Methodical manual "outdoor games in the classroom and after school hours." Outdoor game "Sly Fox"

structural division "Youth Sports School"

State Budgetary Educational Institution Secondary School "Education Center" Varlamovo village

Compiled by: Shinin V.N.,

trainer-teacher

Outdoor game"Changing Places"

The number of players is 16-20 people.

Preparation. Players of two equal teams (8-10 people each) line up along the main line of the basketball court opposite each other. In front of each of them there is a gymnastic mat (or a hurdle).

Game description . At the sound signal from the coach, the players of the opposing teams change places, performing forward somersaults (or jumping over barriers) twice along the way. The winner is the team that first reaches the opposite side of the court and lines up on it in a strictly defined sequence, receiving a point. Whose team will score more points out of ten attempts?

Rules : 1. You cannot collide with your opponent. 2. The team in which the player did not perform a somersault (or jump) is considered defeated.

Options: 1. Run through the gate. 2. Run back and forth by jumping. 3. Running on all fours. 4. Running on “three” legs - every two participants of one team stand next to each other and tie their legs (the right of one, the left of the other), moving forward 1 cm as if on three legs.

Pedagogical purpose.The game promotes the development of dexterity, speed, and fosters teamwork.

Outdoor game "Third wheel"

Preparation. A circle with a diameter of 12-16 m is drawn in the center of the site. Players in pairs, behind each other’s heads, are placed in a circle. The distance between pairs is 1-2 m. The coach assigns two drivers: one running away, the other catching up.

Game description . At the sound of a sound signal, the runner tries to get as far away from the catcher as possible and then suddenly stands in front of one of the pairs, the back player, who is quickly running away. The game will be more interesting if this back player becomes catching up and can “suck” the other until he stands in front of some pair.

Rules. 1. While running, players do not have the right to touch other players with their hands or other parts of the body.

2. The back of the pair cannot start before the runner gets up in front.

3. The runner must not run inside the circle, otherwise he becomes a catcher.

Option. Those playing in pairs spread their legs wide apart. The runner cannot simply stand in front of the couple, but must crawl between the spread legs of the couple.

Pedagogical purpose.The game helps improve motor running skills, reaction speed, running speed, and agility.

Outdoor game “Hare Hunting”

Number of players: - 16-24 people.

Preparation. A circle with a diameter of 18 m is drawn in the center. The players are divided into 2-3 teams of 8 people, one of which - the “hares” - stands in a circle. “Hunters” are located outside the circle and receive a volleyball. Description of the game: At the sound signal from the coach, the “hunters” do not enter the circle and try to hit the “hares” with the ball. They dodge and run inside the circle to a safer place. The “hare” leaves the game as soon as he is hit with the ball, and begins, as directed by the coach, to perform one and: four additional exercises at established “stations” No. 1-4. The game continues until all the “hares” are knocked out " After this, the center of the circle is occupied by another team, and the one playing earlier takes its place. The team that spends the least time throughout the game wins, or set time(for example, in 3 minutes) will “knock out” more players from the opposing team.

Rules: 1. “Hunters” do not have the right to step inside the circle, otherwise the throw does not count. 2. The “Hare” that goes beyond the circle is eliminated from the game. 3. A hit is counted if the ball touches any part of the body other than the head (so you can hit the ball with your head), and does not bounce off the floor or from another partner.

Options. 1. In addition to throws with your hands, you can also “knock out” “hares” (combined depending on the situation) by kicking the ball.

Methodical instructions.It is necessary to achieve collective action among the players, using more passes between partners.

Pedagogical purpose. The game is used to strengthen the skills of catching, passing and throwing the ball. Improves speed of orientation, speed of reaction, ingenuity in choosing a place, dexterity, accuracy of movements, develops teamwork.

Outdoor game "Snipers"

Number of players 14-16 people.

Preparation. On opposite sides of the site, two parallel lines are drawn, forming a “city”. On the “city” line, mark; place of delivery. All players are divided into two teams, one of which (by lot) takes a place in the “city”, the other - in the field. The team in the city is given a volleyball.

Game description . At the signal, one of the players kicks the ball into the field from the serving place, and immediately rushes to the opposite “city”. The team players operating in the field receive this ball and try to mark the running back by kicking it. If the latter manages to run back and forth unstained, then the teams change places, and when the winner receives maximum amount points (according to the number of players), the team in which the player managed to run unspotted only there (to another “city”) receives a point and the right to shoot a second time. In this case, the teams change places after hitting and successful running of all players. The winner is the team that manages to score more points out of 2-3 attempts by each team.

Rules . 1. It is not allowed to stop the ball with your hands (in case of good skills). 2. You cannot interfere with a running player, otherwise the “grazing” is not counted. 3. The person running after a strike is obliged in all cases to run out into the field, without the right (not having reached another “city”) to return back. The motto is just forward! 4. The team in the field receives a point for each person spotted.

Pedagogical purpose.The game helps improve the technique of receiving (stopping) the ball, hitting the ball, develops agility, speed, courage, decisive action, and tactical ingenuity.

Outdoor game “Defense of fortifications”

Number of players - 12-15 people.

Preparation. In the center of the hall, a small circle and a large circle with a diameter (“responsibly 2 and 4 m) are drawn. Students are located outside it. In the center of the small circle, a “fortification” is installed - three clubs. A “defender” is selected, who stands next to the fortification.

Description of the game. At the signal, they try to hit the “fortification” with the ball. The “defender” prevents this by kicking and catching balls. The player who knocks down three clubs at once or the third (last) changes places with the “defender”.

Rules. 1. Throw (kick) - without going beyond the line of the circle, otherwise the throw does not count. 2. The “Defender” does not have the right to “step outside the line of the small circle, hold the “fortification” with his hands, or install knocked down clubs again.

Option . Playing with feet.

Methodical instructions.1. The diameters of the circles should be adjusted in accordance with the capabilities of the players. 2. It is necessary to stimulate collective action in every possible way, giving preference to passing the ball, as a result of the combination of which the “defender” became confused and the “fortification” turned out to be defenseless.

Pedagogical purpose.The game helps improve the skills of throwing, catching, passing the ball, and in the case of playing with feet - stopping, passing, hitting inside feet and instep, develops courage, quick orientation and tactical thinking.

Outdoor game “Passing balls in a circle”

Number of players -16 -20 people.

Preparation. A circle with a diameter of 12 -16 m is drawn in the center of the site. The players stand in a circle and count on the first - second. The first numbers are one team, the second numbers are another. Each team receives a ball (football, volleyball, basketball or medicine ball up to 2 kg), which are held by the players standing next to each other.

Description of the game. At the sound signal from the coach, each team begins to pass the ball around the circle as quickly as possible: the first numbers counterclockwise, the second numbers clockwise, trying to overtake the other team. The winner is the team that manages to do this.

Rules. 1. The ball must be passed only in strict sequence. 2. Players are not allowed to catch the other team's ball or make it difficult for them to pass the ball.

Pedagogical purpose.The game helps improve the technique of catching and passing the ball, develops dexterity, speed of movement, and fosters collective principles.

Outdoor game “Football through the benches”

The number of players is 12-16 people, depending on the size of the site.

Preparation. The players are divided into 4 teams of 3 - 4 people each; The team is located on the sideline of 1/2 of the basketball (handball) court. There are several benches between the teams. They play with a volleyball. It is determined by lot who starts.

Description of the game. The ball, after bouncing off the floor with a strike from the middle of the instep or the inside of the foot, is sent through the benches to the other side of the court. You can stop (not catch) the ball with your hands or any part of the body. Each team can kick the ball three times, i.e. With one of three hits - the first, second or third - the ball must be sent to the other half of the court.

Methodical instructions.Errors: a) hitting the ball on the bench, b) hitting the ball four times; c) the ball goes out of bounds; d) the ball touches the floor more than once between shots; e) double hits of one player (except for the first move).

The following are allowed: 1) serving with the head immediately to the opponent’s side; 2) the same player can hit the ball first and third.

Pedagogical purpose.The game teaches soft handling of the ball, precise calculation, game interaction and improves them.

Outdoor game “Ball for the captain”

Number of players - 10 - 16 people.

Preparation. In opposite corners of the site, sectors are outlined with two lines (with a distance of 1 m). The players are divided into two teams. Each team chooses its own “captain”, who stands in small sectors of 1/2 of the opponents’ field.

Description of the game. It starts in the center of the field by tossing the ball between two players from equal teams. The team that has gained possession of the ball tries to use passes to get closer to the sector of its “captain” and pass the ball to him. For each successful attempt, teams receive one point. The team that scores within the specified time wins. large quantity points.

Rules. 1. None of the players has the right to step beyond the sector line, and the goalkeeper leaves the small sector. 2. The ball is counted if the “captain” catches it from the summer, and not after bouncing off the wall or players. 3. You cannot run with the ball or dribble it. You can only take two steps. 4. A ball that goes out of bounds is thrown in by the opposing team at the point where the ball came out. 5. If the defenders enter the sector to intercept the ball directed to the “captain”, the ball is counted to the attacking team. 6. When fighting for the ball, it is not allowed to grab or push opponents. For a violation, the victim performs a free throw (passing the ball to the “captain”) from a distance of 7 m. Only one defender guards the “captain”, positioned at the sector line.

Methodical instructions.1. Teams must have great headbands or play in jerseys different color. 2. During the game, you should more often draw the players’ attention to mistakes and explain them, i.e. take micro-pauses lasting 15-20 s.

Outdoor game “After the opponent’s ball”

(buy time with a long-range strike).

Number of players - 8-16 people.

Preparation. The players are divided into two (4) teams of 4 people. and line up in columns behind the starting line. The guides are given a ball.

Description of the game. At the sound signal from the coach, the first numbers send the ball as far into the field as possible with a lifting kick and rush after the opponent’s ball. Having mastered it, they run back. The first player to secure his place in the column receives 2 (4) points, the second - 1 (3) points. After this, at the coach’s signal, the second number strikes, and those running go to the end of the column. The team with the most points wins.

Rules. 1. After a hit, you cannot touch your ball again or interfere with the opponent, otherwise the team receives zero points. 2. The one who has taken possession of the ball does not have the right to pass it, but must return to his place with the ball in his hands.

Options. Going back is possible different ways: a) jumping on one or two legs; b) dribbling the ball with the sole stopping behind the starting line.

Pedagogical purpose.The game helps improve strong hitting skills, movement techniques, and develops special power, speed, ingenuity and collective action.

Outdoor game "Wolf in the Moat"

Number of players - 12 -16 or more people.

Preparation . A “ditch” is laid in the center of the site - two parallel lines are drawn at a distance of 80 - 100 cm from each other. On opposite sides of the hall, the bottom of the “house” is marked with lines. They choose one or two drivers - these are the “wolves” who occupy a place in the “ditch”. The rest of the players - “hares”, “sheep”, “goats”, are located behind the line of one of the “houses”.

Description of the game. At a signal from the trainer, the “animals” try to run to another house to the “mother” - the trainer, jumping over the “ditch” as they go, and then into reverse side. "Wolves" seek to tarnish the jumpers. Those caught go to the “mother” - the trainer, and receive additional physical activity(for example, do 10 push-ups and 10 squats) and return to the game. Those who are never caught win.

Rules. 1. Dash runs are allowed only at a signal. 2. You cannot step on the “ditch”. 3. “Wolves” do not like to run out of the “ditch”. 4. Those who lingered (stopped) in front of the “ditch” or returned back are considered caught. Maneuvering along the “ditch” is allowed, but at the coach’s command you must jump over it. 5. The distance between the lines and the number of “wolves” can be increased.

Pedagogical purpose.The game helps improve skills in running, long jumping, agility, develops orientation, intelligence, and courage.

Outdoor game “Who is faster?”

Number of players - 12-14 people.

Preparation . A circle with a diameter of 10 - 12 m is drawn in the center of the site, and stands for outlining are installed in the corners. Players playing with balls stand in a circle.

Description of the game. At the sound signal from the coach, the players begin to randomly juggle the ball, trying to see the coach all the time. According to an established visual signal (for example, hands on the coach’s belt), the students dribble the ball to the nearest (any) post, circle it and return to the circle. The last two (late) move to the “improvement zones” and complete the assigned tasks of the coach. The game resumes. The winner is the one who remains alone in the circle.

Rules. 1. If during juggling the ball goes outside the circle, the offender does not participate in this attempt and receives a first warning. After the second warning, the offender moves into the “improvement zone.” 2. Participants must not deliberately touch someone else’s ball or push away the opponent’s ball with their hands, otherwise a warning will follow.

Option. Instead of juggling, only dribbling the ball with the use of feints is possible, the rest.

Pedagogical purpose.The game improves the use of technical elements in a complex competitive environment, develops special dexterity, spatial orientation, and speed of reaction to a visual signal.

Outdoor game "Forward threes"

Number of players - 11-14 people.

Preparation. The players are divided into 3 equal strength trios (quadruples). There are permanent goalkeepers at the gates. One of the teams receives a lightweight (volleyball) ball and takes a place in the center of the court. The other two are located at opposite gates - A and B.

Game description . At the coach’s signal, the trio in possession of the ball begins an attack at Gate A, defended by one of the two teams. If they manage to score a goal (the team gets two points) or hit the goal after a kick (the goalkeeper caught the ball, the team gets one point), then they will repeat the attack, but this time on goal B, defended by the other team. This continues until one of the defending teams intercepts the ball or the shot goes wide of the goal. Then this team goes on the attack, and the attacking team takes place in the defense of the goal. The team that manages to score within the allotted time wins. greatest number points.

Methodical instructions.1. I.p. defending teams - near their goal. As soon as an attack begins on their goal, you can go to the position of the day of the ball selection. 2. The attacking team tries to play wide, stretching the defense, moving, and looking for any opportunity to shoot on goal.

Pedagogical purpose. The game is used to reinforce shots with the inside of the foot (passes) and the middle of the instep (shots on goal), as well as the ability to choose the correct position to receive the ball.

Outdoor game “Faster to the flag”

Number of players -12-16 people.

Preparation. On opposite sides of the site, two parallel lines are drawn, forming one’s own and someone else’s “house”. A stand is installed 8-10 m from “your home”. All players are divided into two teams - “dark” and “light” of equal composition. By lot, players of one team (for example, “light”) each receive a volleyball.

Description of the game. The first number of the “light” players from the “own home” line sends the ball through the air to “someone else’s house” with a lifting kick, and he quickly starts to the post, runs around it and returns to “his home”. The “dark” players must catch the ball and, acting individually or through passes to each other, try to tackle the runner.

Rules . 1. As soon as the “dark” has caught the ball (it is not possible earlier), his partner can move from “his home” closer to the post to receive the pass. 2. The player who was hit with the ball gets a point. 3. As soon as all players take their starting positions in “their houses,” the second player enters the game, etc. 4. After a certain time (5 minutes), the teams change roles. 5. 1 The winner is the player who managed to score the fewest points.

Pedagogical purpose.The game promotes the development of speed, dexterity, coordination of movements, improves the technique of hitting the ball with a lift, catching the ball, and fosters teamwork.

Outdoor game “The Most Accurate”

Number of players - 1-12 people.

Preparation . On opposite sides of the site, two parallel lines are drawn, forming “cities”. In the center and across the field (for example, in the hall - along the middle line of the basketball court) gymnastic benches are installed, on each of which 3 medicine balls are placed. All players are divided into two equal teams, which receive a ball and are located along the line of their “city”.

Description of the game. From outside the “city” by hitting any part of the lift or inside feet need to knock down the medicine ball. Players from both “cities” strike simultaneously.

Rules. 1. During the game, the football player provides himself with the ball and can take shots from any free point in his “city”. 2. The player who knocked down the ball receives a point and must quickly replace the ball. 3. The team that scores the most points (the sum of the points of the players on one team) within a certain time is declared the winner, and the player who knocks down the most balls is the most accurate. 4. It is prohibited to hit the ball from outside the “city”. 5. Strikes are made only on a stationary ball.

Pedagogical purpose.The game helps improve the technique of striking with the instep and the inside of the foot, develops accuracy and coordination in monitoring the actions of opponents.

Outdoor game “Ball Hunters”

Number of players: 12 - 16 people.

Preparation. Stands and tape mark a 25x25 m square. All players and the “hunter” with the ball are located in the square. “Hunter” with a cap on his head; the players hold their caps in their hands.

Description of the game. At the sound signal from the coach, all players begin to dribble the ball within the square, without colliding with partners, in various directions, using feints, stops. The “hunter”, dribbling the ball himself, pursues the players, trying to knock the ball away from them with his foot or his own ball. The player whose ball is knocked out of the square puts on a cap and also becomes a “hunter”. The winner is the player who managed to save the ball last.

Rules. 1. It is not allowed to go beyond the square with the ball. The culprit becomes the “hunter.” 2. The “hunter” does not have the right to throw the ball, releasing it far from himself, and go for the tackle. 3. The players do not knock the ball away from the “hunters”. 4. The fight for the ball and tackling the ball should be carried out without violating the rules of football.

Methodical instructions.The coach must be very careful to ensure that the rules of the game are followed and his decision is final.

Pedagogical purpose. The game helps improve the technique of dribbling the ball with the foot farthest from the “hunter”, develops orientation in space, and the tactical trick of always being further from the driver.

Outdoor game “Catchers of a player without a ball”

Number of players - 12 - 16 people.

Preparation. Stands and tape mark a 25x25 m square. All players are divided into pairs. Each pair has a ball. By lot, two drivers are chosen - “catchers” who do not have a ball. All players and drivers are located within the square.

Description of the game. At the sound signal from the coach, partners in pairs, moving within the square, dribble and pass the ball to each other. The “catchers” try to harass the player without the ball, and their partners must help them out with timely and accurate passes. The exhausted player leaves the site and, on the instructions of the coach, works individually or in pairs with the ball (juggling, passing the ball with his feet, head) or performs a certain physical activity (jerks 5 times 10 - 15 m from various positions). The last couple remaining is declared the winner.

Rules . 1. Players with the ball cannot be “salted”. 2. A player who goes out of bounds with or without a ball is excluded from the game. 3. It is allowed to help out a player without the ball with a pass from another pair. In this case, the players form a new combination.

Guidelines. The coach must be very attentive and strictly monitor the players' compliance with the rules of the game. The coach's decision is final.

Pedagogical purpose. The game helps improve dribbling and receiving the ball on the spot and in motion, passing the ball in difficult confrontation conditions; fosters accuracy, timeliness and expediency of passing, develops general endurance.

Games for developing speed and strength qualities

"Take the fortress."A circle with a diameter of 4 m is designated. The players are divided into two teams of 10 - 12 people. One team sits in a circle and defends it, the other tries to “take the fortress” by pushing the enemy out of there. If a player defends, the team steps over the line limiting the circle with both feet, he is eliminated from the game. The team that holds the “fortress” longer wins.

"Fast Dance" " They play in pairs. The players take each other by the shoulders, standing face to face, while everyone tries to step on their partner’s foot. The player who can step on his partner's foot the most times wins.

Games to develop strength

"Throwing the ball with your feet."The players, holding the ball with their feet, are located on the same line, two to three steps from each other. Pushing off with both feet, they simultaneously or alternately throw the ball forward. The player who throws the ball farthest wins.

"Break the chain." Students are divided into two teams. Players: each of them stands in a line, one at a time, facing each other. The player of the first team takes the hand of the player of the second team, etc., thus forming one rank (chain). At the coach’s signal, each team begins to pull in its own direction. The winner is the team that is the first to pull the opponent forward to a distance of 6 m.

Games for developing speed skills

"Overtake the ball." One of the teams with an equal number of players forms a circle; the other is built in a column, one at a time, at the back of the head, so that the first in the column stands directly next to the circle itself, where the player with the ball is standing in the circle. The team in the circle passes the ball from player to player. And the players of the second team, taking turns, run around the circle, trying to “overtake the ball.” The team whose players complete all the circles first (according to the number of players) wins. Then the teams change places. The option of passing the ball in a circle can be done with the feet.

"Calling numbers."The group is divided into two to three teams of 5-7 people each. Players line up in a column and are counted in numerical order. Balls lie at the same distance from each column (8-12 m). The coach calls the numbers in random order. The called numbers run towards the balls, trying to hit them faster. The one who makes the first strike earns a point for my team. The team that scores the set number of points wins.

Relaxation exercises should occupy a significant place in training with young football players. It is advisable to alternate them with exercises that give boys a greater load: strength, endurance, etc.

This alternation fosters young football players the ability to control your movements and give a short rest to those muscles that previously took an active part in the work.

"Dash for the ball."The leader, with the ball in his hands, stands between the two teams, whose players are settled in order. Throwing the ball forward, the leader calls a number. Both players with this number rush forward after the ball. The first one to master it earns his team a point. The team whose players score more points wins.

"Day and night" Players in two lines are located in the middle of a fairly large area at a distance of 1 step with their backs to each other. The teams are given the names "Day and Night". The leader, standing on the side, calls one of the teams. Its players must run as quickly as possible behind a line drawn 10 (or more) steps in front of them. The players of the other team, turning in a circle, rush in pursuit. The number of points they get is how many players they can knock down to the “house” line. No one drops out of the game, and all participants again stand in ranks. The manager calls commands in any order. The winner is the team that manages to kill more enemy players in the same number of runs.

"Riders' Fight"In each of the two teams, the players are distributed among the peers. The “riders” sit on the shoulders of the “horses” and the teams line up near the center line. At the leader’s signal, the fight between the riders begins. Everyone tries to grab their opponent as comfortably as possible and pull them off the horse, while remaining in the “saddle.” The horses do not take part in the fight; they only try to stay on their feet more firmly. If both riders are knocked out of the saddle, the loss is counted to the one who touched the floor first. Then the players change roles and the game is played again.

“Manage to catch up.”Participants in the game (up to 20 people) stand on the treadmill so that there is the same distance between them. For example, if 16 people participate in a game, then on a 400-meter track they stand every 25 meters, one after the other. At the signal, all players begin running. The task of each player is not to allow himself to be caught up and to try to touch the runner in front with his hand in order to cut him off from further struggle. The greasy ones leave the path, the rest run on.

"Keen Eye" While walking or running with a regular side step or with a cross step (the change of types of movements is carried out at the command of the leader by voice), the leader from time to time gives a visual signal to perform predetermined actions. The leader raises his hand up - the students lunge to the side - forward (or jump followed by a stop). The hand signal to the sides causes a jump upward with a push of two and a stop after that in a defensive stance. After clapping, you need to turn in a circle and then run backwards. You can offer other tasks. A player who makes a mistake twice is eliminated from the game.

"Back and forth".A gymnastic mat is placed 8-10 steps in front of the teams, whose players stand one after another. During the relay race, after jumping from the start, athletes perform a summer somersault on the mat and continue running to the line drawn behind the mats. Having crossed this line with both feet, the players return backwards, performing a back somersault on the mat after rolling onto their backs. Having risen, the players continue running backwards and jump over the starting line. The last action is a signal for the second player to rush from the start, who repeats the task, etc.

The teacher evaluates the actions of the participants, the speed of finishing the relay and determines the winning team.


Outdoor games
WHO IS FASTER?

The players line up in one line on the shore, holding hands. At the leader’s signal, they all enter waist-deep water together and, turning to face the shore, lower their hands. At the second signal, the players try to run out of the water as quickly as possible. Those who get to the shore faster win.

DIVE

A jar filled 2/3 with water is placed in the center of the circle. Each player has 10 stones of different sizes. In turn, each player places one pebble into the jar. The player whose move causes the water to overflow is considered the loser.

GATES

A group of 3–7 people plays. A flat area is cleared on the sand. The player throws a pile of stones at it. The two stones with the smallest distance between them become the gate. Through this gate you need to break through all the pebbles, hitting one another. When only one gate remains, then with the last blow on one stone you need to hit the second. The winner is the one who completes the task in fewer moves - blows.

SORTING STONES

The players sit in a circle with their backs to the center. Each person has a pile of 10–12 stones behind their back. Without turning, by touch, players must arrange the stones in descending order. At the presenter’s signal, everyone turns around, studying their results, and chooses the winner.

PULL - PUSH

Holding hands, the players stand outside a large drawn circle. At the leader’s signal, they begin to push each other into the circle. If a player steps outside the circle, he is eliminated from the game.

WHOSE LEG?

A group of children is placed behind a blanket. They take turns stretching out their legs, and the driver must guess whose leg it is. If he guessed right, he goes behind the blanket, and the player whose leg was identified becomes the driver.

SAND CASTLE DISCOVER

A sand palace is being built not far from the water. At the very high tower A magic wand is placed in the palace. Guards (1 – 2 people) stand at the castle walls. At a distance of 5 - 10 meters from the castle, a starting line is drawn, behind which the players are placed. They must disenchant the castle by stealing a magic wand. The guards close their eyes and count loudly to three. At this time, the players run to the castle. Having said “three”, the guards open their eyes, and if they see any movements, they send the players who made them behind the starting line. Then the guards close their eyes again and count to three. The first player to take the wand becomes the guard in the next game.

SHORE AND RIVER

Two lines are drawn at a distance of one meter from each other. Between these lines there is a “river”, and along the edges there is a “bank”. Everyone is standing on the “shores”. The leader gives the command: “river”, and everyone jumps into the “river”. On the command “shore”, everyone jumps onto the “shore”. The presenter gives commands quickly and randomly to confuse the players. If at the command “shore” someone ends up in the water, or vice versa. On the command “river” - on the “bank”, then this person is eliminated.

COUNT TO 12

In advance, all children in the squad are introduced to the 12 second rule. If the “shore” whistle sounds, you have 12 seconds to exit the water. The children, who are with the counselor on the shore, count together to 12, and the one who came out of the water later must perform a creative number on the beach (sing, dance, shout, etc.) of the squad’s choice.

POTATO

The players stand in a circle and quickly throw the ball to each other. A player who threw the ball poorly or did not catch it squats in the center of the circle. During the game, players sitting in a circle, having caught a flying ball, are freed. There is another way to free the players sitting in the circle. To do this, you need to, without catching the ball flying into your hands, hit it so that, as it flies away, it hits one of the players sitting in a circle and holding hands. In this case, the players sitting in the circle are freed.

PEARL

Pebbles wrapped in foil are prepared - these are “pearls”. Then they are scattered shallowly (knee-deep) in the water among the pebbles. The players' task is to collect as many “pearls” as possible.

LOOKING FOR THE SHOES

Everyone sits in a circle as close to each other as possible. Choose a driver who stands in the center of the circle. Those sitting in a circle pass a shoe to each other under their knees together, but so that the driver cannot see it. Everyone is trying to deceive the driver, to show that they have the shoe, that they are passing it on to each other. When the shoe is found, whoever it was found with. Becomes the next driver.

CAT – MOUSE – MAZE

All players stand in several rows behind each other. They join hands with neighbors standing next to them on the left and right, forming the “walls” of the labyrinth. “Cat” and “mouse” are selected. The task of the “cat” is to catch the “mouse”, and for the mouse to run away from it. They must run between these “walls”; At the same time, you cannot catch and run away through them. When the leader claps (whistles), all players lower their hands and turn clockwise 90 degrees and join hands again, thus changing the maze. The game continues until the “cat” catches the “mouse”. Throughout the game, the presenter can clap his hands at his discretion, changing the maze.

PROTECTION OF FORTIFICATIONS

Participants of two teams form circles; a “town” of pins, balls, etc. is placed in the center of the circle. The driver from the opposing team stands near the “town”. The players' task is to destroy the "town" with the ball. The driver prevents this from happening by hitting the ball (you cannot step over the line when attacking).

RED, YELLOW, GREEN

Players draw sealed tokens of three different colors. The team, united by one color, is given the task of catching up and eliminating the tokens from the enemy team, while maintaining its composition. A group with red tokens catches up with a group of yellow ones, yellow ones catch up with green ones, and green ones catch up with red ones. Each group has approximately the same number of players. The presenter announces the meeting place of each color group and gives a sound signal (whistle) to start the game. The presenter himself is in the center of the site, and players who have lost tokens gather near him.

SEINE

The game takes place on a limited area, the boundaries of which cannot be crossed by any of the players. Two or three players join hands, forming a “net”. Their task is to catch the “fish” - the rest of the players. If the “fish” could not evade, then it joins the drivers, increasing the “net”. The game continues until the last player remains - the winner.

SCOUTS AND SENTRY

Flags are placed around the sentry. The flag can be a branch 60 centimeters long on which a scarf hangs. The number of flags is from 5 to 7. They are placed at a distance of 15 - 20 steps. The scouts move away to such a distance that the sentry cannot see them. Their task is to sneak up on the flag unnoticed and steal it. The sentry has the right to move around the area limited by the flags, but no further. If the sentry sees the scout and calls him by name, then the scout is eliminated from the game, and if the sentry notices the scout running away with the flag and calls him by name, then the flag returns to its place, and the scout can continue the game. A scout has no right to disguise himself or change clothes. The game ends when all scouts have dropped out of the game, or the sentry has one flag left. As a rule, not a single sentry misses the last flag.

BALL IN A CIRCLE

JUMP

On a sports field or limited space, small circles with a diameter of 30-40 cm are drawn for each participant in the game. The driver stands in the center of the site. The driver says: “Jump!” After this word, the players quickly change places (in circles), jumping on one leg. The driver tries to take the place of one of the players, also jumping on one leg. The one who is left without a place becomes the driver.

Rules: You cannot push each other out of the circles. Two players cannot be in the same circle. When changing places, the circle is considered to belong to the one who joined it earlier.

PULLING
A straight line is drawn through the middle of a circle with a diameter of 4 m, dividing it into two equal parts. Two players stand on both sides of the line with their backs to each other. A ring of rope with a diameter of 1.5 - 2 m is put on them so that it passes under the hands. While squatting, participants move their body forward so that the rope is slightly stretched. At the signal, both players begin to pull each other out of the circle. Whoever pulled who out of the circle won.

PULLING ON STICKS

The players, divided into two teams, sit on the floor in single file: one group (team) against the other. The front ones grab the stick with both hands and rest their feet against each other. The rest of each team holds each other tightly by the waist. The tug-of-war begins on command. The team that wins is the one that wins over its opponents and snatches the stick from its opponents. The game can be played in pairs.

TURNIP

The players sit on the floor in single file, holding each other by the waist. The one in front is chosen to be the strongest and strongest (turnip). The turnip is taken onto something reinforced (post, tree, etc.). The rest (2,3,4) are trying joint forces tear it off. The winner is the strong man who did not give in, or the group that tore him off. The game starts at the signal. The number of participants is determined in advance.
"CHUR, BY THE TREE"

They play in open areas where there are trees. Everyone except the driver stands near the trees, the driver stands in the middle between the trees. Those standing by the tree begin to run from tree to tree. The driver must smack them before the runner runs up to the tree and says: “Come on, by the tree!” The one who is salted becomes the driver, and the driver takes the place of the player playing by the tree.

CROWS AND SPARROWS

Two parallel lines are drawn at a distance of 1 meter. Another 4 - 5 meters are measured from them, and another line is drawn. The first two lines are the starting lines, the second are the “houses”. Teams line up with their backs to each other near the first lines. Each team is given a name - one is “crows”, the other is “sparrows”. If the presenter said “crows,” then the crows catch up with the sparrows, which are trying to escape to their “house.” All caught sparrows become crows. The same thing happens, only in reverse, if the presenter said “sparrows.”

CIRCLES

Several circles are drawn. The players are in these circles. Between them there is a driver who does not have the right to enter the circles. You can't stay in a circle for a long time. The players must constantly run from one circle to another. The driver's task is to hit the player while he is not in the circle. The upset player becomes the driver.

TRAINS

Each player has a depot - a small circle drawn. In the middle of the site there is a driver - a steam locomotive that does not have its own “depot”. The leader walks from one carriage to another. Whoever he approaches follows him. This is how the carriages are assembled. The locomotive suddenly whistles, and everyone runs to the depot, including the locomotive. The player left without a seat becomes the driver - the locomotive.

TUTTI FRUTTI

The team is divided into two or more fronts and chooses a name for itself - fruit. One person stands in the center and tells a story. As soon as he uses one of the fruit names, the members of that front must switch places with each other. If it is pronounced “tutti - frutti”, then all members of all fronts must change places.

CATCH THE DRAGON'S TAIL

Several teams line up in a column. Everyone holds the person in front by the belt. This is "dragon". The first in the column is the dragon's head, the last is the tail. The task of the head is to catch the tail of another dragon. The dragon's body should not be torn apart. Game option: just one dragon, the head catches its own tail.

PROTEINS, NUTS, CONES

Everyone stands up, holding hands, three at a time, forming a “squirrel’s nest.” They agree among themselves who will be the “squirrel”, who will be the “nut”, and who will be the “bump”. The driver is alone, he does not have a nest. If the driver calls “squirrels,” then all the “squirrels” leave their nests and run to another. The driver must take the vacant seat. The one who does not have enough space becomes the driver. The same thing happens with the commands “nuts” and “cones”.

FLASHING LIGHTS

The players sit in a circle, one chair is empty. There is a person behind each chair. The presenter (his chair is empty) blinks at those sitting, unnoticed by those standing. The one to whom he blinked must run to an empty chair, but those standing behind the chairs try to prevent this from happening. Those sitting and standing can change places.

Game option without chairs:

The players in the inner circle do not sit, but stand. The players in the outer circle look at their partner's heels, holding their hands behind their backs. The presenter also flashes to someone in the inner circle. If they managed to catch him, the pair changes places. If the player standing in the outer circle did not succeed, then he becomes the leader, and the player who managed to run across becomes the player in the outer circle.

THIRD WHEEL

The players stand in pairs facing the center, forming two circles. Two drivers - one runs away, the other catches up. They run around in circles, but can only walk through the circle on one leg. The running player can stand in front of any pair. The one who was third (last) becomes the runner, and now the second player catches up with him.

HARE WITHOUT A LAIR

The participants of the game stand in pairs facing each other, raising their clasped hands up. These are “houses” or “hare’s lairs”. Two drivers are selected - “hare” and “hunter”. The hare must run away from the hunter, while he can hide in the house, i.e. stand between the players. The one to whom his back is turned becomes a “hare” and runs away from the hunter. If the hunter hits the hare, they change places.

TRAFFIC LIGHT

Two lines are drawn on the site at a distance of 5 - 6 meters from each other. The players stand behind one line. The driver stands between the line approximately in the middle with his back to the players. The driver names a color. If the players have this color in their clothes, they freely pass by the driver to the other line. If there is no such color in clothes, then the driver can insult the player running across the space between the lines. The upset player becomes the driver.

ENCHANTED CASTLE

Two teams play. The first team must disenchant the “castle”, and the second team must prevent them from doing this. The “castle” can be a tree or a wall. The team defending the “castle” must be blindfolded. They are located on the playground as they please. Two of them are located near the “castle” - the main gate. Players who need to disenchant the “lock”, at the command of the leader, begin to silently move towards the main gate. Their task is to go through the gate and touch the “lock”. The second team's task is to harass those who are moving towards the “castle”. Those who are insulted are eliminated from the game.

Before the game, one condition must be specified: can the team move blindfolded or must they stand still.

PULL OVER THE LINE

A line is drawn. Two teams stand opposite each other. At the signal, the players grab each other’s hands and try to drag each other over the line to their side. A player who crosses the line with both feet is considered a prisoner and is out of the game.

FISHING ROD

A fishing rod is a jump rope. One end of it is in the hand of the “fisherman” - the driver. All players stand around the “fisherman” no further than the length of the rope. The “fisherman” spins the “fishing rod”, trying to hit the legs of the players with it. The “fish” must protect themselves from the fishing rod by jumping over it. They should not interfere with each other, and also not leave their places. If the “fisherman” managed to catch the “fish”, that is, touch the “fishing rod”, then the place of the “fisherman” is taken by the caught “fish”. The following condition must be observed: the rope cannot be raised higher than 10–20 centimeters.
Games in the yard
DRIVE QUIETTER

The driver and the players are on opposite sides of two lines, which are drawn at a distance of 5 - 6 meters from each other. The players’ task is to reach the driver as quickly as possible and touch him with their hand. The one who did this becomes the driver.

The players move only in response to the words of the driver: “If you drive more quietly, you will continue!” Stop!". At the word “stop” all the players freeze. The driver, who previously stood with his back to the players, turns and looks. If at this moment one of the players moves, and the driver notices this, then this player will have to go back beyond the line. The driver can make the frozen guys laugh. Whoever laughs also comes back. Game continues.

PAINTS

The driver is selected - the “monk” and the leader - the “seller”. All the other players secretly wish for colors from the “monk” that should not be repeated.

The game begins with the driver coming to the “shop” and saying: “I, a monk in blue pants, have come to you for some paint.” Seller: “For what?” Monk: (names the color, for example “for blue”). If there is no such paint, then the seller says: “Walk along the blue path, you will find blue boots, wear them, and bring them back!” “The monk starts the game over.

If there is such a paint, then the player who has wished for this color tries to run away from the “monk”, and the “monk” catches up with him. If you catch up, then the driver becomes the painter, if not, then the colors are guessed again and the game continues.
CHAINS – FORGED.

Two teams play. They stand holding hands, facing each other, at a distance of 5 - 7 meters. One of the teams begins the game with the words: “The chains are forged, unchain us.” The second team answers in unison: “Which of us?” The first team calls the name of one of the players on the opposing team. The named player leaves his team and runs to the enemy team with the goal of breaking the chain, i.e., uncoupling the players’ hands. If he succeeds, he takes the player who unclasped his hands to his team. If the chain is not broken, then he remains on the opposing team. The teams start the game one by one. The team that has the most players after a certain time wins.

ELEPHANT

This game involves two teams of boys of 6-8 people. One of the teams must line up in a column. Each player bends down, presses his head to the belt of the one in front, while holding onto him with his hands. This team is the “elephant”. The second team must “climb the elephant. It's done like this. The first player stands on the side of the “elephant’s tail”, runs up and, pushing off against the back of the last player – the “elephant”, makes the largest possible jump onto the “elephant’s back”. He must “land” so as not to fall from his back and not touch the ground with his feet. Then all other players from the “riders” team make jumps. If one of them could not resist and fell from the “elephant”, then the game ends and the teams change places. After everyone has jumped in, the “elephant” must walk 8–10 meters, after which the teams change places.

IVAN DA MARYA

Everyone stands in a circle, closing it. In the middle there is a girl and a boy. Both are blindfolded. Ivan must find Marya. They walk in circles. Ivan is looking for Marya, all the time asking: “Marya, where are you?” Marya should answer: “I’m here, Ivan,” while trying to change place as quickly as possible. After Ivan catches Marya, he chooses a new Marya from the children standing in a circle, and Marya chooses Ivan.

BOOGIE – BOOGIE

Presenter: - We stretch our right hand forward and sing: “Put your right hand forward, and then back, and again forward and shake it a little. We dance "boogie-boogie", turn circles (we turn around) and clap our hands like this (2 claps) ((everyone rushes forward to the center) boogie - boogie - okay (then back) boogie - boogie -o' kay) (2 times). Then follows: left leg, left hand, right leg, single nose, etc.
STOP

The players form a circle with the ball in the center. He throws the ball up, after which all players scatter in different directions. Having caught the ball, the driver orders: “Stop!”, and all players stop. From the place where he caught the ball, the driver tries to hit some player with the ball. If he succeeds, the eliminated player becomes the driver. If not, then he is still driving
DON'T GIVE THE BALL TO THE DRIVERS

All players, except 2-3 drivers, stand in a circle and begin to throw the ball among themselves. The task of the drivers in the circle is to touch the ball with their hand, which the players throw among themselves. The driver who touched the ball with his hand is replaced by the player who failed to pass the ball to his partner. The game can be made more difficult by introducing a 3-second rule. During this time, the player must throw the ball to his partner.
GUARD THE CAPTAIN

The game is played on a volleyball court. The players are divided into two teams, each of which has 1 captain, 3-5 forwards and the same number of defenders. Captains and defenders remain in their own half of the field, and forwards go to the opponent’s half of the court. After playing the ball from the center of the field, the team that has taken possession of the ball tries, by passing the ball, to get closer to the opposing captain and shower him with the ball. This is countered by defenders who try to intercept the ball and, in turn, send it into the opponent's half of the field to their attackers. For hitting the captain with the ball (he moves only in his own half of the court), the team receives 1 point. The rules do not allow defenders to cross to the opponent's side, or attackers to return to their own half to help the defenders. For violation of the rules, teams are punished by losing the ball. The game lasts 15-20 minutes. The team with the most points wins.
BALL IN A CIRCLE

The players, forming a circle, sit down. The driver stands behind a circle with an inflatable ball. At the signal, the driver throws the ball to one of the players sitting in a circle, and he moves away. At this time, the ball begins to be thrown in a circle from one player to another. The driver runs after the ball and tries to intercept it on the fly. The player from whom the ball was caught becomes the driver. Players are prohibited from rising from their seats.
STRELOCK

The players are divided into two teams and are located behind the lines on opposite sides. Two parallel lines are drawn on the site at a distance of 10-15 m from each other. Between the lines, a circle with a diameter of 2 m is drawn in the center, in which the shooter with the ball is located. At the leader’s whistle, the teams take turns changing places, running to the opposite line. The shooter tries to hit the player.

Rules: the moment of the throw is determined by the shooter himself. A ball thrown wide is returned to the shooter. If a player catches a ball thrown at him, this is not considered a hit. One hit on a player means a penalty point for the team. The team with the fewest penalty points wins.

Option: after being hit by the ball, the player is eliminated. The team with the remaining players wins. The game can be played for a while.

CAT AND MICE

At a distance of 10 meters, 2 lines are drawn: behind one is a “cat” house, behind the other is a “mice” house. The “cat” is sleeping in his house, and the “mice” go to him with the words:

One day the mice came out

See what time it is

One two three four

The mice pulled the weights

Suddenly there was a terrible ringing

Let the mice run away

All this time, the “mice” come up to the “cat” and can even touch him, but after the word “out” the cat wakes up and runs to catch up with the mice. The mice must hide in their house. Those who are caught by the cat are eliminated from the game or change roles with the cat.

"AT THE BEAR IN THE FOREST"

Two lines are drawn on the site at a distance of 6 - 8 meters from each other. Behind one line is the driver - the “bear”, and behind the other is the house in which the children live. Children go out of the “house” into the “forest” to pick mushrooms and berries. They approach the bear's den with the words:

By the bear in the forest

I take mushrooms and berries,

But the bear doesn't sleep

Everything is looking at us.

On last words The “bear” jumps out of the “den” and tries to grease the children running away to their house. The upset player becomes a “bear”.

TRAPS

Six players stand in pairs, holding both hands and raising them up. These are traps. They are located at a small distance from each other. All other players join hands, forming a chain. They must move through traps. When the leader claps, the traps “slam shut,” i.e., the traps’ arms are lowered. Those who are caught form pairs and become traps.

WOLVES IN THE MOAT

A corridor (“ditch”) up to one meter wide is drawn on the site. The ditch can be drawn in a zigzag shape, narrower in places and wider in others. The drivers – “wolves” (2 – 3 people) – are located in the ditch. The rest are “hares”. They must jump over the “ditch” and not get greasy. “Wolves” can grease only those “hares” that are located above the ditch, and if they succeed, then the greasy “hare” is eliminated from the game. "Hares" jumping over the ditch should not touch the line of the ditch. If they touch the line, they are out.

Blind Man's Bluff

The game takes place on a small, limited area with no dangerous obstacles. The driver is blindfolded, or simply closes his eyes. He must with eyes closed make one of the players look bad. The players run away from the driver, but do not go beyond the court. They must make a voice, calling the driver by name, or shouting: “I’m here.” The upset player changes places with the driver.

BALL IN A CIRCLE

A circle is drawn. The driver kicks the ball, trying to knock it out of the circle. The players hold the ball with their feet and do not allow it to fly out of the circle. They can pass the detained ball to each other. If the driver manages to knock the ball out of the circle, then the player who missed the ball on his right side receives a penalty point. Therefore, each player tries to protect the gap between himself and his neighbor to the right. In this regard, the player moves somewhat in a circle.

Explanation to the driver: you cannot lift the ball above the fields, this is punishable by a penalty point. The winner is the team that did not concede the ball longer, or scored fewer penalty points.

BALL ON THE LEGS

The players form a circle and kneel or squat. Two (if there are many players) or one stand in a circle. The circles in the chain begin to roll the ball, trying to hit the legs of the one in the center. The one of them who will be grumpy changes place with the one who was grumpy. Those who have never been spoiled win. The ball can only be rolled and not thrown.

THE FOX AND THE KOLOBOK

The players form a circle and kneel or squat. One person - the “fox” - stands in a circle. The circles in the chain begin to roll the ball - the “bun”, but so that the “fox” does not catch it. If the “bun” is caught, then the “fox” becomes the one who pushed the ball into its “paws”.
Dance games

INVITATION Ribbons

The presenter asks a separate group of girls and boys to stand. He takes several ribbons in his hand (in the middle). Girls are taken from one end of the tape, and boys from the other. The presenter releases the tapes and moves away. A boy and a girl, holding one ribbon, form a pair for a slow dance.

Note: This game can be used in other games for pairing.
“POTATOES” WITH A BALL

Conventionally, the circle of dancers is divided into two halves. Released 1 – 3 balloon, which the players throw to each other in the dance. The winner is the half of the players who, by the time the music ends, have fewer balls.

DANCING CAP

The dancer in the center of the circle takes off his cap and places it on the head of any of the dancing children. The dancer in the cap must step into the circle and show several movements, which all the guys dancing in the circle repeat after him. Then they give the cap to another dancer, and everything is repeated.

Game option: It is not necessary to repeat after the dancer in the center of the circle, but during the transition, the driver selects the opposite person from the circle and kisses him.

TANEVAL CREEK

This famous game when a column of pairs is formed. The driver passes under the raised hands and takes any of the standing players as his partner. The player left without a pair becomes the leader and the game continues. To the music, when players dance to the beat, the game takes on more dynamics and enthusiasm.

WALL

The same number of girls and boys stand opposite each other. The girls, having conceived a gesture, clap to the beat of the music and approach the boys, showing this gesture, turn around and go back to their place. The young men demonstrate their gesture in response. The team that is the last to demonstrate its gesture before the end of the melody wins. Gesture options: touch the tip of the nose of the players of the opposite team, send air kiss, wink, etc.

Game option: half makes the same movements, gestures, while approaching the other half.

Target: teach children to walk, run in circles, act on a signal, develop dexterity and speed.

Progress of the game:

Children form a circle and, at the teacher’s signal, walk or run around objects (cubes, cones, pebbles), of which there should be one less. At the next signal6 “Take it quickly!” - each player must take an object and lift it above his head. The one who did not manage to pick up the object is considered a loser. The game repeats itself

Option 2:

Children perform dance movements, different types of running and walking. There may be 3-4 fewer items.

Outdoor game “Whose column will be most likely to form?”

Target: teach children to move around the playground in different directions; at a signal, they form three columns in accordance with the objects in their hands. Develop attention, the ability to act on a signal, spatial orientation.

Progress of the game:

Children are divided into three groups with the same number players. Each subgroup chooses a specific object, for example a pine cone or a pebble, etc. all children in one group have the same subject. At different ends of the site, places are chosen for these subgroups - a stump, a bush, a plank, which are designated by the same object. Everyone walks or runs in different directions to the beat of the tambourine. At the signal “To your places” they run and form a column near the corresponding object.

Option 2:

The teacher gives the signal: “Stop!” The children stop, close their eyes, and the teacher at this time changes the places of the objects, then gives the signal “In place!” Children open their eyes, run to their objects and line up.

Mobile group "Sovushka"

Target: teach children to act on a signal, run, scatteredly imitating birds, and maintain a motionless posture. Develop balance.

Progress of the game:

All the birds are playing, one child is an owl, which is located on the side of the playground. At the signal “day,” the birds fly away, flap their wings, and peck grains. At the signal “night” everyone stops and stands motionless. An owl flies out, looks out for those who move and takes them into the nest. in 15-20 seconds. The “day” signal is given again, the owl flies to the nest, and the children - birds fly around the playground.

Option 2:

Two owls are selected. Take interesting poses.

Mobile group "Tag"

Target: teach children to run around the playground in all directions, with acceleration, to consolidate the ability to act on a signal. Develop agility and speed.

Progress of the game:

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 make fun of them. The one who is insulted by the driver moves aside. After 2-3 repetitions, the Trap changes.



Option 2:

You can’t stain someone who managed to stand on one leg.

Outdoor game "Running in lines"

Target: teach children to walk in a line with different positions of their hands: on their shoulders, clasped in front, to run away in all directions without bumping into each other. Develop the ability to act on a signal, in coordination, dexterity, and speed of movements.

Progress of the game:

The teams line up in lines (at a distance of 15-20 steps), you can give them the names “Rocket” and “Sputnik”. At the signal, the children of one of the teams, holding hands, walk forward, trying to maintain alignment. When there are 2-3 steps left to the other line, the participants of which are sitting on the ground, the teacher gives the command: “Run!” The children of the first rank unclasp their hands and run to their house, and the children of the second rank try to insult them. When repeating, the teams switch roles

Option 2:

Each time, the children of both teams must take a certain starting position, for example: those who advance can take each other under each other, put their hands on their shoulders, clasp them in front; those who are waiting for rivals to approach may stand with their backs or sides to them.

Outdoor game “Catch up with your opponent”

Target: teach children to run from one side of the playground to the other quickly so as not to upset other children. Develop the ability to act on a signal, speed of movement, dexterity.

Progress of the game:

Two lines of children are located in front of the starting lines at a distance of 5 steps from one another; a house is outlined 15-20 steps from the starting line. At the signal, everyone starts running at the same time: the children behind them try to make fun of those running in front. After counting the dirty ones, the children change roles. When repeating, the ranks change places.

Option 2:

Children run away different types running.

A large circle is drawn on the snow with colored paint, from which there are 8-10 lines-rays in different directions, their length is 2.5-3 m. At the end of these lines there are children. There is a piece of ice at the toe of each player’s right foot. At the signal, jumping on the right foot, everyone tries to quickly drive their piece of ice into the circle. Here you can stand on two legs while waiting for the other players. After that, everyone drives their piece of ice back, bouncing on their left leg and trying to stick to the drawn line, and passes the piece of ice to another player. The first person to arrive is noted.

Outdoor games "Spillkins"

(low mobility game).

Twenty sticks, the length of a pencil, are piled in a disorderly pile on the table. You need to take ten sticks from the pile one at a time so as not to touch the others. Whoever succeeds in this wins.

    

Outdoor games "Ball for the average"

(medium mobility game).

Children, divided into groups, form three or four circles. In each circle, players stand at a certain distance (the length of their arms outstretched to the sides), and a line is drawn in front of their socks. The driver with the ball goes into the middle of each circle, marked with a circle. At the leader’s signal, the drivers begin to alternately throw the ball to the players and catch it. Having received the ball from the last player in the circle, the driver raises the ball up, indicating that the transfer is complete.

When throwing the ball, the driver must not leave his circle, and those standing in the circle do not have the right to step beyond his line. The player who dropped the ball must pick it up and throw it in the established order to his neighbor in the circle.

Outdoor games "Who is faster"

(game of great mobility).

The players stand in two or three columns, one at a time. A common feature is drawn in front of the first socks. Two or three (according to the number of columns) circles are indicated 10-15 steps from the line. A stick or block is placed in each circle. At the leader’s command (“Attention! March!”), the lead players in the columns run to their circles, hit the ground with their sticks three times and return back, trying to quickly take their places in the columns. The first one to arrive wins. Then the second, third and remaining players run the same way.

When running out of the column and calmly standing in your place, you must not touch other players. After knocking with the stick, you need to leave it in the circle.

Outdoor games Wolf in the ditch

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 of the teacher, “Goats are in the field, wolves are 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.

Preface

This collection of outdoor games is addressed to teachers physical culture, which can be used both in class and outside of class time. Games are classified into the following groups: general developmental, role-playing games, relay games, jumping games, low mobility games, etc.

Outdoor play refers to those manifestations of play activity in which the role of movements is clearly expressed. Outdoor play is characterized by creative active motor actions motivated by its plot (theme, idea). These actions are partially limited by rules (generally accepted, established by the leader or by the game). They are aimed at overcoming various difficulties on the way to achieving a set goal (win, master certain techniques).

Outdoor games, as a rule, do not require special preparedness from participants. The same outdoor games can be carried out in a variety of conditions, with a larger or smaller number of participants, depending on various rules

GENERAL DEVELOPMENTAL GAMES

"Find your color"

“Traps” (with ribbons)

"Calling numbers"

"Pair leapfrog"

"Drag in pairs"

"Fishing in pairs"

ROLE-PLAYING GAMES

"Mousetrap"

"We are funny guys"

"Father Frost"

"Two Frosts"

"By the Bear in the Forest"

"Cosmonauts"

"Bees"

"Foxes and Chickens"

"Seine"

"Crucian carp and pike"

"Train"

"The Dragon Bites Its Tail"

JUMPING GAMES

"Fishing rod"

"Jumping Sparrows"

"Wolf in the Moat"

"The Runners"

RELAY GAMES

« Ball race in columns"

"Wheel"

"Circle relay"

"Counter Relay"

"Big Relay"

"Relay race - leapfrog"

"Relay - train"

"Streams in a circle"

"Relay of Animals"

LOW MOBILITY GAMES

“Who has the ball?”

"Make a figure"

“What do body parts say?”

"Rain in the Forest"

"It flies - it doesn't fly"

"The Bear and the Mouse"

"Prohibited Movement"

"Sharp on target"

"Hunters and Ducks"

"Tag with a ball"

"The Kite and the Chicks"

"Caterpillar"

"Shootout"

"Two Fires"

"Ball School"

"Moving Target"

"Ball on the Floor"

"Snipers"

"Ball in a circle"

“Passed - sit down”

GAMES WITH BASKETBALL ELEMENTS

"Fight for the ball"

"Two captains"

"Ball Race in a Circle"

"The Fives Attack"

"Don't give the ball to the driver"

"Rules for mini basketball"

GAMES WITH VOLLEYBALL ELEMENTS

"Volleyball Player's Pass"

"Ball over the net"

GENERAL DEVELOPMENTAL GAMES


"Find your color"

Divide students into 3-4 teams. Assign each team a pin of a specific color. The teacher places the pins at different ends of the hall, so that the students cannot see. At the signal, students must find their pin and line up with their team in one column. The team that completes the formation first wins. The game is repeated 2-3 times.

"Traps"

(with ribbons)

Children line up in a circle, each with a colored ribbon tucked into the back of their belt. There is a “trap” in the center of the circle. At the teacher’s signal: “One, two, three – catch it!” children run around the playground. The “trapper” runs after the players, trying to snatch a ribbon from someone. At the teacher’s signal: “One, two, three – quickly run into the circle!” everyone is built in a circle. The teacher invites those who have lost a ribbon to raise their hands, that is, lost, and counts them. The “trap” returns the ribbons to the children, and the game is repeated, with a new driver.

"Calling numbers"

You can run

You can sing

You can blow the pipe,

You can chew bagels

You can inflate the balloon.

One two three four five.

The players, except for one of them, highlighted by the driver, form a circle and stand in small circles pre-drawn on the floor. The teacher counts the students in fives. The driver stands in the middle of a large circle formed by the players. Then the teacher calls the numbers in any order (from one to five). Players whose numbers are called must change places. The driver tries to take the vacant seat, after which he receives the number of the player who ran out of the circle. Left without a place, he drives. The winners are those children who have never been the driver during the game. When taking into account the results of the game, the role of the first driver is not taken into account.

When changing places, the circle is considered occupied by the player who joined it earlier. It is prohibited to push a player out of an occupied circle; detain players when rushing.

"Pair leapfrog"

Preparation:Players line up in pairs behind a common line, which is the start and finish line. In front of each of them, a mark for turning (post or pin) is placed at an equal distance. One in a pair takes a standing position, bending over for a leapfrog.

Game description:At the teacher’s signal, the second player performs a vault over the first, takes a step forward and takes the same position. The pair that returns to the starting line first competes with the next pair. The winners are the players who managed to win against three pairs.

"Drag in pairs"

Preparation:A line is drawn in the middle of the site. Two more lines are drawn on the right and left at a distance of 2-3 m from the center line. The players are divided into two teams and line up near the center line, one team facing the other. Players should be approximately the same height and strength.

Game description:Players standing opposite each other take hands (by the wrist), and place the other hand behind their back. At the signal, players pull opponents in their direction, trying to pull them over the line. The game ends when all players are pulled to one side or the other. The team that manages to draw more players wins.

Methods:

    Standing facing each other, grasp the lock with your hands and try to push your opponent beyond a certain line at the signal.

    Standing with your back to each other, rest your shoulder blades and try to push your opponent beyond a certain line at the signal.

    Standing with your back to each other, rest your shoulder blades and hold your hands. At the signal, everyone tries to pull the opponent to their side, moving forward.

Rules:

    Start tugging only when given a signal.

    Dragging is permitted only in the prescribed manner.

"Fishing in pairs"

Inventory:a court (volleyball or smaller) limited by lines is used.

Preparation:A driver who is located outside the site is selected. The players are located inside the court.

Game description:At the signal, the driver runs inside the court and pursues one of the players. Having captured him, he makes the caught one his assistant. Holding hands, they run to catch the new player, trying to surround him with their free hands. The one who is caught moves aside and waits for a couple of players to catch another one running around the court. After this, another pair is formed, which also catches the remaining players. Each time, out of two caught by catchers, a new couple. The game continues until one player remains on the court.

Rules of the game:

    Players are prohibited from running outside the court.

    Break free after the catchers close their hands around the caught one.

    You cannot grab clothes or hands; in this case, the person caught is released.

    If running players break the rules, they are considered caught.

Option “Chain fishing”

The game is also started by the driver, who chases the players running freely around the court. Having caught up and surrounded (surrounded) the player, he takes him by the hand, and the two of them begin to chase the others. The third player joins them (stands in the middle), and the fishing continues. Each time, the player who is surrounded by catchers is considered to be caught, and the outer ones must close their hands. The chain of hunters is growing, and it is becoming increasingly difficult to escape from them. The winners are the last two participants who were not caught.

“Who will get into the circle faster?”

The players choose the driver. Players lined up are numbered first, second, third and fourth. Everyone must remember their number. The second, third and fourth numbers form a circle, and the first is in the middle of the circle. The driver says: “First numbers come to me!” The first numbers run out of the circles and stand in a column one at a time behind the driver. The column moves behind the leader around the hall in various directions. Players forming circles stand still, rhythmically raising their joined hands up and down. At the leader’s signal, the first numbers scatter and try to stand in any of the circles. The driver also tries to get into one of the circles. The player left without a circle becomes the driver. The second numbers stand in the middle, and the game starts over.

Rules of the game: players walking in a column behind the driver have the right to run away only after the signal; players standing in circles are not allowed to interfere with the movement of middle players.

ROLE-PLAYING GAMES

"Mousetrap"

One day the mice came out

See what time it is.

One two three four!

The mice pulled the weights.

Suddenly there was a terrible ringing sound,

The mice have run away!

The students are divided into two unequal groups. One third of the children form a circle - a mousetrap, the rest represent mice and are outside the circle. Students pretending to be a mousetrap. They hold hands and begin to walk in a circle to the right (left), saying:

Oh, how tired the mice are,

It was just passion that separated them.

Everyone gnawed, everyone ate,

They are climbing everywhere - here is a misfortune.

Beware, you rascals,

We'll get to you.

Let's set up mousetraps -

We'll catch you right away.

At the end of the text, students stop and raise their clasped hands up. The mice run into the circle and immediately run out of it on the other side. At the teacher’s word: “Clap!” - players standing in a circle lower their hands and squat - the mousetrap slams shut. Mice that did not have time to run out of the circle are considered caught. When most of the mice are caught, the players change roles and the game continues.

"We are funny guys"

The children stand on one side of the hall beyond the line. A second line is also drawn on the opposite side of the hall. There is a “trap” in the center of the hall. The players 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 hall. And the “trap” catches them. Whoever the “trap” manages to catch before he crosses the line is considered caught and moves aside. The game is repeated 3-4 times and another “trap” is selected.

"Father Frost"

White fluff

Snow fluff,

Everything is all fluff all around!

Pooh on hats

Fluff on the lips

Pooh on the edges

Fluff on fur coats,

Pooh covered my forehead and nose...

Who did this?

Father Frost!

All players scatter around the court. Santa Claus runs after the players and tries to touch any of the players with his hand and “freeze” him. “Frozen” stops and spreads his arms to the sides. The game ends when everyone is Frozen.

"Two Frosts"

On opposite sides of the hall (site) at a distance of 10-20 m, lines mark “home” and “school”. Two drivers are selected - “Frosts”, and the rest of the players are “guys”. The guys are located in one line behind the “house” line, and in the middle of the site – “on the street” there are two “Frosts”. “Frosts” address the guys with the words:

We are two daring brothers,

Two Frosts are young.

I am Frost Red Nose,

I am Frost Blue Nose.

Which one of you will decide

Will he hit the road?

All the guys answer:

We are not afraid of threats

And we are not afraid of frost!

After these words, the guys run from home to school (beyond the line on the other side). Frosts catch and “freeze” those running across. The salted ones immediately stop and stand in the place where Frost froze them. Then the Frosts again turn to the children with the same words, and the guys, having answered, run back into the house, helping out the “frozen” children along the way (touching them with their hands), and they join the rest of the players.

"By the Bear in the Forest"

At one end of the site a circle is drawn - the bear’s den. On the other is a house for playing children. The children walk from the house towards the den and say:

By the bear in the forest

I take mushrooms and berries.

And the bear is looking

And he growls at us.

After these words, the bear runs out of the den and begins to catch the players. The children try to escape to their home. When the bear catches 4-5 people, a new bear. The caught children are kept in the den until a new bear is appointed.

"Cosmonauts"

Large circles are drawn in the corners of the hall where the missiles are located. The number of rockets must be less than the number of players. The players, holding hands, walk in a circle and say:

They are waiting for us fast rockets

For walks on the planets.

Whatever we want

We'll fly to this one.

But there is one secret in the game:

There is no room for latecomers!

After these words, everyone runs to the rockets and takes up empty seats. The one who doesn't get a place in the rocket loses.

"Bees"

On opposite sides of the site, two fallow deer are held at a distance of 15-20 m. All players are placed behind one line, and 3-4 players - bees - behind the other. The guys, raising their knees high, walk towards the bees with the words:

We came to a forest clearing,

Lifting your legs higher

Through bushes and hummocks,

Through branches and stumps.

Who walked so high -

Didn't collide, didn't fall.

After these words, the guys stop near the bees.

Look at the hollow of the tall Christmas tree...

They show by raising their arms up, standing on their toes.

The angry bees are flying out!

The bees begin to spin, pretending to fly with the movements of their arms bent at the elbow joints. At the same time the words are spoken:

Well, we want to bite!

And the guys answer in unison:

You can't catch up with the fleet-footed ones!

We are not afraid of a swarm of bees,

Let's run home quickly!

After these words, the guys run away behind their line, and the bees catch up with them (sting). The winner is the one who has never been stung by bees.

"Foxes and Chickens"

In the middle of the hall, four gymnastic benches are placed in the form of a square, with slats up, this is a perch. One driver is selected - a fox and one hunter. All the other players are chickens. A circle is outlined in one corner - this is the hole in which the fox is located. A hunter stands in another corner. Chickens settle around a roost.

At the teacher’s signal, the chickens begin to either fly up to the roost, then fly off it, or simply walk around the chicken coop (the benches-perches that form the chicken coop). At the second signal, the fox approaches the chicken coop, catches any chicken touching the floor with at least one leg, and leads the caught chicken to its hole. If a hunter meets a fox on the way, she releases the caught chicken and runs into her hole. The chicken returns to the coop. If the hunter catches a fox, a new fox is chosen. The players who are never caught win.

"Seine"

The site is a lake. All players are fish. The two drivers are fishermen who are located beyond the lake line. Fish are swimming in the lake (children are running around the playground), fishermen are holding hands on the shore. At the teacher’s signal: “Fishermen, let’s go fishing!”, they begin to catch fish, surrounding them with their arms. The caught fish stand between the fishermen, forming a net. They all join hands and continue to catch the remaining fish with a net. The game ends when all the fish are caught.

The last two fish may be new fishermen when the game is repeated.

"Crucian carp and pike"

At each end of the site, at a distance of 2 m from the wall, two crucian carp houses are marked with lines. They choose one driver - a pike, the rest - crucian carp.

The pike is in the middle of the area, the crucian carp is in one of its houses. The pike claps its hands three times or counts: “One, two, three.” Crucians run on the opposite side to another house. The pike runs to meet them and tries to catch as many crucian carp as possible. The caught crucian carp move aside. The pike counts again, and the crucian carp run back to their first home, the pike catches them. The first six crucian carp caught stand in one line in the middle of the area facing the crucian carp and join their hands, forming a net; the pike, standing behind the net, again counts: “One, two, three.” The crucian carp run across the net (under the arms), and the pike catches them. After the crucian carp run through the net, the players forming it release their hands, turn around and connect them again. The pike is behind the net again. Each crucian carp caught joins the net. When the network becomes big. They make several circles - baskets. The pike, standing behind the baskets, again gives the command. The crucians run through all the baskets (under their arms) and run to the opposite side of the site. Pike catches crucian carp. But there are only five or six uncaught crucian carp left. All the crucian carp that have already been caught form a top - they stand in two rows, facing each other, joining their hands and forming a corridor. The pike stands two steps from the exit from the corridor and catches crucian carp that run through the top to the opposite side of the platform. The game ends when all the crucian carp are caught.

"Train"

One driver. He - " locomotive". The rest - " carriages". Each carriage player builds a depot for himself: he draws a small circle. U " steam locomotive" there is no depot. It comes from one carriage" to another. Whoever he approaches follows him. This is how everyone gathers" carriages".
When all the cars are assembled, " locomotive" gives a signal (for example, blows a whistle) and everyone runs to the depot circles, “ locomotive" Same. The player left without a seat becomes the driver.
In the “home” version, chairs can be used as a depot. The one who doesn't have enough chairs is the one who drives.

"The Dragon Bites Its Tail"

Students stand one after another and hold tightly to the person in front. In the hands of the first participant, the ball is the head of the “dragon”, the last participant is the “tail”. The “head” must catch the “tail” by touching it with the ball, but so that the “dragon’s body” does not break. "Tail" tries to escape.

JUMPING GAMES

"Fishing rod"

Inventory: jump rope

Preparing for the game:The players form a circle. A driver is selected who is in the center of the circle with a skipping rope.

Game description:At the signal, the driver spins the rope in the forward direction, without lifting it no higher than 15 cm from the floor. The players try to jump over the rope without hitting it. The player who fell for the bait takes the place of the driver. At the end of the game, those players who have never been in the role of driver stand out.

Tasks:

    Jumping on two legs.

    Jumping on one leg.

    Moving in a squat.

    The players move in a circle (walking, jumping), and the driver rotates the rope in the opposite direction.

Game options:

    Play as a knockout game, the last three players remaining win. The driver is selected from the caught players.

    The driver is given a certain time during which he must catch as many players as possible. Stands out at the end of the game best driver.

"Jumping Sparrows"

A circle with a diameter of 4-5 m is drawn on the floor. The driver is selected - “Cat”. The rest of the players - “Sparrows” - are outside the circle.

At the teacher’s signal, the sparrows begin to jump in and out of the circle. The cat is trying to catch a sparrow that did not have time to jump out of the circle. The person who is caught crouches or sits in the center of the circle. You can put those caught on a bench next to the circle.

When the cat catches 3-4 sparrows, a new cat is selected from those caught.

"Wolf in the Moat"

One two three four five,

There is no place for a goat to jump:

There's a wolf walking everywhere, a wolf.

He clicks his teeth, clicks!

And we hide in the bushes.

Hide, little goat, and you too.

You, wolf, wait,

As soon as we hide - go!

In the middle of the site or hall, two parallel lines are drawn at a distance of 1-1.5 m from one another. This corridor is a “ditch”. The lines can be drawn not quite parallel: narrower on one side, wider on the other.

1-2 leading “wolves” stand in the ditch. All other players - “goats” - are placed on one side of the court behind the “home” line. On the other side of the site, a “pasture” line is drawn.

At the teacher’s signal: “Goats, into the field!”, the goats run from the house to the opposite side of the site - to the pasture and jump over the ditch along the way. The wolves, without leaving the ditch, try to kill as many goats as possible. The greasy ones step aside, they are counted, and they re-enter the game. Then, at a signal, the goats again run across to the other side of the house, and the wolves catch them as they jump over the ditch.

After 2-4 runs (by agreement), new wolves are selected and the game is repeated. The winners are the goats that have never been caught, and those wolves that have caught more goats during all the runs.

    Wolves can nag goats only when they are in a ditch, when the goats jump over the ditch or stand nearby.

    A goat that runs along the ditch and does not jump over it is considered caught.

    Goats can only cross when given a signal from the teacher.

    If a goat lingers at the ditch, afraid of wolves, the teacher counts to three, after which the goat must jump over the ditch, otherwise it is considered greasy.

"The Runners"

6-8 people take part in the game. Two people spin the rope, and the rest take turns running under the spinning rope, doing the agreed number of jumps in the agreed way and running out from the opposite side. If the jump does not work out, then the jumper replaces one of those twisting the rope. Jumping methods gradually become more complex. The speed of twisting the rope also increases.

Not only a failed jump, but also any “grazing” of the rope is considered a mistake. If this happened due to the fault of those twisting the rope, then the jumper has the right to try again.

RELAY GAMES

"Ball Race in Columns"

Inventory:volleyballs or basketballs according to the number of teams.

Preparation:Divide the players into two or three teams, 6-8 people each. Teams stand in columns one at a time. Those standing in front have a ball in their hands.

Game description:At the signal, the balls begin to be passed to those standing behind. When the ball reaches the last one, he runs forward with the ball (everyone takes a step back), becomes the first and passes the ball back again, etc. Every player must be first. The team that completes the task first receives one point. The team with the most points wins.

Tasks:

    Passing the ball with both hands from above the head.

    Passing the ball with both hands from below between the legs.

    Alternate passing the ball from above and below (tasks 1 and 2).

    Passing the ball to the right with both hands, the next person passes the ball to the left.

    I.p. – the whole team stands with their feet apart wider. At the signal, the first player rolls the ball through the arch, the last player takes the ball and becomes the first to complete the same task.

Rules of the game:

    At the end of the relay, the first one lifts the ball up, and the team lines up in a column one at a time.

    If a team completes a task incorrectly, it receives a penalty point.

Game options:A stand is placed in front of each team at a distance of 10-15 m. The last player, having received the ball, runs around the stand, and then becomes the first and completes the task.

"Wheel"

Preparation:The players are divided into three or four groups of 5-7 people in each and choose a driver. A circle with a diameter of 1.5-2 m is drawn on the ground. Each group is lined up in a column, one at a time, behind a guide facing the center of the circle. The columns stand on different sides of the circle in a radial manner, like spokes in a wheel. The driver stands aside.

Game description:At the signal, the driver runs in any direction around the “wheel”, stands at the back of the head of the last player in any “spoke” and touches him. He also transmits a signal to the one in front, and that one further, and so on until the first player of the “spokes”. After that, he shouts: “Yes,” runs out behind the “wheel” and runs around it in a circle outside, trying to quickly return to his place. Everyone (including the driver) standing in his column runs after him, overtaking each other along the way so as not to be the last. When all the players return to their place, the player standing last in the “spoke” becomes the driver. It may also be the previous driver, who continues to drive, standing next to another “spoke” and running around the “wheel” with it. If the driver fails to get ahead of the runners and take a place in the “spoke” 3 times in a row, he is replaced by a new player.

Rules of the game:

    You can only run when the person in front shouts: “Yes!” - and will run in a certain direction.

    You can run to the right or left around the “wheel”. You cannot change direction on the fly.

    The entire column of players can only run around the “wheel”, without running through the circle. The player who runs across the circle or through the “spokes” becomes the driver.

"Circle relay"

Inventory:Relay batons according to the number of teams.

Preparation:The players are divided into several teams and each stand in a column, one at a time. Teams are placed like “spokes of a wheel” in a circle, facing outward. Those in front each have a baton.

Game description:At the signal, the first with relay batons run to the right or left (the direction is determined before the game), running around the “wheel”, run up to their column and pass the baton to the next one in front of the team. They also run in the same direction and pass the sticks to the next one in line. Those who come each time stand at the end of their column, at the back of the head. They play until everyone has taken part in the run. The team that finishes the relay first wins.

Rules of the game:

    You can only run when given a signal.

    Run in one direction.

    You cannot run through a circle or through “spokes”.

"Counter Relay"


The players are divided into two teams. Each in turn is divided in half. The players line up opposite each other behind the lines. Players leading teams on one side of the court are given a baton (tennis ball). On command: “March!” they start running. The runners, running up to the head players of the opposing teams, pass the baton to them and stand behind them. The person who receives the baton runs forward and passes it to the next player standing opposite, etc. The relay ends when the teams change places on the court. Those who finish their runs earlier win.

"Big Relay"


Flags are placed at the four corners of the site, and a large flag is placed in the center. Players are divided into three teams, which line up in columns one at a time near the starting line. One runner from each team is called to the starting line. At the signal, they run around four flags and, having run to the finish line (next to the starting line), pass the baton to the second numbers who took the starting position at the start. The team whose trailing player finishes running around the flags first wins. He must be the first to run up to the central flag and knock on the pole with the relay baton. Small flags run around from the outside. The last player on the team must run around the fourth corner flag before running to the center flag.

"Relay race - leapfrog"


The players are divided into two teams, which stand in columns one at a time parallel to one another. The distance between teams is 3–4 m. In front of each column, at a distance of 8–12 m from the starting line, a circle (1.5 m in diameter) is drawn or a rectangle is drawn. The first team numbers appear in it. Each person rests his hands on one leg and, leaning forward, hides his head. At the leader’s signal, the players standing in front in the columns run forward and perform a vault jump, pushing off with both legs and leaning their hands on the back of a friend (leapfrog jump), and then stand in his place. The players who were jumped over run back to their columns, touch their palms to the next players, and then stand behind their teams. Those who received a hand touch run forward, make a vault and remain in circles, etc. The game ends when all players finish jumping, that is, the player who made the first jump, jumping over a teammate, will remain standing in the circle, and the one jumped over will cross the start line from where the players started running.

"Relay - train"


A line is drawn in front of the teams standing in columns, and racks (medicine balls) are placed 10 - 12 m from each of them. At the signal, the first team numbers run around the posts (counterclockwise) and head to the starting line. They run past their column, go around it from behind and run back to the posts. When they cross the starting line, the second numbers join them, grabbing them by the waist, and now the two players run around the obstacle. After turning around the team, third numbers join them, etc. The game ends when the entire team depicting train cars (without releasing their hands) finishes, that is, the last player crosses the starting line. In the game, the first numbers get the most workload, so when repeating, the participants in the columns are arranged in the reverse order.

"Streams in a circle"

The players of each team are placed in a circle at arm's length facing the center. Each participant has a ball in their hands. Signals are sent every 1-2 s. At each signal, the players simultaneously pass the ball counterclockwise.

If a player drops the ball on the floor, there is no need to pick it up - the game continues without this ball. Players do not have the right to move from their place or narrow the circle. According to the agreement, the game lasts 2-3 minutes.

The team with the most balls in play at the end of time wins.

"Relay of Animals"

Students are divided into 2-4 equal teams and line up in a column one at a time, one parallel to the other. Those playing in teams take the names of the animals: “Bears”, “Hares”, “Foxes”, etc. A starting line is drawn in front of the players in front. A stand (mace) is placed in front of each column at a distance of approximately 10-20 m. The finish line is drawn at a distance of 2 m from the start. The teacher calls any animal loudly. Players bearing the name of this animal run forward, run around the object standing in front of them and return back. The first one to reach his team wins a point for his team. The teacher calls the animals separately. Some may be called twice.

“Passed - sit down”

The players line up in two or three columns. The drivers are located at a distance of 1 m from the first player (each column), each driver has one large ball in his hands. At the teacher’s signal, the drivers throw the ball with both hands to the first players in the column. Having caught the ball, the player throws it back to the driver. And he himself squats or sits on the floor. The driver throws the ball to the next person.

Having received the ball from the last player of his team, the driver lifts it up, and all team members quickly stand up and level the column. The team that completes the task faster and more correctly wins. The game can be repeated several times different options squats and ball passes.

LOW MOBILITY GAMES

(for the final part of the lesson)

“Who has the ball?”

The players form a circle. The driver is selected. He stands in the center of the circle, and the rest move tightly towards each other, everyone’s hands behind their backs. The teacher gives someone a ball (diameter 6-8 cm), 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 the driver is addressing must put out both hands, palms up, showing that he does not have the ball. If the driver guessed correctly, he takes the ball and stands in a circle, and the one who has the ball begins to drive.

"Make a figure"

At the teacher’s signal, all students 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 marks those whose figures he liked (proved to be the most successful). The game is repeated 2-3 times (you can choose a driver who will determine whose figures are better).

“What do body parts say?”

Students stand in a circle, the teacher asks: “Can body parts talk? Let's figure it out!" The teacher asks you to depict:

    “I don’t know” (shoulders say).

    “Come here” (says the finger).

    “Yes” and “No” (says the head).

    “Goodbye” (says the hand).

    “I want” (legs demand).

"Rain in the Forest"

Children stand in a circle one after another and “turn” into trees in the forest. The teacher reads the text, the children perform the appropriate actions.

The sun was shining in the forest, and all the trees stretched their branches towards it. They stretch high and high to keep each leaf warm. (Children rise on their toes, raise their arms high, touching their fingers.) But it blew strong wind and began to swing the trees in different directions. But the trees are held tightly by their roots, stand steadily and only sway. (Children swing to the sides, tensing their leg muscles.) The wind brought rain clouds, and the trees felt the first gentle drops of rain. (Children light movements fingers touch the back of the person in front). The rain is falling harder and harder. (Children increase their finger movements.) The trees began to feel sorry for each other, to protect from strong blows rain with its branches. (Children run their palms along the back of the person in front). But then the sun appeared again. The trees were happy, shook off the extra drops of rain from the leaves, leaving only the necessary moisture. The trees felt freshness, vigor and joy of life within themselves.

"It flies - it doesn't fly"

Children stand in a circle, with the teacher in the center. He names animate and inanimate objects that fly and do not fly. When naming an object, the teacher raises his hands up.

For example, the teacher says: “The bird flies, the chair flies, the plane flies,” etc. Children should raise their hands up if a flying object is named.

"The Bear and the Mouse"

The players sit in a circle, and the driver stands in the center of the circle. The driver says: “Bear!”, Everyone should stand on their toes, hands up. If he says: “Mouse!”, everyone crouches down, hands behind their heads. Whoever makes a mistake changes places with the driver.

Game option: the driver performs movements opposite to the names. For example, he says: “Bear!”, and he crouches. The players must do what they heard, and not what the driver does.

"Prohibited Movement"

The teacher offers to repeat the movements after him, with the exception of the forbidden ones, which were previously established by him. For example, it is forbidden to place your hands on your belt. The teacher begins to perform different movements, and all players carefully follow them. Suddenly the teacher performs a prohibited movement. One of the players who makes a mistake and completes it takes a step forward and continues to play. Penalties can be assigned: jump on one leg for some distance, say a tongue twister, guess a riddle, make a dance move, do push-ups, etc. The game is repeated several times. If the game is played without penalties, then the most inattentive player is considered to be the one who took the most steps forward.

All players scatter around the court. The driver stands in the center. At the teacher’s signal: “One, two, three – quickly run into the circle!” The players, holding hands, form a circle and walk to the right (left) in a circle with the words: “Guess the riddle, who named you, find out!” After this, everyone stops, the driver closes his eyes, and one of the players, as directed by the teacher, calls out the driver’s first and last name. If the driver recognizes the one who said his name. Then this player replaces the driver. And the game continues.

GAMES WITH THROWING, PASSING AND CATCHING THE BALL

"Sharp on target"

Inventory:10 pins; volleyballs or rubber balls.

Preparation:two parallel lines are drawn at a distance of 12-15 m. In the center, the pins are placed in one row. The players are divided into two teams and placed on opposite sides of the court. The players of one of the teams (by lot) are given balls.

Game description:At the signal, players of one team throw balls in one gulp, trying to knock down the pins with the ball. Each knocked down pin moves one step closer to the throwing team. After this, the other team throws the balls. The team that manages to move the pins further wins.

Rules of the game:Throw the balls from one side at a time. Knocked down pins are placed in a new place after all the balls have been thrown.

Game value:The game helps improve throwing skills, develops accuracy and dexterity of movements.

"Hunters and Ducks"

Inventory:volleyball.

Preparation:The players are divided into two teams - “hunters” and “ducks”. A square with sides of 7-9 m is determined on the site. The “ducks” team is located inside the square. The players of the other team, divided into two equal groups, take places on two opposite sides of the court.

Game description:One player picks up a volleyball. At the signal, the players who are outside the court begin to knock out the ball with the ball. Who is in the middle? If a player hits any part of the body other than the head, or drops the ball from his hands while trying to volley it, he leaves the square. Throwers can throw the ball across the court to their team's players if they are closer to the opponent running around the court.

The game ends when the last player is knocked out of the square. After this, the players change roles and the game is played again. The team that manages to take out all the players in the least amount of time wins.

Rules of the game:

    “Hunters” do not have the right to step over the line, otherwise the throw will not be counted.

    Ducks cannot go beyond the square.

    The Ducks have the right to volley the ball, but if the ball is lost, the player is considered out.

Options:

    Before the start of the game, the time during which a team tries to eliminate the largest number of players from the opposing team. For each player eliminated, the team receives one point.

    Players are invited to knock out opponents with two volleyballs, but throwing balls must be done simultaneously on one side.

Game value:As in any team game, coordination of the players' actions is necessary. The game helps to consolidate and improve skills in throwing a ball, developing speed, orientation and reaction.

"Tag with a ball"

Inventory:volleyball.

Preparation:Choose one driver who has the ball in his hands.

Game description:All players stand in a circle. The driver is in the center of the circle. At the signal, the players scatter around the court, and the driver tries to disgrace any player by throwing the ball. The player hit by the ball becomes the driver. The winner is the one who has never been caught driving.

Rules of the game:

    A player is considered caught if the ball hits him with a volley.

    It is not allowed to perform strong throws to the head.

Options:

    For a certain time, one driver tries to knock out as many players as possible. For each player eliminated, the driver receives one point. The driver with the most points wins.

Game value:The game helps to consolidate and improve skills in throwing a ball, developing speed, orientation and reaction.

"The Kite and the Chicks"

Inventory:volleyball.

Preparation:Choose one driver - “Kite”, who has a ball in his hands. All the other players – “Chickens” – stand one after another, in a column one at a time, holding the belt of the person in front. The guide in the column is “Chicken”.

Game description:At the signal, the driver tries to hit the trailing player with the ball. The guide, trying to protect the trailing player, moves behind the driver, covering and preventing the driver from making an accurate throw at the last player. If the driver managed to hit the last player with the ball, then he becomes a “Chicken”, and the taunted player becomes a “Kite”.

Rules of the game:

    Players standing in a column while moving should not disengage.

    Only the last player can be hit with the ball.

    A player is considered to be out if the ball hits the player with a volley.

"Caterpillar"

Inventory:two volleyballs.

Preparation:Divide the players into two teams. Both teams stand behind each other and grab the belt. One column stands opposite the other.

Game description:At the signal, the first player of each column seeks to stain the trailing player of the other team. To do this, they must be: very mobile and closely monitor the movement of the caterpillar team, which is trying to retaliate. A touch is counted if the players on his team do not release their hands. For each correct touch, the team is awarded a point. The game lasts 3-4 minutes, after which the winner is determined.

Rules of the game:

    Players must not disengage.

    Moving It's best to do it in step-by-step steps.

"Shootout"

Inventory:1-4 volleyballs.

Preparation:The players are divided into two teams. The site is divided into two halves. Two lines are drawn on opposite sides (2-3 m from the wall). The players are located inside the field, each team on its side.

Game description:One of the teams receives the ball by lot. At the signal, its players begin to hit the players on the opposite side with the ball. They try to avoid being hit by the ball without leaving the field. The ball that bounces off the court or player is caught and, in turn, begins to mark the opponent. The stained player leaves the game. The team that manages to eliminate its opponents faster wins.

Rules:

    The player who is hit with the ball from the volley is considered to be spotted.

    You must not step over the court lines.

    Catching the ball is allowed, but if it is not caught, the player is considered out.

Options:

    Stained players are captured behind the line on the opponent's side. You can help them out by throwing the ball to them.

    Throws at players are allowed only from two or three points on the halfway line. At these points the ball can be passed to the players.

Game value:As in any team game, coordination of the players' actions is necessary. The game helps to consolidate and improve skills in throwing a ball, developing speed of orientation and reaction.

"Two Fires"

The game is played on a volleyball court without a net. The players are positioned in such a way that the team captain is behind one line of the court (front line), and the players of his team are on the opposite half of the court. Thus, the players of each team are, as it were, between two fires. On the one hand, they are threatened by the captain, on the other, by his crew. By lot, one of the captains puts the ball (volleyball) into play - passes it to the players of his team, and they return the ball back. They pass among themselves, choosing the right moment to hit a player of the opposing team. Opponents move around the court and try to dodge the ball or intercept it. The player who was hit by the ball goes out of bounds. He, like the captain, has the right to catch, pass, knock out an opponent, etc. Play according to the agreed time.

If the ball hits any of the players, but one of them manages to catch the ball in the air. Then the player is not eliminated from the game. The player who was hit by the ball has the right to hold the ball so that it does not roll out of the court and then his team becomes the attacker.

"Ball School"

“Ball School” - exercises selected in order of increasing difficulty.

    Throws the ball up and catches it first with both hands, then only with the right. Then only left.

    Throw the ball up, squat down, touch your toes with your fingers, then rise and catch the ball, first with both hands, then with only your right hand.

    Throw the ball over your head from right hand V left hand and back.

    Throw the ball up, sit on the floor and catch it; without getting up, he throws the ball up again. Get up and catch him.

    Throw the ball high up, jump, turn in the air, and catch it with both hands.

    Leaning forward, throw the ball between your legs, straightening up, catch it in front.

    Throw the ball on the ground, hit the bounced ball with one hand (and so on several times).

    Lifting and bending slightly left leg, throw the ball over it and catch it with your right hand.

    Stand at a distance of 1-2 m from the wall, throw the ball against the wall from below, catch it first with two hands, then with one.

"Moving Target"

Players from two teams stand alternately in a circle. One representative of each team has a ball. Within a team, the driving representative of one team. His task is to dodge the ball, which is thrown at him by the players of the opposing team, and at the same time catch and pass the ball sent to him by his partners. All team players take turns driving.

If, while performing a set number of passes to opponents, the driver is not stained. He wins the point.

Option. The position of the players and the rules of the game are the same. Each team selects 3-4 leaders, who alternately enter the center of the circle. In this case, the game happens faster.

"Ball on the Floor"

All players stand in a circle. Two of the players stand in the middle of the circle. Those standing in a circle kneel down on one or two knees. They have one volleyball. The driver turns to face the ball.

At the teacher’s signal, the players begin to roll the ball on the floor, trying to touch the feet of the players. The drivers run from the ball in a circle. They jump up to escape the ball. If one of the players manages to hit the feet of the ball driver, he takes his place, and the former driver stands in a circle.

"Snipers"

A volleyball is placed in the middle of the court. The players are divided into two teams and lined up on opposite sides of the court. The distance between them is 8-10 m. Players of one team each receive a small ball. At the teacher’s signal, the players, without going beyond the line, throw small balls at a volleyball located in the middle of the hall, trying to roll it back to the opposing team. Players from the other team collect thrown balls and, at the teacher’s signal, throw them at the volleyball, trying to roll them back. So the teams take turns throwing the balls a set number of times.

"Ball in a circle"

Having formed a circle and opening their arms outstretched, the players pass the ball around the circle. The driver, running around the outside of the circle, tries to touch the ball.

GAMES WITH BASKETBALL ELEMENTS

"Fight for the ball"

Inventory:basketball.

Preparation:For the game, use the markings of a basketball court. The players are divided into two teams. Captains are chosen.

Game description:The game begins with a ball toss in the center of the field between two players from different teams. The team that has possession of the ball tries to keep it and make as many passes as possible. The other team, on the contrary, makes an effort to win the ball and not allow many passes to be made. Having taken possession of the ball, this team, in turn, tries to keep the ball. The game continues for a certain time or until a specified number of points. The team with the most points wins.

Rules of the game:

    You cannot run with the ball and step beyond the court lines.

    You cannot hold players back with your hands, push them, etc.

    The intercepted ball is put into play from behind the line.

    You cannot pass the ball to the same players more than twice.

    With each new pass, the team captain must name the score.

Variant of the game "10 passes"

The players of the team in possession of the ball try to make 10 passes between the players in a row, without giving the ball to the opponent. After this, the game stops, the team is awarded one point, and the ball is kicked in from the side by a player of the injured team. Game duration is 5-15 minutes. The team that scores more points during this time wins.

Rules:

    If the ball is intercepted by an opponent, the accumulated number of passes is canceled and a new team count of passes is maintained.

    The head of the game counts the passes out loud and loud enough.

    If the ball is kicked over the sideline by the opponent or the last player played roughly, the ball is introduced from behind the sideline with the continuation of the pass count.

    The team counting the passes loses the ball if the rule is violated, and the accumulated number of passes is canceled.

Game value:The game helps to consolidate and improve ball passes different ways, develops intelligence and orientation.

"Two captains"

Inventory:basketball.

Preparation:In opposite corners of the field, two lines (with a distance of 1 m) outline sectors for captains. The players are divided into two teams. Each team chooses its own captain. Captains stand in these sectors.

Game description:The game begins with tossing the ball in the center. Fields between two players from different teams. The team that has gained possession of the ball tries to use passes to approach its captain’s sector and pass the ball to him. At this time, the other team tries to prevent this, take possession of the ball and pass it to their captain. For each successful attempt to teams

one point is counted. The team with the most points wins.

Rules of the game:

    None of the players has the right to go beyond the sector line.

    The ball is considered correctly passed if the captain caught it from the summer without leaving the sector (and not after bouncing off the wall, floor or players).

    You can't run with the ball. You are only allowed to take two steps.

    It is also not allowed to dribble the ball.

    A ball that goes out of bounds is thrown in by the opposing team.

    When fighting for the ball, it is not allowed to grab or push opponents. For a violation, the victim performs a free throw: from a distance of 6-7 m, he throws the ball to the captain, who is guarded by only one defender.

Game value:The game contributes to the acquisition of ball handling skills, develops speed, orientation, and decisive action.

"Ball Race in a Circle"

Inventory:two basketballs.

Preparation:All players stand in a circle and settle for first or second. The first numbers are one team, the second numbers are another. Two players standing next to each other are captains, they each have a ball in their hands.

Game description:After the signal, the balls are passed in a circle in different directions through one, to the players of their team. Each team strives to pass the ball as quickly as possible so that it returns to the captain faster.

Rules of the game:If the balls collide, they are picked up and the game continues from where they fell.

Game options:The balls are on different sides of the circle and are passed (at a signal) in the same direction (right or left). The team’s task is to make passes faster so that one ball catches the other.

"The Fives Attack"

Inventory:basketball court, basketball ball.

Preparation:The players are divided into three fives of equal strength. One of the teams receives the ball and takes a place in the center of the court. The other two teams are located at the shields.

Game description:At the signal, the five in possession of the ball begins an attack on the ring defended by one of the two teams. If they manage to throw the ball into the hoop, then they repeat the attack, but this time to the hoop defended by the other team. And this continues until one of the defending teams intercepts the ball or the attackers themselves lose it. Then this team goes on the attack to another ring, and the attacker takes a place in defense under the shield. The team that manages to score the most points in the allotted time wins.

Rules of the game:This game follows the rules adopted in basketball.

Guidelines:It is necessary to stipulate in advance certain technical and tactical techniques of the game and demand that the players perform them without fail.

"Don't give the ball to the driver"

Inventory:basketballs.

Preparation:The players stand in a circle at arm's length. If there are more than 10 players, then two circles can be formed. One driver is selected.

Game description:At the signal, the players throw the ball to each other in different ways so that the driver cannot intercept it. If the driver catches the ball, then the player from whom the pass was made takes his place. The game can be complicated, put 2, 3, 4 drivers. At the end of the game, the best driver is selected, as well as the player who has never been one.

Rules of the game:

    The driver must not snatch the ball from the hands of the players.

    The driver must not go beyond the circle.

    The players make accurate passes with the ball to anyone standing in the circle.

    High gears cannot be performed.

"Rules for mini basketball"

Teams.

Each team consists of 5 players on the court, 5 substitutes and a coach. One of the players is the team captain. All players on the same team must wear the same uniform with numbers from 4 to 15.

Game time.

The game consists of two halves of 20 minutes each with a 10 minute rest break. Each half consists of 2 periods of 10 minutes with a 2 minute break in between.

Timekeeper stops time when: foul, dropped ball, time-out, injury.

Game Score.

The ball is considered successful when it hits the ring. Hitting the ball into the basket from a field goal is 2 points, hitting the ball into the basket during a free throw is 1 point.

Draw.

The match is considered a draw if the game score is after fourth period equal. There is no extra time in mini-basketball.

Substitutions.

Each player must play 2 full periods and be a substitute for the other two periods unless injured or 5 fouls.

Substitutions are not made during the period, only in case of injury or when receiving 5 fouls.

Jump ball.

The referee throws the ball vertically upward between two opponents in one of the circles on the court.

A jump ball is awarded, when the game starts, there is a double foul, the ball is stuck in the ring, two players fight for the ball for 5 seconds, the referees are controversial.

Actions with the ball.

In mini-basketball, the ball is played with your hands.

Allowed to do:

dribbling the ball, passing the ball, throwing around the ring, turning with the ball.

Violations.

A violation is failure to comply with the rules of the game.

Rules of the game:

You cannot dribble the ball with both hands at the same time.

You can't run with the ball.

Play the ball with your feet.

Play outside the court.

Punishment:

Three second rule.

A player must not remain within the opponent's three-second zone for more than 3 seconds.

Punishment:

The ball is passed to the opponents to put it into play from outside the court.

Five seconds.

The player is given 5 seconds to throw the ball in from outside the court.

The free throw must be completed within 5 seconds.

A heavily attacked player can hold the ball for no more than 5 seconds.

Punishment:

The ball is passed to the opponents to put it into play from outside the court.

The ball returns to the backcourt.

It is not allowed to pass the ball from the attacking zone to the back zone of the court.

Punishment:

The ball is passed to the opponents to put it into play from behind the side line in the central part of the court.

Fouls.

Any personal contact by the opposing team is a foul.

Punishment:

The ball is passed to the opponents to put it into play from outside the court.

The ball is passed to the opponent for two free throws.

The ball is passed to the opponent for two free throws and put into play from the sideline in the center.

Five player fouls.

A player who receives five fouls is automatically eliminated from the game. A substitute player plays instead.

Free throws.

The free throw is taken from the line 60 cm closer to the ring.

There is no concept of a three-point shot.

Secretary and timekeeper.

The secretary is responsible for the game protocol. The timekeeper is responsible for controlling the playing time.

Referees in mini-basketball.

In mini-basketball, two referees play the game according to the rules.

GAMES WITH VOLLEYBALL ELEMENTS

"Volleyball Player's Pass"

Inventory:1-2 volleyballs.

Preparation:The players stand in a circle at arm's length. The driver takes the ball and stands with it in the center of the circle.

Game description:The driver throws the ball and passes to any player. He hits it with his hands to one of the players or the driver, who in turn passes the ball to another player in the same way.

The goal of the game is to prevent the ball from touching the ground and keep it in the air for as long as possible. As soon as the ball touches the ground, the player who caused the ball to fall to the ground takes the place of the driver, and the previous driver takes his place in the circle.

Rules of the game:

    You cannot hit the ball more than once in a row.

    The ball can be hit with your hands, head, or shoulder.

Option "Fly ball with knockout"

The structure and content of the game are the same, but a new rule is introduced: the player who makes a mistake leaves the game. The winner is the last remaining player. It's better to play without a driver.

"Ball over the net"

Inventory:4 volleyballs.

Preparation:The game is played on a volleyball court and net. The players are divided into two teams. Each team sits on its own half of the court. Each team receives two balls.

Game description:At the signal, the players throw the balls over the net. The goal of the game is to throw all 4 balls to the opposite side. If a team manages to throw all the balls to the opponents' side, it receives one point. Repeat the game several times. The team with the most points wins.

Rules of the game:

    You need to throw the balls only with your hands and only over the net.

    If the ball flew under the net and at that moment all the balls were on the opponents’ side, then the point is not counted.

    You cannot cross the center line and take balls from the opponents' court.

    Balls can be picked up anywhere in your half of the court and you can move freely with the ball.

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