Outdoor games for the older group. Sly fox game

Outdoor play is a conscious, active activity of a child, characterized by accurate and timely completion of tasks based on different types movements and related to the rules mandatory for all players.

CARD FILE OF OUTDOOR GAMES SENIOR GROUP

Outdoor game " Sly Fox»

Goal: To develop endurance and observation in children. Practice running quickly with dodging, lining up in a circle, and catching.

Description: The players stand in a circle at a distance of one step from each other. The fox's house is outlined outside the circle. The teacher invites the players to close their eyes, walks around the circle behind the children and says, “I’m going to look for a cunning and red fox!”, 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 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.

Outdoor game “Pass - stand up”

Goal: To foster a sense of camaraderie in children, develop dexterity and attention. Strengthen the muscles of the shoulders and back.

Description: The players line up in two columns, two steps apart from each other. In each they stand at arm's length from each other. A line is drawn in front of the columns. Two balls are placed on it. At the “sit down” signal, everyone sits down with their legs crossed. At the signal “pass,” the first in the columns take the balls and pass them over their heads to those sitting behind them, then they stand up and turn to face the column. The person who receives the ball passes it back over his head, then stands up and also turns to face the column, etc. The column that passed the ball correctly and did not drop the ball wins.

Rules: Pass the ball only over your head and while sitting. Stand up only after passing the ball to the person sitting behind you. The one who fails to receive the ball runs after it, sits down and continues the game.

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

Outdoor game "Find the ball"

Goal: To develop children's observation and dexterity.

Description: All players stand in a circle close together, facing the center. One player becomes the center, this is the speaker. The players keep their hands behind their backs. One is given a ball in his hands. 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 has the ball or who dropped it stands in the middle, and the driver takes his place.

Rules: The ball is passed in any direction. The ball is passed only to the 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 person who has the ball a task: jump, dance, etc.

Outdoor game “Two Frosts”

Goal: To develop inhibition in children, the ability to act on a signal (by a word). Practice running while dodging while catching. Promote speech development.

Description: On opposite sides The sites are marked by two house lines. The players are located on one side of the court. The teacher selects two drivers, who stand in the middle of the area between the houses, facing the children. These are Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Begin,” both Frosts say: “We are two young brothers, two frosts are daring. I am Frost Red Nose. I am Frost Blue Nose. Which one of you will decide to set out 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 they were caught in the frost and stand like that until everyone else has finished running. The frozen ones are counted, and then they join the players.

Rules: Players can run out of the house only after the word “frost”. Whoever runs out first and whoever stays in the house is considered frozen. The one touched by Frost immediately stops. You can only run forward, but not backward or outside the area.

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

Outdoor game "Carousel"

Goal: 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.

Description: The players form a circle. The teacher gives the children a cord, the ends of which are tied. The children, holding the cord with their right hand, turn to the left and say the poem: “Barely, barely, barely, barely, the carousel started spinning. And then around, around, all running, running, running.” 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, the game is over!” 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 take a place on the carousel only 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.

Outdoor game "Mousetrap"

Goal: To develop children’s self-control, the ability to coordinate movements with words, and dexterity. Practice running and squatting, lining up in a circle and walking in a circle. Promote speech development.

Description: The players are divided into two unequal groups. The smaller one forms a circle - a “mouse trap”, the rest of the “mice” - they are outside the circle. The players, depicting a mousetrap, hold hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they gnawed everything, ate everything. Beware, you cheaters, we will get to you. We’ll set mousetraps for you 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: “clap”, the 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.

Rules: Lower your clasped hands at the word “clap.” After the mousetrap has slammed shut, you must not crawl under your arms.

Options: If there are many children in the group, then you can organize two mousetraps and the children will run around in two.

Outdoor game “Guess who got caught”

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

Description: Children sit on chairs, the teacher suggests going for a walk in the forest or clearing. There you can see birds, bugs, bees, frogs, grasshoppers, a bunny, and a hedgehog. They can be caught and brought to the living area. The players follow the teacher, and then scatter in different directions and pretend to catch it 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 take each of their chairs. The teacher names one of the children and offers to show whom he caught in the forest. The child imitates the movements of a captured animal. Children guess who was caught. Afterwards they go for a walk in the forest again.

Rules: Return at the signal “It’s time to go home.”

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

Outdoor game “We are funny guys”

Goal: To develop in children the ability to perform movements according to a verbal signal. Practice running in a certain direction while dodging. Promote speech development.

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. On the side of the children, in the middle, between the two lines, there is a trap assigned by the teacher. The children say in unison: “We are cheerful 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 catch catches up with those running. The one who is touched by the trap before the player crosses the line is considered caught and sits down near the trap. After 2-3 runs, the caught ones are recounted and a new trap is selected. Rules: You can only cross to the other side after the word “catch”. The one touched by the trap moves aside. The one who crossed to the other side, beyond the line, cannot be caught. Options: Introduce a second trap. On the way of those escaping there is an obstacle - running between objects.

Outdoor game “The Herd and the Wolf”

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

Description: Circles and 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 there is a “wolf’s lair” (in a circle). The teacher appoints one of the players as a “shepherd”, the other as a “wolf”, who is in the den. The rest of the children depict horses and calves, which are in the barnyard, in the appropriate rooms. At a sign from the teacher, the “shepherd” takes turns approaching the “doors” of the calf barn and stables and, as it were, opens them. Playing the pipe, he leads the whole herd out into the meadow. He himself walks behind. The players, imitating domestic animals, nibble grass, run, move from one place to another, approaching the wolf’s lair. “Wolf,” says the teacher, everyone runs to the shepherd and stands behind him. Those who did not manage to reach the shepherd are caught by the wolf and taken 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”. At the same time as the wolf runs out, all players must run to the shepherd. Those who do not have time to stand behind the shepherd are taken away by the wolf.

Options: Include a “watering hole” in the game, bend over and seem to drink water.

Outdoor game "Geese - Swans"

Goal: To develop children's self-control and the ability to perform movements when given a signal. Practice running while dodging. Promote speech development.

Description: At one end of the site there is a “house” line 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 pretend to be geese. The shepherd drives the geese out to graze in the meadow. Geese walk and fly across the meadow. The shepherd calls them “Geese, geese.” The geese answer: “Ga-ga-ha.” “Do you want to eat?” "Yes Yes Yes". “So fly.” "We are not allowed. Gray wolf under the mountain, he won’t let us go home.” “So fly as you want, just take care of your wings.” The geese, spreading their wings, fly home through the meadow, and the wolf runs out, blocks their path, trying to catch as many geese as possible (touch with hand). The wolf takes the caught geese home. After 3-4 runs, the number of those caught is counted, then a new wolf and 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. Introduce the second wolf. There are obstacles on the wolf's path that you need to jump over.

Outdoor game “Who can take off the tape the fastest”

Goal: To develop self-control in children and the ability to act on a signal. Children practice fast running and jumping.

Description: A line is drawn on the playground, beyond which children line up in several columns of 4-5 people. At a distance of 10-15 steps, opposite the columns, a rope is stretched, the height is 15 cm above the children’s raised hands. A ribbon is placed on this rope against each column. At the signal “run,” everyone standing first in the columns runs to their ribbon, jumps up and pulls it off the rope. The first person to remove the tape is considered the winner. The 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 only run after the word “run”. Pull the tape only in front of your column. Options: Place obstacles in the path of the run. Stretch the rope at a distance of 40 cm, under which you need to crawl without touching it. Draw two lines at a distance of 30 cm, over which you need to jump.

Outdoor game “Fast to places”

Goal: To develop orientation in space, the ability to perform movements according to a signal. Practice fast running, walking, jumping.

Description: Children stand in a circle at arm's length, each person's place is marked with an object. At the word “run”, children leave the circle, walk, run or jump across the entire playground. The teacher removes one item. After the words “take your seats,” all children run in a circle and take empty seats. To the one who remained, the children said in unison, “Vanya, Vanya, don’t yawn, quickly take your place!”

Rules: A place in the circle can only be taken after the words “Take your places.” You can’t stay still after the word “run.”

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

Outdoor game “Trap, take the tape”

Goal: To develop dexterity and intelligence in children. Practice running with dodging, catching and lining up in a circle.

Description: The players line up in a circle, each receives a ribbon, which he places in the back of his belt or behind his collar. There is a trap in the center of the circle. At the signal “run”, the children run away, and the trap tries to pull out a ribbon from someone. The one who has lost his ribbon moves aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The catcher counts the number of ribbons and returns them to the children. The game starts with a new trap.

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

Options: Choose two traps. You cannot take a ribbon from a crouched player. The players run along the “path”, “bridge”, jumping over “bumps”.

Outdoor game “Hunters and Hares”

Goal: Improve the skills of jumping and throwing at a target on both legs. Develop agility, speed and spatial orientation.

Equipment: ball.

Separation of roles: Choose one or two “hunters” who stand on one side of the site, the rest of the children are “hares”.

Progress of the game.

The hares sit in their “burrows” located on the opposite side of the site. The “hunters” walk around the area and pretend to be looking for “hares”, then go to their places and hide behind the “trees” (chairs, bench).

In the words of the teacher:

Bunny jump and jump. jumping gallop

Into the green forest

The “hares” go out onto the platform 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 takes with them. The “hares” go out into the forest again and the “hunter” hunts them again, but throws the ball with his second hand. When the game is repeated, new “hunters” are chosen.

Instructions for the game. Make sure that the “hunter” throws the ball with both his right and left hands. "Hunters" throw the ball only at the feet of the "hares". The one who threw the ball picks it up.

Outdoor game "Bear and Bees"

Goal: To teach children to climb down and onto the gymnastics wall. develop agility and speed.

The beehive (gymnastic wall or tower) is located on one side of the site. On the opposite side there is a meadow. To the side is a bear's den. No more than 12-15 people participate in the game at the same time. The players are divided into 2 unequal groups. Most of them are bees that live in a hive. The bears are in the den. At a given signal, the bees fly out of the hive (get off the gymnastic wall), fly to the meadow for honey and buzz. As soon as they fly away, the bears run out of the den and climb into the hive (climb onto the wall) and feast on honey. As soon as the teacher gives the “bears” signal, the bees fly to the hives, and the bears run away into the den. Those who do not have time to hide are stung by the bees (touched with their hands). Then the game resumes. Stung bears do not participate in the next game.

Directions. After two repetitions, the children change roles. The teacher makes sure that the children do not jump, but climb down the stairs; if necessary, provide assistance.

Outdoor game “Free space”

Goal: Develop agility, speed; the ability not to collide.

The players sit on the floor in a circle, legs crossed. The teacher calls two children sitting next to each other. They get up and stand around the circle with their backs to each other. At the signal “one, two, three - run,” they run in different directions, reach their place and sit down. The players mark who was the first to take an empty seat. The teacher calls two other children. Game continues.

Directions. You can call for running and children sitting in different places circle.

Outdoor game "Wolf in the Moat"

Goal: Teach children to jump, develop dexterity.

A ditch is marked across the site (hall) by two parallel lines at a distance of about 100 cm from one another. There is a driver in it - a wolf. The rest of the children are goats. They live in the house (they stand outside 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, 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 ditch, trying to mop up the jumping goats. The greasy one walks to the side. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 dashes, another driver is selected or assigned.

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

Outdoor game "Frogs and Herons"

Goal: 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 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.

Udmurd outdoor game “Water”

Goal: to foster friendly relationships between children.

The driver sits in a circle with eyes closed. The players move in a circle saying:

Grandfather Vodyanoy,

Why are you sitting under water?

Look out for a little bit

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 standing in front of him, but his eyes cannot be opened. If Vodyanoy guesses the player’s name, then they change roles and the game continues.

Outdoor game "Cosmonauts"

Goal: To develop children's attention, dexterity, and imagination. Practice 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 should be less than the number of children playing. In the middle of the platform, the astronauts, holding hands, walk in a circle, saying:

They are waiting for us fast rockets Let's fly to this one!

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

Whatever we want, there is no room for latecomers.

WITH last words the children let go of their hands and run to take their seats in the rocket. Those who did not have enough space in the rockets remain at the cosmodrome, and those who are sitting in the rockets take turns telling where they are flying and what they see. After that, everyone stands in a circle again and the game repeats. During the flight, instead of talking about what they saw, children are asked to perform various exercises, tasks related to going into space, etc.

Outdoor game "Falcon and Pigeons"

Purpose: to train children in running and dodging.

On opposite sides of the site, lines indicate pigeon houses. Between the houses there is a falcon (leading). All children are pigeons. They stand behind the line on one side of the court. The falcon shouts: “Pigeons, fly!” pigeons fly (run across) from one house to another, trying not to get caught by the falcon. The one whom the falcon touched with his hand moves aside. When 3 pigeons are caught, another falcon is chosen.

Outdoor game “Birds and 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. 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.

Outdoor game "Planes"

Goals: teach children to run slowly, keep their back and head straight while running, maintain distance between each other, develop spatial orientation.

Option 1: children run around the playground pretending to be airplanes (with their arms out to the sides). Airplanes should not collide and break wings. The accident victims approach the teacher. After repairs, they take off again. The game lasts 2-3 minutes.

Option II: children are placed around the teacher in one corner of the playground and squat down. These are planes at the airfield. At the teacher’s signal, the planes take off one after another and fly (slowly) in any direction, trying not to touch each other with their wings (arms extended to the sides). At the signal, the planes come in to land and take their place at the airfield. At the end of the game, the best ones who flew without accidents are celebrated. The game is repeated 3-4 times.

Outdoor game “Who has the ball”

Goals: learn to keep your back straight, strengthen your back muscles, practice passing the ball.

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

Outdoor game "Owl"

Goals: development of attention, response to verbal commands and voluntary 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 takes the one who moves to its nest.

Outdoor game “Homeless Hare”

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

From among the players, a “hunter” and a “stray hare” are selected. The rest of the children - hares - are located in 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 run away immediately. After 2-3 minutes, the teacher changes the hunter.

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No. 1. Outdoor game “Sly Fox”.

No. 2. Outdoor game “Mousetrap”.

No. 3. Outdoor game “Red Nose Frost”.

No. 4. Outdoor game “Two Frosts”.

No. 5. Outdoor game “We are funny guys.”

No. 6. Outdoor game “Wolf in the Moat.”

No. 7. Outdoor game “Cosmonauts”.

No. 8. Outdoor game “The Herd and the Wolf.”

No. 9. Outdoor game “Geese - Swans”.

No. 10. Outdoor game “Owl”.

No. 11. Outdoor game “Traps with ribbons.”

No. 12. Outdoor game “Burners”.

No. 13. Outdoor game “Homeless Hare”.

No. 14. Outdoor game “Take it quickly.”

No. 15. Outdoor game “Cones, acorns, nuts.”

No. 16. Outdoor game “Crucian carp and pike”.

No. 17. Outdoor game “Tag”.

No. 18. Outdoor game “Whose team will assemble faster?”

No. 19. Outdoor game “Carousel”.

No. 20. Outdoor game “Polar Bears”.

No. 21. Outdoor game “Lace”.

No. 22. Outdoor game “Catching butterflies.”

No. 23. Outdoor game “Help!”

No. 24. Outdoor game “Empty Space”.

No. 25. Outdoor game “Scarf”.

No. 26. Outdoor game “Owl and the Birds.”

No. 27. Outdoor game “Day and Night”.

No. 28. Low mobility game “Stop!”

No. 29. Low mobility game “In places.”

No. 30. Low mobility game “Entertainers.”

No. 31. Low mobility game “Paints”.

No. 32. Low mobility game “Crayfish”.

No. 33. Low mobility game “Stream”.

No. 34. Low mobility game “Round Dance”.

No. 35. Outdoor game “The sea is agitated.”

No. 36. “Spend it, don’t hurt it.”

No. 37. “Runs - don’t hurt.”

No. 38. “Relay race in pairs.”

    Outdoor games and exerciseswith jumping.

No. 39. Outdoor game “Who can take off the tape the fastest.”

No. 40. Outdoor game “Fishing Rod”.

No. 41. Outdoor game “Don’t get caught.”

No. 42. Outdoor game “Frogs in the swamp.”

No. 43. Outdoor game “Tag on one leg.”

No. 44. "Penguins".

No. 45. “Brave little sparrows.”

No. 46. “Who is faster.”

    throwing and catching.

No. 47. Outdoor game “Hunters and Hares.”

No. 48. Outdoor game “Gawker”.

No. 49. Outdoor game “Ball for the driver.”

No. 50. Outdoor game “Ball up”.

No. 51. Outdoor game “Ball Race”.

No. 52. Outdoor game “Throw the ball into the hoop.”

No. 53. Outdoor game “Pass - stand up.”

No. 54. Outdoor game “Meeting”.

No. 55. Outdoor game “Kolobok”.

No. 56. Outdoor game “Potato”.

No. 57. Low mobility game “Bumblebee”.

No. 58. Low mobility game “Pike”.

No. 59. “Statues.”

No. 60. “Ball in a circle.”

No. 61. “Throw and catch.”

No. 62. “Catch the ball.”

No. 63. “Say the opposite”

    Outdoor games and exercises withcrawling and climbing.

No. 64. Outdoor game “Don’t stay on the floor.”

No. 65. Outdoor game “Migration of birds”.

No. 66. Outdoor game “Bears and Bees.”

No. 67. Outdoor game “Firemen in training.”

No. 68. Outdoor game “Catching Monkeys.”

No. 69. “Who is the fastest to the flag?”

No. 70. Low mobility game “Who has the ball?”

No. 71. Low mobility game “Forbidden movement”.

No. 72. Low mobility game “Guess who got caught.”

No. 73. Outdoor game “Build a line, circle, column.”

No. 74. Low mobility game “Who left?”

No. 75. Low mobility game “Flies - doesn’t fly.”

No. 76. Low mobility game “Find and remain silent.”

No. 77. Low mobility game “Edible - inedible.”

No. 78. Low mobility game “Cheerful tambourine”.

No. 79. Low mobility game “Four Elements”.

No. 80. Low mobility game “Antoshka”.

No. 81. Low mobility game “Cold - Hot”.

No. 82. Low mobility game “Rope”.

No. 83. Low mobility game “Water”.

No. 84. Low mobility game “Tsar Pea”.

No. 85. Low mobility game “Echo”.

No. 86. Low mobility game “Find the differences.”

No. 87. Low mobility game “Cap and Stick”.

    Games for the development of auditory attention and phonemic hearing.

No. 89. “Telephone.”

No. 90. “Bear”.

No. 91. "Falcon".

No. 93. Low mobility game “Guess what it sounds like.”

№ 94. « You hear - clap ».

№ 95. « Keen Eye ».

Antique counting books

Modern counting books

References

Internet resources

    Outdoor games and exercises with walking and running.

1. Outdoor game« Sly Fox».

Tasks: To develop endurance and observation skills in children. Practice running quickly with dodging, lining up in a circle, and catching.

Description: The players stand in a circle at a distance of one step from each other. The fox's house is outlined outside the circle. The teacher invites the players to close their eyes, walks 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 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.

2. Outdoor game« Mousetrap».

Tasks: To develop children's self-control, the ability to coordinate movements with words, and dexterity. Exercise in running, squatting, forming in a circle, walking in a circle. Promote speech development.

Description: The players are divided into 2 unequal groups. The smaller one forms a circle - a mousetrap. The rest are mice, they are outside the circle. The players pretending to be a mousetrap hold hands and begin to walk in a circle, saying, “Oh, how tired the mice are, they chewed everything, ate everything. Beware of the cheat, we’ll get to you, we’ll set a mousetrap and we’ll catch everyone now.” Children stop and raise their clasped hands up to form a gate. The mice run into the mousetrap and run out of it, according to the teacher’s word “Slam”, the children standing in a circle lower their arms 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.

Rules: Lower your clasped hands to the word “clap” ». After the mousetrap has slammed shut, you must not crawl under your arms.

Options: If there are many children in the group, then you can organize two mousetraps and the children will run around in two.

3. Outdoor game “Red Nose Frost”.

Two houses are designated on opposite sides of the site; the players are located in one of the houses. The driver - Frost 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

Set off on a 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 overtakes 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, together with Frost, counts the number of “frozen” ones. After each dash, a new Frost is chosen. At the end of the game, they compare which leading Frost froze more players.

4. Outdoor game« Two frosts».

Tasks: To develop inhibition in children and the ability to act on a signal (word). Practice running while dodging while catching. Promote speech development.

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 area between the houses, facing the children. These are Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Begin,” both Frosts say: “We are two young brothers, two frosts are daring. I am Frost Red Nose. I am Frost Blue Nose. Which one of you will decide to set out 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 they were caught in the frost and stand like that until everyone else has finished running. The frozen ones are counted, and then they join the players.

Rules: Players can run out of the house only after the word “frost”. Whoever runs out first and whoever stays in the house is considered frozen. The one touched by Frost immediately stops. You can only run forward, but not backward or outside the area.

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

5. Outdoor game"We're fun guys."

Tasks: To develop in children the ability to perform movements according to a verbal signal. Practice running in a certain direction while dodging. Promote speech development.

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. On the side of the children, in the middle, between the two lines, there is a trap assigned by the teacher. The children say in unison: “We are cheerful 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 catch catches up with those running. The one who is touched by the trap before the player crosses the line is considered caught and sits down near the trap. After 2-3 runs, the caught ones are recounted and a new trap is selected.

Rules: You can only cross to the other side after the word “catch”. The one touched by the trap moves aside. The one who crossed to the other side, beyond the line, cannot be caught.

Options: Introduce a second trap. On the way of those escaping there is an obstacle - running between objects.

6. Outdoor game “Wolf in the Moat”.

A ditch is marked across the site (hall) by two parallel lines at a distance of about 100 cm from one another. There is a driver in it - a wolf. The rest of the children are goats. They live in the house (they stand outside the line along the border of the hall). On the opposite side of the hall, a line separates the field. To the teacher’s words “Goats in the field, wolves in the ditch!” children run from the house into the field and jump over the ditch along the road. The wolf runs in the ditch, trying to besiege the jumping goats. The greasy man steps aside. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 dashes, another driver is selected or assigned.

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

No. 7. Outdoor game “Cosmonauts”.

Description. In the corners and sides of the hall, 5-8 large triangles are drawn - “rocket launch sites”. Inside each “rocket launch site”, 2-5 circles are drawn - “missiles”. And the total number should be 5-8 less than the number of players. The players, holding hands, form a circle in the center of the hall. Children walk in a circle and say:

Fast rockets are waiting for us

For walks on the planets.

Whatever we want

Let's fly to this one!

But there is one secret in the game:

There is no room for latecomers!

As soon as the last word is said, everyone scatters to the “rocket launch sites” and tries to quickly take a seat in any of the pre-designated “rocket”.

Those who are late for the “flight” stand in a general circle, and the “cosmonauts” who have taken their seats announce their routes loudly 3 times. This means that they are taking a walk in “space”. Then everyone stands in a circle again, joins hands and the game repeats.

Those who manage to complete three flights win.

Rules of the game: 1. Start the game only upon the established signal from the leader.

2. Run away only after the words: “There is no room for those who are late!”

8. Outdoor game"The Herd and the Wolf."

Tasks: Develop the ability to perform movements on cue. Practice walking and running quickly.

Description: On one side of the site, circles and squares are outlined. These are buildings: a calf barn, a stable. The rest is occupied by “meadow”. In one of the corners on the opposite side there is a “wolf’s lair” (in a circle). The teacher appoints one of the players as a “shepherd”, the other as a “wolf”, who is in the den. The rest of the children depict horses and calves, which are in the barnyard, in the appropriate rooms. At a sign from the teacher, the “shepherd” takes turns approaching the “doors” of the calf barn and stables and, as it were, opens them. Playing the pipe, he leads the whole herd out into the meadow. He himself walks behind. The players, imitating domestic animals, nibble grass, run, move from one place to another, approaching the wolf’s lair. “Wolf,” says the teacher, everyone runs to the shepherd and stands behind him. Those who did not manage to reach the shepherd are caught by the wolf and taken 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”. At the same time as the wolf runs out, all players must run to the shepherd. Those who do not have time to stand behind the shepherd are taken away by the wolf.

Options: Include a “watering hole” in the game, bend over and seem to drink water.

9. Outdoor game"Swan geese".

Tasks: To develop children's self-control and ability to perform movements when given a signal. Practice running while dodging. Promote speech development.

Description: 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. There is a den on the side of the house (approximately in the middle of the hall in which the wolf lives, the rest of the place is a meadow. Children are chosen 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?

Geese: 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 out to the sides, fly home through the meadow, and the wolf, running out of the den, tries to catch them. The caught geese go to the den. After two runs, the number of geese caught by the wolf is counted. Then new leaders are selected - a wolf and a shepherd. The game is repeated 2-3 times.

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. Introduce the second wolf. There are obstacles on the wolf's path that you need to jump over.

10 .Outdoor game "Owl".

The driver is chosen - “owl”, the rest of the children depict butterflies, birds, etc. At the teacher’s signal: “Day!” " - children run around the entire hall, to the command: "Night! - they freeze and stop in the place where the team found them. The “owl” comes out of its nest and takes those who move to it. The game repeats itself.

11. Outdoor game “Traps with ribbons.”

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

Description: 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 “run”, the children run away, and the trap tries to pull out a ribbon from someone. The one who has lost his ribbon moves aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The catcher counts the number of ribbons and returns them to the children. The game starts with a new trap.

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

Options: Choose two traps. You cannot take a ribbon from a crouched player. The players run along the “path”, “bridge”, jumping over “bumps”.

12. Outdoor game “Burners”.

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.

13. Outdoor game"Homeless Hare."

The players, with the exception of two drivers, are divided into groups of 3-5 people. For this purpose, it is best to build them in a circle and count them in groups of three or five, depending on the number of players. Groups form circles and are placed in different places on the site at a distance of 2-4 m. In each circle - den - the first number stands in the middle and depicts a hare. One of the leaders is a hunter, the other is a hare without a den (homeless). The drivers stand away from the circles. The leader gives the command to start the game: “One, two, three!” On “one” the leading hare runs away, and on “three” the hunter rushes to catch him. A hare, fleeing from a hunter, can run into any den (circle) in which the players hold hands. Then the hare who was there runs out, and the hunter begins to chase him. If the hunter catches a hare, they change roles. After the first numbers of hares have run around, the leader stops the game and invites the second numbers to become hares, and the first to take places in the circles. Then the third numbers become hares, etc. You can also change roles in the following way: every time the hare runs into the den, he changes place with the next player standing in the circle. At the end of the game, hares that have never been caught are noted. The rules stipulate that a hunter can catch a hare only outside the den. Hares cannot run through the den. If a hare runs into a den, it must stay there. As soon as the hare runs into the den, the player located there must immediately run out. The players forming a circle should not interfere with the hares running in and running away.

If there are few players, then a circle is formed by 2-3 people.

14. Outdoor game “Get it quickly.”

Children form a circle and, at the teacher’s signal, walk or run around objects (cubes, cones, pebbles, of which there should be one or two less than the children. At the signal: “Quickly take it!” - each player must take the object and raise it above head. The one who did not manage to pick up the object is considered a loser. The game is repeated 2-3 times.

No. 15. Outdoor game “Cones, acorns, nuts.”

Preparation. The players form a circle, in the middle of which the driver stands, and the rest, divided into threes, stand one after the other facing the center (the first number is three or four steps from the driver). The leader gives names to all the players: the first in threes are “cones”, the second are “acorns”, the third are “nuts”.

Game content. At a signal, the driver says loudly, for example: “Nuts.” All players, called “nuts,” must change places, and the driver strives to take any vacant seat. If he succeeds, then the player left without a place becomes the driver. If the driver says “acorns”, those standing second in the threes change places, if “cones” - those standing first in the threes change places. When the game is mastered, the driver can call two or even three players in threes, for example: “cones, nuts.” Those called must also change places.

The winners are the players who have never been a driver.

Rules of the game:

1. Those called are prohibited from remaining in place.

2. Players cannot move to any other three (otherwise the player becomes the driver).

16. Outdoor game "Crucian carp and pike".

One child is chosen as a pike, the rest of the players are divided into two groups. One group forms a circle - these are pebbles, the other group - crucian carp, which fall inside the circle. The pike is outside the circle. At the teacher’s signal: “Pike! “- she quickly runs into the circle, trying to catch the crucian carp. The crucian carp are in a hurry to quickly take a place behind one of the players and sit down and hide behind the pebbles. The crucian carp caught by the pike go outside the circle and are counted. The game is repeated with a new pike. At the end of the game, the teacher marks the most dexterous drivers.

17. Outdoor game "Tag".

A driver is selected, who receives a colored bandage, and stands in the center of the site. After the signal: “Catch! “- all the children scatter around the playground, and the driver tries to catch up with one of the players and touch him with his hand. If he succeeds, the child he touched moves aside. After some time, the teacher gives the command: “Stop! ", and the game stops, counting the number of caught drivers. The game is repeated with a new driver.

18. Outdoor game "Whose team will gather sooner?”

The players are divided into several groups with the same number of children. Each group chooses a leader and stands behind him in a column. The teacher distributes ribbons to the presenters different color. Based on the color of the ribbon, the link is named “green”, “blue”, “red”, etc. The teacher hits the tambourine, all the players begin to walk, run, jump around the playground in different directions, changing movements depending on the tempo and rhythm set by the teacher. At the signal “to place,” the drivers stop at the place where the signal found them and raise the ribbon up. The rest quickly gather behind the leader in columns, line up and stand at attention. The teacher notes which unit gathered first.

Option. When everyone is in motion, the teacher says: “Stop!” All the players stop and close their eyes, while the drivers run to other places, raise their ribbons and freeze. The teacher says: “Get to your places!” Children open their eyes and rush to line up behind their leader.

Directions. In the game you can use different formations and positions: in lines, in circles, sit cross-legged on the floor, stand on one leg, etc. You can introduce the condition: “Do as the driver does,” then, having formed lines, the children take the pose shown by the driver.

19. Outdoor game« Carousel».

Tasks: 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.

Description: The players form a circle. The teacher gives the children a cord, the ends of which are tied. The children, holding the cord with their right hand, turn to the left and say the poem: “Barely, barely, barely, barely, the carousel started spinning. And then around, around, all running, running, running.” 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, the game is over!” 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.


No. 20. Outdoor game “Polar Bears”.

Preparation. The site represents the sea. A small place is outlined to the side - an ice floe. The driver stands on it - “ polar bear" The remaining “cubs” are randomly placed throughout the site.

Description. “The Bear” growls: “I’m going out to fish!” - and rushes to catch the “cubs”. First he catches one “bear cub” (takes him to the ice floe), then another. After this, the two caught “bear cubs” join hands and begin to catch the rest of the players. "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 “cubs”. The game continues until all the cubs are caught. The last one caught becomes a “polar bear”. The last player caught wins.

Rules of the game:

1. The “bear cub” cannot slip out from under the hands of the couple surrounding him until the “bear” has made fun of him.

2. When catching, it is prohibited to grab players by their clothes, and those running away are prohibited from running beyond the boundaries of the area.

21. Outdoor game "Lace."

Children choose two drivers, one of them is the shuttle, the other is the weaver. The rest stand in pairs in a circle or semicircle facing the center. Children in pairs take each other's hands and make gates. The shuttle stands at the second pair, and the weaver stands at the first. At the weaver's signal, the shuttle begins to run like a snake, not passing the gate, and the weaver catches up with it. If the weaver catches up with the shuttle before it reaches the end of the semicircle, then it becomes a shuttle.

The child who was the shuttle goes to the beginning of the semicircle, chooses the player of the first pair and stands with him at the opposite end of the semicircle, the player left without a pair becomes the weaver. If the shuttle runs to the last gate and is not caught, then he and the weaver are the last to stand, and the first pair begins the game. One of the players in the first pair plays the role of a shuttle, and the second plays the role of a weaver.

Rules. 1. The shuttle starts the game only at the weaver’s signal. 2. The weaver and the shuttle, when running under the goal, should not touch the players standing in pairs with their hands.

22. Outdoor game “Catching butterflies”.

4 “catchers” are selected from the children. They get into pairs and move to the edge of the site in one place. The rest of the children are “butterflies”. In response to the words of the teacher: “Butterflies, butterflies have flown into the garden,” the children - “butterflies” are flying - are running around the entire playground. To the teacher’s word “catchers!” two children, holding hands, try to catch a butterfly: surround it, joining their free hands. When the catchers catch the butterfly, they take it to the edge of the area, to the bench. At this time, the remaining butterflies squat down. To the words: “Butterflies, butterflies have flown into the field,” the children, “butterflies,” jump all over the playground. They are caught by another pair of catchers. When 4-6 butterflies are caught, count how many each pair caught. Then other catchers are selected.

23. Outdoor game “Help out”

Children stand in a circle with their faces in the center. Two children, chosen in advance, leave the circle and run: one child runs away, the other catches up. A child who is running away can save himself by standing behind one of the children standing in a circle and saying: “Help me!” The child who was addressed must run away from the circle and also stand behind the other. If the child does not have time to get up, she will be caught. When repeating the game, choose the next pair of children.

24. Outdoor game"Empty place".

The players stand in a circle and choose a driver. Starting the game, he runs past the players, spots one of them and continues to run further in a circle. The stained one quickly runs in the opposite direction from the driver. Whichever of them is the first to reach an empty space in the circle takes it, and the one who is late becomes the driver.

Rules. 1. If children run to a free place at the same time, then they both stand in a circle and a new driver is chosen. 2. Children only run in circles. 2. Those standing in a circle should not delay those running.

Instructions for carrying out. They play this game at any time of the year on a large area where they can run around without interference. The participants of the game stand in a circle at a distance of one step from each other, everyone’s hands are lowered. If there are a lot of children, it is better to organize two circles of players.

25. Outdoor game “Scarf”.

All participants in the game stand in a circle. The driver with a handkerchief goes behind the circle, puts it on the shoulder of one of the players and quickly runs around the circle, and the one who was given the handkerchief takes it in his hand and runs after the driver. Both of them try to take an empty place in the circle. If the player with the handkerchief catches up with the driver and is able to put the handkerchief on his shoulder before he takes a free place in the circle, he again becomes the driver, and the player who gave the handkerchief takes the free place. If the runner is the first to stand in the circle, then the player with the scarf remains the driver. He walks in a circle, puts a handkerchief on someone’s shoulder, and the game continues.

Rules. 1. Children should not run across the circle. 2. While running, you are not allowed to touch those standing in the circle with your hands. 3. Standing players must not delay running players. 4. The players should not turn around while the driver is choosing who to put the scarf on their shoulder.

Instructions for carrying out. The more children take part in this game, the wider the circle will be, which means that more effort will be needed to occupy an empty seat. Children in a circle stand one step apart from each other.

26. Outdoor game “Owl and the Birds.”

The players choose an owl, he goes to his nest. Imitating the cry of the bird they have chosen, the players fly around the playground. At the signal “Owl!” all the birds are trying to fly to their nests. If an eagle owl manages to catch someone, then he must guess what kind of bird it is, and only then does the caught one become an eagle owl.

Instructions for carrying out. Before starting the game, children choose for themselves the names of those birds whose voice they can imitate (for example, dove, crow, jackdaw, sparrow, tit, crane, etc.) It is better to choose nests of birds and eagle owls on high objects (on stumps, benches etc.) Each bird hides from the eagle owl in its own nest.

Option. Children are divided into 3-4 subgroups and agree on which birds they will portray. Then they approach the eagle owl and say: “We are magpies, where is our home?”; “We are seagulls, where is our home?”; “We are ducks, where is our home?” The eagle owl names the place where the birds should live. Birds fly around the site, and at the word “Eagle Owl” they hide in their nests. The eagle owl must recognize the caught bird.

27. Outdoor game "Day and night".

The players are divided into two teams - “Day” and “Night”. A line is drawn or a cord is placed in the middle of the hall. 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 team 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 wins large quantity players of the opposing team.

28. Low mobility game “Stop!”

On one side of the platform a circle is outlined (about 1 m in diameter) - a place for the driver. At a distance of 20-30 steps from the circle, at the opposite end of the court, a horse line is drawn, with the players standing behind it. The driver, standing with his back to the field, says loudly: “Walk quickly, make sure you don’t yawn... Stop!” When he says these words, the children quickly go to him, but at the word “Stop!” freeze in place. The driver quickly looks around and, noticing someone who did not have time to stop in time and did after the word “Stop!” movement, returns it behind the stake line. The driver turns his back again and says the words, and the children begin their movement from the place where the signal found them. The game continues until one of the participants in the game stands with both feet in a circle before the driver says the word “Stop!” The one who did this becomes the driver, and the game is repeated.

Rules. 1. The driver is not allowed to look back until the word “Stop!” 2. He can say the phrase: “Walk quickly, look, don’t yawn... Stop!” - at any pace, but loudly. 3. The players begin to move simultaneously with the words of the driver. You are only allowed to move by walking.

Instructions for carrying out. To occupy the circle of the driver, you need to be attentive, have self-control and be able to quickly respond to a signal. This is one of the few games where a child wins the right to be the driver. The game is very interesting if the driver says the words at a different pace: then very quickly, before the word “Stop!” pausing, then starting slowly and ending quickly. Game "Stop!" can be carried out at any time of the year.

Options.

1. All participants in the game have balls. To the driver’s word: “Walk quickly, look, don’t yawn... Stop!” - children go and play ball at the same time, doing any exercise. They can dribble the ball, hitting it with one hand, alternately right and left, throw it up and catch it, etc.

2. The driver says the words and plays the ball at the same time. While moving, children perform the same exercises as the driver.

3. Only the driver has the ball. He says the words: “Walk quickly, look, don’t yawn.” All players go towards the driver: “One, two, three, run!” To the word “Run!” children run to the horse line, and the driver quickly turns and, without leaving his place, throws the ball at the runners. The one who was hit by the ball becomes the driver.

If the driver misses, then he drives again. But it also happens that while the driver was speaking the words, one of the children reached the circle and managed to stand in it. The driver finishes the phrase, passes the ball to the one who stood in the circle, and runs away with the players behind the line.

29. Low mobility game"In places".

The sleds are placed in a circle or in two lines, one opposite the other. Children sit on the sled in pairs (if the group is small, then one at a time). At the teacher’s signal, the children get up and run around the entire playground, spinning in different directions. To the signal “Get to your places!” “All players must quickly take their places on the sled. The game is repeated 2-3 times.

30. Low mobility game"Entertainers."

Children stand in a circle. The teacher appoints one of the players as an entertainer. He is in the middle of the circle. Children follow the teacher’s instructions to the right or left to the following text:

In an even circle, one after another

We are going step by step.

Stand still, together

Let's do it... like this...

At the end of the text, the children stand at arm's length.
The entertainer shows some movement, and everyone standing in a circle repeats it. Then the teacher replaces the entertainer or the entertainer chooses someone instead of himself, and the game continues. Each entertainer must come up with movements himself and not repeat those that have already been shown before him.

31. Low mobility game “Paints”.

The players sit on chairs or on a bench (you can also sit on a log or a fallen tree). A seller and a buyer are selected. The buyer steps aside, the children tell the seller what kind of paint they want. A buyer comes and says: “Knock, knock.
"Who's there?" - asks the seller. Vova (Valya), the buyer says his name. “Why did you come?” - “For paint.” “For which one?” - “For red (blue, yellow...). The buyer names any color. If there is such paint, the seller says how much it costs (within 10), and the buyer hits him on the palm so many times. WITH last number The “paint” runs away, and the buyer catches up with it. Having caught the paint, he takes it to the appointed place. Game continues. If the named paint is not available, the seller says: “Ride along the red (green, etc.) track on one leg.” The buyer gallops to the appointed place and returns. The game continues until all the paints have been purchased.

32. Low mobility game"Crayfish".

Progress of the game: The players get into pairs and stand in a circle. Each pair turns their back to each other and offers their hands. With the beginning of the text, all pairs move in the same direction in a circle so that the first in the pair goes straight in the direction of movement and leads the hands of the second, walking backwards (this is cancer). At the end of the text, the game is repeated with a change in direction.

Tick-tock, tick-tack,

There are crayfish walking in our river.

They walk backwards

They are looking for crayfish in the river ford,

The crayfish have becomeode to drink -

Come out, you should drive!

Option: The game is played in small subgroups of 4-5 people. The players line up in one line at a line drawn in advance (or against the wall of the room). One of the participants (river) is standing at the line. As the text begins, the line turns its back to the direction of movement and begins walking, walking backwards 16 steps (on lines 1-4). Next, the crayfish turn to the river with the words:

River, river, where is the ford?

- Here!

With these words, the river places a hoop anywhere on the site, to which the crayfish must also approach backwards.

33. Low mobility game"Stream".

Progress of the game: All players stand in pairs facing each other and join hands - this is the gate. The children from the last pair pass under the gate and stand in front of the column, followed by the next pair.

Rules: You need to walk so as not to hit the gate, the children hold each other’s hands.

34. Low mobility game"Round dance".

Progress of the game: The players form two circles, one inside the other, and join hands. At the teacher’s signal, they begin to move in a given direction (walking or slow running). You can offer rhythmic walking to a song or musical accompaniment

35. Outdoor game "Ocean is shaking".

The participants of the game scatter around the site, stop at a distance of 1 m from each other, and each person marks their place with a circle. The driver walks between the players, performing different movements. He approaches the players and, with the words “The sea is worried,” puts his hand on the player’s shoulder. Everyone whom the driver touches follows him, performing the same movements. So the players all leave their places. The driver takes them as far away from the circles as possible. Then he suddenly stops, turns to the players and quickly says: “The sea is calm.” The driver and the players run to occupy the mugs. The one who did not have time to occupy the circle becomes the leader.

36. “Spend it, don’t hurt it.”

Skittles (or cubes, medicine balls) are placed along the hall (platform) on both sides; (6-8 pieces; distance between objects 30 cm). Children line up in a column one at a time and, at the teacher’s signal, walk along one side of the hall between the pins at an average pace on their toes, with their hands on their belts (or behind their heads, maintaining good posture (keep their head and back straight); on the other side they run “snake” between pins Repeat 2-3 times.

37. “Run without hurting.”

The pins are placed in one line at a distance of 40 cm from one another. In a column, one at a time, children run a “snake” between the pins. Trying not to hurt them. The exercise is repeated.

38. "Relay race in pairs."

Children stand in 2 columns in pairs behind a line on one side of the site; the number of pairs in the columns should be the same. On the opposite side of the site (at a distance of 6 - 8 m) some objects (cubes, wooden blocks) are placed. At a signal from an adult, the first pairs, holding hands, run to the cubes, run around them and return to the end of their column. As soon as they cross the starting line, the second pairs run away, and so on until all the pairs have run.

The column whose players complete the task faster and do not separate their hands while running wins.

    Outdoor games and exercises with jumping.

40. Outdoor game« Who will take off the tape first?».

Tasks: Develop in children self-control and the ability to act on a signal. Children practice fast running and jumping.

Description: A line is drawn on the playground, beyond which children line up in several columns of 4-5 people. At a distance of 10-15 steps, opposite the columns, a rope is stretched, the height is 15 cm above the children’s raised hands. A ribbon is placed on this rope against each column. At the signal “run,” everyone standing first in the columns runs to their ribbon, jumps up and pulls it off the rope. The first person to remove the tape is considered the winner. The 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 only run after the word “run”. Pull the tape only in front of your column.

Options: Place obstacles in the way of running. Stretch the rope at a distance of 40 cm, under which you need to crawl without touching it. Draw two lines at a distance of 30 cm, over which you need to jump.

41. Outdoor game “Fishing Rod”.

Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the bag on a rope in a circle just above the ground (the floor), and the children jump, trying so that the bag does not touch their legs. First, the teacher shows the children how to jump: push off energetically from the floor and tuck their legs under them. The teacher rotates the bag in both directions sides alternately.

42. Outdoor game “Don’t get caught.”

A circle is drawn on the floor (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.

Outdoor game “Frogs in the swamp”

On one side of the hall (behind the line) there is a crane driver. In the middle of the hall there is a swamp (a circle made of cord). Frog children sit around and say:

Here from a hatched rotten place

Frogs splashed into the water.

Kwe-ke-ke, kwe-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, a new crane is chosen from among those who have never been caught. The game resumes.

43. Outdoor game "Salka on one leg."

The children disperse around the playground, close their eyes, everyone’s hands are behind their backs. The leader walks among them and quietly puts a handkerchief in the hands of one. To the word “One, two, three, look!” children open their eyes. Standing still, they look at each other carefully: “Who is the tag?” A child with a scarf suddenly raises it up and says: “I’m a tag!” Participants in the game, jumping on one leg, try to get away from the tag. The one he touched with his hand goes to lead. He takes a handkerchief, lifts it up, and quickly says the words: “I’m a tag!” The game repeats itself.

Rules. 1. If the child is tired, he can jump alternately on his right and then on his left leg. 2. When the tags are changed, the players are allowed to stand on both feet. 3. Salka should also jump, like everyone else playing, on one leg.

44. "Penguins".

The players stand in a circle. Each child has a pouch that he holds between his knees. At the teacher’s count “1-8”, children perform jumps on two legs in a circle. At the signal “Hop! "Children jump sideways into the circle and return to their place in the circle. The task is performed in the other direction.

45. “Brave little sparrows.”

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 sparrows and, at the teacher’s command, jump into a circle through 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. At the end of the game exercise, the most clever cat and brave, dexterous sparrows that did not fall into her clutches.

46. ​​“Who is faster?”

The players line up in three columns. At the teacher’s command, the players standing first in the columns (each player has a ball) jump on two legs (distance 5 meters) to the basket (hoop) and put the ball in it. They return running, and as soon as they cross the designated line, the following come into play players When repeating the game exercise, you need to take the ball from the basket and quickly return to your column.

    Outdoor Games and exercises withthrowing and catching.

47. Outdoor game “Hunters and Hares.”

A hunter is chosen from among the players, the rest of the children 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 two 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 2-3 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. To avoid injury in this game, it is better to use soft balls.

48. Outdoor game "Onlooker."

Children stand in a circle at a distance of one step from each other and begin to throw the ball, calling by name the person who should catch it. The ball is thrown around until one of the players drops it. The one who dropped the ball stands in the center of the circle and, according to the instructions of the players, performs 1-2 exercises with the ball.

Rules. 1. If a player drops the ball while performing an exercise, he is given an additional task. 2. The ball is allowed to be thrown to each other only through the center of the circle.

Instructions for carrying out. This game is best played with a small number of children. The ball for the game can be taken of any size, depending on the children’s skills: the smaller the ball, the more difficult it is to catch it and perform exercises.


49. Outdoor game “Ball for the driver.”

The players line up in two or three columns. At a distance of 1 m from them, the drivers stand with a large ball in their hands. There is a line between them that cannot be crossed. The driver throws the ball to the player standing first in the column; he throws it back and runs to the end of the column, then the driver throws the ball to the second, etc. When the first player in the column is back in his place, he raises his hands up.

Game options:

1. Use balls of different sizes (small - d= 100-120 mm, large - d-200-250 mm).

2. The driver, throwing the ball to the player, names some general word, for example meadow (river, forest, transport, toys, clothes, dishes, etc.). The rest of the children, when receiving the ball, must pronounce words that are combined with this generalizing word, for example, a plant is a flower, grass, chamomile, etc.

50. Outdoor game "Ball up."

Children stand in a circle, the driver goes to the middle and throws the ball with the words: “Ball up!” At this time, the players try to run as far as possible from the center of the circle. The driver catches the ball and shouts: “Stop!” Everyone must stop, and the driver, without leaving his place, throws the ball at the one who is closest to him. The stained one becomes a driver. If the driver misses, then he remains again and the game continues.

Rules. 1. The driver throws the ball as high as possible and only after the words: “Ball up!” 2. The driver is allowed to catch the ball from one bounce from the ground. 3. If one of the players after the words “Stop!” continued to move, then he must take three steps towards the driver. 4. When running away from the driver, children should not hide behind buildings or trees.

Instructions for carrying out. Children stand in a circle close to each other. It is better to outline the place of the driver in the center of the circle with a small circle. If the driver did not catch the ball, which rolled far, before shouting: “Stop!”, he needs to catch the ball and return to his place. Children in the game must be very attentive and quickly respond to the signal.

Option. The driver stands in the center of the circle and performs an exercise with a ball; children count to five. At the count of five they quickly run away. The driver shouts: “Stop!” - and throws the ball at the player who is closest. The stained one becomes a driver. If he misses, he must catch up with the ball, and at this time the children try to run as far as possible. At the signal “Stop!” everyone stops, the driver again tries to insult someone.

51 . Outdoor game "Ball race."

Children stand in a circle at a distance of one step from each other, facing the center, counting on the first and second numbers. So they are divided into two groups (first and second numbers). In each group, the players choose leaders. They should stand on opposite sides of the circle. At the signal, the presenters begin to throw the ball only to the players of their group, in one direction. The group in which the ball returned to the leader first wins. Children choose another driver. The game is repeated, but the balls are thrown in the opposite direction. By agreement, the game can be repeated 4 to 6 times.

Rules. 1. The presenters must start the game at the same time upon a signal. 2. The ball is only allowed to be thrown. 3. If the ball falls, the player who dropped it picks it up and continues the game.

Instructions for carrying out. To play you need two balls of different colors. In order for children to understand the rules of the game, you first need to play it with a small group (8-10 people). Players must throw the ball accurately and be careful when receiving the ball: the one who catches should not stand still and wait for the ball to fall into their hands. He needs to follow the direction of the flying ball, and if necessary, take a step forward or sit down.

Option 1. Children stand in a circle, counting on the first and second numbers. Two players standing next to each other are leading, they take balls and, at a signal, throw them one to the right, the other to left side in a circle to players with the same number, i.e. through one. The team that gets the ball back to the leader the fastest wins.

Option 2. The participants of the game stand in a circle at a distance of a step from one another and count on the first and second numbers. Two players standing next to each other are the leaders. They take the balls and, at the signal, run in opposite directions around the circle. Having run around the circle, they take their place and quickly pass the ball to the players with the same number, i.e. through one. Game continues. The winner is the team whose players are the first to run around the circle with the ball and drop fewer balls.

Rules. 1. The player is allowed to pass the ball to a player of his team only when he takes his place. 2. Players must throw the ball to each other. 3. You are only allowed to run around the circle.

No. 52. Outdoor game “Throw the ball into the hoop.”

Target: Teach children to hit the target, throw and catch the ball, and develop their eye.

Description: The ring or basket is suspended at a height of 120-130 cm. All players stand in a column behind a line drawn at a distance of 1.5 m from the goal. Each child takes turns throwing the ball into the hoop with a push from the chest. The one of the children who gets into the ring larger number times, is considered the winner.

53. Outdoor game« Pass it on - stand up".

Tasks: To foster a sense of camaraderie in children, to develop dexterity and attention. The muscles of the shoulders and back are strengthened.

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

Rules: Pass the ball only over your head and while sitting. Stand up only after passing the ball to the person sitting behind you. The one who fails to receive the ball runs after it, sits down and continues the game.

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

54. Outdoor game "Meeting".

Two lines are drawn on the court at a distance of 4-6 m. The players are divided into equal groups and stand opposite each other behind the lines. At a signal, everyone simultaneously rolls balls or balls to each other, but so that they meet. The presenter gives one chip to the children whose balls have met. The pair with the most chips at the end of the game wins. The number of repetitions of the game is by agreement.

Instructions for carrying out. The area where the game is played must be level. The distance between players needs to be increased gradually. This game requires children to have a lot of attention and the ability to efficiently distribute efforts when pushing the ball away depending on the distance. Children need to be told that the greater the rolling distance, the more energetic the push on the ball should be.

Option. A flag or any other object is placed in the center of the site. At a distance of 1 m from the flag, two lines are drawn on both sides, then a second pair is drawn at a distance of 1 m from these lines, and, finally, a third pair of lines is drawn at a distance of 1 m from the second. The players are divided into equal groups and stand opposite each other behind the last lines. At the leader’s signal, all children simultaneously roll balls (balls) to each other, but so that they necessarily meet in the center. The players whose “balls” (balls) meet move to the second line, and then to the first. The pairs whose players are the first to reach the first line win.

55. Outdoor game"Kolobok".

Progress of the game: The ball for this game can be any size. Participants stand in a circle at arm's length from each other. In the center of the circle is the driver. The players pass the ball to each other with their feet, and the driver tries to intercept it. Players are not allowed to leave their place. They can smoothly roll the ball, hit it, and make deceptive movements. You just can't pick it up. And the driver can do as he pleases; hold the ball with your foot, hand, kick it out of the circle, even lightly touching it is enough.

If the driver manages to hold the ball, he takes the place of the player from whom the ball came to him.

56. Outdoor game"Potato".

Progress of the game. Players choose a driver - “potato”. “Potato” sits in the center of the circle, the rest are located around it. The players throw the ball to each other, trying to prevent the ball from falling, and the “potato” tries to catch it. If the player sitting in the center manages to catch the ball, he changes places with the one who threw it. The one who drops the ball sits in the center of the circle. "Potato" can jump out and catch the ball. The game ends when all players except one have turned into potatoes.

57. Low mobility game “Bumblebee”».

Progress of the game: 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 (get into the legs). 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.

58. Low mobility game “Pike”.

Progress of the game : Children stand in a circle. A “pike” is selected. She goes to the middle of the circle. For the first four lines of the poem, children roll the ball from one to another through the center of the circle (past the “pike”). On the fifth line of the poem, the ball rolls to the “pike,” who takes the ball, pronouncing the text of the sixth line, and, as it were, looks at the ball.

Past the forest, past the dachas,

Floated along the river

Red ball.

A pike saw: -

What is this thing?

Grab, grab.

Don't catch it.

The ball surfaced again.

Come out, you should drive!

On the first three lines of the second stanza of the poem, the “pike” hits the ball on the floor, pronouncing this text; on the fourth line, she rolls the ball again to the children, who continue to roll it again from one to another through the middle. The child to whom the words “You should drive” came out with the ball into the middle. He becomes a "pike". The game repeats itself.

59. "WITHtattoo."

This game is best played with a large ball. The players stand in a circle and throw the ball to each other with their hands. Whoever does not catch the ball receives a punishment: he continues the game, standing on one leg. If in this position he manages to catch the ball, then the punishment is removed; he stands on both legs. If another mistake is made, the player kneels on one knee. On the third mistake, he drops to both knees. If the player catches the ball in this position, all penalties are forgiven and he continues the game standing on both feet. And if you fail, you will have to drop out of the game.

60. “Ball in a circle.”

The players are divided into several groups of 5-6 children and lined up in a circle. In the center of the circle is the driver, he has a ball in front of his feet ( large diameter). The driver rolls the ball to the players with his foot (foot pass, everyone takes it and then sends it to the driver.

61. “Throw it and catch it.”

Children are divided into pairs; one child in each pair holds a ball (large diameter). Sitting freely around the hall, the children throw the ball to each other.

62. “Catch the ball.”

The players are divided into threes. Two guys stand at a distance of 2 m from each other, each of them holds a ball (large diameter); there is a third player between them. Children throw the ball to each other, and the player who is between them tries to touch the ball. If he succeeds, he changes places with the player from whom the ball was directed.

63. “Say the opposite.”

Children stand in a circle, throw and catch a ball with the names of antonym words.

    Outdoor games and exercises withcrawling and climbing.

64. Outdoor game "Don't stay on the floor."

Using a counting rhyme, a trap driver is selected. The trap runs around the hall (playground) with the children. As soon as the teacher says “Catch! “all the children run away and try to climb any elevation (benches, cubes, gymnastics 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.

65. Outdoor game “Migration of birds”.

On one side of the hall are the bird children. On the other side there are various aids - gymnastic benches, cubes, modules, etc. - these are trees. At the teacher’s signal, “The birds are flying away!” “The 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! ", the children descend from the heights and scatter around the hall again - "the birds continue their flight." Childcare provider insurance is required.

66. Outdoor game "Bears and Bees".

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 the elevations, 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 (they climb onto the elevation) 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. Those who do not have time to hide are stung by the bees (touched with their hands). The stung bears miss one game. The game is resumed, and after it is repeated, the children change roles.

67. Outdoor game "Firemen in training."

Children line up in four columns facing the gymnastics wall - these are firefighters. On each span of the gymnastic wall, a bell is suspended at the same height (on a rail).

At the teacher’s signal: “March! “- the children standing first in the columns run to the gymnastics 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. When climbing, it is important to show how to grip the rail - all fingers with an overhand grip, thumb below; Attention is drawn to the fact that children do not miss the slats (stepping on each one, and getting off the last one by jumping off. When playing this game, insurance is required.

68. Outdoor game "Catching"monkeys".

Children pretending to be monkeys are positioned on climbing aids on one side of the playground. 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 their intended 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 those caught to their place.

Note. 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.

69. “Who is the fastest to the flag?”

Children are divided into three columns with an equal number of players in each. Arcs (hoops) are placed at a distance of 2 m from the starting line, the cord can be pulled (height 50 cm from the floor level), and then flags are placed on a stand at a distance of 3 m. The task is given: at the teacher’s signal, crawl under the arc, then jump on two legs to the flag, go around it and run back to the end of your column. The teacher marks those children in each column who quickly and correctly completed the task, and at the end of the game marks the team that scored the most points.

    Games to develop attention, memory, observation and spatial orientation.

70. Low mobility game“Who has the ball?”

Tasks: Develop children's observation and dexterity.

Description: All players stand in a circle close together, facing the center. One player becomes the center, this is the speaker. The players keep their hands behind their backs. One is given a ball in his hands. 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 has the ball or who dropped it stands in the middle, and the driver takes his place.

Rules: The ball is passed in any direction. The ball is passed only to the 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 person who has the ball a task: jump, dance, etc.

71. Low mobility game “Forbidden movement”.

Target: development of visual attention

Description: The players, walking in a circle, repeat the movements that the driver shows them, but except for one thing - they are prohibited, for example: “Clapping your hands.” Play carefully: whoever repeated the prohibited movement stands at the end of the column. After a while, attentive players will be ahead, and they will be the winners.

Rules of the game

    Children, walking in a circle, repeat all the movements after the teacher, except one, for example: “Hands up!”

    The one who performs the “forbidden” movement stands at the end of the column. Thus, the more attentive children will be at the beginning of the column, and they are considered the winners.

72. Low mobility game"Guess who got caught».

Tasks: Develop observation, activity, initiative. Practice running and jumping.

Description: Children sit on chairs, the teacher suggests going for a walk in the forest or clearing. There you can see birds, bugs, bees, frogs, grasshoppers, a bunny, and a hedgehog. They can be caught and brought to the living area. The players follow the teacher, and then scatter in different directions and pretend to catch it 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 take each of their chairs. The teacher names one of the children and offers to show whom he caught in the forest. The child imitates the movements of a captured animal. Children guess who was caught. Afterwards they go for a walk in the forest again.

Rules: Return at the signal “It’s time to go home.”

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

73. Outdoor game “Build a line, a circle, a column.”

Tasks: Develop orientation in space, the ability to perform movements according to a signal. Practice fast running, walking, jumping.

Description: Children, divided into two groups, line up at opposite sides of the playground or room in two ranks, facing each other. At the teacher’s signal, they walk or run (depending on the tempo and rhythm, which are set by hitting the tambourine) across the entire playground. Having stopped hitting the tambourine, the teacher commands: “Build a line (circle, column)!” - and the children line up in their places in a line (circle, column). The group that forms the fastest and most correctly wins.

Game options:

1. Before the game starts, the teacher says: you need to walk to the tambourine, run slowly to the bell, and run fast to the sounds of the rattle.

2. After the signal you need to stand exactly in your place.

3. Each group is built around a pin of a certain color.

4. The teacher gives a signal by showing a card with a picture of a column (line, circle).

5. The teacher gives a signal by showing a card with a picture of a line, a column (by height, in reverse order).

74. Low mobility game"Who left?"

Progress of the game: Children line up in a circle. The driver stands in the center of the circle and closes his eyes. The teacher touches one of the players standing in a circle, and he quietly leaves the hall. The teacher allows the driver to open his eyes and asks him: “Guess who left?” If the driver guessed right, then he stands in a circle and chooses another driver. If he doesn’t guess correctly, he closes his eyes again, and the person leaving the hall takes his previous place in the circle. The driver, opening his eyes, must name him.

75. Low mobility game"It flies - it doesn't fly".

Progress of the game: Children walk in a column one at a time. The teacher calls various items. If an object flies, for example an airplane, a bird, then children should raise their arms to the sides and flap them like wings; if the object does not fly, then they should not raise their arms.

The one who raises his hands incorrectly is considered a loser.

76. Low mobility game“Find and remain silent.”

Children stand along one side of the playground facing the teacher. At his signal, they turn to face the wall. The teacher hides the handkerchief at this time. Then, at a signal, the children turn and begin to look for a handkerchief. The finder, without showing any sign of it, approaches the teacher, quietly speaks in his ear where he found the handkerchief, and takes his place in the line (or sits on a bench or chair). The game continues until most of the children find the handkerchief. The game is repeated 3–4 times.

77. Low mobility game with a ball “Edible - inedible”.

If the teacher calls an “edible” word, the child catches the ball and holds it, if “inedible”, he quickly throws it back.

78. Low mobility game “Happy Tambourine”.

Everyone stands in a large circle. The presenter says the words: “You run, cheerful tambourine, quickly, quickly through your hands. Whoever has a cheerful tambourine will now dance for us.” On whom the words end, those children go out into the circle and dance. The game is repeated 2-3 times.

No. 79. Low mobility game “Four Elements”.

Purpose of the game: Develop attention associated with the coordination of the auditory and motor analyzers.

Description. The players sit in a circle. The presenter agrees with them that if he says the word “earth”, everyone should lower their hands down, if the word “water” - stretch their arms forward, the word “air” - raise their hands up, the word “fire” - rotate their hands at the wrists and elbow joints. Whoever makes a mistake is considered a loser.

80. Low mobility game "Antoshka".

Children stand in a circle, walking in place, and say:

Antoshka-potato, bone leg,

He's as big as an inch, his head is as big as a pot.

Then all the players turn their backs in a circle, closing their eyes, and the teacher covers one child with a blanket. At the command “Turn,” the players turn their faces in a circle and open their eyes. The teacher asks the question: “Who is missing?” Children must say the name of the child who is hidden. After the name of the hidden child is named, the magic bag will reveal who is hidden in it. (2-3 times).

81. Low mobility game « Cold - hot."

Progress of the game: The driver leaves the hall, the children hide the object. After this, the driver enters and looks for the object. And the children follow him and say:

Cold...warm...hot...helping you find a hidden object.

82. Low mobility game « Rope."

They take a long rope and tie its ends. The participants of the game stand in a circle and take the rope in their hands. The driver stands in the middle. He walks in a circle and tries to touch the hands of one of the players. But the children are attentive, they lower the rope and quickly hide their hands. As soon as the driver leaves, they immediately take the rope. Whoever the driver hits on the hand goes to lead.

Rules. 1. Players must hold the rope with both hands. 2. During the game, the rope should not fall to the ground.

83. Low mobility game"Water".

Progress of the game : Children stand in a circle, the merman is in the center. Children walk in a circle and say words, after words: - come out, come out... the merman walks with his eyes closed, hands forward, and guesses who he hits.

Grandfather - Water!

Why are you sitting under water?

Go out, go out for at least an hour.

Guess which one of us!

84. Low mobility game"King Pea".

Progress of the game: According to the rhyme, the driver is selected - King Pea; he moves 8-10 steps away from the children and turns his back. The rest of the children agree on what action they will portray. King Pea comes up to the children and says:

Children carry out the intended movement / do laundry, play the accordion, sweep the floor... / King Pea guesses. If he doesn’t guess correctly, he loses; the children tell him what they did and come up with a new action.

85. Low mobility game"Echo".

Progress of the game: Children walk in a column one at a time. The teacher says a phrase, and the children, like an echo, repeat the last word. For example, the teacher says: “Crow” - the children answer in a drawn-out manner: “Cuckoo.”

86. Low mobility game"Find the differences."

Progress of the game: Everyone sits in a circle. To play, the players need to carefully examine each other. When the leader leaves the room, the participants must make small changes in their appearance: pin up their hair, bandage a finger, unbutton a button, etc. The leader must determine what has changed for the players. The one with the most changes will lead.

87. Low mobility game"Cap and stick."

Target: teach children to move in a circle clockwise and counterclockwise, recognize children by voice, follow all signals, and maintain silence. Develop the ability to act on signals and hearing. Cultivate interest in outdoor games.

Progress of the game: One of the children goes to the center of the circle with a stick in his hands, puts a cap on his head so that it goes down to his nose, covering his eyes. The rest of the children hold hands, forming a circle. They walk in a circle and say: “One, two, three, four, five -

The stick will knock.” The child in the cap taps with a stick, with the end of the words everyone stops and turns to the middle. The child in the cap holds out a stick, the one to whom it points takes hold of the end of the stick and calls the name of the person standing in the circle. The child in the center must guess who called him, if he guessed right, he goes to the middle.

Option. Those standing in a circle say:

"1, 2, 3, 4, 5,

The stick will knock

And as he says - skok, skok, skok,

The presenter taps his wand, points to one of the children, and he says the last words.

    Games to develop auditory attention and

phonemic hearing.

Progress of the game: Children form a circle. The driver stands in the center of the circle and closes his eyes. Without holding hands, children walk in a circle to the right (left) and say:

We gathered in smooth circle,

Let's turn around at once,

How about we say “skok-skok-skok”,

The words “skok-skok-skok” are pronounced by one of the children at the direction of the teacher. The driver must find out who said these words. If he guessed right, he takes the place of the one who spoke the words. If the driver does not recognize the voice, the game is repeated, and the children go in a circle in the other direction.

89. « Telephone".

All children sit in a row: whoever sits first gets the phone. The presenter quickly says some word in his ear or short sentence. What he heard, he passes on to his neighbor, who, in turn, passes this word on to the next player, and so on until the last player. After that everyone says what they heard. The first one who mixed up what was said sits at the end, the players move closer to the phone. Each child can act as a telephone once, and then sits at the end of the row.

90. "Bear".

Progress of the game: children stand in a circle. A bear is selected, sits in the middle of the circle, and closes its eyes.

Like snow under the tree, snow,

And there is snow on the tree, snow,

And under the hill there is snow, snow,

And there's snow on the hill, snow,

And a bear sleeps under the snow

Quiet, quiet, don't make noise!

On lines 1 and 3, children go in a circle, 2 and 4 - from the circle, on the 5th line the children carefully approach the bear, the 6th line is said by one child as directed by the teacher. The bear must recognize by the voice who spoke.

91. "Falcon".

Progress of the game : Children sit on chairs in a circle. A falcon is selected. With the beginning of the poem, which all the children recite, the falcon runs around the circle and drops a feather (a fake one) behind the back of one of the children.

A falcon flew high.

I dropped my feather into the sedge.

falcon feather

We won't find it until the morning.

In the morning the sun will rise -

Vova will find the feather.

With words " In the morning the sun will rise..." the falcon sits on an empty chair in a circle with the children. The last three words are pronounced by all the children, calling the name of the child behind whose back there is a falcon feather. He becomes a falcon. The game repeats itself.

Progress of the game: closes his eyes. Children walk in a circle, the driver stands in the middle of the circle. When the words end, the children stop. The teacher points to one of the players.

Rules: The driver does not open his eyes until he names the caller. During this time, everyone must remain silent. "We had a little fun,

Everyone was settled in their places.

You,...(name), guess

Find out who called you."

93. Low mobility game "Guess what it sounds like."

The adult invites the children to listen and remember the sound of each object (how the paper rustles, how the tambourine rings, what sound the drum makes, what the rattle sounds like). Then the child must determine by ear only, without visual support (the child turns away, or the toys are covered with a screen), what sounds. The name of each sounding object is pronounced.

94. « You hear - clap».

An adult pronounces a number of sounds (syllables, words); and the child with his eyes closed, hearing the given sound, claps his hands.

95. « Keen Eye».

Children are asked to find in environment objects whose names contain a given sound, and determine its place in the word.

ANTIQUE COUNTERS

One two three four,

Five, six, seven,

Eight nine ten.

Floats out

White month!

Who will reach the month?

He will go and hide!

The apple was rolling

Past the garden

Past the vegetable garden

Past the stockade;

Who will lift him up?

That one will come out!

White hare, where did he run?

To the oak forest!

What was he doing there?

The bast tore!

Where did you put it?

Under deck!

Who stole?

Get out!

The peas were rolling across the dish.

You drive, but I won't.

Chiki-briki, where are you going?

Chiki-briki, to the market.

Chiki-briki, why are you there?

Chicky-bricky, get some oats!

Chiki-briki, who are you?

Chiki-briki, I'm on a horse!

Chiki-briki, what are you?

Chiki-briki, raven!

Tarya-Marya

I went to the forest

I ate cones -

She told us.

But we don’t eat pine cones,

Let's give it to Tara-Mara!

The pig is walking

Tears up the grass-ant.

She's vomiting

And puts it in a basket.

This one will come out

There he goes.

Slag Cuckoo

Past the network

Small children

And they shouted:

“Kuk! Poppy!"

One fist!

The fox was walking through the forest,

The fox tore the stripes,

The fox weaved bast shoes

My husband has two

Three for myself

And for the kids

On the bast shoes!

The cuckoo was walking

Past the network

Children are small.

Kukushata

They ask for a drink.

You should drive!

Under the mill

Under the spit

Two ruffians got into a fight

That's the whole fairy tale!

Tara-bara,

It's time to go home -

Feed the guys

Water the calves

Milk the cows.

You should drive!

Cuckoo-

Goryushechka

The wattle fence wove

She led the children.

The children walked

We've reached the end

We've reached the end

Let's go back.

Aty-baty, the soldiers were walking,

Aty-baty, to the market,

Atty-batty, what did you buy?

Aty-baty, samovar!

First plants,

Others,

The little pigeons were flying

By the morning dew,

Along the green lane.

There are apples, nuts,

Honey, sugar,

To the corner!

Ahi, ahi, ahi, oh,

Masha was sowing peas.

He was born thick,

We'll rush, just wait!

Burn, burn clearly

So that it doesn't go out,

Stay at your hem

Look at the field.

The trumpeters are going there

Yes, they eat rolls.

The bag was rolling

From a high hump.

In this bag

Bread, salt, wheat.

Jump and jump,

Jump and jump,

The bunny is jumping -

Gray side.

Along the forest

Jump-jump-jump,

According to the snow

Poke-poke-poke.

I sat down under a bush,

I wanted to hide.

Whoever catches it drives it.

Tili-teli,

Sitting on a bench -

Tsar, prince,

King, prince,

Shoemaker,

And who are you?

Brynn Indians,

Balalaika!

Brynn Indians,

Let's play!

Brynn Indians,

Intsbryntsy,

There I go!

Oh you little owl,

You, big head!

You were sitting on a tree

You turned your head -

She fell into the grass,

She rolled into a hole!

Daria walked along the path,

I found a ball of thread.

The ball is small,

Alyonka threads,

The ball is rolling

The thread is stretching.

The ball is far, far, far away, -

The thread is long, long, long.

I took the thread

She pulled and tore.

Over the seas, over the mountains,

Behind the iron pillars

There is a tower on the hill,

There is a lock on the door.

Go get the key

And unlock the lock.

midges,

Thin legs

Dancing along the path...

The night is near

Fly away.

Knock-knock,

Knock-knock-knock,

A rooster walks around the yard.

Himself with spurs,

Tail with patterns.

Stands under the window

He screams throughout the yard.

Who will hear

He's running.

A cuckoo flew past the garden,

Pecked all the seedlings

And shouted: “Ku-ku-mak,

Open one fist."

Look at the sky

The stars are burning

The cranes shout:

Gu-gu! I'll run away!

One, two, don't be a crow,

And run like fire.

Somersault along the path

The bunny jumps barefoot.

Bunny, don't run -

Here are your boots

Here's your belt

Don't rush into the woods.

Come join us in a round dance

Make people happy.

Circle the hoop,

Circle hoop

Who's playing,

It will be so.

Who does not want to

To be a snake

Get out of the circle!

The wheel rolled

It rolled far away

And not in rye,

And not in wheat,

And until the very

To the capital.

Who will find the wheel?

He leads.

Just like the fox was walking along the path,

I found a letter in the cotton,

She sat down on a tree stump

And I read all day.

Tili-teli,-

The birds were singing

They took off and flew towards the forest.

The birds began to build nests!

Whoever doesn't howl should drive!

To grandma, to grandpa

On horseback

In a red hat.

On a flat path

On one leg

In an old shoe

Over potholes, over bumps,

Everything is straight and direct,

And then suddenly... into the hole! Bang!

One two three four five!

The bunny went out for a walk.

Suddenly the hunter runs out,

Straight into the bunny

Shoots.

Bang! Pow! Missed,

Gray bunny

Zealous horse

With a long mane

Jumping, jumping

Along the fields.

Here and there!

Here and there!

Where will he ride -

Get out of the circle!

Cockerel, cockerel,

Show me your skin.

The casing is on fire,

How many feathers does it have?

One two three four five...

MODERN REACHERS

The bell calls everyone,

The bell sings to us

Ding-bom, ding-bom!

Get out of the circle!

Legs, legs ran along the path,

In the meadow and forest they jumped over the hummocks,

They ran to the meadow and got lost

In a wide circle, I see,

All my friends stood up.

I am for you, my friends,

I'm making pies:

Need to bake them quickly

You go and light the stove!

The little ones are worried:

How can we cope without a tub!

All the mushrooms are in tubs,

Forgot about the waves!

Look for the waves,

Very delicious mushrooms!

Among the white doves

A nimble sparrow jumps.

Sparrow bird,

Gray shirt,

Respond, sparrow,

Fly out, don't be shy!

Once at our Stepan's

The cat was guarding the sour cream.

And when lunch came,

The cat is sitting - there is no sour cream.

Help Stepan,

Look for sour cream with it.

Oblique, oblique,

Don't go barefoot

And walk around with shoes on,

Wrap up your paws.

If you're wearing shoes,

The wolves won't find the hare

The bear won't find you...

Come out - you'll burn!

Egor took an ax in the corner,

I went into the yard with an ax,

Egor began to repair the fence,

Yegor lost his axe.

So he's still looking...

Look for an ax too!

Once the guys went to the river,

They carried two oars in their hands.

Three sheep meet them

And four turkeys.

All the guys were scared

The oars were thrown into the bushes.

They got scared and ran away,

And you must find them!

There lived one burbot in the river,

Two ruffs were friends with him.

Three ducks flew to them,

Four times a day

One two three four five!

The squirrels treated the hares,

They were served carrots

We ate all the nuts ourselves,

And they told you to drive.

One two three four,

Who doesn't sleep in our apartment?

Everyone in the world needs sleep,

He who is not sleeping will get out!

Lived once

Is it me or you?

An argument arose between us.

Who started it, they forgot

And we are still not friends.

Suddenly the game this time

Will he be able to reconcile us?

At the linear bridge

I caught a whale in the Neva,

Hid it behind the window

The cat ate it.

Two cats helped

Now there is no whale!

Don't you trust your friend?

Get out of the circle!

Like in our hayloft

Two frogs spent the night.

In the morning we got up, ate cabbage soup,

And they told you to drive!

Baby squirrels came to the meadow

Bear cubs, badgers.

On the green on the meadow

Come too, my friend.

Tili-tili, tili-bom,

A bunny knocked down a pine tree with his forehead.

I feel sorry for the bunny

The bunny wears a cone.

Hurry up and run into the forest

Give the bunny a compress!

Early, early we get up.

We call the watchman loudly.

Watchman, watchman, hurry up

Go out and feed the animals.

Past the forest, past the dachas

A red ball floated down the river.

A pike saw it.

What is this thing?

Grab, grab!

Don't catch it.

The ball surfaced again.

Come out, you should drive.

Tick ​​tock, tick tock,

An old crayfish lived under the bridge.

The red cat came to the bridge,

Cancer grabbed the cat by its tail.

Meow-meow, help!

Unhook the crayfish from its tail!

Everyone is running, and you run,

Help Vaska the cat.

The cockerel was chopping wood,

The owl baked the pies.

With a stalk for bunnies,

Pretzel with honey for bears.

And you, my friend, with whatever you want

One two three four!

There were mice living in an apartment,

We drank tea

The cups were breaking

They paid three pieces of money!

Who doesn't want to pay

That's why you should drive!

Skok-skok, skok-skok!

The bunny jumped onto a stump.

He beats the drum loudly,

He invites you to play leapfrog.

The seagulls lived at the pier,

The river rocked them with waves.

One two three four five,

Chick-chick, chick-chick,

At night the cricket sang songs,

We went to look for him

The lanterns were lit

We looked under the bush,

Under the fluffy burdock.

Where was the cricket hiding?

Look for him, my friend!

A goat walked along the bridge

And wagged her tail,

Got caught on the railing

It landed right in the river.

Who doesn't believe is him

Get out of the circle!

The seagull warmed up the kettle.

She invited eight seagulls.

Everyone came for tea!

How many seagulls - answer?

The runners are jumping,

Sunny bunnies.

We call them -

Were here -

And they are not here.

Where are the bunnies?

You go look for them.

The bees flew into the field,

They buzzed and buzzed.

The bees sat on the flowers.

We play - you drive!

References

    Bondarenko T.M. Physical education and health work with children 5–6 years old in preschool educational institutions: Practical guide for senior educators and teachers of preschool educational institutions, parents, tutors - Voronezh: IP Lakotsenina N.A., 2012. - 216 p.

    Bondarenko T.M. Physical education and health work with children 6-7 years old in preschool educational institutions: A practical guide for senior teachers and teachers of preschool educational institutions, parents, tutors - Voronezh: IP Lakotsenina N.A., 2012. - 224 p.

    Glushkova G.V., Golubeva L.G., Prilepina I.A. Physical education in the family and preschool educational institutions: Guidelines, hometasks. – M.: School Press, 2005. - 96 p.

    Zhukov M.N. Outdoor games: Textbook. for students ped. universities - M.: Publishing center "Academy", 2000. - 160 p.

    Kazina O.B. Fun physical education for children and their parents. Activities, entertainment, holidays, hikes. / Artists E.A. Afonicheva, V.N. chickens – Yaroslavl: Development Academy: Academy Holding, 2005. – 140 p., ill. – (Series: “Kindergarten: day after day. To help educators and parents. Health-saving technologies in education”).

    How to diversify outdoor games // Preschool education, 2005. № 6.

    Kataeva A.A., Strebeleva E.A. / Didactic games for children / Kataeva A.A. - M., 1993.– 191 p.

    Kovalko V.I. The ABCs of physical education minutes for preschoolers: Practical developments of physical education minutes, game exercises, gymnastic complexes and outdoor games(middle, high, preparatory group). – M.: VAKO, 2005. – 176 p. – (Preschoolers: we teach, develop, educate).

    Kovalko V.I. Health-saving technologies in elementary school. 1-4 grades. M.: VAKO, 2004. – 296 p. – (Pedagogy. Psychology. Management).

    Litvinova M. F. Russian folk outdoor games: A manual for children's educators. garden / Ed. L.V. Ruskova.- M.: Education, 1986.- 79 p.: ill.

    Utrobina K.K. Entertaining physical education in kindergarten for children 5-7 years old. Notes on non-traditional activities and entertainment in the gym: A manual for educators and physical education instructors. – M.: Publishing house GNOM and D, 2003 – 128 pp.: ill.

Internet resources

    Medvedeva T.V. Games of low mobility. [Electronic resource]//Access mode: http://nsportal.ru/detskii-sad/fizkultura/igry-maloy-podvizhnosti (date of access: 06/04/2013)

    Medvedeva T.V. Card index of outdoor games. [Electronic resource]//Access mode: http://nsportal.ru/detskii-sad/fizkultura/kartoteka-podvizhnyh-igr-1 (date of access: 06/04/2013)

    Outdoor games for older children up to school age[Electronic resource]//Access mode: http://nikolsad.ucoz.ru/load/kartoteka_podvizhnykh_igr_dlja_detej starshego__ doshkolnogo_vozrasta/1-1-0-5 (date of access: 06/05/2013)

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 children's physical activity.

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 the columns run to the gymnastics 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” ones. 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 could 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&"

Outdoor games for older groups

Walking and running games

  1. Sly Fox

Target: improve the skills of running in all directions with catching and dodging; develop dexterity and speed of reaction to a signal.

Progress: The players sit in a circle at a distance of one step from each other.
The teacher invites the players to close their eyes and, walking around the circle behind the children, touches one of the players, who becomes “ Sly fox" Then the children are invited to open their eyes and look carefully which of them is the sly fox, will she give herself away in some way? The players ask in chorus 3 times, first quietly, and then louder: “Sly fox, where are you?” 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. After the fox catches 2-3 people, the teacher says: “In a circle!” The children form a circle again and the game repeats.

  1. Swan geese

Target: improve the skills of walking and running in all directions, develop the skills of running with catching and dodging; to teach children to listen to the text and quickly respond to the teacher’s signal.

Progress: A wolf and a shepherd are chosen from among the players. The rest of the children are geese. On one side of the site there is a line behind which there are geese. This is their home. A place is outlined on the side of the site - the wolf’s lair. The “shepherd” drives the “geese” out to graze in the meadow. "Geese" walk and fly across the meadow.

Shepherd: Geese, geese" Geese: (stop and answer) Ha-ha-ha!

Shepherd: Do you want to eat? Geese: Yes Yes Yes!

Shepherd: So fly home! Geese: The gray wolf under the mountain does not let us go home.

Shepherd: So fly as you want, just take care of your wings.

The geese, spreading their wings, fly home through the meadow, and the wolf, running out of the den, tries to catch them. The caught geese go to the den. After several runs, the number of geese caught by the wolf is counted. Then a new wolf and shepherd are chosen.

  1. We are funny guys

Target: continue to teach children to act only when given a signal; strengthen running skills with catching and dodging; develop endurance, speed, agility.

Progress: Children stand on one side of the playground or room. A line is drawn in front of them. A line is also drawn on the opposite side. To the side of the children, approximately halfway between the two lines, there is a trap. The children recite the text in chorus:

We are funny guys

We love to run and play.

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 them. The one who is touched by the trap before the player crosses the line is considered caught and sits down near the trap. After 2-3 runs, the caught ones are counted and a new trap is selected.

  1. Mousetrap

Target: consolidate the skills of running in all directions without interfering with each other; coordinate your movements with the text of the poem; develop dexterity and quick reaction to a signal.

Progress: The players are divided into two unequal groups. The smaller group forms a circle - a mousetrap. The rest are mice. They are outside the circle. Children depicting a mousetrap hold hands and walk in a circle, left and right, 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 at once!

At the end of the poem, the children stop and raise their clasped hands up. The mice run into the mousetrap and immediately run out the other side. According to the teacher’s words “clap!” children standing in a circle lower their arms and squat - the mousetrap is considered slammed. Mice that did not have time to run out of the circle are considered caught. They also stand in a circle. When most of the mice are caught, the children change roles and the game resumes.

  1. Crucian carp and pike

Target: continue to teach how to run in all directions in a limited space without interfering with each other; develop the ability to quickly respond to a signal.

Progress: One child is chosen to play the role of pike. The rest of the players are divided into two groups: one of them - pebbles - forms a circle, the other - crucian carp, which swim inside the circle. The pike is behind the circle. At the teacher’s signal “pike!” she quickly runs into the circle, trying to catch the crucian carp. The crucian carp rush to take a place behind one of the players and sit down (hiding behind the pebbles). The pike catches those crucian carp that did not have time to hide. Those caught go outside the circle. The game is repeated 3-4 times, after which the number of crucian carp caught is counted. Then a new pike is selected. Children standing in and inside the circle change places and the game is repeated.

  1. Whose team is most likely to assemble?

Target: improve the ability to walk and run randomly, changing the rhythm and pace of movement; develop orientation in space, the ability to quickly respond to a signal.

Progress: Children are divided into 3-4 groups with the same number of players: each group is given flags of one color. At different ends of the site, 3-4 flags of the same colors are placed on stands. Each group forms a column in front of a flag of its own color. The teacher hits the tambourine and the children begin to walk and run around the playground in different directions. The movements change depending on the rhythm and tempo given by the teacher. At the signal “to your places!” children run to their flag and line up in a column. The teacher notes which group lined up first.

Instructions for the game. After 2-3 repetitions, the game can be complicated. At the moment when the children are running, the teacher changes the places of the flags and says “to their places!” Children rush to form a column opposite their flag. The teacher notes which column was built first.

  1. Tag

Target: consolidate the ability to run in all directions across the entire site, without interfering with each other, dodging the tag; develop speed and agility; teach children how to “spot” correctly.

Progress: Children are located in different places of the playground (its boundaries are indicated by flags). The selected tag, having received a colored bandage (ribbon), stands in the middle of the site. At the teacher’s signal “Catch!” all the children scatter around the playground, and the tag tries to catch up with someone and touch him with his hand. The one he touched moves aside. The game ends when the tag catches 3-4 players. When the game is repeated, a new tag is selected. If the tag cannot catch any of the players within 30-40 seconds, you should choose another driver.

  1. Cat and mouse

Target: consolidate the ability to walk in a circle, coordinating movements with the text of the poem; develop running skills with catching and dodging.

Progress: The players stand in a circle. A cat and a mouse are chosen. The mouse stands in a circle, the cat behind the circle. The rest of the children go in a circle and say:

Little white Vaska walks,

Vaska's tail is gray,

And the arrow runs.

The eyes close.

The claws are straightened,

Teeth like a needle.

Only mice will scratch

Sensitive Vaska is right there,

He will catch everyone.

With the last words, the children stop, and two children in the appointed place raise their hands,

leaving a passage - a gate. A mouse, running away from a cat, can run through the gate and crawl under the arms of those standing in a circle. A cat, trying to catch a mouse, can only run into the circle through the gate. When the cat catches the mouse, other children are chosen to fill these roles, and the game is repeated. If the cat cannot catch the mouse for a long time, the teacher arranges an additional gate.

Jumping games

  1. Fishing rod

Target: improve your jumping skills in place, achieving a soft landing on your toes; develop attentiveness and dexterity.

Progress: Children stand in a circle. In the center of the circle is the teacher. 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 ground, and the children jump up, trying to prevent the bag from touching their feet. First, the teacher shows and explains to the children how to jump: push off strongly and pick up your feet. Pauses should be taken from time to time to give children a rest.

  1. Don't stay on the floor (on the ground)

Target: continue to teach children to jump from objects of different heights, landing on their toes; consolidate the ability to walk and run in all directions, and quickly respond to a signal.

Progress: On all sides of the platform (room) there are objects 25-30 cm high: stairs with steps, low boxes, benches, etc. A trap is selected. They put a bandage on his arm. Children are placed on objects in different areas of the site. To the sound of the tambourine, children jump and run around the playground. Trap takes part in general movement. At the teacher’s signal “Catch!” all the children again climb onto the raised platforms. The trap catches those who did not have time to jump onto the dais. Those caught sit to the side. After 2-3 repetitions, those caught are counted, a new trap is selected and the game resumes.

The teacher makes sure that children jump off objects with both feet and land on their toes; so that they scatter throughout the area, away from the objects they must climb on.

  1. Rope jumping

Target: train children to jump over a swinging rope on two legs, achieving a soft landing on their toes.

Progress: Two children hold a thick rope, cord or long rope at both ends. Slowly and evenly, they begin to twist it towards the standing children, and they, in order of priority, jump over the rope, trying not to touch it. The one who touches him changes one of those twisting the rope.

  1. "The Hunter and the Hares"».

Target: teach children to choose a target, follow the movement of the ball and evaluate the result. Strengthen the skills of jumping on two legs with moving forward, running in all directions with catching and dodging.

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. At a signal, the hares run out of their houses into the clearing and jump on two legs, moving forward. According to the teacher “Hunter!” the hares run into the houses, and the child, pretending to be a hunter, throws a ball at them. A hare that is hit with a ball is considered shot. The hunter takes him to his place. After 2-3 repetitions, the number of hares caught is counted, a new hunter is selected and the game resumes.

  1. Homeless hare

Target: consolidate the skills of jumping on two legs with moving forward, running in all directions with catching and dodging; develop speed and agility.

Progress: There are hoops on the floor one less than the number of players. Children run and jump all over the hall to the words: Bunnies run through the meadow and through the woods.

Strawberries are collected -

Juice and jump, juice and jump!

Here the clearing is softer than silk.

Look around, look around!

Beware of the dashing wolf!

Beware, beware!

After the words “Beware!” Each of the children tries to occupy a free hoop. To those who are left without a hoop, they say: Bunny, bunny, don’t yawn!

Occupy the house quickly!

  1. Don't get caught

Target: increase the motor activity of children, strengthen the ability to jump on two legs back and forth; develop speed, agility, and evasiveness.

Progress: A circle is drawn or a cord is placed in the shape of a circle. All players stand behind him at a distance of half a step. The driver is selected. He stands inside the circle anywhere. The rest of the children jump in the circle and back. The driver runs in a circle, trying to touch the players while they are inside the circle. When the driver approaches, the players jump over the line. The one who is touched by the driver is considered a loser. After 30-40 seconds, the losers are counted and a new driver is selected.

  1. "Frogs"

Target: Teach children to jump, pushing off with both feet and landing on the toes of both feet. Develop jumping ability and agility.

Progress: A frog teaches baby frogs to jump. She stands to the right of the pond, the frogs are to the left. Each frog stands in the house and, listening carefully to the commands, jumps, pushing off with both feet and landing on both feet. The frog clearly gives the command: “Bump, leaf, leaf, house, leaf, bump, bump!” One frog jumps, the rest watch to see if he does it correctly. If the frog jumped high and did not mix up a single command, he learned to jump and stands next to the frog, and if he made a mistake, he returns to the frogs.

Throwing games

  1. Ball school

Target: develop ball handling skills in children: toss up, hit the ground with different tasks, catch the ball with both hands without pressing it to the chest; develop dexterity.

Progress: A small ball is given for the game. I play with children one at a time, two at a time and in small groups taking turns. During the game, the child who makes a mistake passes the ball to another. When continuing the game, he starts with the movement on which he made a mistake. Types of movements:

· throw the ball up and catch it with both hands; throw the ball, clap your hands in front of you and catch the ball;

· hit the ball on the ground and catch it with both hands; hit the ball, clap your hands and catch the ball;

· stand facing the wall at a distance of 2-3 steps from it, throw the ball against it and catch it with both hands;

· throw the ball against the wall, let it fall to the ground and bounce off it, and then catch the ball;

· hit the ball on the ground up to 5 times with your right and left hand.

  1. "Throw for the flag."

Target: practice throwing at a horizontal target; teach children to choose a target, follow the movement of the ball and evaluate the result. Develop accuracy and eye.

Progress: Children stand in two lines one after another, the first line has balls and bags of sand in their hands. In front, at a distance of 4-5 m, several flags stand at the same level. Children simultaneously throw bags of sand from behind their heads with two hands or one, trying to throw them over the line of flags. The teacher counts how many children threw the bags behind the flags. Then the children pick up the bags, run and pass them to their pair. The next line throws, then the results are compared.

  1. Fox hunting

Target: Exercise children in rolling balls, develop strength and accuracy.

Progress: Children are divided into two teams: “Hunters” and “Foxes”. In the hands of the hunters are balls on a string. Foxes run scattered around the site. At the signal “Hunters!” children with balls roll them and take them back by pulling the string. If the ball hits someone, then the children change roles. Children pretending to be foxes stand motionless at this time. At the end, they count who was the fox how many times.

  1. Skittles

Target: Exercise children in rolling balls, develop strength and dexterity.

Progress: Skittles stand in a row at a distance of 3-5 cm from one another. At a distance of 1.5-3 m from them, a line is drawn - “kon”. The players, in order, go to the line and throw the ball, trying to knock down the pin. Knocked down pins are taken away. The winner is the one who knocks down the most pins based on the number of balls. The distance between the pins, as well as from the pin to the stake line, increases gradually.

  1. White bears

Target: train children to walk sideways on the outside of the foot and to throw bags at a moving target; develop the eye.

Progress: Children are divided into two teams: bears and hunters. Children-bears walk around the playground like bears to the words: Walks in Arctic bear,

White wanders through the snow.

Looks for food here and there.

The wind blows, blows, blows,

It sows and sows with fine snow.

At the signal “Hunters,” the bears run away, and the hunters throw bags of sand at the feet of the fleeing bears. After counting, the children change roles.

  1. Throw on a ring

Target: practice children throwing rings on pegs; develop accuracy and dexterity.

Progress: Plot or plotless ring throws are used: 2-6 pegs on stands different shapes. Children throw rings from a distance of 1.5-2.5 m. The game can be played with a group of children (4-6 people). Children receive three rings and take turns throwing them, trying to land on any peg. The teacher notes which of the children will throw the most rings.

  1. Dashes

Target: train children in throwing snowballs at a moving target, develop accuracy; consolidate running skills, develop speed and agility.

Progress: On one side of the site, a house is separated by a line; at a distance of 5-6 m, a second line is drawn, behind which there is another house. Another line is drawn along one of the sides, perpendicular to the houses. The players are divided into two groups - two squads (no more than 6-8 people in each). Children of one squad stand along the line of any house. Another squad is placed along the sideline; At the feet of each child there are two snowballs. At the teacher’s signal, the first squad runs from one house to another. The children of the second squad take one snowball each and throw them at those running. Those hit by the snowball move aside. On a new signal, the dash occurs in reverse side; children standing on the sideline throw a second snowball at the runners. This time the greasy ones also move aside. The teacher notes which of the children of one and the other group was more dexterous, brave, and accurate. The units change places and the game resumes.

  1. Edible – inedible

Target: practice children throwing balls to each other and catching them with both hands, without pressing them to their chest.

Progress: On the ground, a short line marks the end where the player with the ball stands. average size in hand. A long line marks the starting line for the players. The players line up behind the starting line. Each player takes turns throwing the ball into his hands, calling

objects and phenomena living and inanimate nature(cloud, birch, cake, crocodile, compote, etc.) The player, having realized while the ball is flying whether it is edible or not, must catch or not catch (kick away) the ball. If true, the player takes a step forward, towards the horse. If incorrect, it remains in place. The driver throws the ball to the next person. The one who gets to the horse first wins and becomes the leader.

Crawling and climbing games

  1. Bears and bees

Target: teach children different ways of climbing: on a gymnastic wall, crawling under an arc or rope; develop resourcefulness and intelligence.

Progress: The beehive (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's den. No more than 12-15 people participate in the game at the same time. The players are divided into two unequal groups. Most of them are bees that live in the hive. Bears in a den. At a signal, the bees fly out of the hives (get off the gymnastic wall), fly to the meadow for honey and buzz. At this time, the bears run out of the den and climb into the hive (climb onto 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 into the den. Those who do not have time to hide are stung by the bees (touched with their hands). Then the game resumes. Stung bears do not participate in the next game. After two repetitions, the children change roles.

The teacher makes sure that the children do not jump, but get off the stairs, and provides assistance.

  1. Firefighters in training

Target: train children in climbing the gymnastic wall in a convenient way.

Progress: Children stand facing the gymnastic wall in 3-4 columns (according to the number of spans). The first in the columns stand on the line (distance 4-5 steps from the wall). On each span of the gymnastic wall, bells are hung from a rail at the same height. At the teacher’s signal “One, two, three – run!” the children standing first in the columns run to the gymnastics wall, climb onto it and ring the bells. They then descend and return to the end of their column. The teacher marks the one who called first. Game continues. The column with the most players who managed to call first wins.

The teacher makes sure that the children get off and not jump off the slats, and helps if necessary. The winnings are not counted for those who break the rules.

  1. Bring the bag

Target: practice crawling on a bench on all fours with a bag on your back; develop posture.

Progress: 3-4 children stand on benches and place a bag of sand on their backs. They crawl on all fours to the end of the bench. The first one to arrive wins.

When moving, do not drop the bag; if he falls, pick him up, put him back on his back and crawl on; at the end of the bench, take the bag from your back, also without dropping it.

  1. Bird flight

Target: consolidate the skills of running in all directions, continue to learn how to climb the gymnastics wall and descend from it.

Progress: Children stand scattered at one end of the playground (room). They are birds. At the other end of the site there is a climbing tower or a gymnastic wall with several spans. At the teacher’s signal, “The birds are flying away!” - birds fly with their wings spread (children, raising their arms to the sides, run around the entire playground). At the signal “Storm!” birds fly to the tower - they hide from the storm in the trees. When the teacher says: “The storm has stopped,” the birds descend from the tower and fly again.

The teacher should be near the climbing equipment to help the children if necessary. If the gymnastic wall has few spans, children can climb onto benches, boards placed on chairs, or other climbing equipment.

  1. Who's quick to go to their flag?

Target: Exercise children in running at speed, in crawling under an arc in a convenient way.

Progress: Children are divided into 3-4 equal groups and stand in columns several steps from one another at the line beyond which they should not go. At a distance of 4-5 m from this line, collars are placed in front of each column. Further ahead there are flags on the line. At a given signal, those standing first in the columns run to the gates and crawl under them. Then they run to the flags, raise them above their heads and wave them. Then they calmly put the flags on the floor and each one runs back to the end of his column. The one who comes running first wins. The following ones run towards the flags.

  1. Squirrels in the forest

Target: improve children's climbing skills on various physical equipment in various ways convenient for completing the task.

Progress: The game is played on a court or in a room where there is a gymnastic wall. In addition to it, portable devices for climbing are placed: a double ladder, a pyramid with trailing boards and ladders, benches, boards placed on large cubes, etc.

The driver is chosen - the hunter. He stands in a house - a circle drawn in the opposite part of the area or room. The rest of the players are squirrels, they are placed in the trees. At the teacher’s signal “Beware!” - or when you hit the tambourine, all the squirrels change places: they quickly get off, jump off the devices and climb onto others. At this time, the hunter catches them - touches them with his hand. The squirrels that the driver touches with his hand while they were on the floor, as well as those that remain in their original places, are considered caught. They go to the hunter's house and miss one game. A new hunter is selected after 1-2 games. At the end of the game, the teacher notes those squirrels who were brave and dexterous.

During the game, the teacher makes sure that the children use different devices and do not jump from prohibited heights.

Games - relay races

  1. Obstacle course

Target: activate children’s motor experience, improve familiar movements; develop dexterity, speed, intelligence.

Progress: Children line up in two columns. Flags are placed in front of each at a distance of 6-7 m. different colors(based on the number of children in the team). A conventional line is drawn not far from the children, from which they, one from each column, take turns running to the flags. On the way, children must overcome the following obstacles: run along a gymnastics bench, climb into a hoop in any way, jump over a rope stretched at a height of 30 cm. Having overcome all obstacles, the child takes a flag and runs sideways, past the obstacles, to his column. Having run up, he must give a signal by clapping his hand to a comrade who will run next. The teacher marks the squad that quickly and well completed all the exercises. Children from this squad raise their flags up.

  1. Pair relay

Target: practice children throwing and catching the ball to each other while moving; develop speed, agility, accuracy.

Progress: The players on each team are divided into pairs. The team is located 6-7 meters from the team. The distance between players in pairs is 2-3 m. Pairs run simultaneously, throwing the ball to each other. You cannot take more than two steps with the ball in your hands. Having reached the flag, they return in the same way and pass the ball to the next pair standing at the start.

  1. Throw the ball into the hoop

Target: train children in throwing balls at a vertical target in different ways; develop accuracy and eye.

Progress: Teams are lined up in columns, one at a time, in front of the basketball backboards (you can also use a stand with a basket) at a distance of 2-3 meters or more. At the signal, the first number throws the ball around the ring, then catches the ball and passes it to the second participant, who performs the same task, etc. Players alternately throw the ball in the agreed manner (with two hands from the chest, two hands from below, one hand from the shoulder). The team with the most hits wins.

  1. Bring the ball

Target: improve speed running skills by completing tasks; develop speed.

Progress: Teams are lined up in columns one at a time or in a line in front of the starting line. On the opposite side of the court, opposite each team, there is a box with tennis balls in the amount corresponding to the number of players on the team. At the signal, the first number runs to the box, takes one ball and runs back to his place, clapping the next player on the shoulder;

the second number repeats the same, etc. The relay ends at the moment when the last player brings his ball and stands in line.

  1. Forest relay race

Target: teach children to run fast and navigate in space; develop motor activity and speed.

Progress: The players are divided into 2-3 teams and stand in columns on one side of the clearing. On the other side of the clearing, 2-3 trees are selected, located at the same distance from the players. At the whistle or other signal from the teacher, those in teams are the first to quickly run, cross the clearing, run around their tree and return back. The next players stand ready with their left hands extended forward, palms up. When the first ones come running, they pass the baton with a touch of their hand, and then the children standing second run. The winner is the team whose players complete the task first and correctly.

Relay options: *

Each player runs around the tree 2-3 times;

· each player runs around the trees 2 times, making a figure eight around them;

· Perform the task in pairs, holding hands.

Games with different movements

  1. Tiger and hares

Target: train children to run limited area, in climbing and jumping from a snowdrift; develop dexterity, speed, evasiveness.

Progress: The game is played on a small area. The site must have a snowdrift or any other snow-covered elevation, open on all sides. Draw a 2 meter circle around the snowdrift. According to the counting rhyme, the driver is selected - “tiger”. He stands on a snowdrift, and “hares” run around in a circle. The tiger's task is to jump on the hare and grab it. If the tiger only touched the hare, then this is not considered a win. When the tiger grabs the hare, they switch roles. Hares can dodge, run in circles, and climb onto a snowdrift when there is no tiger there.

  1. Little animals, prick up your ears.

Target: consolidate the ability to quickly, at the teacher’s signal, move from a general circle into several circles; improve skills different ways walking.

Progress: Children stand in a circle. The teacher disconnects it in several places. Small circles are created from the resulting parts - houses for bunnies, squirrels, foxes, bears, frogs, etc. The teacher passes by the animals and invites them to follow her. Squirrels move, quickly mincing their feet, bunnies - in small jumps, bears - waddle, fox cubs - with a soft step on their toes. Having formed a common circle, the children dance, spin, and make any movements. At the signal “The hunters are coming!” The animal children scatter and try to form circle-houses as quickly as possible. The groups that do it first and fastest win.

  1. Entertainers

Target: activate children’s motor experience, improve familiar movements; develop attention, imagination, creativity.

Progress: One of the players is chosen as an entertainer and stands in the middle of the circle. The rest of the children, holding hands, walk in a circle and say:

In an even circle, one after another

We are going step by step.

Stand still, amicably, together

Let's do it like this...

The children stop and give up. The entertainer shows some movement, and all the children must repeat it. After 2-3 repetitions of the game, the entertainer chooses one of the players to take his place, and the game continues. Entertainers come up with a variety of movements without repeating those shown. The game is repeated 3-4 times.

  1. Cap and stick

Target: improve circle walking skills; develop attention.

Progress: One of the children goes to the center of the circle with a stick in his hands, puts a cap on his head so that it goes down to his nose, covering his eyes. The rest of the children hold hands, forming a circle. They walk in a circle, saying: One, two, three, four, five -

The stick will knock.

A child in a cap taps with a stick. With the end of the words, everyone stops and turns to the middle. A child in a cap holds out a stick. The one she points to takes the end of the stick and calls the name of the person standing in the circle. The child in the center must guess who called him. If you guess correctly, he chooses who will go to the middle.

  1. Teteri

Target: exercise children in performing movements in accordance with the text of the nursery rhyme, in running and catching. Progress: Like in our meadow

A cup worth of cottage cheese,

Two grouse arrived

They pecked and flew away.

Two players represent grouse. They are located in one of the corners of the room. Other children (6-8

people) stand in a circle in the middle of the room, holding hands. This is a cup of cottage cheese. The text is read in chorus, squatting slightly to the rhythm of the nursery rhyme. On the third line, the grouse jump up towards the cup of cottage cheese. On the fourth line, the grouse jump on two legs near the cup, slightly tilting their heads inside the circle (pecking). At the end of the nursery rhyme, the children pretending to be a cup raise their hands up, shouting “Shoo oo!”, as if scaring the grouse, and the grouse fly away to their corner. The children catch them. The black grouse changes places with the one who caught it. The game repeats itself.

Running games

  1. Owl.

Target: improve the ability to run in all directions without interfering with each other, stopping movement at the teacher’s signal; develop endurance.

Progress: In one of the corners of the site, an owl's nest is outlined in a circle. All children depict butterflies and beetles. The teacher appoints one of the players as an “owl”. At the teacher’s signal “Day!” children run around the playground, flapping their arms, imitating the movement of wings. At the signal “Night!” An owl flies out of the nest. Butterflies and beetles freeze, stopping at the place where the signal caught them. And the owl, slowly flapping its wings, looks to see if anyone is moving. The owl takes the one who moves to her nest. The teacher says “Day!” again. The owl flies to its nest, and the butterflies and beetles begin to fly (run) again. The flight of the owl is repeated 2-3 times. After this, the number of those caught is counted, the teacher chooses a new owl, and the game resumes.

  1. Day and night

Target: improve speed running skills; develop speed and attention.

Progress: The participants of the game are divided into two teams: “Day” and “Night”. Their houses are located on opposite sides of the site, beyond the line. Another line is drawn in the middle. At a distance of one step from it, on both sides, teams line up with their backs to each other. The teacher says: “Get ready!”, and then gives a signal to the team that must catch. If he said “Day,” then the children from the “Night” team run to their house, and the children from the “Day” team turn around and catch them, but only to the border of the runaway house. The number of those caught is counted, then the children line up again along the line and wait for the next signal.

The game is repeated 4-6 times. The teacher can name the same team 2 times in a row, but each team needs to catch a total of same number once. The team that catches the most children wins.

  1. Two frosts.

Target: practice running at speed with catching and dodging.

Progress: On opposite sides of the site (2 parallel lines are drawn at a distance of 15-20 m)) two houses are indicated. The players are located in one of them. Using a counting rhyme, two “Frosts” are selected. Both frosts stand in the middle, facing the players and say the text: We are two well done brothers,

Two frost daredevils.

One(pointing to himself) I am frost - Red nose,

Another: I am frost - Blue nose.

Come on, which of you will decide to set off on this little path?

Children: We are not afraid of threats

And we are not afraid of frost!

After these words, the children run to the other side of the playground beyond the “home” line, and the Frosts try to catch and freeze them. The “frozen” ones stop at the place where they were touched and stand motionless until the end of the run. The frosts speak again, and the players run back, helping out the frozen ones along the way. After 2-4 runs, the number of those caught is counted, other frosts are selected, and the game resumes.

  1. Tulle with a skipping rope.

Target: improve running skills with catching and dodging; learn to coordinate your movements with the movements of your comrades; develop orientation on the site.

Progress: Two children take for different pens an ordinary short jump rope, they run around the playground, trying with their free hand to slap one of the children running away from them. The first one caught stands between the drivers, grabs the middle of the rope with one hand and joins in the catch. In order for the three drivers to be freed from their duties, each of them needs to catch one player. (don’t let go of the rope, coordinate actions in threes).

  1. Catch up with your mate.

Target: improve speed running skills; develop speed and coordination of movements.

Progress: Children stand in pairs one after another at a distance of 2-3 steps on one side of the playground. At the teacher’s signal, the first in pairs run to the other side of the site, the second catch up (each with his own pair). In the opposite direction, children change places: first

The children's game "Sly Fox" is similar to "Ring-Ring", but differs in its rules. It develops attention and patience, and liberates children. The game requires an open area and 6-10 participants.

Rules of the game sly fox

The players stand in a circle, facing each other. Everyone puts their hands behind their backs. With children, an adult is chosen as the driver; among school-age children, this could be one of the players. The driver stands behind the circle and walks behind all the guys. He must very carefully, unnoticed by the others, touch the hand of one of the players. The one he touches becomes a “sly fox.”

Next, the driver selects one player and invites him to look into the eyes of the participants and guess who has become the “fox”. The player can guess, but if this does not happen, everyone asks: “Sly fox, where are you?”, trying to identify it. If the "fox" is discovered, everything starts again. If not, then she shouts “I’m here” and begins to catch up with the players. The task of the catcher is to catch three runners. After this, the game starts over. Outdoor game "Sly Fox" - good fun for children and adults on fresh air or indoors.

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