Synopsis of an outdoor game in st gr owl. Outdoor games for children of the preparatory group of kindergarten

22.07.2019 Style and fashion

psychological exercises for training

Game "Owl"

Target: formation of a stereotype of correct posture, prevention of poor posture, development of coherent oral speech.

Number of players: 6-15 people.

Instructions. The driver is chosen - an owl. A circle with a diameter of 1.5 meters is marked on the site - this is an owl’s nest. The owl stands in a circle, taking the starting position: hands on the belt, elbows back, back straight. Players join hands, forming a large circle around the owl. At the signal, children walk sideways with side steps and say:

Oh, you little owl,
You're a big head
You're sitting on a tree
You fly at night, you sleep during the day.

The command is given:

The day is coming
Everything comes to life!

Children, pretending to be mice, stand on their toes and run in different directions, approaching the owl's nest. Then the leader says:

The night is coming
Everything falls asleep!

The mice freeze in place, assuming a predetermined position of correct posture. The owl flies out to hunt, vigilantly inspects the players and sends to the bench those whose posture is not correct. After 3-6 seconds the command “Day!” is given. - and the game continues.

As soon as the owl catches three mice, the game stops. A new owl is chosen, and the former players return to the circle. At the end of the game, the players who have never been caught by the owl and the owl who caught them are named. greatest number mice.

Guidelines. The positions taken by the mice when the owl flies out to hunt:

  1. “Strongmen”: hands to shoulders, fingers into fists, shoulder blades close together.
  2. “Pistol”: half squat on the right leg, left leg forward, hands on the waist, elbows back.
  3. “Weathervane”: half squat, arms to the sides with palms forward, back straight, knees apart, look straight.
  4. “Stork”: standing on your right leg, bend your left knee, arms up, palms out.

Games aimed at the physical development of preschool children.

Game "Owl"

Purpose of the game: development of dexterity, development of the ability to act on a signal.

Equipment: chalk.

Progress of the game. One of the players portrays an owl. He sits in a nest - a small semicircle marked on the ground. The rest of the players imitate frogs, bugs, and butterflies. They run, jump, and wave their arms. On signal The night has come! everyone stops and freezes in a random position. The owl will fly out to hunt. Noticing the man moving, the owl takes him to her nest. On signal Day! everyone starts moving again. According to the rules of the game, you cannot escape from the owl. Those who do not get caught by the owl are considered the most dexterous and careful.

Game "Wolf in the Moat"

Purpose of the game; development of the ability to navigate in space, the ability to jump, and act on a signal.

Equipment: chalk.

Progress of the game. On the site, two parallel lines are drawn at approximately a distance of 10-15 m. Behind one of them there is a house where goats live, behind the other there is a field. Two more lines were drawn between the house and the field at a distance of 1-1.5 m from one another. They indicate the ditch in which the wolf is located. On signal Goats, in the field! the players run out of the house and, jumping over the ditch, run into the field. The wolf is trying to stain the goats. A player spotted by a wolf stops so the wolf can mark the number of those caught. The goats then return to the house and the game continues. The wolf who catches more goats wins.

Game "Two Frosts."

Purpose of the game: development of speed of movement, dexterity, ability to act on a signal.

Equipment: chalk.

Progress of the game. Two houses are marked on opposite sides of the site. In one of them are all the players, except for two frosts, who stand in the middle of the site. Frosts says:We are two young brothers, two daring frosts: I am frost with a red nose, I am frost with a blue nose. Which of you will decide to set off on the little path? Children answer: We are not afraid of threats and
we are afraid of the frost- and run to another house. Frosts try to freeze those running by by touching them with their hands. The frozen ones stop in place. Frosts count how many players they managed to freeze. Then new frosts are chosen. The best are those who managed to freeze the largest number of players.

Game "Traps"

Purpose of the game: learn to run fast, navigate in space,ability to act on a signal.

Equipment: the game is played on the court.

Progress of the game. One of the players is chosen as a trap. Other players scatter around the court. The driver says loudly: I'm a trap! These words serve as a signal to start the game. Lovish tries to catch up and touch one of the players with his hand. The player who is touched by the driver becomes a trap, now everyone runs away from him and dodges. The new trapper is not allowed to immediately touch the hand of the previous driver.

Game "Catch the ball"

Purpose of the game: learn to throw and catch the ball,

Equipment: ball.

Progress of the game. The game involves three players. Two people stand at a distance of at least 3 m from each other and throw the ball. The third is between them and tries to catch the ball at the moment when it flies over him. Having caught the ball, the driver takes the place of the one who unsuccessfully threw the ball, and he takes the place of the driver.

Game "Chicks and hen"

Goal: to teach children to crawl under an obstacle, act on a signal, and develop the muscles of the abdomen, back, and legs.

Equipment: rope stretched at a height of 50 cm from the floor level - a chicken house, yellow hats - masks for each child, balls.

Progress of the game: an adult gathers the children behind a taut rope in the house, puts on chicken hats and masks for them, explains that the chickens will go from the house to the street to look for grains. As soon as they hear that a big bird has arrived, they must quickly hide in the house.

Children and an adult crawl under the rope and begin to collect small balls scattered on the floor. At the command of an adult: “Big bird!” children hide in the house.

The bird can be another adult, he tries to catch the children, then the child can play the role of the bird.

Game "Let's go to visit the bear"

Goal: improve walking skills, develop agility and balance.

Equipment: gymnastic wall, 1.5-2 m board with hooks, soft toy.

Progress of the game: an adult fixes the board at one end on the gymnastics wall, starting from a height of 20-30 cm, then the steepness of the slide can be increased. He places a toy on the gymnastics wall and invites the child to visit the bear. The adult monitors the child’s posture and emotionally approves of him.

Game "Carousel"

Goal: to develop the child’s balance in movement, running skills, and increase emotional tone.

Equipment: hoop.

Progress of the game: the adult invites the children to grab the hoop and run along to the words of the nursery rhyme:

Barely, barely, barely, barely,

The carousels are spinning

And then, then, then,

Everybody run, run, run.

Hush, hush, don't rush,

Stop the carousel

One-two, one-two,

So the game is over.

The game can be repeated by changing the movement. You can carry out similar games-exercises for squatting, standing on tiptoes, holding a hoop.

Game "Airplane"

Goal: to develop the child’s running skill.

Progress of the game: an adult invites the child to play with an airplane - to fly: “Run to me, we’ll fly!” The baby runs into the arms of an adult, who picks him up under the arms, lifts him, spins around with him, and then puts him on the ground. While moving, the adult imitates the sound of an airplane and encourages the child to repeat it: “Ooooh!”

If whirling causes a negative reaction in a child, then you can simply lift and hold the baby close to you.

Game "Gray Wolf" (Tatar folk game)

Goal: learn to run quickly without bumping into each other, navigate in space, be able to listen to text, follow the rules of the game, develop friendly relationships, and speed of reaction to a signal.

Progress of the game. One of the players is chosen as a gray wolf. Squatting down, the gray wolf hides behind the line at one end of the area. The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 meters. At the signal, everyone goes into the forest to pick mushrooms and berries. The leader comes out to meet them and asks (the children answer in unison):

-Where are you in a hurry, friends?

- We are going into the dense forest.

- What do you want to do there?

- We'll pick raspberries there.

- Why do you need raspberries, children?

- We'll make jam.

- What if a wolf meets you in the forest?

- The gray wolf will not catch us!

After this roll call, everyone comes up to the place where the gray wolf is hiding and says in unison:

I'll pick berries and make jam,

My dear grandmother will have a treat.

There are a lot of raspberries here, it’s impossible to pick them all,

And there are no wolves or bears to be seen at all!

After the words are out of sight, the gray wolf gets up, and the children quickly run over the line. The wolf chases them and tries to tarnish someone. He takes the prisoners to the lair - to where he himself was hiding.

Card index of outdoor games for children 6-7 years old

Program content:

Teach children to use a variety of outdoor games (including games with elements of competition) that promote the development of psychophysical qualities (dexterity, strength, speed, endurance, flexibility), coordination of movements, and the ability to navigate in space; independently organize familiar outdoor games with peers, fairly evaluate their results and the results of their comrades. Learn to come up with game options, combine movements, showing Creative skills. Develop interest in sports games and exercises (small towns, badminton, table tennis, hockey, football).
card number 1
Outdoor game "Traps"
Target:
Progress: With the help of a counting rhyme, a driver is selected - a trap - and stands in the middle of the hall (area). At the signal: “One, two, three – catch!” all the players scatter and dodge the trap, which is trying to catch up with someone and touch them with their hand (stain). The one touched by the trap moves aside. When 2-3 players are caught, another trap is selected. The game is repeated 3 times. If the group is large, then two traps are selected.
card number 2
Outdoor game "Nimble guys"
Target: Develop dexterity, eye and precision of movements.
Progress: The players are divided into threes and stand in a triangle (the distance between children is 1.5 m). One child in a trio throws the ball up with both hands, the second must pick it up and throw it up again, the third player catches the ball and throws it up, the first player must catch the ball, etc.
card number 3
Outdoor game "Catch up with your partner"
Target: Exercise children in running with acceleration.
Progress: Children stand in two lines; the distance between the ranks is 3-4 steps. At the teacher's signal, a run is performed. the opposite side sites (distance 15 – 20). The player in the second line tries to touch (spot) the player in the first line before he crosses the conditional line. The teacher counts the number of losers. When repeating the game task, the children change roles.
card number 4
Outdoor game "Tops and Roots"
Target: Consolidate knowledge about the way vegetables grow, develop attention, visual and auditory perception, memory, and practice the ability to catch a ball.
Progress: 1. An adult shows a vegetable (models or natural) or names it; children name it and show with movements where it grows; if on the ground, they raise their hands up; if underground, they squat. A child can also act as an adult and show the vegetables himself.
2. Children stand in a circle. In the center is the driver with the ball. He throws the ball to the first player and names any vegetable. The player returns the ball to the leader and answers whether it is tops or roots. The one who never makes a mistake wins.
card number 5
Outdoor game "Don't stay on the floor"
Target: Exercise children in running evenly while maintaining a distance, and develop coordination of movements in jumping.
Progress: Using a counting rhyme, a driver is selected - a trap. The trap runs around the hall (playground) with the children. As soon as the teacher says “Catch!” all children run away and try to climb any height (gymnastic benches, cubes, gymnastic wall). The trap is trying to show off. The guys he touched step aside. At the end of the game, the number of losers is counted and a new driver is selected.
card number 6
Outdoor game "Flies - does not fly"
Target:
Progress: Children stand in a line. The presenter names various objects and raises his hands up. Children should raise their hands up only when the named object is flying. At the end, note those who have never made a mistake.
card number 7
Outdoor game "Quickly stand in a column"
Target: Develop attention and speed of movement.
Progress: The players line up in three columns (in front of each column there is a cube of its own color). The teacher suggests remembering your place in the column and the color of the cube. At the signal, the players scatter throughout the hall (area). After 30-35 seconds. The signal “Quickly in the column!” is given, and each child must quickly take his place in the column.
card number 8
Outdoor game "Owl"
Target: Development of attention, response to verbal commands and voluntary regulation of behavior.
Progress: An owl's nest is marked on the site. The rest are mice, bugs, butterflies. At the signal "Day!" - everyone is walking and running. After a while the signal “Night!” sounds. and everyone stops, remaining in the position in which the team found them. The owl wakes up, flies out of the nest, runs around the children, watches carefully, and takes the one who moves to its nest. On the signal: "Day!" - The game continues.
Rules: Stop in the position suggested by the teacher: stand on one knee, on your toes, forming pairs, placing your feet on the same line.
card number 9
Outdoor game "Giants and Dwarves"
Target: Train children to act on cues.
Progress: The driver (usually an adult) explains to the children that he can only pronounce the words “giants” and “gnomes.” When you hear the word “giants,” everyone should rise on their toes and raise their hands. And when you hear the word “gnomes,” everyone should sit down lower. The one who makes a mistake is out of the game.
Of course, the driver wants to ensure that the players make mistakes. To do this, he first pronounces the words “giants!” loud and bass, and "gnomes" - in a quiet squeaky whisper. And then, at some point, it’s the other way around. Or when saying “giants,” the driver squats, and when saying “gnomes,” he rises on his toes.
The pace of the game is accelerating and all players are gradually dropping out. The last player who has never made a mistake becomes the driver.
card number 10
Outdoor game "Fishing Rod"
Target: Practice jumping with energetic push-off with both feet from the ground and bending your legs under you during the jump.
Progress: Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, with a bag of sand tied at the end. The teacher rotates the bag on a rope in a circle above the ground (floor), and the children jump, trying to prevent the bag from touching their feet. The teacher rotates the bag in both directions alternately.
card number 11
Outdoor game "Pass quickly"
Target:
Progress: The players stand in 3-4 lines and are located half a step from each other. The first player in each row has a large diameter ball. At the teacher’s signal, the children begin to pass the ball to each other from hand to hand. The last player in the line, having received the ball, raises it above his head.
card number 12
Outdoor game "Don't get caught"
Target:
Progress: A circle is drawn on the floor (ground) (or laid out from a cord). All players stand behind the circle at a distance of half a step. The driver is selected. He stands in a circle anywhere. Children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are in the circle. The child whom the driver touched moves aside. After 30-40 seconds. The game stops. Another driver is chosen, and the game is repeated with all the children.
card number 13
Outdoor game "Circular rounders"
Target: To develop children's dexterity in ball games and speed in running and dodging.
Progress: Children are divided into two teams. Players of one team stand in a circle, each with a ball in their hands. The players of the second team are inside the circle. The task of the players of the first team is to touch (touch) those who are inside the circle. Children inside the circle try to dodge. When at least a third of the players are defeated, the teams change places.
card number 14
Outdoor game "Shapes"
Target: Development of attention, orientation in space, ability to act on a signal.
Progress: At the teacher’s signal, all children scatter around the hall (playground). At the next signal, all players stop at the place where the team found them and take some pose. The teacher notes those whose figures turned out to be the most successful.
Options: At the signal: "Stop! Two!" - build a figure in pairs. The next "Stop! Three!" - in three, etc. until five.
card number 15
Outdoor game "Ball over head"
Target: Develop speed and accuracy of movements when passing the ball.
Progress: The players are divided into threes. Two guys throw the ball to each other, and the third stands between them and tries to touch the ball. If he succeeds, he changes places with the player who threw the ball.
card number 16
Outdoor game "Pass on the move"
Target: Development of attention, speed and accuracy of movements when passing the ball.
Progress: The players are divided into pairs and stand on the starting line. One player of each pair has a large diameter ball in his hands. At the teacher’s signal, the children, throwing the ball to each other as they go, move to the opposite side of the hall (area) to the designated line (distance 10 m). The pair that quickly and without losing the ball reached the finish line is noted.
card number 17
Outdoor game "Migration of birds"
Target: Practice climbing, developing agility and strength.
Progress: On one side of the hall there are children - birds. On the other side there are various aids - gymnastic benches, cubes, etc. - these are trees. At the signal "Birds fly away!" children, flapping their arms like wings, scatter throughout the hall. At the signal "Storm!" all the birds run to the trees and try to take some place as quickly as possible. When the teacher says “The storm has stopped!” Children descend from the heights and scatter around the hall again - “the birds continue their flight.”
card number 18
Outdoor game "Echo"
Target: Exercise in the development of phonemic hearing and accuracy of auditory perception.
Progress: Before the game, the adult asks the children: Have you ever heard an echo? When you travel in the mountains or through a forest, pass through an arch or are in a large empty hall, you may encounter an echo. That is, of course, you won’t be able to see it, but you can hear it. If you say: “Echo, hello!”, then it will answer you: “Echo, hello!”, because it always repeats exactly what you tell it. Now let's play echo.
Then they appoint a driver - “Echo”, who must repeat what he is told.
card number 19
Outdoor game "Jump over - don't hit"
Target: Practice jumping on two legs, develop strength and agility.
Progress: The players line up in two columns and stand two steps apart from each other. Two drivers stand in front of each column with a stretched rope in their hands (length 1.5 - 2 m). The drivers raise the rope to a height of 20 cm and, at the teacher’s signal, pass it under the feet of the players, and they must jump over the rope.
card number 20
Outdoor game "Hurry up to run out"
Target: Strengthen the skill of walking and running with changing the direction of movement, the ability to act on a signal from the teacher.
Progress: The players stand in a circle. 5-6 guys go to the center of the circle. Those standing in a circle hold hands and start running to the right or left (or walking quickly), and the guys in the center of the circle clap their hands. At the teacher’s signal “Stop!” those running in a circle quickly stop and raise their clasped hands up. The teacher counts out loud to three. During this time, those standing in the center of the circle must quickly run out of the circle. After counting “three” the children lower their hands. The one who remains in the circle is considered the loser.
card number 21
Outdoor game "Ball for the driver"
Target:
Progress: The players stand in 3-4 columns (or 3-4 circles). The driver with the ball stands at a distance of 2-2.5 m from each column. At the teacher’s signal, the drivers throw the ball to the players standing first, and those, having caught them, return them back and run to the end of their column. Then the drivers throw the balls to the next players, etc.
card number 22
Outdoor game "Frogs"
Target: Practice jumping and throwing the ball.
Progress: Children line up in 3 or 4 columns and stand in front of the wall at the starting line. The first players in the column have a ball of medium or small diameter in their hands (depending on the preparedness of the children). The distance to the wall is 1.5 - 2 m. The child throws the ball against the wall and jumps over it after bouncing on the floor (ground). The second child in the column picks up the ball, throws it against the wall, jumps over the ball after the rebound, and so on. Each subsequent player, after completing the exercise, stands at the end of his column.
card number 23
Outdoor game "Traps with ribbons"
Target: Practice running. Develop dexterity and the ability to quickly navigate.
Progress: Children line up in a circle; each has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. At the teacher's signal: "One, two, three - catch it!" - children run around the playground. The trap runs after the players, trying to snatch a ribbon from someone. At the teacher’s signal: “One, two, three, quickly run into the circle!” everyone is built in a circle. The teacher invites those who have lost their ribbons to raise their hands, i.e. lost, and counts them. The trap returns the ribbons to the children, and the game is repeated with a new driver.
card number 24
Outdoor game "Carrying balls"
Target: Develop the ability to perform movements on cue. Practice running fast.
Progress: The players line up in two columns and stand on four sides of the hall (area). In the center there is a large diameter hoop (or basket) in which small balls are placed according to the number of players. At the teacher’s command, the children standing first in the columns run to the hoop, take one ball, return and stand at the end of their column. The second players start running after the first ones cross the designated line, etc. The team that completes the task quickly and without errors wins.
card number 25
Outdoor game "Take it quickly"
Target: Develop the ability to perform movements on cue.
Progress: The players form a circle and walk around objects (cubes, balls, pins); There are 2-3 fewer items than players. Suddenly the teacher gives a signal: “Take it quickly!” Each player must take an object and lift it above their head. The one who did not have time to take the item is considered a loser.
card number 26
Outdoor game "Guess whose voice?"
Target: Strengthen the skill of walking in a circle.
Progress: The driver stands in the center of the hall and closes his eyes. Children form a circle without holding hands, walk in a circle to the right and say:
We gathered in an even circle,
Let's turn around at once,
How about we say: “Leap - hop - hop”
Guess whose voice it is.
The words “skok – skok – skok” are pronounced by one child (as directed by the teacher).
The driver opens his eyes and tries to guess who said these words. If he guesses correctly, that player takes his place. If the driver did not guess correctly, then when the game is repeated, he again plays this role. Children walk in a circle in the other direction.
card number 27

Target: Develop accuracy in exercises with the ball.
Progress: The players line up in front of the wall (fence) and throw the ball against the wall, catching it after bouncing off the ground (with a clap, squat, etc.)
card number 28
Outdoor game "Mousetrap"
Target: To develop children's self-control and ability to coordinate movements with words. Practice running with crawling.
Progress: The players are divided into two unequal groups. The smaller one forms a circle - a “mousetrap”, the rest are “mice” - they are outside the circle. The players, depicting a mousetrap, join hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they gnawed everything. They all ate. Beware, cheats, we will get to you! Let’s set up mousetraps and catch everyone now.” Children stop and raise their clasped hands up, forming a gate. Mice run in and out of the mousetrap. According to the teacher's words "Clap!" children standing in a circle lower their hands and squat - the mousetrap has slammed shut. Players who do not have time to run out of the circle are considered caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children change roles.
card number 29
Outdoor game "Entertainers"
Target: Develop children's creative abilities, spatial orientation, attention.
Progress: Using a counting rhyme, an entertainer is selected and stands in the center of the circle formed by the children. Holding hands, children walk in a circle to the right, then to the left and say:
In an even circle one after another
We are going step by step.
Stay where you are! Together together
Let's do it like this!
The children stop, lower their hands, and the entertainer shows some kind of movement. Everyone must repeat it. The one who repeats the movement best of all becomes the new entertainer.
card number 30
Outdoor game "In places"
Target: Develop the ability to throw and catch the ball, be dexterous, attentive, and develop an eye.
Progress: The players form a circle. In front of each child there is an object (a cube, a bag, a pin). At a signal, everyone scatters around the hall (area) in different directions, and the teacher removes one object. At the signal "Get to your places!" All players must quickly stand in a circle and take a place near some object. The one who is left without a place is considered a loser.
card number 31
Outdoor game "Pass the ball"
Target: Practice performing tasks with a ball.
Progress: The players line up in 3-4 columns. The distance between children in the column is one step. The first player in the column receives the ball (large diameter). At the teacher’s signal, the first players pass the ball with both hands back between their legs and run to the end of their column. The next players pass the balls back and run to the end of their column, and so on. When the first player is again in front of the column, he raises the ball high above his head. Repeat 2-3 times. The teacher marks the winning team.
card number 32
Outdoor game "Sly Fox"
Target: To develop endurance and observation skills in children. Practice running quickly with dodging, lining up in a circle, and catching.
Progress: The players stand in a circle at a distance of one step from each other. The teacher invites the players to close their eyes, walks around the circle behind the children and touches one of the players, who becomes a sly fox. Then the teacher invites the players to open their eyes and carefully look to see which of them is the sly fox, and whether she will give herself away in some way. The players ask in chorus 3 times, first quietly and then louder, “Sly fox, where are you?” At the same time, everyone looks at each other. The sly fox quickly goes to the middle of the circle, raises his hand up, and says “I’m here.” All the players scatter around the site, and the fox catches them. The caught fox takes him home to his hole.
Rules: The fox begins to catch the children only after the players ask in chorus 3 times and the fox says: “I’m here!”
If the fox gave himself away earlier, the teacher appoints a new fox.
A player who runs out of bounds of the court is considered caught.

Options: 2 foxes are selected. The fox can be chosen by lot.
card number 33
Outdoor game "Tag"
Target: Practice running quickly with dodging, lining up in a circle, and catching.
Progress: All the players run freely around the site, the driver - the tag - tries to stain someone. The player who is stained becomes a tag; If the tag cannot catch someone for a long time, then the teacher appoints another driver. If the group is large, then you can appoint two drivers.
card number 34
Outdoor game "Stop!"
Target: Practice walking and perform tasks when given a signal, repeat the game balance exercises.
Progress: The players stand in one line or randomly close to each other. On the opposite side of the hall, the driver stands with his back to the players. He says loudly: “Walk quickly, don’t yawn, stop!” For each word, the players move forward in steps (rhythmically, in accordance with the spoken text). At the last word, the children stop, and the driver quickly looks around. The one who did not have time to stop takes a step back. The driver turns away and says the text again, and the children continue to move. The player who manages to cross the finish line before the driver says the word “Stop!” becomes the driver.
card number 35
Outdoor game "Jumping sparrows"
Target: Practice jumping over cords.
Progress: The teacher lays out a circle of rope on the floor (or draws it on the ground) (sandbags or cubes can also be guides). The driver is chosen - a kite (or a cat). He stands in the middle of the circle. The rest of the children are sparrows, they stand outside the circle. The little sparrows jump in and out of the circle. The kite (or cat) runs in a circle and does not allow the sparrows to stay there for a long time. The sparrow, which the driver touched, stops, raises his hand, but does not leave the game. The teacher marks those whom the kite (or cat) has never caught. The game is repeated after a short break.
card number 36
Outdoor game "Frogs and Heron"
Target: To develop dexterity and speed in children. Learn to jump back and forth over an object.
Progress: The boundaries of the swamp (rectangle, square or circle) where the frogs live are marked with cubes (20 cm on a side), between which ropes are stretched. There are sandbags at the ends of the ropes. At a distance is a heron's nest. Frogs jump and frolic in the swamp. The heron (leader) stands in his nest. At the teacher’s signal, she, raising her legs high, heads to the swamp, steps over the rope and catches frogs. The frogs escape from the heron - they jump out of the swamp. The heron takes the caught frogs to her house. (They stay there until they choose a new heron.) If all the frogs manage to jump out of the swamp and the heron does not catch anyone, she returns to her house alone. After 2-3 games, a new heron is selected.
Directions: Ropes are placed on the cubes so that they can easily fall if they are touched while jumping. The fallen rope is put back in place. The players (frogs) should be evenly distributed over the entire area of ​​the swamp. There may be 2 herons in the game.
card number 37
Outdoor game "Hunters and Falcons"
Target: Exercise in fast running, develop reaction speed.
Progress: On one side of the hall (platform) there are falcons. There are two hunters standing in the middle of the hall. At the teacher’s signal “Falcons, fly!” children run across to the other side of the hall, and hunters try to catch (spot) them before they cross the conditional line. When the game is repeated, other drivers are selected, but not from among those caught.
card number 38
Outdoor game "Passing the ball in a line (or in a circle)"
Target: Develop speed and accuracy of movements when passing the ball.
Progress: The players line up in 3-4 lines. The first player in each line has a ball (large diameter) in his hands. At the teacher’s signal, the children begin to pass the ball to each other in a line. As soon as the last player in the line receives the ball, he raises it above his head and all players must turn in a circle and pass the ball in the opposite direction. The first in the line receives the ball, all children turn again and take their original position. The teacher announces the winning team.
card number 39
Outdoor game "Day and Night"
Target: To develop dexterity and speed in children.
Progress: The players are divided into two teams – “Day” and “Night”. A line is drawn in the middle of the hall (area) (or a cord is placed). At a distance of two steps from the line, the teams stand with their backs to each other. The teacher says: “Get ready!”, then gives one of the teams a signal to run, for example, says: “Day.” Children run away beyond the conventional line, and the players of the second team quickly turn around and catch up with their opponents, trying to mark them before they cross the conventional line. The team that manages to stain the most players on the opposing team wins.
card number 40
Outdoor game "Two Frosts"
Target: Practice running in all directions, develop reaction speed, and the ability to act according to the rules.
Progress: On opposite sides of the site, lines indicate two houses. The players are located in one of the houses. Two drivers (Frost - red nose and Frost - blue nose) go to the middle of the site, face the children and say:
We are two young brothers,
Two frosts are removed,
I am Frost - red nose,
I am Frost - blue nose,
Which one of you will decide
Hit the road - set off on the path?
All players answer in chorus:
We are not afraid of threats
And we are not afraid of frost.
After this, the children run to another house, and the frosts try to freeze them (touch them with their hands). The frozen ones remain in the place where the frost overtook them and stand there until the end of the run. Frosts are counting how many guys they managed to freeze. After two dashes, other Morozovs are chosen.
card number 41
Outdoor game "Spider and flies"
Target: Continue to practice running in different directions and the ability to maintain balance. Develop endurance.
Progress: In one corner of the hall there is a circle (or cord) marking the web where the leader, the spider, lives. The rest of the children are flies. At the teacher’s signal, all the flies scatter around the hall, “fly”, and buzz. The spider is in the web. At the signal "Spider!" the flies stop in the place where the team found them. The spider comes out and looks carefully. The spider takes the one who moves into its web. After two repetitions, the number of flies caught is counted. The game resumes with another driver.
card number 42
Outdoor game "Keys"
Target:
Progress: The players stand in circles drawn in any order (or laid out from short cords) at a distance of 2 m from one another. The driver is selected. He approaches one of the players and asks: “Where are the keys?” He answers: “Go to ... (names one of the children), knock!” At this time, other children try to change places. The driver must quickly take a free circle during the dash. If the driver cannot occupy a circle for a long time, he shouts: “I found the keys!” Then all the players change places, the one left without a place becomes the driver.
card number 43
Outdoor game "Carousel"
Target: To develop in children the rhythm of movements and the ability to coordinate them with words. Practice running, walking in a circle and forming a circle.
Progress: The players form a circle. The teacher gives the children a cord, the ends of which are tied. Children holding right hand by the cord, turn to the left and say the poem: “Barely, barely, barely, barely, the carousel started spinning. And then around, around, everyone ran, ran, ran.” In accordance with the text of the poem, the children walk in a circle, first slowly, then faster, then run. While running, the teacher says: “It’s okay.” Children run in a circle 2 times, the teacher changes the direction of movement, saying: “Turn.” The players turn in a circle, quickly grabbing the cord with their left hand and run in the other direction. Then the teacher continues with the children: “Hush, hush, don’t write it off, stop the carousel. One, two, one, two, that’s the end of the game!” The movements of the carousel are becoming slower and slower. At the words “The game is over,” the children lower the cord to the ground and disperse.
Rules: You can only take a seat on the carousel by calling. Those who do not manage to take a place before the third bell do not take part in the skating. You must make movements according to the text, observing the rhythm.
Options: Everyone must take their place. Place the cord on the floor, running in a circle behind it.
card number 44
Outdoor game "Blind Man's Bluff"
Target: Improving orientation in space.
Progress: The teacher appoints the driver as the counting rhyme - blind man's buff. He stands in the middle of the platform, bounded by cords. He is blindfolded and asked to turn around several times. All the children run away, and the blind man's buff tries to catch someone.
Rules: Do not go beyond the designated border; when running away from blind man's buff, you can squat; To prevent the blind man's buff from leaving the site, he is warned with the word "fire".
When the children spin the blind man’s buff in the place of the leader, they say the sentence together:
- Cat, cat, what are you standing on?
- On the porch (on the kettle).
-What are you drinking?
- Kvass!
- Catch mice, not us.
Here is another sentence option:
- Where are you standing?
- On Bridge.
- What are you drinking?
- Kvass.
- Look for us for three years!
card number 45
Outdoor game "Passed - sit down (ball relay)"
Target: Develop speed and accuracy of movements when passing the ball.
Progress: The game is played in the hall or on the court. It requires 2-3 volleyballs. The players are divided into 2-3 equal teams, which line up behind the line in a column one at a time. The captain stands 6-8 meters ahead of each team with the ball in his hands. At the signal, the captain passes the ball to the first player of his team. He, having caught the ball, returns it to the captain and crouches. The captain throws the ball to the second player, etc. Having received the ball from the last player, the captain raises it up, and the whole team quickly stands up. The team that completes the task first and whose captain raises the ball wins. The player who dropped the ball must recover it, return to his place and continue passing. Also, players should not miss their turn.
card number 46
Outdoor game "Polar bears"
Target: Develop speed, agility, endurance.
Progress: At the edge of the area, which represents the sea, a small place is outlined - an ice floe. The driver standing on it is a “polar bear”. The remaining “cubs” will be randomly placed throughout the site.
The “bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught one “bear cub”, he takes it to the ice floe, then catches another. After this, the two caught “bear cubs” join hands and begin to catch the rest of the players. At this time, the “bear” retreats to the ice floe. Having overtaken someone, two “bear cubs” join their free hands so that the caught one ends up between the hands, and shout: “Bear, help!” The “bear” runs up, greases the caught one and takes him to the ice floe. The next two caught also join hands and catch the rest of the “cubs”. The game continues until all the cubs are caught.
The last player caught wins and becomes the “polar bear”.
Rules: A caught “bear cub” cannot slip out from under the hands of the couple surrounding it until the “bear” hits it. When catching, it is forbidden to grab players by their clothes, and those running away are prohibited from running outside the boundaries of the area.
card number 47
Outdoor game "Frogs in the swamp"
Target: Practice jumping on two legs while moving forward, developing strength, agility, and speed of reaction.
Progress: On one side of the hall (behind the line) there is a leader - a crane. In the middle of the hall there is a swamp (a circle made of cord). Children sit around - frogs and say:
Here from a hatched rotten place
Frogs splashed into the water.
Kwa-ke-ke, kwa-ke-ke,
It will rain on the river.
With the end of the words, the frogs jump into the swamp. The crane catches frogs that did not have time to jump. The caught frog goes to the crane's nest. When the crane catches several frogs, another crane is chosen from among those who have never been caught.
card number 48
Outdoor game "Ball against the wall"
Target: To develop children's attention and dexterity. Practice catching the ball with both hands.
Progress: Children stand in 3-4 columns in front of the wall (shield). The player standing first in the column has a ball of small diameter. The player throws the ball against the wall, then goes to the end of his column. The second player must catch the ball after it bounces on the floor and throw it against the wall, etc. The team that completes the task quickly and without losing the ball wins.
card number 49
Outdoor game "We are funny guys"
Target: Exercise children in running. Strengthen the ability to act on a signal.
Progress: Children stand behind the line on one side of the playground (hall). There are two drivers in the center of the site. The children say in chorus:
We are funny guys.
We love to run and jump.
Well, try to catch up with us!
One - two - three - catch!
After the word "Catch!" the children run to the other side of the playground, and the drivers catch up with them. The one whom the driver has insulted moves aside. Once the children cross the finish line, the number of losers is counted. The game is repeated with other drivers.
card number 50
Outdoor game "Hunters and ducks"
Target:
Progress: Children are divided into two equal teams - hunters and ducks. The ducks stand in the middle of a large circle. Hunters throw a ball (large diameter), trying to hit the ducks with it. The duck touched by the ball is out of the game. When the majority (about a third) of the ducks have been fattened, the teams change roles.
card number 51
Outdoor game "Quiet - loud"
Target: Develop observation, attention, the ability to listen to a signal and act in accordance with it.
Progress: Using a counting rhyme, the driver is selected, he stands in the center of the circle and closes his eyes. The teacher gives one of the players some object that can be hidden (lace, ribbon). All children except the driver know who has the item. When the driver approaches this child, the children begin to clap their hands loudly; when he moves away, the clapping becomes quieter. The game continues until the driver finds the item. If he fails to do this for a long time, then another driver is chosen.
card number 52
Outdoor game "Wolf in the Moat"
Target: Exercise children in running and jumping. Strengthen the ability to act on a signal.
Progress: In the middle of the hall (site) two parallel lines are drawn (or ropes are placed) at a distance of 80-90 cm from one another - this is a ditch. On one side of the site beyond the line there is a goat house. They choose a leader - a wolf. All goats are located in the house (beyond the line). The wolf stands in the ditch. At the teacher’s signal: “The wolf is in the ditch!” the goats run to the opposite side of the hall, jumping over the ditch, and the wolf tries to catch them (touch them with his hand). The wolf takes the caught goats aside. The signal sounds again. After two runs, all the caught goats return to their home, and a new driver is selected.
card number 53
Outdoor game "Who gets to the ball faster"
Target: Train children to run at speed.
Progress: Children stand in two lines. Task: run to the object as quickly as possible, pick it up and lift it above your head (distance 10m). At the teacher’s command “March!” The exercise is performed by the first rank. The teacher marks the first three participants. Then the second group completes the task, the teacher notes the winners.
card number 54
Outdoor game "Kick pass"
Target: Develop dexterity in ball games.
Progress: The players stand in circles of 3-4 people. There is a driver in the center of each circle, with a large diameter ball in front of him. The driver rolls the ball to the players with his foot (foot pass); Each child, having received the ball, holds it for a few seconds, taking it with his foot, and sends it back to the driver.
card number 55
Outdoor game "Burners"
Target: Practice running at speed.
Progress: The players line up in two columns, holding hands in pairs. Ahead is the driver. The guys say in unison:
Burn, burn clearly
So that it doesn't go out.
Look at the sky:
Birds are flying
The bells are ringing!
One - two - three - run!
After the word "Run!" the children standing in the last pair lower their hands and run to the beginning of the column: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he has time to join hands with his partner again. If the driver manages to do this, he joins hands with the caught one and they stand in front of the column. The one left without a partner becomes the driver. To increase physical activity, you can divide children into two teams.
card number 56
Outdoor game "Passing the ball in a column"
Target: To develop children's dexterity and speed in playing with the ball.
Progress: Children are lined up in 3-4 columns; the distance between players is one step. The first person in the column has a ball (large diameter). At the teacher’s signal, the children begin to pass the ball back with both hands above their heads (with their feet shoulder-width apart). The last player in the column receives the ball, runs to the beginning of the column and also passes the ball. The task is completed until the first player in the column is the one who stood first before the start of the game. The team that completes the task quickly and without losses wins.
card number 57
Game exercises with football elements
Target: To develop speed while running, agility, coordination of movements, the ability to navigate in space, to cultivate in children a sense of teamwork and mutual assistance.
"Ball against the wall." The players are located in front of the wall (fence) at a distance of 3m from it. Each child has a ball, which he hits against the wall at an arbitrary pace, alternately with his right and left foot.
"Smart guys." The players are located in pairs throughout the court. Each pair has one ball. The distance between children is 2m. Task: send the ball to your partner with your right and left feet alternately.
"Circle exactly." Various objects (cubes, medicine balls) are placed throughout the site. The child circles the ball around objects with his right and left foot, without letting it go far from himself.
"Goal into the goal." Using several cubes, gates are indicated. Players take turns going to the starting line (distance from the goal 5m) and try to kick the ball into the goal with a precise movement of their foot (right or left).
"Knock down the object." At a distance of 4 m from the starting line, pins are placed on the same line. Task: after a short run-up, hit the ball to knock down an object.
"Accurate pass." The players are divided into pairs. Each pair has one ball. Children move from one side of the court to the other, hitting the ball to each other with their right and left feet alternately.
"Quick pass." The players stand in a semicircle (small group, distance between players is 2m), in front of them is the driver with the ball. He kicks the ball to the first player with a quick and precise movement, and he returns the ball with the same movement, etc. Then the driver changes places with the first player on the team. The exercise is repeated with another driver.
"Nimble and fast." The players in a line run the ball to the other side of the court, lightly kicking it with either their right or left foot so that it does not roll far.
"Pass in a circle." The players stand in a circle (a small group of children) and, while rolling, hit the ball, send it to each other with a slight but precise movement of the right or left foot.
"Pass in a circle." The players stand in a circle, with a teacher with a ball in the center. He sends the ball to the children one by one. Having received the ball, the child stops it and sends it back to the teacher with the same movement.
"Pass in three." Children become threes at a distance of 2m from each other. One player has the ball. The players pass the ball to the right in a circle with one foot, then to the left, and so on several times.
"Hit the gate." Children dribble the ball from one side of the court to the other to the marked line (distance 10m) and, not reaching 2m from the goal, try to score the ball into the goal.
card number 58
Game exercises with badminton elements
Target: Develop agility, speed, coordination of movements.
"don't drop it." The players stand in a circle (semicircle) or line. The legs are slightly apart, each child has a shuttlecock in his hands. Task: throw the shuttlecock up with one hand and catch it in the air.
"Throw it - catch it." Tossing a shuttlecock with one hand and catching it with the other, standing still and in motion (over a short distance).
"Shuttlecock towards you." Children stand in two lines; the distance between the ranks is 2 m, at a distance of arms outstretched to the side from each other. Every child has a shuttlecock. At the teacher’s signal, each child throws the shuttlecock to the child standing opposite. The main thing is that the shuttlecocks do not fall or collide when being thrown.
"Throw it into the ring." The players stand in a column one at a time (a group of 4-6 children) in front of the basketball hoop (height from the floor 2 m). Every child has a shuttlecock. At the teacher’s signal, the first child in the column approaches the ring and throws the shuttlecock from the bottom up with his right (left) hand, trying to get into the ring.
"Repel the shuttlecock." Children stand in two semicircles at a distance of one step from each other. Every child has a racket. The driver is selected; he stands in front of the players and throws the shuttlecock to them one by one, and they return it. After some time, another driver is selected.
"Hit the shuttlecock." Children stand in a circle (semicircle). Each player has a racket and a shuttlecock. Children throw the shuttlecock with a racket, trying to hit as many times as possible and not let the shuttlecock fall to the ground.
"Pass on - don't drop it." The players stand in a line. Each child has a shuttlecock and a racket. At the teacher’s command, the children throw the shuttlecock with a racket, moving forward at a step. The pace is arbitrary.
"Shuttlecock over the net." In the middle of the site (hall), at a height of 120 cm from the floor, a net (or cord) is stretched. Two teams of 5-6 people play. Players stand on both sides of the net. Children from one team serve the shuttlecock (3-4 times), and the guys from the second team hit the shuttlecock to the opposite side through the net. Then the teams change roles.
card number 59
Outdoor game "Don't touch me"
Target: Exercise children in walking and running like a snake, enrich motor experience, develop coordination of movements, orientation in space.
Progress: 6-7 pins are placed in parallel in two rows at a distance of 40-45 cm from each other from the starting line after 2 m. All players line up in two columns. At the signal, children run after each other in a “snake” between the pins, running around them on one side and the other, returning to the starting line. The team that doesn't hit a single pin wins.
card number 60
Outdoor game "Third wheel"
Target: Learn to follow the rules of the game, develop agility and running speed.
Progress: The players stand in pairs in a circle facing the center so that one of the pair is in front and the other is behind him. The distance between pairs is 1-2 m. Two drivers take a place behind the circle: one runs away, the other catches him. Fleeing from pursuit, the runner can stand in front of any pair. Then the person standing behind turns out to be the “third wheel” and must run away from the second driver. If the one catching up touches the one running away, then they change roles. No one should stop the player from running away from the pursuer.
Options: 1. The “third wheel” standing behind in a pair should not run away, but catch up with the second driver.
2. Players stand in pairs facing each other and hold hands. The runner can stand between the hands of any pair. Whoever his back is to is the “third wheel” and must run away.
3. The players walk in a circle in pairs, holding each other’s hands, and their free hands on their belts. A person escaping from pursuit can take someone's arm at any time. Then, the one standing on the other side becomes the one running away. The same game can be played with music.
card number 61
Outdoor game "Whoever is named, catches it"
Target: Develop attention, dexterity, and speed of reaction to a signal.
Progress: Children walk or run around the playground. An adult holds a ball in his hands. He calls the name of one of the children and throws the ball up. The person named must catch the ball and throw it up again, calling the name of one of the children. The ball should not be thrown too high and in the direction of the child whose name is called.
card number 62
Outdoor game "Gawker"
Target: Develop attention, coordination of movements, dexterity, tracing the function of the eye.
Progress: Children stand in a circle at a distance of one step from each other. One of the players has a ball in his hands. At the teacher’s command, the child begins to throw the ball, calling by name the person to whom he throws the ball. The ball must be caught. Whoever dropped the ball stands in the center of the circle and performs any exercise with the ball.
Rules: The ball is thrown through the center of the circle. If a player drops the ball while performing an exercise, he is given an additional task.
card number 63
Outdoor game "Stop!"
Target: Develop auditory attention, spatial orientation, hand-eye coordination.
Progress: The players stand in a circle. The driver goes into the middle of the circle with a small ball. He throws the ball up (or hits it hard on the ground) and says someone's name. The child who was named runs after the ball, the rest scatter in different directions. As soon as the named child picks up the ball, he shouts: “Stop!” All players must stop and stand motionless where the team found them. The driver tries to hit someone with the ball. The one at whom the ball is thrown can dodge, crouch, and jump without leaving his spot. If the driver misses, he runs after the ball again, and everyone runs away. Taking the ball, the driver shouts again: “Stop!” - and tries to make one of the players look bad. The salted one becomes the new driver, the game continues.
Rules: The one at whom the ball is thrown must dodge, crouch, jump, without leaving his place.
card number 64
Outdoor game "Mice and houses"
Target: Strengthen the ability to quickly change direction of movement and act on a signal.
Progress: Using a counting rhyme, the driver is selected. The rest of the children stand in rings or circles drawn on the floor and take places in them - “Mice in houses.” The driver comes up to some house and says: “Mouse, mouse, sell the house!” She refuses. Then the driver goes to the other “mouse”. At this time, the “mouse”, who refused to sell the house, calls one of the players and changes places with him. The driver strives to take the place of one of those running across. If he succeeds, then the one left without a place becomes a driver. If he fails, then he goes from house to house asking them to sell the house. If the driver says: “The cat is coming!”, then everyone should change places, and the driver tries to take someone’s house.
card number 65
Outdoor game "Four Elements"
Target: Develop attention, observation, ability to quickly make decisions, expand vocabulary.
Progress: The players stand in a circle. Explain to children that there are 4 elements: water, earth, air, fire. For example, fish, frogs, crayfish live in water, people, animals, insects, etc. live on land, but no one lives in fire. If the driver throws the ball and says: “Water,” “Earth,” or “Air,” then the player to whom the ball was thrown must catch it, name the person who lives in this element, and throw the ball back to the driver. If the driver says: “Fire!”, then you cannot catch the ball. For an incorrect answer or catching the ball to the word "fire", the player is eliminated from the game. They play until the last remaining participant.
card number 66
Outdoor game "Stander"
Target: Development of motor and communication abilities, dexterity, speed of reactions and coordination of movements, imaginative thinking.
Progress: Before the game starts, a driver is selected using a counting rhyme. All participants in the game stand in a circle, and the driver stands in the center of the circle. He throws the ball high and shouts loudly “Stander - Olya!”, calling the name of any of the children. Now the one whose name was called becomes the driver. He tries to catch the ball as quickly as possible. And all the other children run away, trying to be as far as possible from the new driver. As soon as you manage to catch the ball, the driver shouts “Stander-stop!” After this, everyone must stop in place and turn to face the driver. The driver chooses any of the children and calls his name: “I’ll end up in Kolya!” After this, Kolya should fold his hands in a ring in front of him. The driver must hit the ball into this “basketball” hoop. To make it easier to get into the ring, the driver has the right to come closer. To do this, he announces in advance, without starting the movement, how many and what steps he wants to take. The steps are as follows: “Simple” - an ordinary step
"Giant" - a big step. “Liliputian” - the step is taken to the length of the foot, that is, the heel of the other is placed against the toe of one foot. "Umbrellas" - a jump with a turn. "Frog" - jump from a squatting position. For example, it might sound like this: “Before Kolya there are four Lilliputian, two giant and three umbrellas!” After this, the driver begins to move towards Kolya. There are also rules here. Firstly, you need to move along the shortest straight line, and, secondly, you need to complete all the steps mentioned and only them. Approaching Kolya, the driver throws the ball, trying to get into the ring from his hands. If you hit, then Kolya will become the new “throw-in” driver; if you don’t hit, then he will drive himself.
card number 67
Outdoor game "Defense of fortifications"
Target: The game helps improve the skills of throwing, catching, passing the ball, and in the case of playing with legs - stopping, passing, hitting the inside of the foot and lifting, develops courage, quick orientation and tactical thinking.
A small circle and a large circle with a diameter (2 and 4 m, respectively) are drawn in the center of the hall. The players are located outside it. In the center of the small circle, a “strengthening” is installed - three clubs (pins). A “defender” is selected and stands next to the fortification.
At the signal, they try to hit the “fortification” with the ball. The “defender” prevents this by hitting and catching balls. The player who knocks down three clubs (pins) at once or the third (last) changes places with the “defender”.
Rules: 1. Throw (kick) - without going beyond the circle line, otherwise the throw does not count. 2. The "defender" has no right to enter the line of the small circle, hold with his hands
"strengthening" or installing knocked down clubs again.
Option: Playing with feet.
Directions: 1. The diameters of the circles should be adjusted in accordance with the capabilities of the players. 2. It is necessary to stimulate collective action in every possible way, giving preference to passing the ball, as a result of the combination of which the “defender” became confused and the “fortification” turned out to be defenseless.
card number 68
Outdoor game "Horses and runners"
Target: Practice running, jumping on one leg, develop agility and spatial orientation.
Progress: A playing area of ​​3x3 or 5x5 m is outlined. Children are divided into two teams: horses and runners. On one side of the site is the horse house. Runners run around the playing area within its boundaries. The horses send one of their team to the field (to the site). The horse catches runners by jumping on one leg. The physical education teacher calls the horse: “Home!” He returns, and the next player in line jumps into the field instead. And so the horses change all the time. The caught runners are captured by the horses. The game ends when all players in the field are overfished. Then the teams change roles. The game repeats itself.
card number 69
Outdoor game "Colors"
Target: Practice the ability to run fast, be agile, and follow the rules of the game.
Progress: Among the participants, one leading seller and one buyer-monk are chosen, the rest of the children become painters. Paint participants sit in a circle or in a gazebo, sometimes children stand in a line. The seller quietly (in his ear) tells everyone what color of paint corresponds to him. Children remember their color. The buyer monk should not know the colors of the paints. A monk comes to a paint store and addresses the seller: “I’m a monk in blue pants, I’ve come for paint.”
- For what? The monk names the color of the paint (for example, blue). If there is no such paint, then the seller answers: - There is no such paint! Jump along the blue path, on one leg, you will find boots, wear them, and bring them back! The tasks for a monk can be different: gallop on one leg, walk like a duck, squat, or something else. If the named paint is present in the store, then the seller answers the monk: - There is such a thing!
- What is the price?
- Five rubles (The monk loudly slaps the seller’s palm five times). At the last clap, the named “paint” jumps up from his place and runs around the gazebo or line of other children. The monk tries to catch up with her. If he catches up with the paint, then he himself becomes the paint, and the caught paint participant becomes a buyer-monk and the game continues. If the monk was unable to catch the paint, then the game starts over.
Variant of the game "Paints" with a player - "devil": The devil also comes to the store to buy paints and has the following dialogue with the seller:
- Knock Knock!
- Who's there?
- I am a devil with horns, with hot pies, a bump on my forehead, and a mouse in my pocket!
- Why did you come?
- For paint!
- For what?
After the paint was named and it was present in the store, the devil paid the seller by clapping his palm. With the last blow, the paint jumps up and runs away, and the devil at this moment must quickly utter some agreed upon words.
- Thanks buddy, have the pie!
As soon as the devil says the last word, the color stops. The devil must estimate the distance to the runaway paint in steps.
The steps could be:
normal steps
giant steps,
Lilliputian steps,
brick steps (heel to toe).
The devil is told what steps he should take towards the paint. If you walk and touch the paint, then the devil himself becomes paint.
card number 70
Outdoor game "Birds and Cage"
Target: Increasing motivation for gaming activities, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.
Progress: Children are divided into two groups. One forms a circle in the center of the playground (children walk in a circle holding hands) - this is a cage. Another subgroup is birds. The teacher says: “Open the cage!” Children forming a cage raise their hands. The birds fly into the cage (in a circle) and immediately fly out of it. The teacher says: “Close the cage!” the children give up. Birds remaining in the cage are considered caught. They stand in a circle. The square increases and the game continues until there are 1-3 birds left. Then the children change roles.
card number 71
Outdoor game "North and South Wind"
Target: Develop endurance and attention; improve your running ability.
Progress: Choose two drivers. One person is tied with a blue ribbon on his hand - this is the north wind, the other - a red one - this is the south wind. The rest of the children are running around the playground. The north wind tries to freeze as many children as possible and touch them with its hand. The frozen ones take some kind of pose (arms to the sides, up, on the waist, standing on one leg, etc.). The south wind seeks to unfreeze the children, also touching it with its hand and exclaiming: “Free!” After 2-3 minutes, new drivers are appointed, and the game is repeated.
card number 72
Outdoor game "Traps on one leg"
Target: Develop coordination, learn to navigate in space.
Progress: Choose a trap. At the teacher’s signal: “One, two, three! Catch!” children run around the playground. Traps catch them by touching them with your hand. Those caught move aside. The game is repeated 3-4 times. You cannot catch someone who managed to stand on one leg in time and clasp his knee with his hands. When 3-4 children are caught, a new trap is selected.
card number 73
Outdoor game "Traps in pairs"
Target: Practice running, the ability to navigate in space, develop agility and speed.
Progress: They choose a driver. At the teacher's signal, the children run away. The driver catches by touching the runner with his hand. The caught person is paired with the driver. They join hands and catch other children. Those caught also form a pair and participate in fishing. The game ends when all the children are caught. The last child caught becomes the driver.
card number 74
Outdoor game "Hares in the garden"
Target: Practice climbing and jumping over objects. Develop strength, agility, coordination.
Progress: 2-3 gymnastic benches are placed across the site. This is a fence. On one side of the fence there is a clearing where hares (children) frolic, on the other side there is a vegetable garden where cabbage grows. Having frolicked in the clearing, the hares climb over the fence (or creep up) and feast on cabbage. When all the hares are in the garden, the teacher says: “The watchman is coming!” The hares run into the clearing, jumping over the fence. The loser is the one who performed the jump incorrectly or was the last to leave the garden. The game is repeated 4-5 times.
card number 75
Outdoor game "Catching Monkeys"
Target: To develop initiative, observation, memory, and dexterity in children. Practice climbing and running.
Progress: Children portraying monkeys are located on one side of the site near the gymnastics wall. On the opposite side there are monkey catchers (4-6 children). They want to lure the monkeys out of the trees and catch them. The catchers agree on what movements they will make. They go to the middle of the site and show the planned movements. At this time, the monkeys quickly climb onto the wall and watch the movements of the catchers from there. Having made the movements, the catchers go to the end of the area, and the monkeys get down from the trees, approach the place where the catchers were, and imitate their movements. At the teacher’s signal, the monkey “catchers” run to the trees and climb them. Catchers catch those monkeys that did not manage to climb the tree. They take the captured monkeys home.
Directions: We must ensure that children do not jump off the wall, but go down to the last crossbar. When repeating the game, the movements of the catchers should be new.
card number 76
Outdoor game "Chase the ball!"
Target: Develop gross motor skills, visual attention, eye.
Progress: Children stand in a circle. An adult gives two children standing in different places, on the ball. Then he says: “Catch the ball!” - and the children simultaneously begin to pass them on to their comrades. If one ball catches up with the other, that is, both end up in the hands of one child, then he leaves the game for a while. The teacher gives the balls to other children and the game continues.
Rules: The ball is passed at the signal, without allowing players to pass.
card number 77
Outdoor game "Hunters and Hares"
Target: Practice the ability to throw at a moving target, climb (jump) over an obstacle, and run quickly.
Progress: On one side of the site a place for hunters is outlined. On the other side there are houses for hares. Each house contains 2-3 hares. The hunter walks around the area, pretending that he is looking for tracks of hares, and then returns to his place. On the signal: "Hares!" - they run out of their houses into the clearing and jump on two legs, moving forward. On the signal: "Hunter!" - the hares run into the houses. And the hunter throws the ball at them. A hare that is hit with a ball is considered shot. The hunter takes him to his place, he becomes the hunter's assistant. The game is repeated several times, after which a new hunter is chosen.
Directions: The hunter may have several balls in his hands; You cannot shoot hares in houses.
card number 78
Outdoor game "Flock"
Target: Improve the ability to maintain distance while moving, develop attention and reaction speed.
Progress: Children are slowly running across the playground - it's a flock of birds. The leader is ahead. He leads the flock around the area around the sandbox and slide (or other structures) along a path (in full view of the teacher). The flight lasts 0.5-1 minutes (it is not allowed to overtake the leader). The teacher hits the tambourine, the flock scatters. Everyone strives to quickly find some kind of shelter (bush, tree) or fly up onto a branch (stand on a log, boom, side of a sandbox, etc.). The last bird to hide is eliminated from the game for one repetition. A new leader is appointed, and the flock follows him in the other direction. The game is repeated 3-4 more times. At the end, the leader is noted for maintaining the required running pace and choosing the most interesting route.
card number 79
Outdoor game "Ice, wind and frost"
Target: Develop agility, endurance, and speed skills.
Progress: The players stand in pairs facing each other and clap their hands, saying:
- Cold pieces of ice,
Transparent pieces of ice,
They sparkle and ring:
"Ding, ding..."
They clap for each word: first in their own hands, then in the hands of a friend. They clap their hands and say: “Ding, ding” until they hear the signal: “Wind!” The ice children scatter in different directions and agree on who will build a circle with whom - a large piece of ice. At the signal "Frost!" everyone lines up in a circle and joins hands.
Rules: Those children who have more players in the circle win. It is necessary to negotiate quietly about who will build the ice floe with whom. Children who have reached an agreement join hands. You can change movements only with the signal “Wind!” or "Frost!" It is advisable to include different movements in the game: hopping, light or fast running, side gallop, etc.
card number 80
Outdoor game "Bumblebee"
Target: Develop attention, speed, and the ability to act on a signal.
Progress: The players sit in a circle. A ball rolls on the ground inside a circle. Those who play with their hands roll it away from themselves, trying to hit the other person (hit his feet). The one touched by the ball (stung) turns his back to the center of the circle and does not participate in the game until another child is stung. Then he enters the game, and the one who is stung again turns his back in a circle.
Rules: Roll the ball only with your hands; You cannot catch or hold the ball.
card number 81
Outdoor game "Blue, red, yellow"
Target: Learn to act on a signal, develop speed qualities.
Progress: Children take ribbons of three colors and tie them on each other's hands. Then everyone lines up along one side of the court. The teacher says: “Get ready!”, and everyone takes a high start position. The signal to start running is the name of the color of the ribbon, for example: “Yellow!” At this signal, children run only with a yellow ribbon. The rest should remain where they are. Having reached the opposite side of the playground, the children remain there. Then the teacher names another color, then a third. When repeated, children will

Traffic rules:

Today we will play the game “Two Frosts”. On opposite sides of the site there are two houses, children live here. There are two frosts between the houses in the middle. One Frost is a Red Nose, the other Frost is a Blue Nose. At the teacher’s signal: “Start,” both frosts say:

We are two young brothers

Two Frosts are daring

I am Frost - Red Nose

I am Frost - Blue Nose

Well, which one of you will decide?

On the way - go down the path.

All players answer:

We are not afraid of threats

And we are not afraid of Frost!

After the words “Frost,” everyone runs to the house on the opposite side, and the Frosts try to catch them.

Distribution of roles:

Frost outside the window

Make sure your nose doesn't get frostbitten

Snow glistens on the road

One, two, three for you to drive. (counting book).

Progress of the game:

Let's start the game.

“It is not the wind that rages over the sea,

Streams did not run from the mountains.

Moroz - commander of the patrol

He goes around his possessions."

Children, be smart and try not to fall into the hands of Frost.

Dosage: 3-4 times.

End of game:

Now let’s count which pair of Morozovs froze larger number playing. Everyone played well, Morozy turned out to be clever.

Outdoor game "Owl"

preparatory group

Program content:

1. Exercise children in light running with dodging, acting on a signal.

2. Develop speed, agility, and evasiveness.

3. Cultivate the desire to play together, with interest.

Game guide:

Half masks “Owl”, “bugs”, “butterflies”.

Gathering children for a game:

An owl flew to us

Clever mind.

Looks at the children -

He orders me to play.

Creating a Lead:

Oh you, Sovushka - owl,

You big head!

You were sitting on a tree

You turned your head -

Fell into the grass

Rolled into a hole!

Explanation of the rules of the game:

Let's start the game "Owl". Birds, bugs, butterflies fly while reading the poem: “In the forest...”. After the words “How it will fly,” they run away from the owl - she’s out hunting.

Distribution of roles:

Counter:

Sing along, sing along,

Five birds - a flock:

This bird is a nightingale,

This bird is a sparrow

This bird is a waxwing,

This bird is a crake,

Well, this is Sovushka,

Sleepy little head.

Progress of the game:

IN the forest is dark,

Everyone has been sleeping for a long time.

All the birds are sleeping

One owl doesn't sleep

He flies and screams.

Owl - owl,

Big head,

Sits on a bitch

Turns his head

Looks in all directions

Yes, suddenly - how it flies!

Dosage: 3-4 times.

End of the game:

So we played interesting game"Owl." We ran and jumped a lot. Well done, they listened carefully and followed the owl’s signals. Did you like the game?

Russian folk game "Corners"

preparatory group

Program content:

1. Develop children's attention and ability to move in space.


2. The ability to act in accordance with the rules of the game, remember the words necessary in the game.

Gathering children for the game:

"The bell calls everyone

The bell sings to us

Let’s go play in the corner!”

Creating a Lead:

Parsley came to visit us guys. He says: “Hello guys. Do you know where I'm coming from now? I visited my grandmother, and she showed me a very interesting game. I liked this game and I decided to play it with you. It’s an old one. When my grandmother was little, she played this folk game called “Corners.” Let's play! This is the folk game

Get ready, kids!

And Parsley with miracles

Let's play together.

And he will explain the game to you,

And he will make everyone laugh in the game.

Game Contents Explanation:

Five people will play the game “Corners”. One of them will drive, and four will stand in the corners of the square, which is drawn on the asphalt. The driver approaches one of the participants and says: “Give me the keys, Gossip!” The one standing in the corner replies: “Go, knock over there!” While the driver has turned away and does not see, the rest of the players run from corner to corner. If the driver manages to take someone’s corner, then the player who was left without a corner takes his place.

"Be more cunning than always,

Don’t let us take the corner!”

Distribution of roles:

We will play in groups of five people: first one group, then the second group.

Progress of the game:

Let's use a counting rhyme to choose a leader:

"The bees flew into the field

They buzzed and buzzed.

The bees sat on the flowers.

We play – you drive!”

So, Misha drives with us. Everyone else stood in their corners. Misha approaches one of the players and says words. He answers him. In the meantime, Misha turns away, the children run from corner to corner. Then, during the game, the leaders change.

Dosage: 4 times.

End of game:

"The game is over,

It's time for everyone to go home

Tomorrow we will come again

We’ll play in the corners.”

Outdoor game "Burners"

preparatory group

Program content:

1. Exercise children in running when given a signal.

2. Develop attention and evasiveness.

3. Cultivate interest in the game, mutual assistance.

Gathering children for the game:

The baby squirrels came to the meadow,

Bear cubs, badgers.

On the green on the meadow

Come too, my friend.

Creating a Lead:

Children, listen to me and tell me what game we will play now:

Children stand in pairs

The words of the song speak

The boy is standing in front

He is still “on fire” in the game.

Whom will he reach with his hand?

Then he will stand up with the burner.

Will be paired with him,

And the other one has to catch up.

What game will we play? Did you guess it?

Game Contents Explanation:

Traffic rules:

Then now we will select the “burner”, and we ourselves will stand in pairs. The “burner” will stand in front, we will say the words, and the burner will look up. At the signal, the children of the last pair will scatter in different directions, and the “burner” will catch them. But if the children manage to hold hands, the “burner” is not scary for them. If the “burner” catches one of the guys, then they stand at the beginning of the column, and the one who remains “burns.” The game continues until all the pairs have passed.

Distribution of roles:

One two three four five:

We will play burners.

Sky, stars, meadow, flowers,

And you will be the burner.

Progress of the game:

The rest of the children line up in pairs. The “burner” is two steps ahead of the steam. Children say in a chant the words:

"Burn, burn clearly,

So that it doesn't go out,

Stay at your hem

Look at the field:

Rooks are walking

Let them eat rolls,

Birds are flying.

The bells are ringing.

- “Burner” looks at the sky, and the children of the last pair let go of their hands and run along different sides of the column. When they reach the “burner”, the children shout loudly:

“One, two, don’t be a crow,

Run like fire."

- “Burner” catches up with one of the guys. If he doesn't catch it, then he "burns" a second time. And the players sing a song to him:

Ogarushek, Ogarushek!

Stand on a black pebble

You stand badly

You'll completely burn out!

If the “burner” catches one of the guys, then he stands with him in front of the column, and the one who is left without a partner “burns”.

Dosage: 4-5 times

Duration: 8-10 min.

Ending, games, summing up:

Here, we played with you,

It's like you're not tired?

What will we have to do then?

Play again or twice.

At the end of the game:

You all played well

They didn’t stand, they didn’t remain silent,

They ran fast, laughed,

We've probably played enough.

Outdoor game "The Kite and the Mother Hen"

preparatory group

Program content:

1. Exercise children in column running.

2. To develop children's intelligence, dexterity,

3. Cultivate friendly relationships in the game.

Gathering children for the game:

Barker:

Oh, doo-doo, I’ll gather all the kids

Come here all the kids

Do you want to play with me?

Guys, listen to the riddle and tell me who it is about.

It's clucking, it's clucking,

Convenes children

He gathers everyone under his wing.

That's right, it's a chicken.

Where to where? Where to where?

Come on, come on, everyone here!

Come on, come under mom's wing!

Where have you gone!

Explanation of the rules of the game:

During the game, the hen should not grab the kite with her hands; she can only block his path. The kite flies out of the nest only after the teacher says “kite”

Distribution of roles:

We choose the kite and the hen according to the rhyme, and the rest will be chickens.

We're going to play

A magpie flew to us

And she told you to drive.

Progress of the game:

The chickens stand behind the hen, forming a column. Everyone is holding on to each other, and the one standing in front is behind the hen. On the opposite side of the site we draw a circle - this will be the kite’s nest. At the “kite” signal, he flies out of the nest and tries to catch the chick standing last in the column. The hen spreads her wings, protects her chicks, and prevents the chick from being grabbed. The kite takes the caught chick to its nest. The game resumes with a new kite and hen.

End of game:

All the guys played well and together.

Outdoor game "Pass the ball"

Preparatory group

Program content:

1. Exercise children in passing the ball, in turning the body to the right and left, in throwing at a moving target, in running with dodging, to consolidate the skill of forming in a circle.

2. Develop in children the ability to perform movements rhythmically, develop dexterity, and endurance.

3. Foster a sense of collectivism.

Gathering children for the game:

Barker:

Oh, play our tambourine.

Call all the kids

You guys don't be shy

And gather in a circle!

Creating a Lead:

Children, listen to the poem about the ball:

Here is a beautiful, ringing ball,

Where did you run off to?

You run in circles

And stop at Ole.

Now we will play the game “Pass the Ball”.

Explanation and content of the game:

The players stand in a circle at a distance of one step from each other. The teacher gives the first player a ball. When the teacher says “start,” the children begin to pass the ball to each other in one direction. At the same time, everyone playing in chorus says words (quatrains). At the end of the quatrain is the word “I”. The one who has the ball for the word “I” goes out into the middle with it and says: “One. Two, three, run." All the children run away, and everyone standing in the circle throws the ball at those running away. According to the teacher’s words, “Run quickly into a circle,” the children stand in a circle.

Distribution of roles:

“My cheerful, ringing ball,

Where did you run off to?

Red, blue, cyan,

Choose any one for yourself."

Progress of the game:

Children, stand in a circle. I say “start” pass the ball to each other in one direction and say the words:

“One, two, three: quickly take the ball!

Four five six! Here he is, here he is!

Seven, eight, nine! Throw who knows how! I!

Sasha got "I"! Go out to the middle, he says: “One, two, three - run.” Everyone run up, and you, Sasha, throw the ball. Look, Olya was hit by the ball. I say, “Hurry up and run into the circle,” the children continue to play. And Olya leaves the game for a while. Game continues.

Game over. Summarizing:

Well done. Guys, played well, had fun!

Outdoor game "The Frog and the Heron"

preparatory group

Program content:

1. Train children in standing high jumps.

2. Develop the ability to act on a signal, develop dexterity and attention.

3. Cultivate interest in the game.

Gathering children for the game:

Barker:

One two three four five.

Everyone stopped screaming

We'll quickly form a circle,

The bell will ring in your hands,

And then it will begin

Our new game.

Creating a Lead:

If you solve these riddles, you can tell me the game:

They live in a swamp

Jumping like cats

Their favorite delicacy is

Mosquitoes and midges. (Frogs)

Stands on one leg.

Don't let yourself be disturbed

A long beak, like the calm of a note,

Residence: swamp.

She loves to eat frogs.

How beautiful and slender! (Chickens).

Game Contents Explanation:

In the middle of the site, a square or rectangle with sides of 4-6 m is outlined. This is a “swamp” where “frogs” live. Pegs are driven into the corners of the square or cubes are placed so that the height of the peg or cubes above the ground is 10-15 cm.

Progress of the game:

A rope is stretched along the sides of the square; a load (a bag of sand) is attached to the end of each rope. The ends of the rope are placed on cubes or pegs. In one of the corners of the site a “heron’s nest” is outlined. The frogs live in the swamp, and the heron lives in her house. When I say “heron”, she raises her legs high, heads towards the swamp and steps over the rope to catch the frogs. And the frogs, fleeing from the heron, must jump out of the swamp, jumping over the rope in any way, pushing off with two legs, one leg, with a running start - just to escape from the heron. Stepping over the rope, the heron catches the frogs that did not have time to jump out of the swamp. The heron takes those caught to his house, they are temporarily eliminated from the game (until the heron changes). If all the frogs managed to jump out of the swamp and the heron did not catch anyone, she then returns to her house. A new heron is selected after 2-3 frogs have been caught.

Rules of the game:

1. A heron can only catch frogs in a swamp.

2. Frogs should jump over, not step over, the rope.

3. A frog that steps over the rope is considered caught.

Distribution of roles:

Children, now you yourself will choose a heron according to the counting rhyme that you know, and the rest will be frogs - they stand or jump into the swamp (one person says the counting rhyme).

End of the game, summing up:

Children, what is the name of the game we played today? Did you like her? Were you interested in playing it? I really liked the way you all played today, you were very attentive, dexterous, followed all the rules, played well and in a friendly manner. Well done!

P/i "Mousetrap"

Purpose of the game : Improve motor coordination and dexterity.

Progress of the game: The players are divided into two unequal groups. A smaller group of children hold hands and form a circle. They represent a mousetrap. The remaining children (mice) are outside the circle. Those depicting a mousetrap begin to walk in a circle, saying:

Oh, how tired the mice are,

They gnawed everything, ate everything,

Beware, you rascals,

We'll get to you.

Let's set up mousetraps,

Let's catch everyone now!

Children stop, raise their clasped hands up, forming a gate. Mice run in and out of the mousetrap. At the teacher’s signal “Clap”, the children standing in a circle lower their hands, squat - the mousetrap slams shut. Mice that did not have time to run out of the circle (mouse trap) are considered caught. Those caught stand in a circle, the mousetrap increases. When most of the children are caught, the children change roles and the game resumes. The game is repeated 4-5 times.

m/n “Who has the ball?”

Purpose of the game: develop mindfulness; consolidate the ability to perform game actions in accordance with the rules.

Progress of the game:

The players form a circle, the driver is chosen. He stands in the center of the circle, and the rest of the children move tightly towards each other, everyone’s hands behind their backs.

The teacher gives someone a ball (6-8 cm in diameter), and the children pass it around in a circle behind their backs. The driver tries to guess who has the ball. He says: “Hands!” - and the one who is being addressed must put both hands out, palms up, as if showing that he does not have the ball. If the driver guessed correctly, he takes the ball and stands in a circle, and the player who has the ball begins to drive. The game repeats itself.

p/i “Lovishka” (with ribbons)

Target: Develop dexterity and intelligence in children. Practice running with dodging, catching and lining up in a circle.

Progress of the game:The players line up in a circle, each receives a ribbon, which he places behind his belt or behind his collar. There is a trap in the center of the circle. At the signal “One, two, three - catch,” the children run away, and the catch tries to pull the ribbon from someone. The one who has lost his ribbon moves aside. At the signal “One, two, three - quickly run into the circle!”, the children line up in a circle. The teacher invites those who have lost their ribbons to raise their hands, that is, lost, and counts them. The trap returns the ribbons to the children. The game starts with a new driver.

Rules:The catcher should only take the tape, without delaying the player. The player who has lost his ribbon steps aside.

p/i "Figures"

Target:Nurture creative abilities.

Progress of the game:At the teacher’s signal, all children scatter around the playground (hall). At the next signal, all players stop at the place where the team found them and take some pose. The teacher notes those whose figures turned out to be the most successful.

m/n “Find and keep silent”

Target:Develop attention in children.

Progress of the game:The teacher hides an object in advance and invites the children to find it. The one who saw the object approaches the teacher and quietly reports the find. The teacher marks the children who turned out to be the most attentive.

p/i “We are funny guys”

Target: .

Progress of the game:Children stand on one side of the playground outside the line. A second line is drawn on the opposite side of the site. There is a trap in the center of the site. The trap is assigned by the teacher or chosen by the children. The children say in chorus:

We are funny guys

We love to run and jump.

Well, try to catch up with us.

One, two, three - catch it!

After the word “catch,” the children run to the other side of the playground, and the trap catches up with the runners and catches them. The one whom the trap manages to touch before the runner crosses the line is considered caught. He steps aside. After 2-3 runs, another trap is selected. The game is repeated 3-4 times.

Directions. If after 2 - 3 runs the trap does not catch anyone, a new trap is still selected

p/i "Fishing Rod"

Target:Improve coordination abilities, strengthen leg muscles.

Progress of the game:The players stand in a circle; the teacher will stand in the center of the circle. He holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the rope with the bag in a circle just above the floor (ground), and the children jump up on two legs, trying to prevent the bag from touching their legs. Having described 2-3 circles with the bag, the teacher pauses, counts the number of people touching the bag and gives instructions on how to perform jumps.

p/n “Take it quickly”

target:Improve the speed of response to a signal.

Progress of the game: Children form a circle and, at the teacher’s signal, walk or run around objects (cubes, cones, pebbles), which should be one or two smaller than the children. On the signal: “Take it quickly!” - Each player must take an object and raise it above his head. The one who did not manage to pick up the object is considered a loser.

p/i “Empty space”

Target:Develop the ability to navigate in space and speed

Run.

Progress of the game:The players stand in a circle with their hands on their belts to create windows. The driver is selected. He walks behind the circle and says: I walk around the house

And I look out the windows,

I'll go to one

And I'll knock softly.

After the word “I’ll knock,” the driver stops, looks into the window opposite which he stopped, and says: “Knock-knock-knock.” The person standing in front asks: “Who has come?” The driver says his name. The person standing in the circle asks: “Why did you come?” The driver answers: “We’re running to the race,” and both run around the players in different directions. There is an empty space in the circle. The one who reaches him first remains in the circle; the latecomer becomes the driver, and the game continues.

m/n "Classes"

Target:Teach children to long jump.

Progress of the game:Classics (5 - 6) are painted on the asphalt.
The child takes a flat pebble and throws it into the first class. Then he jumps on two legs to the first class, picks up a pebble and jumps back. He throws a pebble into the second class, and he himself jumps first into the first class, and from there into the second. He also picks up a pebble and jumps through the first class. Then he throws it into third grade and so on until he goes beyond the class line. After this, the rest of the children begin to jump. When it’s the first child’s turn again, he takes his pebble and throws it into the class he didn’t get into before. All the children play this way in turn. The child from the group who completes all classes first wins.

p/i "Don't get caught"

Target:Develop dexterity and coordination of movement.

Progress of the game:The players sit around a cord laid out on the floor in the shape of a circle. There are two drivers in the center of the circle. At the teacher’s signal, children jump on two legs into the circle and back out of the circle as the traps approach. The player who has been “tarnished” receives a penalty point. After 50 sec. The game stops, the losers are counted, the game is repeated with new drivers.

p/i "Migration of birds"

Target:Strengthen climbing the gymnastic ladder.

Progress of the game:At one end of the hall there are children - “birds”. At the other end of the hall there are aids on which you can “fly up” (gymnastic benches, cubes, etc.) - “trees”.

At the teacher’s signal: “The birds are flying away!” - children, flapping their arms like wings, scatter throughout the hall; to the signal: “Storm!” - run to higher ground and hide there. When the teacher says “The storm has stopped!”, the children descend from the hill and scatter around the hall again (“the birds continue their flight”). During the game, the teacher must belay the children, especially when descending from the gymnastics wall.

m/n "Don't stay on the floor"

Target:Develop the ability to act on a verbal signal, quickly navigate the environment.

Progress of the game:A driver is selected - a trap, who runs with the children throughout the hall (area). As soon as the teacher said: “Catch!” - everyone runs away from the trap and tries to climb onto some elevation (bench, cube, stump, etc.). The trap tries to catch the runner before they have time to stand on the dais. Children touched by the trap step aside. At the end of the game, the number of caught players is counted and another driver is chosen. The game resumes.

p/i “Ball for the driver”

Target:Develop dexterity and speed of reaction, the ability to play in a team.

Progress of the game:The players are divided into 2-3 teams. Each team lines up in a circle; in the center of each circle is a driver with a ball in his hands. The drivers throw the ball to the players in their circle one by one and receive it back. When the ball has passed all the players, the driver raises it above his head and says “Ready!” Whose team is faster?

p/i "Geese - Swans"

Target:Develop in children self-control and the ability to perform movements when given a signal. Exercise running with dodging.

Progress of the game:On one side of the hall (platform) the house in which the geese are located is indicated. On the opposite side of the hall there is a shepherd. To the side of the house is a den (approximately in the middle of the hall) in which a wolf lives, the rest of the place is a meadow. Children are selected to play the role of a wolf and a shepherd, the rest play geese. The shepherd drives the geese out into the meadow, they graze and fly.

SHEPHERD: Geese, geese!

GEESE: (stop and answer in unison). Ha, ha, ha!

SHEPHERD: Do you want to eat?

GOOSE: Yes, yes, yes!

SHEPHERD: So fly!

Geese: We can't:

Gray wolf under the mountain

Doesn't let us go home.

SHEPHERD: So fly as you want,

Just take care of your wings!

The geese, spreading their wings (with their arms spread out to the sides), fly home through the meadow, and the wolf, running out of the den, tries to catch (spot) them. The caught geese go to the den. After two runs, the number of geese caught by the wolf is counted. Then new drivers are chosen - a wolf and a shepherd.

m/n “Flies - doesn’t fly”

Target:Develop the ability to distribute attention, teach concentration.

Progress of the game:Children stand in a circle, with the teacher in the center. He names animate and inanimate objects that fly and do not fly. For example, the teacher says: “The plane flies, the chair flies, the sparrow flies,” etc. Children should raise their hands up if a flying object is named.

p/i "Zateiniki"

Target:Develop motor activity children.

Progress of the game:A driver is selected - an entertainer who stands in the center of the circle formed by the children. Holding hands, children walk in a circle to the right and left, saying:

In an even circle one after another

We are going step by step.

Stay where you are! Together together

Let's do it like this………..

The children stop and lower their hands; the entertainer shows some movements, and all players must repeat it.

p/i "Firefighters in training"

Target:Strengthen the ability to climb a gymnastic wall without missing the slats.

Progress of the game:Children line up in four columns facing the gymnastics wall - these are firefighters. On each span of the gymnastic wall, bells are hung at the same height (on a rail).

At the teacher’s signal: “March!” - children, standing first in columns, run to the gymnastic wall, climb up it, ring the bell, go down and return to the end of their column. The teacher marks the child who completed the task the fastest. Then the signal is given again and the next group of children runs, etc.

Target:Develop attentiveness and activity of sensory systems.

Hodge games:The players stand in a circle, with a blindfolded driver in the center of the circle. One of the children approaches the driver, and the driver must recognize his friend by touch. The game continues 5-6 times, each time a new driver is selected.

p/i "Frost Red Nose"

Target: Develop speed and agility

Move: On the opposite side of the site two houses are marked, the players are located

In one of the houses. The driver - Frost the Red Nose stands in the middle of the court facing the players and says:

I am Frost Red Nose.

Which one of you will decide

Hit the road - set off on the path?

The players answer in unison:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost,” the children run across the playground to another house, and the driver catches up with them and tries to touch them with his hand and “freeze them.” The “frozen” ones stop at the place where they were touched and stand motionless until the end of the run. The teacher and Frost count the number of “frozen” children. After each dash, a new Frost is chosen. At the end of the game, they compare which Frost froze more players.

p/i "Hunters and Hares"

Target : Cultivate dexterity

Progress:A hunter is chosen from among the players, the rest are hares. On one side of the hall (platform) there is a place for the hunter, on the other there is a house for the hares. The hunter walks around the hall, pretending to look for tracks of hares, and then returns to his house. Hares jump out from behind the bushes and jump (on 2 legs, on the right or left - as you wish) in different directions. On the signal: “Hunter!” - the hares run into the house, and the hunter throws balls at them (he has 2-2 balls in his hands). The hares he hit are considered shot, and he takes them into his house. After each hare hunt, the hunter changes, but is not chosen from among those caught.

p/n "Brave Little Sparrows"

Target : Develop speed and agility

Progress:Children line up in a circle, with two snowballs in front of each player. In the center of the circle the leader is a cat. Children pretend to be a sparrow and, at the teacher’s signal, jump into the circle through the snowballs and jump back out of the circle as the cat approaches. A sparrow touched by a cat. Receives a penalty point, but is not eliminated from the game. After some time, the teacher stops the game and counts the number of “salty” ones; a new driver is selected.

p/i "Sly Fox"

Target: Develop speed and agility

Progress:The players stand in a circle at a distance of one step from each other. To the side, outside the circle, the fox's house is indicated. At the teacher’s signal, the children close their eyes, and the teacher walks around them from the outside of the circle and touches one of the players, who becomes the leader - the sly fox. Then the children open their eyes and ask in unison 3 times (at short intervals) (first quietly, then louder): “Sly fox, where are you?” After the third question, the sly fox quickly runs out to the middle of the circle, raises his hand and says: “I’m here!” All the players scatter around the site, and the fox catches them (by touching them with his hand). After the fox catches 2-3 children and takes them to his house, the teacher says: “In a circle!” The game resumes.

m/n "Ball School"

Target : development of dexterity, quick reaction, attention

Target:A small ball is given for the game. Children play alone, in twos and in small groups. The player performs the movement task in order. Having successfully dealt with one, he moves on to the next. If a child makes a mistake, he passes me x to another. When continuing the game, he starts with the movement in which he made a mistake.

p/i "Bears and Bees"

Target: Develop speed and agility

Progress:On one side of the hall there is a beehive, and on the opposite side there is a meadow. To the side there is a den of bears. At a conditioned signal from the teacher, the bees fly out of the hive (they get down from a hill (this can be a gymnastic bench, a wall, etc.)), fly to the meadow for honey and buzz. The bees fly away, and the bears run out of the den and climb into the hive (fly up to a hill) and feast on honey. As soon as the teacher gives the signal: “Bears!”, the bees fly to the hives, and the bears run away into the den. The bees that do not have time to hide sting (by touching with their hand). Stung bears miss one game. The game resumes, and after it is repeated, the children change roles.

p/i "Owl"

Target: Form creative imagination

Progress:On one side of the hall there is an owl's nest. The driver, an owl, is placed in the nest. The rest of the children pretend to be birds, butterflies, beetles - they scatter all over the hall. After some time, the teacher says: “Night!” - and all the players stop in place in the positions in which they found themselves at night. The owl flies out of its nest, flaps its wings and looks to see who is moving. The one who moves is taken by the owl to his nest. The teacher says: “Day!” - and butterflies, bugs, birds come to life and again begin to fly and whirl. After two flights of the owl to hunt, the number of those caught is counted and a new leader is selected.

p/i "Pair running"

Target: Learn to run in pairs

Progress:“Change the subject.” Children (two children, each with a cube in their hands), at the teacher’s signal, run to the hoop (35 m), exchange the cube for a ball and return back to the team. Pass the ball to the next players. The next children exchange the ball for a cube. Task for children: change one object for another as quickly as possible.

m/n “Who gets to the flag faster”

Target: improve the ability to crawl

all fours and ability to navigate

in space

Progress:all players sit on chairs. At a distance of 5-6 steps from the edge of the playground, a line is drawn behind which there are 4-5 children. On the opposite side of the site, at a distance of 18 - 20 steps, a chair is placed opposite each person, on which a flag is placed. The chairs are on the same line. At the teacher’s signal, the children run to the flags, take them, lift them up, and then put them back. The teacher notes which of the children raised the flag first. Then all those running sit on chairs, and the next 4-5 people take their place across the line. The game ends when all children run once to the flag.

p/n “Burn, burn clearly!”

Target: Develop speed and agility

Progress:Players stand in a column of two, holding hands, with the leader in front of the column. The children say in chorus:

Burn, burn clearly so that it doesn’t go out.

Look at the sky: the birds are flying,

The bells are ringing!

One, two, three - run!

At the end of the words, the players of the last pair lower their hands and run to the beginning of the column - one to the right, the other to the left of it. The driver tries to stain one of the players before he has time to join hands with his partner. If the driver has stained the player, then he pairs up with him at the front of the column.

m/i “Hit the hoop”

Target: Develop eye and precision of motor actions

Progress:3 teams participate, children form a column behind the throwing line facing the wall (3-4 m from the throwing line). Opposite each team there is a hoop on the floor (1.5-2 m from the throwing line). The first players hold the ball in their hands. At the signal, the first players throw the ball against the wall so that, when it bounces, it hits the hoop and then into their hands. Having caught the ball, the children pass it to the next one, and they themselves stand at the end of the column. For each accurate throw, the team is awarded one point. The team with the most points wins.

p/i "Homeless Hare"

Target: Improve the speed of reaction to an audio signal

Progress:A hunter and a homeless hare are selected from among the players. The rest of the players - the hares - draw circles for themselves (at home), and everyone stands in it.

The “homeless hare” runs away, and the “hunters” catch up with him. The “hare” can escape from the “hunter” by running into any circle; then the “hare”, flocking in the circle, must immediately run away, because now he becomes homeless and the “hunter” will catch him. As soon as the “hunter” has caught (killed) a hare, he himself becomes a “hare”, and the former “hare” becomes a “hunter”.

p/i "Carousel"

Target:develop rhythmic movements in children and

The ability to coordinate them with words

Progress:Children form a circle, holding the cord with their right hand, walk in a circle, first slowly, then faster and start running. Movements are performed in accordance with the text spoken out loud:

Barely, barely, barely, barely

The carousels are spinning

And then around, around,

Everybody run, run, run.

After the children have run 2-3 laps, the teacher organizes them and gives a signal to change the direction of movement. The players turn around and, grabbing the cord with the other hand, continue walking and running. Then the teacher says with the children:

Hush, hush, don't rush!

Stop the carousel!

One - two, one - two,

So the game is over.

The movement of the “carousel” gradually slows down. To the words “The game is over!” the children stop.

m/p "Knock down the pin"

Target: Train accuracy, strengthen arm muscles

Progress:Players stand in a line behind the starting line of 6-8 people. At a signal, children change snowballs, trying to knock down the pins (distance 4-5 m from the starting line). Players who managed to hit the targets are noted.

p/i "From hummock to hummock"

Target: develop the ability to jump on two legs with

moving forward

Progress:The teacher lays out flat hoops in a checkerboard pattern (6 pieces in two lines). The players line up in two columns and, on command, perform jumps on two legs from hoop to hoop. The distance between children when jumping is 2-3 hoops, in order to prevent injuries. The team that completes the task quickly and correctly wins.

p/i "Counter dashes"

Target: Strengthen children's ability to run races

Progress:The group is divided in half. The players stand on opposite sides of the court behind the lines in a line at a distance of at least one step from each other. Each group of children has ribbons of their own color on their hands - blue, yellow. At the teacher’s signal “blue”, children with blue ribbons run to the opposite side. The children standing opposite stretch out their palms forward and wait for those running to touch them with their hands. The one who was touched runs to the other side of the court, stops behind the line, turns around and raises his hand up. Etc.

p/n "Serso"

Target: Develop attention, eye, coordination

movements, accuracy

Progress:Two children stand opposite each other at a short distance (2-3 m). One of them throws rings towards another, and he catches them on a stick.

If there are a large number of participants, children, divided into pairs, stand opposite each other at a distance of 3-4 m. One of them (by agreement) has a stick in his hands, the other has a stick and several rings (initially 2, later 3-4) . The latter puts rings on the tip of the stick and throws them one at a time towards his partner, who catches the rings on his stick. When all the rings are thrown, the caught rings are counted, after which the children change roles. The one who catches the most number of rings wins.

p/i "K&"