Teaching aid (middle group) on the topic: Card file of outdoor games. Firefighters in training

15.08.2019 Education

Mobile game "Cunning Fox"

Mobile game "Find the ball"

Mobile game "Two frosts"

Mobile game "Carousel"

Mobile game "Mousetrap"

Mobile game "Wolf in the ditch"

Mobile game "Cosmonauts"

Mobile game "Airplanes"

Mobile game "Who has the ball"

Mobile game "Owl"

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Preview:

Mobile game "Cunning Fox"

Purpose: To develop in children endurance, observation. Exercise in fast running with dodging, in building in a circle, in catching.

Description: The players stand in a circle at a distance of one step from each other. Outside the circle, the fox's house is drawn. The teacher invites the players to close their eyes, goes around the circle behind the children and says “I’m going to look for a cunning and red fox in the forest!”, Touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and look carefully which of them is a cunning fox, if she will give herself away with something. The players ask in chorus 3 times, at first quietly, and then louder, “Sly fox, where are you?”. While everyone is looking at each other. The cunning fox quickly comes to the middle of the circle, raises his hand up, says "I'm here." All the players scatter around the site, and the fox catches them. The captured fox takes it home to the 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.

The player who ran out of the area is considered to be caught.

Options: 2 foxes are selected.

Mobile game "Pass - get up"

Purpose: To instill in children a sense of camaraderie, to develop dexterity, attention. Strengthen the muscles of the shoulders and back.

Description: The players are built in two columns, at a distance of two steps from one another. In each stand from each other at arm's length. A line is drawn in front of the columns. Two balls are placed on it. At the signal to “sit down”, everyone sits down cross-legged. At the signal “pass”, the first in the columns take the balls and pass them over their heads behind those sitting, then they stand up and turn to face the column. The one who received the ball passes it back over his head, then gets up and also turns to face the column, etc. The column that passes correctly and does not drop the ball wins.

Rules: Pass the ball only over the head and while sitting. Get up only after passing the ball behind the person sitting. The one who failed to take the ball runs after him, sits down and continues the game.

Options: Pass the ball to the right or left by turning the body.

Mobile game "Find the ball"

Purpose: To develop observation and dexterity in children.

Description: All players stand in a circle close to the center. One player becomes the center, this is the speaker. The players keep their hands behind their backs. One is given a ball. Children begin to pass the ball to each other behind their backs. The driver tries to guess who has the ball. He can ask each of the players to show their hands by saying "hands". The player extends both hands forward, palms up. The one who had the ball or who dropped it, becomes in the middle, and the driver takes his place.

Rules: The ball is passed in any direction. The ball is passed only to a neighbor. You cannot pass the ball to a neighbor after the driver demands to show his hands.

Options: Put two balls into play. Increase the number of drivers. Give the task to the one who had the ball: jump, dance, etc.

Mobile game "Two frosts"

Purpose: To develop in children inhibition, the ability to act on a signal (by word). Exercise in running with dodging in catching. Contribute to the development of speech.

Description: On opposite sides of the site, two houses are marked with lines. The players are located on one side of the court. The teacher selects two drivers who stand in the middle of the site between the houses, facing the children. These are Frost Red Nose and Frost Blue Nose. At the signal of the educator, “Start,” both Frosts say: “We are two young brothers, two frosts are remote. I am Frost Red Nose. I am Frost Blue Nose. Which of you decide to set off on the path? All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. The frozen ones stop where the frost has taken them, and so they stand until the end of the dash for everyone else. The frozen ones are counted, after which they join the players.

Rules: Players can run out of the house only after the word "frost". Those who run out earlier and who remain in the house are considered frozen. Anyone touched by Frost immediately stops. You can only run forward, but not backward and not out of bounds.

Options: Behind one line are the children of the Blue Frost, behind the other are the children of the Red. At the “blue” signal, the blue ones run, and the Red Frost catches and vice versa. Who will catch more.

Mobile game "Carousel"

Purpose: To develop in children the rhythm of movements and the ability to coordinate them with words. Exercise in running, walking in a circle and building in a circle.

Description: 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 a poem: “Barely, barely, barely, barely, the carousels spun. And then around, around, all running, running, running. In accordance with the text of the poem, children walk in a circle, first slowly, then faster, then run. During the run, the educator says: “Be-be-y-whether.” Children run 2 times in a circle, the teacher changes the direction of movement, saying: “Turn”. The players turn around, quickly intercepting the cord with their left hand and run in the other direction. Then the teacher continues with the children: “Hush, hush, don’t write off, stop the carousel. One, two, one, two, the game is over!" The carousel movements are getting slower. At the words “here the game is over,” the children lower the cord to the ground and disperse.

Rules: You can take places on the carousel only by calling. Not having time to take a seat before the third call, does not take part in skating. It is necessary to make movements according to the text, observing the rhythm.

Options: Everyone should take their place. Put the cord on the floor, running in a circle after it.

Mobile game "Mousetrap"

Purpose: To develop in children endurance, the ability to coordinate movements with words, dexterity. Practice running and squatting, building in a circle and walking in a circle. Contribute to the development of speech.

Description: The players are divided into two unequal groups. The smaller one forms a circle - a “mousetrap”, the rest of the “mice” - they are outside the circle. The players, representing a mousetrap, hold hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they gnawed everything, everyone ate. Beware, cheaters, we will get to you. We will put mousetraps for you, we will catch everyone now. Children stop and raise their clasped hands up, forming a gate. Mice run into and out of the mousetrap. According to the word of the teacher: "clap", the children standing in a circle, lower their hands and squat - the mousetrap slammed shut. Players who do not have time to run out of the circle are considered to be caught. Caught mice move into a circle and increase the size of the mousetrap. When most of mice are caught, the children switch roles.

Rules: Lower clasped hands at the word "clap". After the mousetrap is slammed, you can not crawl under your arms

Options: If there are many children in the group, then two mousetraps can be organized and the children will run in two.

Mobile game "Guess who got caught"

Purpose: To develop observation, activity, initiative. Practice running and jumping.

Description: Children are sitting on chairs, the teacher offers to go for a walk in the forest or in a clearing. There you can see birds, bugs, bees, frogs, grasshoppers, bunnies, hedgehogs. They can be caught and brought to a living corner. The players follow the teacher, and then scatter in different directions and pretend to catch in the air or crouching on the ground. “It's time to go home,” says the teacher and all the children, holding the living creatures in their hands, run home and occupy each of their chairs. The teacher calls one of the children and offers to show who he caught in the forest. The child imitates the movements of the caught animal. Children guess who was caught. Then they go for a walk in the woods again.

Rules: Return at the signal "It's time to go home."

Options: Train ride (sit on chairs, imitate movements and sound of wheels with hands and feet).

Mobile game "We are funny guys"

Purpose: To develop in children the ability to perform movements on a verbal signal. Exercise in running in a certain direction with dodging. Contribute to the development of speech.

Description: Children stand on one side of the playground. A line is drawn in front of them. A line is also drawn on the opposite side. To the side of the children, in the middle, between the two lines, there is a trap appointed by the teacher. The children say in unison: “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 trap catches up with the runners. The one who was touched by the trap before the player crossed the line is considered to be caught and sits near the trap. After 2-3 runs, the caught ones are recalculated and a new trap is selected. Rules: Crossing to the other side is possible only after the word "catch". The one who was touched by the trap steps aside. The one who ran across to the other side, beyond the line, cannot be caught. Options: Introduce a second trap. On the way of the evaders - an obstacle - running between objects.

Mobile game "The herd and the wolf"

Purpose: To develop the ability to perform movements on a signal. Practice walking and running fast.

Description: Circles, squares are outlined on one side of the site. These are buildings: a calf barn, a stable. The rest is occupied by "meadow". In one of the corners on the opposite side is the "wolf's lair" (circled). The teacher appoints one of the players as a "shepherd", the other as a "wolf", which is located in the den. The rest of the children depict horses, calves, which are in the barnyard, in the appropriate premises. At the sign of the educator, the "shepherd" in turn approaches the "doors" of the calf house, stables and, as it were, opens them. Playing the pipe, he leads the whole herd to the meadow. He himself goes behind. The players, imitating domestic animals, nibble grass, run, move from one place to another, approaching the wolf's lair. “Wolf,” the teacher says, everyone runs to the shepherd and stands behind him. Those who did not have time to reach the shepherd, the wolf catches and takes them to the lair. The shepherd takes the flock to the barnyard, where everyone is placed in their places.

Rules: The wolf runs out of the lair only after the word "wolf". Simultaneously with the wolf running out, all the players must run to the shepherd. Those who did not have time to stand behind the shepherd, the wolf takes them to him.

Options: Include a “water hole” in the game, bend down and, as it were, drink water.

Mobile game "Geese - Swans"

Purpose: To develop endurance in children, the ability to perform movements on a signal. Practice dodging. Promote the development of speech.

Description: At one end of the site, a “house” line is drawn, where the geese are located, at the opposite end there is a shepherd. To the side of the house is the "wolf's lair". The rest of the place is "meadow". The teacher appoints one as a shepherd, another as a wolf, the rest depict geese. The shepherd drives out the geese to graze on the meadow. Geese walk, fly across the meadow. The shepherd calls them "Geese, geese." The geese answer: "Ha-ha-ha." "Do you want to eat?" "Yes Yes Yes". "So fly." "We are not allowed. The gray wolf under the mountain does not let us go home. "So fly as you like, just take care of the wings." The geese, spreading their wings, fly home through the meadow, and the wolf runs out, cuts off their path, trying to catch more geese (touch with your hand). The captured geese are carried away by the wolf. After 3-4 runs, the number of those caught is counted, then a new wolf and a shepherd are appointed.

Rules: Geese can fly home, and the wolf can catch them only after the words "So fly as you want, just take care of your wings." The wolf can catch geese in the meadow up to the border of the house.

Options: Increase distance. Enter the second wolf. On the way of the wolf obstacles, which must be jumped over.

Mobile game "Who will quickly remove the tape"

Purpose: To develop in children endurance, the ability to act on a signal. Children practice fast running, jumping.

Description: A line is drawn on the site, beyond which the children are built in several columns of 4-5 people. At a distance of 10-15 steps, a rope is stretched opposite the columns, the height is 15 cm higher than the hands of the children raised up. Against each column, a ribbon is thrown onto this rope. At the signal "run" everyone standing first in columns they run to their ribbon, jump up and pull it off the rope. The first person to remove the tape is considered the winner. Ribbons are hung up again, those who were first in the column stand at the end, and the rest move towards the line. At the signal, the next children run. Etc. The winnings in each column are counted. Rules: You can run only after the word "run". Pull off the tape only opposite your column. Options: Put obstacles in the way of running. Stretch the rope at a distance of 40 cm, under which you need to crawl without hitting it. Draw two lines at a distance of 30 cm, through which you need to jump.

Mobile game "Quick to places"

Purpose: To develop orientation in space, the ability to perform movements on a signal. Exercise in fast running, walking, bouncing.

Description: Children stand in a circle at arm's length, the place of each is marked with an object. At the word "run", the children leave the circle, walk, run or jump all over the site. The teacher removes one item. After the words "in places", all the children run in a circle and take empty seats. To the rest, the children say in unison, “Vanya, Vanya, don’t yawn, quickly take a seat!”

Rules: A place in a circle can only be taken after the words “In places”. You can not stay still after the word "run."

Options: At the beginning of the game, do not hide the die so that no one is left without a place. Remove 2 or 3 cubes. In winter, flags are stuck in the snow.

Mobile game "Trap, take the tape"

Purpose: To develop in children dexterity, ingenuity. Practice running with dodging, catching and building in a circle.

Description: The players line up in a circle, each receives a ribbon, which he lays behind the belt or behind the collar. In the center of the circle is a trap. At the signal “run”, the children scatter, and the trap seeks to pull the ribbon from someone. The one who has lost the ribbon steps aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The trap counts the number of ribbons and returns them to the children. The game starts with a new trap.

Rules: The trap must take only the tape, without delaying the player. The player, having lost the tape, steps aside.

Options: Choose two traps. You cannot take a tape from a crouched player. The players run along the "path", "bridge", jumping over the "hummocks".

Mobile game "Hunters and hares"

Purpose: To improve the skills of jumping and throwing at a target on both legs. Develop dexterity, speed and orientation in space.

Equipment: ball.

Separation of roles: They choose one or two "hunters" who stand on one side of the site, the rest of the children are "hares".

Game progress.

Hares sit in their "minks", located with opposite side sites. "Hunters" go around the site and pretend to be looking for "hares", then go to their places, hide behind "trees" (chairs, bench).

In the teacher's words:

Bunny jump-jump. jumping gallop

Into the green forest

"Hares" go to the site and jump. To the word "Hunter!" The "hares" run to their "minks", one of the "hunters" aims the ball at their feet and whoever it hits, he takes with him. The "hares" again go out into the forest and the "hunter" hunts them again, but throws the ball with his second hand. When the game is repeated, new "hunters" are chosen.

Game instructions. Make sure that the "hunter" throws the ball with both the right and left hand. "Hunters" throw the ball only at the feet of "hares". The ball is picked up by the one who threw it.

Mobile game "Bear and bees"

Purpose: To teach children to get off and climb on the gymnastic wall. develop dexterity and speed.

The hive (gymnastic wall or tower) is located on one side of the site. On the opposite side is a meadow. To the side is a bear den. At the same time, no more than 12-15 people participate in the game. The players are divided into 2 unequal groups. Most of them are bees that live in the hive. Bears are in the den. At a prearranged signal, the bees fly out of the hive (get down from the gymnastic wall), fly to the meadow for honey and buzz. As they fly away, the bears run out of the den and climb into the hive (climb the wall) and feast on honey. As soon as the teacher gives the signal “bears”, the bees fly to the hives, and the bears run away to the den. The bees that did not have time to hide sting (touch by hand). Then the game resumes. Stung bears do not participate in the next game.

Directions. After two repetitions, the children switch roles. The teacher makes sure that the children do not jump off, but get off the stairs; help if necessary.

Mobile game "Free place"

Purpose: To develop dexterity, speed; the ability not to collide.

The players sit on the floor in a circle with their legs crossed. The teacher calls two children sitting next to each other. They stand up and stand in a circle with their backs to each other. At the signal “one, two, three - run,” they run in different directions, run to their place and sit down. The players note who first took the free place. The teacher calls two other children. Game continues.

Directions. Can be called for running and children sitting in different places circle.

Mobile game "Wolf in the ditch"

Purpose: To teach children to jump, develop dexterity.

A moat is marked across the platform (hall) by two parallel lines at a distance of about 100 cm from one another. It contains a driver - a wolf. The rest of the children are goats. They live in the house (stand behind the line along the border of the hall). On the opposite side of the hall, a line separates the field. To the words "Goats, in the field, the wolf in the ditch!" children run from the house into the field and jump over the ditch along the road. The wolf runs in the moat, trying to overpower the jumping goats. Salted walks to the side. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 runs, another leader is selected or assigned.

Directions. A goat is considered caught if the wolf touched it at the moment when it jumped over the ditch, or if it hit the ditch with its foot. To complicate the game, you can choose 2 wolves.

Mobile game "Frogs and herons"

Purpose: To develop dexterity and speed in children. Learn to jump back and forth over an object.

The boundaries of the swamp (rectangle, square or circle) where frogs live are marked with cubes (side 20 cm), between which ropes are stretched. At the ends of the ropes are sandbags. Away is a heron's nest. Frogs jump, frolic in the swamp. The heron (leader) stands in its nest. At the signal of the teacher, she, raising her legs high, goes to the swamp, steps over the rope and catches the frogs. The frogs escape from the heron - they jump out of the swamp. The heron takes the frogs he has caught to his 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 chosen.

Directions. The ropes are placed on the cubes so that they can easily fall if they are touched when jumping. The fallen rope is put back in place. Playing (frogs) should be evenly distributed over the entire area of ​​​​the swamp. There may be 2 herons in the game.

Udmurt outdoor game "Water"

Purpose: to cultivate friendly relations between children.

The driver sits in a circle with his eyes closed. The players move in a circle with the words:

Grandfather Water,

What are you doing underwater?

Look out for a glimpse

For one minute.

The circle stops. The merman gets up and, with his eyes closed, approaches one of the players. His task is to determine who is in front of him. The merman can touch the player in front of him, but his eyes cannot be opened. If the Waterman guesses the player's name, they switch roles and the game continues.

Mobile game "Cosmonauts"

Purpose: To develop children's attention, dexterity, imagination. Exercise in quick orientation in space.

The contours of the missiles are drawn along the edges of the site. The total number of seats in the rockets must be less than the number of children playing. In the middle of the platform, the astronauts, holding hands, walk in a circle, saying:

Fast rockets are waiting for us. Let's fly to such a one!

For planet walks. But there is one secret in the game:

Whatever we want, There is no place for latecomers.

With the last words, the children let go of their hands and run to take their places in the rocket. Those who did not have enough space in the rockets remain at the cosmodrome, and those who sit in the rockets tell in turn where they fly and what they see. After that, everyone again stands in a circle, and the game is repeated. During the flight, instead of talking about what they saw, children are invited to perform various exercises, tasks related to spacewalks, etc.

Mobile game "Falcon and pigeons"

Purpose: to train children in dodge running.

On opposite sides of the site, dove houses are indicated by lines. Between the houses there is a falcon (leader). All children are pigeons. They stand behind the line on one side of the court. The falcon shouts: "Doves, fly!" pigeons fly (run) from one house to another, trying not to get caught by a falcon. The one whom the falcon has touched with his hand steps aside. When 3 pigeons are caught, another falcon is chosen.

Mobile game "Birds and a cage"

Goal: increase motivation for gaming activities, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.

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. Birds fly into a cage (in a circle) and immediately fly out of it. The teacher says: “Close the cage!” children throw up their hands. Birds left in the cage are considered to be caught. They stand in a circle. The cage increases and the game continues until 1-3 birds remain. Then the children switch roles.

Mobile game "Airplanes"

Objectives: to teach children to run slowly, keep their back and head straight while running, keep a distance between each other, develop orientation in space.

I option: children run around the playground, depicting airplanes (hands apart). Planes must not collide and break their wings. The victims of the accident approach the teacher. After repairs, they are again sent to flight. The game lasts 2-3 minutes.

II option: children are placed around the teacher in one corner of the site and squat down. These are planes at the airport. At the signal of the educator, the planes take off one after another and fly (slowly) in any direction, trying not to touch each other with wings (arms outstretched to the sides). On a signal, the planes come in for a landing and take their place at the airfield. At the end of the game, the best flying without accidents are marked. The game is repeated 3-4 times.

Mobile game "Who has the ball"

Objectives: to teach to keep the back straight, strengthen the muscles of the back, exercise the ball passing.

Children form a circle. The driver is chosen (becomes in the center of the circle), the rest move tightly towards each other. Children pass the ball in a circle behind their backs. The driver tries to guess who has the ball, he says “Hands!” and the one being addressed should show both hands, palms up. If the driver guessed right, he takes the ball and stands in a circle.

Mobile game "Owl"

Goals: development of attention, response to a verbal command and arbitrary regulation of behavior.

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 freezes, remaining in the position in which the team found them. The owl wakes up, flies out of the nest and the one who moves, takes him to his nest.

Mobile game "Homeless Hare"

Objectives: exercise of short-term fast running and dodging, development of a reaction to a quick decision.

From among the players, a "hunter" and a "homeless hare" are selected. The rest of the children - hares are located in the houses (circles drawn on the ground). A homeless hare runs away from a hunter. A hare can escape by running into someone's house, but then the hare standing in the circle becomes a homeless hare and must immediately run away. After 2-3 minutes, the teacher changes the hunter.


Publication date

Created on 07/15/2013

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Shepherd and flock

Goals: Develop children's attention, dexterity. Exercise in jumping and orientation in space.
Game progress
On one side of the site, with the help of a gymnastic bench or slats laid on cubes, a sheepfold is enclosed. The shepherd is chosen. The rest are sheep. The shepherd is blindfolded. He stands not far from the sheepfold and says: "Sheep, sheep, here I am." The sheep alternately jump over the fence, approach the shepherd and ask: “Shepherd, shepherd, how many steps do you give me?”

Each time the shepherd calls a number (up to 10). The sheep counts the appropriate number of steps and stops.
When all the sheep have gone, the shepherd asks, "Where is my flock?" all the sheep respond: “Be, be, be…” - then they fall silent.
The shepherd begins to look for the sheep - he goes to their voices, and the sheep stand in their places. When the shepherd touches someone, he says: “Sheep, sheep, who are you?” The sheep replies: "Be, be, be." The shepherd must guess who it is. If he made a mistake, all the sheep begin to bleat, and one of them takes the shepherd to the sheepfold, and he returns to his place. The shepherd asks again: "Where is my flock?" - and the game continues until he recognizes the captured lamb. Then he takes off the bandage and becomes a sheep, and the sheep becomes a shepherd.

Carp and pike

Goals: Develop the ability to perform movements on a signal. Exercise in running and squatting, in building in a circle, in catching.
Game progress
One child is chosen as a pike. The rest of the players are divided into two groups: one of them - pebbles - forms a circle, the other - crucians that swim inside the circle. The pike is behind the circle.
At the signal of the teacher: "Pike!" - she quickly runs into the circle, trying to catch crucians. Carp hurry to quickly take a place behind one of the players and sit down (carp hide from the pike behind the pebbles). The pike catches those carp that did not have time to hide. Those caught leave the circle.
The game is played 3-4 times, after which the number of caught is counted.
Then choose a new pike. Children standing in a circle and inside it change places, and the game is repeated.

Bears and bees

Goals: To develop in children courage, the ability to perform movements on a signal. Practice running and climbing.
Game progress
The players are divided into two unequal groups. Some (about a third of the children) are bears, the rest are bees. At a distance of 3-5 m from the tower, a forest is outlined, and at a distance of 8-10 m on the opposite side - a meadow. Bees are placed on a tower or on a gymnastic wall (beehive). At the signal of the teacher, the bees fly to the meadow for honey and buzz. As soon as all the bees fly away, the bears climb out onto the tower - into the hive and feast on honey. At the signal of the teacher: "Bears!" - bees fly and sting bears that did not have time to escape into the forest (touching them with their hands). Then the bees return to the tower and the game resumes. A stung bear does not go out for honey once. After the game is played 2-2 times, the children change roles.
The teacher should be at the tower (gymnastic wall) in order to provide assistance to the players if necessary.

Firefighters in training

Goals: Develop children's attention, dexterity. Practice climbing.
Game progress
Playing children are divided into 2 - 3 squads of 5 - 6 people and line up in columns against the gymnastic wall at a distance of 4 - 5 m. These are firefighters, they must be able to quickly climb the stairs. A bell is hung on the upper rail of the gymnastic wall against each detachment.
At the signal of the teacher (a word or a blow to a tambourine), the children standing first in the column run to the gymnastic wall, climb it, ring the bell, get down and stand at the end of the column. Vos-l gives a signal again; the next pair or troika runs, etc. At the end of the game, the teacher notes more dexterous firefighters who are already quickly climbing the stairs.
After that, the game is repeated.
During the game, the educator should be near the gymnastic wall, make sure that the children do not skip the steps and do not jump when climbing (he agrees on this with the children before the start of the game).

Faster to places

Goals: To develop in children attention, orientation in space. Practice running.

Game progress
Children stand in a circle at a distance of arms extended to the sides. The place of each player is marked by some object, for example, a cube, which is placed on the floor. At the word of the teacher “run” or hitting the tambourine, the children leave the circle, walk, run or jump all over the site. The teacher, meanwhile, removes one of the objects, thus depriving one child of a place. When a tambourine is struck or after the words "in places" all the children run in a circle and take any place. Left without a place, the children say in chorus:
Vanya, Vanya, don't yawn (Manya, Olya, etc.),
Take your place quickly.
When the game is played for the last time, the teacher puts the cube back so that all the children have a seat.

Have time to run

Goals: Develop motor coordination in children. Practice running.
Game progress
The teacher with one of the children holds the cord by the ends (its length is 3-4 m) and slowly rotates it towards the running children. Children, one by one, must have time to run under the cord at the moment when it is at the top.
The teacher regulates the movement of children; for each person running through, he gives a signal: "Run!"
In the future, the children themselves must follow the movement of the cord and run when it is at the top.

ball school

Goals: Develop attention in children. Practice catching and throwing.
Game progress
A small ball is given for the game. Children play one by one, two by two or in small groups.
During the game, the child who made a mistake passes the ball to another. When the game continues, he starts with the movement on which he made a mistake.
Types of movements:
1. Throw the ball up and catch it with both hands. Toss the ball up and as it flies, clap your hands in front of you.
2. Hit the ball on the ground and catch it with both hands. Hit the ball on the ground, simultaneously clap your hands in front of you and catch it with both hands.
3. Stand facing the wall at a distance of two to three steps from it, hit the ball against it and catch it with both hands.
4. Throw the ball against the wall, let it hit the ground, bounce off it, and then catch it.
5. Hit the ball on the ground up to five times with the right and left hand.

Elena Pavlova
Methods of phased teaching of children of middle preschool age outdoor games on the example of the game "Shepherd and the flock"

METHODOLOGY OF PHASE-EDUCATION OF CHILDREN

PRESCHOOL OUTDOOR GAMES

on game example« SHEPHERD AND HERD»

GBOU School No. 2116, DO No. 6 of Moscow, teacher PAVLOVA ELENA ALEKSANDROVNA

1. Selection and planning games.

mobile game« Shepherd and flock»

Target games: Learn children to follow the rules of the game, play on a team. Develop reaction and speed of movement.

Game progress:

You need to choose 2 guys, one of which will be shepherd, the second - a wolf, the rest - sheep. On the site, 2 lines are drawn from opposite sides, these are the borders of the sheepfold. The wolf has no way here. All sheep are first placed in one sheepfold.

Approximately a circle is drawn in the middle of the field, this is the wolf's lair, where it is located. The game starts with words"sheep" calling shepherd play the horn: "Drive herd in open field, we want to take a walk in the wild ".

At « shepherd» in the hands of a pipe, he begins play, at that time "sheep" walk around the field, that is, on the site. The wolf is watching them, waiting for « shepherd» will shout word: "Wolf!". Task "sheep"- run to the opposite side, to another sheepfold. Task "wolf"- piss off one of the players. Task « shepherd» - protect herd, blocking the path of the predator (do not touch with the hands of the wolf, only obscure "sheep"). Those sheep that fell into the paws of the wolf come out of games.

2. Preliminary work.

2.1. Examining illustrations depicting domestic animals: cows, sheep, goats. Discuss function shepherd: "He grazes herd» , "Protects herd from predators» etc. Reading the story of L. N. Tolstoy "Liar".

2.2. Learn children move in different directions without bumping into each other.

2.3. Production of two medallions on ribbons depicting a wolf and shepherd.

3. Organization outdoor games.

When explaining the game, it is important to correctly place children. Children of the middle the educator most often puts the group in the way it is necessary for games. The teacher must stand so that everyone can see him.

IN middle group, all explanations are made, as a rule, during the games. Without interrupting it, the teacher places and moves children tells you how to act. When re-executing game rules are specified. If game familiar to children, you can involve them in the explanation. Explanation of content and rules games should be short, accurate and emotional. Great importance it has intonation. Explaining, it is especially necessary to highlight the rules games. Movements can be shown before or during games. This is usually done by the educator himself, and sometimes by one of the children of his choice. An explanation is often followed by a demonstration.

Mark the area for games possible in advance or at the time of explanation and accommodation playing. Inventory, toys and attributes are usually distributed before the start games.

gaming activity children educator leads. Its role depends on the nature of the games, from numerical and age composition of the group, on the behavior of the participants. IN middle In the group, the educator at first also plays the main role himself, and then passes it on to the children. Immediate the participation of the educator in the game raises interest in it, makes it more emotional.

The teacher can tell a fairy tale baby, then invite the children to fairy tale example, play a game:

Lived in a village young shepherd, hardworking and savvy. Every morning, at dawn, he led his herd of sheep and rams in the pasture, the most best places he chose for him so that his sheep could walk on the grass and nibble the grass.

well looked after shepherd, his sheep were always well-fed and well-groomed, the herd kept coming, A shepherd it was only a joy - he was very fond of his work and his lambs.

But one day it happened the herd is in trouble. Fall asleep after a delicious meal shepherd, and the wolf at that time dragged one sheep and ate it. Wept bitterly shepherd boy, but from that time on he began to protect more than ever herd. As soon as he sees or hears that the bushes are stirring somewhere, he will shout to his sheep: "WOLF!", and the sheep immediately run away to their sheepfold. And since that time the wolf has been walking around hungry and angry, but still hopes that suddenly some lamb will gape and will not have time to escape.

4. Distribution of roles.

Shepherd and the wolf are selected with counting rhymes:

The ram walked along the steep mountains,

Pulled out the grass, put it on the bench.

Who will take the weed

That one will go.

5. Leadership of the educator.

The teacher participates in the distribution of roles, monitors compliance with the rules. Resolves disputes in non-standard situations. Monitors emotional and physical state children.

6. Variation outdoor games.

1. Changing the size of the playground (reduce or enlarge borders).

2. Change the position of the players on the court.

3. Change signal to « DANGER» , "BEWARE".

4. You can complicate the rules by tying "wolf" eyes, he will catch the sheep by the sound, For example"be-e-e".

7. End games.

decline physical activity, after running go to walking. Do breathing exercises, hands should not be above shoulder level.

8. Evaluation of actions children at play.

Ending games and debriefing. Those who correctly performed the movements, showed dexterity, speed, ingenuity, ingenuity, observed the rules, rescued comrades are noted. The teacher also names those who violated the rules and interfered with their comrades. He analyzes how he managed to achieve success in the game, why "Wolf" quickly caught some, while others never caught him. Summing up the game should be done in an interesting and entertaining way to create a desire to achieve even better results next time. To the discussion of the games everyone should be involved children. This teaches them to analyze their actions, causes a more conscious attitude towards the implementation of the rules. games and movements.

BIBLIOGRAPHY:

1) Semenova T. A. Technology of carrying out outdoor games with preschool children. // Innovative science in a globalizing world: materials of the International Scientific and Practical Conference (Ufa, March 5-6, 2014). – Ufa: RIO ICIPT, 2014. - P. 113-122.

2) Stepanenkova E. Ya. Use outdoor games in the education of preschool children// Pedagogical practice of students in the course "Theory and technique physical education preschool children»: Proc. allowance for students ped. in-comrade. Ed. A. V. Keneman, T. I. Osokina. - M .: Education, 1984. - S. 71 - 84

3) Stepanenkova E. Ya. Theory and technique physical education and development child: Proc. allowance for students. higher ped. textbook establishments. - M.: Publishing Center "Academy", 2008. - 368s.

4) Stepanenkova E. Ya., Semenova T. A. Education of dexterity in children sixth year of life outdoor games. Monograph. - M .: Publishing house "Sputnik +", 2013. - 199 p.

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Extramural

Test

on Theory and Methods of Physical Education of Preschoolers

on the theme of the mobile game "Shepherd and the flock"

students of the group ___PEDbz Sz- 331 Cabin I.V. --- ----

FULL NAME. students

Togliatti State University

Extramural

Pedagogical ____ faculty __ _

on the Fundamentals of Correctional Pedagogy and Special Psychology

on the topic Violation of the tempo of speech

students of the group ___ PEDbz Sz- 331 Epanchinova N.N.

FULL NAME. students

Lecturer Ph.D., Associate Professor Oshkina Alla Anatolyevna

Grade________________________ ______________________________ ___

Registration number ___________ date __________ ________________

ANALYSIS OF THE MOBILE GAME "SHEPHERD AND HERD"

1. Photograph of the game: The teacher offers to find out the name of the game from the poem (reads it out). Children guess the game "Shepherd and the flock." The teacher invites the children to remind those present of the rules of the game. Two children alternately tell the rules, complementing each other. The teacher offers to choose a shepherd with a counting rhyme. The "shepherd" puts on a hat and takes a position in the game. The rest of the children - "sheep" take a place behind the rail - paddock. The "shepherd" is blindfolded. He stands not far from the sheepfold and says: “Lambs, lambs, here I come!”. The “sheep” jump over the fence in turn, approach the “shepherd” and ask: “Shepherd, shepherd, how many steps should I take?” The “shepherd” calls each player a number within ten. The "sheep" count the appropriate number of steps from the "shepherd" and stop. When all the “sheep” have left, the “shepherd” asks: “Where is my flock?” All the "sheep" respond: "Be, be, be." Then they quiet down. The "shepherd" begins to look for the "sheep" - he goes to their voices, and the "sheep" stand motionless in their places. When the "shepherd" touches someone with his hand, he says: "Sheep, sheep, who are you?" "Sheep" replies: "Be, be, be." "Shepherd" guesses children by name. If he made a mistake, all the "sheep" begin to bleat and one of them takes the "shepherd" to the sheepfold, and he returns to his place. The game is repeated 3 times. The driver is chosen different ways: arrow, the choice of replacement by the driver himself. At the end of the game, the teacher offers to name the best "shepherd". Children, discussing, choose the best.

2. Group details: 12 children senior group(5-6 years); 1,2,3 - health groups; the level of physical development - harmonious, medium-harmonious and inharmonious; the level of physical fitness is high and insufficient.

3. Terms of the game: Sports hall.

4. Preparedness of the site and sports equipment: The site and equipment are selected and prepared correctly.

5. Clothes and shoes for children and caregiver: clothes and shoes for children and caregiver meet the requirements.

6. The duration of the game is 10 minutes. Each repetition (3 times) for 2 minutes. Repetition of the rules of the game - 0.5 minutes, selection of a leader - 1 minute, explanation (artistic word), preparation of players and the final part - 2.5 minutes. Way of organizing pupils: the artistic word is a riddle. Children are placed throughout the playground, the teacher from the side in the center has the opportunity to see all the children. The premises are used rationally. Distribution and collection of inventory is fast.

7. Educational tasks were solved effectively: movements were performed on high level. The teacher used methods of warning and correcting errors: a reminder, showing the movement of a friend. The correct methods of development of physical qualities are chosen: endurance.

8. Health-improving tasks are fully implemented: the duration of the game as a whole is 10 minutes; the pace of exercise is high; estimate of the motor density of the game 60%.

9. Educational tasks are fully implemented: they contribute to mental education - counting within 10, development of timbre perception; moral - helping a friend; labor - familiarization with the work of rural workers.

10. The level of pedagogical skill of the educator is high: he controls the activities of all children in the game, the quality of the exercises, the well-being, behavior and mood of the children. Appeal to children is calm, confident, demanding. The teacher is friendly to all children.

11. General assessment of bringing an outdoor game - the game corresponds to the age of the children; the program content contains all the tasks: teaching, developing, educational - fully completed; conducting the game corresponds to the methodology for conducting outdoor games for children of senior preschool age.

12. Suggestions for improvement: use different versions of the game when repeating the game.

MEASUREMENT OF MOTOR AND OVERALL GAME DENSITY

Motor density = 60%; Overall Game Density = 80%.

ABSTRACT OF THE MOBILE GAME "SHEPHERD AND HERD"

Program content:

1. Strengthen the skills of children in jumping, the ability to keep balance and overcome an obstacle. Orientate in space, show restraint, courage, resourcefulness, creatively solve motor problems.

2. Encourage children to physical activity.

3. To develop the ability to imitate the movements of animals, the accuracy in the execution of movements. Generate interest in joint outdoor games.

Material: a cap and individual scarves for the leading shepherd, a rake and cubes for a corral, a horn.

Teacher: Guess what game we are going to play.

Shepherd, shepherd,

Play the horn!

The grass is soft

dew sweet,

Drive the herd into the field

Walk freely!

Children: "The shepherd and the flock."

Educator: Remind the rules of the game.

Children: Choose a shepherd. They give him a hat. The rest of the children - the herd gathers in the barnyard, behind the rail. The shepherd is blindfolded. He stands not far from the sheepfold and says: “Sheep, sheep, here I come!” The sheep alternately jump over the fence, approach the shepherd and ask: “Shepherd, shepherd, how many steps should I take?” Each time the shepherd calls a number within ten. The sheep count the appropriate number of steps and stop. When all the sheep have gone, the shepherd asks, "Where is my flock?" All sheep respond: "Be, be, be." Then they quiet down. The shepherd begins to look for the sheep - he goes to their voices, and the sheep stand motionless in their places. When a shepherd touches someone with his hand, he says: “Sheep, sheep, who are you?” The sheep replies: "Be, be, be." The shepherd must guess who it is. If he made a mistake, all the sheep begin to bleat and one of them takes the shepherd to the sheepfold, and he returns to his place. The shepherd asks again: "Where is my flock?" The game continues until he recognizes the sheep he has caught.

Educator: Remember, you need to count as many steps as the shepherd said. During the search for sheep, players cannot leave the place. Choose a shepherd with a rhyme.

Shel ram

Over steep mountains.

Pulled out the grass

Put it on the bench

Who will take the weed

That one will go!

The leading shepherd puts on a hat and takes a playing position. Children - sheep take a place in the paddock. The game is repeated 2-3 times. The driver is chosen with the help of the “arrow” and the driver himself chooses a replacement for himself. During the game, the teacher pays attention to the child's compliance with the rules, monitors the movements, relationships, load, emotional state of the child in the game. The teacher pays attention to the quality of movements, makes sure that they are light, beautiful, confident. Children must quickly navigate in space, show restraint, courage, resourcefulness, creatively solve motor problems.

The teacher gives a signal for the end of the game - plays the horn.

Educator: Who, in your opinion, was the best shepherd and why?

Children: Victor. Because he gave clear commands. From the first time I guessed my sheep.

ARTISTIC WORD FOR THE GAME

1. There was a ram

Through the steep mountains.

Pulled out the grass

Put it on the bench

Who will take the weed

That one will go!

2. Early - early in the morning

Shepherd boy: "Tu-ru-ru-u!"

And the cows are in harmony with him

Tightened: "Moo-mu-mu!".

You, Burenushka, go,

Take a walk in the open field

And come back in the evening

You will give us milk to drink.

3. Curls and rings

Without beginning and end.

You will give everyone socks

Heart disease sheep.

4. There was a ram

Through the steep mountains.

Pulled out the grass

Put it on the bench

Who will take the weed

That one will go!

5. Shepherd, shepherd,

Play the horn!

The grass is soft

dew sweet,

Drive the herd into the field

Walk freely!

6. Look, a fire is burning in the distance.

When a herd grazes there,

We, old man, need to go there.

Help Saint Luke,

The shepherd will give us milk.

7. Little bull

yellow barrel,

He steps with his feet,

Shakes his head.

Where is the herd? Moo!

Boring alone!

8. A cow came into the yard:

“Moo! I am healthy,

flared sides,

Who wants milk?

9. Cow, cow,

Horned head!

Don't butt small children

Give them milk!

10. What a howl, what a roar?

Isn't that a herd of cows?

11. Lambs are cool

Walked through the forests

Wandered around the yards

They played the violin

They amused Nastya.

12. Far, far away

Cats graze in the meadow...

No, not horses!

far, far away

Cats graze in the meadow...

No, not goats!

far, far away

Cats graze in the meadow...

That's right, cows!

Drink, children, milk -

You will be healthy!

13. There are lambs in the meadow,

The wool is twisted into rings,

And plays for the sheep

On the flute man.

This is Vanya the shepherd!

He has good hearing.

He hates the wolf too

And won't hurt the lamb

Don't offend in any way.

Be Vanyusha a violinist!

LEADING OPTIONS

1. Appointment of a driver;

2. Draw;

3. Rhythm;

4. Magic wand;

5. Yula or spinning top;

6. Transfer of an object (ball or skittles);

7. With the help of interception;

8. The driver chooses a replacement for himself.

GAME DIFFICULT OPTIONS

1. Increase the dosage (repetition and total duration of the game);

2. Complicate the motor content (overcome more jumping obstacles, add climbing obstacles);

3. Change the placement of players on the court (place the herd on both sides);

4. Change the signal (instead of verbal, sound or visual);

5. Play the game in non-standard conditions (crawl along the bench, walk along the ribbed board);

6. Complicate the rules (increase the number of shepherds).

7. Include rules that require restraint and self-control from the child.

CARDS - SCHEMES OF INDEPENDENT

ACTIVITIES OF CHILDREN IN THE GAME "SHEPHERD AND HERD"

CARD FILE OF MOBILE GAMES

2 junior group

Preparatory

Running games

Run to me;

Bird and chicks;

Sunshine and rain;

Bring a toy;

Do not be late;

Mice and cat;

Run to the flag;

Find your color;

shaggy dog

Colored cars;

Birds and a cat;

At the bear in the forest;

Find yourself a mate;

Mousetrap;

We are funny guys;

Carousel;

Swan geese;

Entertainers;

Make a figure;

Carp and pike;

rushes;

Who will take fewer steps;

Run quietly;

Pair run;

Oncoming runs;

Sly Fox

Change the subject;

Two frosts;

Traps in a circle;

Trap, take the tape;

Feet off the ground!

Whose link with

Who will roll the ball to the flag sooner?;

Fun competitions;

Don't get your feet wet

jumping games

On a flat path;

Catch a mosquito;

Sparrows and cat

Hares and wolf;

Fox in the chicken coop

Don't stay on the floor;

From bump to bump

Frogs and herons;

Jumping sparrows;

Wolf in the ditch

climbing games

Mother hen and chickens;

Mice in the pantry;

Monkeys

Shepherd and flock;

flight of birds

Who is more likely to flag?

Bears and bees;

Firefighters in training

Catching monkeys;

flight of birds

throwing games

Get in the circle;

Throw on higher;

catch the ball

Throw - catch;

Shoot down the mace;

Ball through the net;

School of the ball;

ring toss

Hunters and hares;

Throw a checkbox;

Get into the hoop;

Knock down the skittle;

Shoot down the ball;

School of the ball;

The ball to the driver;

Whom they called, he catches;

Trap with a ball;

Catch the ball;

Hunters and ducks;

ball school

Games for orientation in space

Guess who's screaming;

What is hidden?;

Find where it is hidden;

Find and keep silent;

Who left?

Find where it is hidden;

Find and keep silent;

Who left?

Find and shut up

Description of work

The teacher offers to find out the name of the game from the poem (reads it out). Children guess the game "Shepherd and the flock." The teacher invites the children to remind those present of the rules of the game. Two children alternately tell the rules, complementing each other. The teacher offers to choose a shepherd with a counting rhyme. The "shepherd" puts on a hat and takes a position in the game. The rest of the children - "sheep" take a place behind the rail - paddock. The "shepherd" is blindfolded.