains to correct placement participants depending on their capabilities.

Pedagogical meaning. This game is one of the variants of the widespread game of lapta. Its value lies in the active influence on the entire motor system of those involved. The game reinforces the skills of running, throwing and catching a ball, improves speed, accuracy and dexterity of movements, cultivates a sense of camaraderie and collectivism,

"Crossing"

Number of players: "20-30 people.

LOCATION: hall; gymnastic equipment, medicine balls.

Preparation. The lines of the “city” are drawn on opposite sides of the hall. The players are divided into teams of 6-8 people. Captains are selected. Each team takes a place in the “city” and has at its disposal the same means of crossing - benches, medicine balls, etc.

Description: At the signal, the team begins crossing to the opposite “river bank”. To do this, they use the shells they have. When moving, you must not touch the floor. The team that solves this problem faster and with fewer losses wins.

Rules; 1) the one who touches the floor is eliminated from the game; 2) when crossing, everyone can help each other (except for those who have dropped out of the game).

METHODOLOGICAL INSTRUCTIONS. Before the start of the game, teams need to be given time to think about their plan of action. The equipment chosen for the game should not be too heavy and bulky. Each team is watched by its own judge. In some cases, you can appoint assistants to insure the players. Those who drop out of the game take their pre-allocated place. They should not interfere with the game with their tips.

P edagogical Implications: This activity type game is very useful. It promotes the development of creative initiative, ingenuity, mutual assistance, and collectivism of the players, and also improves balance, accuracy of movements and strengthens strength.

Relay race with basketball elements

Number of players: 30-40 people.

LOCATION AND EQUIPMENT: hall, platform; several basketballs.

Preparation. The players are divided into several teams and located in columns on opposite sides of the court. Each team receives a ball (Fig. 5).

Description: On command, the guides quickly dribble the ball to the opposite backboard and throw it into the hoop. Having picked up the bounced ball, they bring it back and pass it to the next participant, and they themselves stand behind the last player in the column. The team that finishes the relay earlier and has the highest score wins. large quantity points.

Rules: I) dribbling starts only from the court line; 2) a point is counted for hitting the ball in the ring; 3) for violation of the rules of dribbling and moving with the ball, a penalty point is awarded.

METHODOLOGICAL INSTRUCTIONS. The relay race can be used to study dribbling and throwing the ball into the hoop. Throwers of the ball and hoop may be allowed several attempts. Each team must be watched by a judge - a scorekeeper. The method of performing passes and throwing the ball must be determined.

Pedagogical meaning. The relay race helps to consolidate the skills of catching, passing, dribbling and throwing the ball into the hoop.

"Fight for the ball"

Number of players: about 20 people.

LOCATION AND EQUIPMENT: hall, platform; big ball,

Preparation: For the game, the markings of the basketball court are used. The players are divided into two teams. Each team wears jerseys or headbands of the same color.

Description: At the signal from the leader, the team captains play the ball. The team that has possession of the ball tries to keep the ball and make as many passes as possible. The other team tries to win the ball and prevent many passes from being made. Having taken possession of the ball, this team, in turn, tries to keep the ball in its hands. The game continues for a certain time or until a specified number of points. The team with the most points wins.

Rules: I) with the ball you are allowed to take more than 3 steps and step beyond the lines of the court; 2) players cannot be held back by hands, pushed, etc.; 3) the intercepted ball is put into play from behind the lines; 4) the ball cannot be passed between the same players more than twice; 5) at every new show The team captain must call the score.

METHODOLOGICAL INSTRUCTIONS. If there are a large number of players, you need to create four teams playing in their own halves. The assistants referee the game, and the director monitors the score and time of the game. When organizing the actions of the players, it is important to draw their attention to the correct defensive play, based on holding one specific player.

Pedagogical significance. The game is preparatory to basketball and handball. Students learn the technical and tactical elements of these sports games,

Games for children 13-15 years old

"Circle relay"

Number of players playing: 15-20 people.

Place: hall, platform.

Preparation. A corridor 5-6 m wide is outlined in the middle of the site. Four stands for players are installed at a distance of 8-10 m from the corridor. Teams are located in columns opposite each other (Fig. 6).

Description: At the signal from the leader, the guides of both teams take a place on the starting line. On the command “March!” they start running to the counter, run around it and head in the opposite direction. Having rounded the second counter, they run into the corridor, where they pass the baton to the next participant. The team that finishes the run first wins.

Rules: 1) pass the baton only in the corridor; 2) you cannot hold on to the posts while turning and interfere with the running participant.

Methodological instructions: It is necessary to ensure that the baton is passed correctly. The direction of running of the players should be changed.

Pedagogical significance. The game improves special athletics skills (passing the baton and running along a distance), develops strength and speed, and develops orientation and accuracy of movements.

"Chasers"

Number of players: 15-20 people.

Place: hall, platform.

Preparation. The players are divided into several teams, each of which lines up in a column. The starting places of each team are marked on the site (Fig. 7).

Description: On command, the guides of each team begin running clockwise. Moreover, everyone tries to catch up and tarnish the one running ahead. Having run around the circle, the guides touch the next participants, who continue the competition. The team whose player is the first to catch up with the “rival” running in front wins.

Rules: 1) do not start running until you touch; 2) you cannot interfere with running players of other teams; 3) when running, strictly follow the distance markings.

METHODOLOGICAL INSTRUCTIONS. It is better to indicate the path of movement of the players using some objects (stands, medicine balls). While waiting for the start, the next participant must be located behind the second line. If the teams are equal in strength and it is not possible to catch up with anyone, then the game should be interrupted with a pause for rest.

Pedagogical significance. The game helps to improve running speed and endurance, and fosters responsibility to the team for one’s actions.

Tug of War

Number of people: 20-30 people.

LOCATION AND EQUIPMENT: hall, platform; rope.

Preparation. In the middle of the hall, a start line and two finish lines are drawn, spaced 1 - 2 m from the start line. The players are divided into two teams in strict accordance with their strength and capabilities.

Description: The players take the rope and stand on both sides of the starting line. Moreover, the mark on the rope is located strictly on the starting line. On command, the players try to pull the “opponents” to their side. The team that wins is the one that manages to outmaneuver the “enemy” the most times during the game.

Rules: ]) pull only at the command of the leader; 2) the game stops as soon as the mark on the rope crosses the finish line of one of the teams; 3) you must not suddenly release the rope while pulling.

METHODOLOGICAL INSTRUCTIONS. Great importance has the selection of team composition and the appointment of a good captain who would correctly arrange the participants. Players must wear sports shoes. After each attempt, you need to take a short break to do a few relaxation exercises.

Pedagogical significance. Play promotes the development of strength, strengthens the sense of camaraderie and collectivism. Cannot be carried out as training sessions, and during recess, physical education holidays, etc.

"Volleyball Players' Lap"

Number of players: 12-20 people.

LOCATION AND EQUIPMENT: hall, platform; volleyball.

Preparation. The players are divided into two equal teams, one of which becomes the server, the other - the receiver. Both teams are located on opposite sides of the volleyball courts (Fig. 9). At the signal, the first player serves the ball in the agreed manner to the opponent’s side, and he quickly runs around the court and returns to his place. The players of the opposing team receive the ball and play among themselves, trying to make as many accurate passes of the ball as possible during the run of the player serving the ball. As soon as he returns to his place, the ball is stopped and the ball is passed to the next player to serve. This continues until all players on the serving team have made a run. After this, the sum of points awarded for each pass is calculated, and the teams change roles. The team whose players manage to score more points wins.

Rules: 1) serve the ball only at the signal; 2) a running player does not have the right to run into the court and, to change direction, grab players of the opposing team or touch the ball; 3) two attempts are given to complete the serve. If after the second attempt the ball is not served correctly, then the opposing team is awarded 5-10 points; 4) when passing, the ball cannot be passed to the same players repeatedly; the ball should be sent to a different player each time; 5) the play of the ball stops after the completion of the run, after the ball falls on the floor and after a technical error made when passing the ball.

METHODOLOGICAL INSTRUCTIONS. The game can be used after students have mastered the technique of serving and passing the ball. You can play not only on the volleyball court, but also in an unequipped room. To play the game, it is necessary to allocate a score counter. The method of serving and passing the ball must be determined in advance.

Pedagogical value. The game helps to consolidate and improve the technical techniques of playing volleyball, promotes the development of speed of action and running speed, fosters composure and responsibility to the team for their actions.

Jumpers

Number of players: 20-40 people.

LOCATION AND EQUIPMENT: hall, platform; racks and bars for jumping.

Preparation. Two teams are created from the players, the players of which have differences in form. Teams line up in front of the jumping area (Fig. 10).

Description: At the signal, the first participants from each team begin jumping. They must overcome a set height to participate in the further competition. Everyone makes two attempts in the general flow. If the height is achieved in one of the attempts, the participant continues the competition.

When performing a jump, points are awarded for the correct take-off and landing. For taking off from the line “3” - 3 points, from the line “2” - 2 points, from the line “1” - one (in accordance with the markings), The same for landing. At best, a participant can receive 6 points for a jump. The game is played either until the agreed amount of points scored, or until the largest number of remaining participants is determined.

Rules: 1) all jumps are performed in a certain way, according to a signal; 2) those who do not reach the height are eliminated from the competition.

METHODOLOGICAL INSTRUCTIONS. It is necessary to clearly mark the places of take-off and landing. Perform the next jump only after the competition site has been fully prepared. Several people are involved in judging: score counters, judges at the lines, at the bar and in the jumping pit.

Pedagogical meaning. The main purpose of this game is to consolidate the skills of athletics high jumps, develop the ability to compete and help the team and achieve victory.

"Gate Defense"

Number of players: 26 people.

LOCATION AND EQUIPMENT: hall, platform; jumping stands, handball ball.

Preparation. A circle with a radius of 6 m is drawn in the center of the site. A middle line is drawn through it, which divides the site in half. Jumping stands are installed in the center of the circle at a distance of 3 m from one another. The players are divided into teams. Each team consists of 13 people - one goalkeeper, 6 forwards and 6 defenders. Teams choose half of the field by lot to start the game. Each team leaves 6 attackers in its half of the field, and sends a goalkeeper and 6 defenders to the enemy side. The goalkeeper takes a place in the goal, and the defenders are located along the radius of the circle.

Description: At the signal, the team in possession of the ball begins an attack. By passing the ball and moving, the attackers try to throw the ball into the goal. The defenders interfere with them and, having intercepted the ball, pass it to the opposite side to their attackers. They, in turn, begin to attack the enemy’s goal. The game continues until a certain time or score is reached.

Rules: I) you cannot go behind midline, outside the court and into the central circle; 2) it is not allowed to hold the ball for more than 3 seconds. and run with it more than 3 steps; 3) it is prohibited to detain, push players, or snatch the ball from their hands. For all these violations, the ball is taken away from the team in possession of the ball and passed to the attackers of the opposing team, and the defending team is punished with a free throw from the place of violation (while the defenders cannot be located closer than 3 m from the ball).

METHODOLOGICAL INSTRUCTIONS. The number of players may vary. In the first stages of training, it is advisable to play in small teams. Moreover, there should be more attackers than defenders. In the future, this ratio gradually equalizes.

Pedagogical purpose. The game is used in hand ball classes. It helps to consolidate and improve the elements of technology and tactics of this sports game. This version of the game can be played in small halls, and almost half a row can participate in it at the same time.

Ski relay

Number of players; 15-20 people.

LOCATION AND EQUIPMENT: hall, platform; racks.

Preparation. Start and finish lines are marked. In the middle of the site, several special stands are installed (5 for each team) at a distance of 2-3 m from one another. The players are divided into teams (of 3 people each) and stand behind the starting line.

Description: At a signal, the guides run around each post to the finish line and return back. At the start line, the second team numbers take them by the belt. Now they cover this distance together, then together. Returning to the starting line for the third time, they quickly change formation: two take a prone position, and the third takes them by the ankle joints. In this position, they advance in the corridor between the posts to the finish line. Here they change the position again: the two extreme ones carry the middle participant hanging between them. The team that finishes the distance first and receives fewer penalty points wins.

Rules: 1) you cannot knock down the posts and disrupt the formation; 2) it is not allowed to start or end the run prematurely - before the partner arrives and before the lines cross. Penalty points are awarded for all these violations.

METHODOLOGICAL INSTRUCTIONS. It is better to play the game on the ground, on a slope. Tree branches can be used as stands. The distance between the stands can be changed in accordance with the preparedness of the participants. The distance between the start and finish line should not be more than 20 m. Assistants are involved in judging, counting the mistakes of each team.

Pedagogical significance. The game contributes to the acquisition of motor qualities, endurance, speed and strength necessary for a skier, fosters perseverance in overcoming difficulties, collectivism and coordination of actions. The game can be used in the preparatory period of training young skiers.

"Snipers"

Number of players: 15-20 people.

LOCATION AND EQUIPMENT: hall, specially equipped area; soccer ball.

Preparation. On opposite sides of the site (at a distance of no more than 30 m) two parallel lines are drawn. The place of delivery is marked on the “city” line. All players are divided into two teams, one of which takes place in the “city”, the other in the field. The team in the “city” is given a ball.

Description: At the signal, one of the players kicks the ball into the field from the serving place, and immediately rushes to the opposite “city”. The players of the team operating in the field receive this ball and kick the ball and try to mark the running participant. If the latter manages to run unspotted, then his team gets a point. Otherwise, the teams switch places. The team that manages to score more points within a certain time wins.

Rules: 1) when serving, the ball must fly with a low trajectory and must hit the field; 2) it is not allowed to stop the ball with your hands; 3) you cannot interfere with a running player); 4) the person running after a strike must in all cases run into the field. He can return back only after crossing the line of the opposite “city”; 5) the ball that goes out of the field or into the “city” goes to the other team; 6) the player who does not serve the ball is deprived of a run. After two unsuccessful serves, the teams switch roles.”

METHODOLOGICAL INSTRUCTIONS. The game is played in a specially equipped room with protected windows or on a court. Hitting the ball and stopping must be done in a certain way.

Pedagogical significance. The game helps to improve the technique of playing football, develops speed, courage, and decisiveness of action.

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