Card index of outdoor games for preschool children. Collection of outdoor games."Games of our yard" Outdoor game black and white goal

Entertainers (in an even circle)

Progress of the game. Children stand in a circle. The teacher is appointed as an entertainer for one of the players. He is in the middle of the circle. Children follow the instructions of the teacher to the right or left under the following text:

In an even circle,

One after another

We are going step by step.

Stand still

Together together

Let's do it... like this!

At the end of the text, the children stand at arm's length from each other. The entertainer shows some movement, and everyone standing in a circle repeats it. Then the teacher replaces the entertainer or the entertainer himself chooses someone instead of himself, and the game continues.

Each entertainer must come up with movements himself and not repeat those that have already been shown before him.

Cap and stick

Material. Wand; cap with tassel.

Progress of the game. The players form a circle. The driver is selected, he receives a wand and stands in the middle of the circle. The teacher puts a cap on his head.

The cap is pulled down to the child's nose and covers his eyes without touching them. Children, holding hands, run in a circle and say: “One, two, three, four, five - the stick will knock.” At this time, the driver, squatting, taps the stick on the floor.

With the last words, the children stop, and the driver extends the stick towards the children. The one to whom the stick pointed takes hold of its end and calls the driver by name, and the driver guesses who called him. Then the game continues with a new driver.

Make a figure

Progress of the game. A leader is selected from among the players and stands aside. The rest of the children are running and jumping all over the playground. At the teacher’s signal, everyone stops in some position and does not move.

The presenter goes through all the figures and chooses the one he likes best. This child becomes the driver-evaluator, and the previous driver joins the rest of the children, and the game is repeated.

Who has the ball?

Material. The ball has a diameter of no more than 15 cm.

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

The teacher gives someone the ball, and the children behind them pass it around in a circle. The driver tries to guess who has it. He says “hands,” and the person he is addressing must put both hands forward, palms up. If the driver guessed correctly, he takes the ball and stands in a circle, and the one who has the ball becomes the driver.

Sharks

Material. A small elevation of about 40 cm, it can be made from boards or snow.

Progress of the game. Children are divided into two unequal groups: sharks (2-3 participants) and sailors. There is a captain on a large ship (elevation). He watches sailors swimming in the sea (children jump off a platform and imitate swimming). “Sharks!” shouts the captain. The sailors quickly board the ship, and the sharks rush after them. Having caught no one, or, conversely, with their prey, the sharks swim off to the sea, and the sailors again jump into the sea and swim. So the game is repeated several times.

Rules of the game. Catch only after the word “Sharks!” Sharks are not allowed to enter the ship. Those caught are taken aside and miss one game.

Instructions for the game. The game is very simple in rules and can be played with children of a mixed age group.

For the sea, you can introduce the following addition: a storm rises at sea, sharks hide at the bottom, and the sailors sit on the ship and listen to the story of the captain or one of the crew.

frogs

Material. During the game, children read a poem by A. Barto

Progress of the game. A large rectangle is outlined on the ground - this is a swamp. The banks are drawn on both sides, with hummocks on them (at such a distance that it is not difficult to jump to the swamp).

The crane sits in its nest, and the “frogs” (the rest of the children) sit on the hummocks and begin their concert:

Here from a hatched rotten place

A frog splashed into the water.

And, puffing up like a blister,

She began to croak from the water:

“Kwa, ke, ke, qua, ke, ke,

It will rain on the river."

As soon as the frogs say their last words, the crane flies out of the nest and catches them. The frogs are not given, they jump into the water, where the crane is not allowed to catch them.

The caught frog remains on the hummock until the crane flies away and until all the frogs come out again.

After the crane catches several frogs, a new crane is selected from among those children who have never been caught.

Children squat on the hummocks and can swim in the water. You can only get back to the hummock by jumping.

Rules of the game. You can start moving only after the children finish saying the poem. Catching frogs is only allowed outside the swamp.

Instructions for the game. From the hummocks to the swamp it is approximately 45-55 cm. You need to show the children that this distance needs to be jumped in one jump. The crane's nest must be nearby, otherwise it will not be able to catch the frogs.

It is necessary to ensure that the first rule is observed, since when speaking a poem, children rest after jumping. It should also be explained to children that frogs do not jump from the water onto hummocks until the crane flies away.

Horses

Material. Board, stick

Progress of the game. The children are divided into two unequal groups: grooms (a third of the children) and horses (the rest of the children). A place is outlined - a stable. There are horses in the stable. The grooms are sitting on a bench nearby. The teacher approaches the board and beats 15-18 blows on it with a stick. During this time, the grooms quickly bring out their pair of horses, harness them and line up in threes one after another. The teacher checks whether the horses are well harnessed. “But, let's go!” - he commands. The area is filled with running threes. Each groom drives his horses either at a trot or at a walk. “The horses got scared!” - says the teacher. The horses scatter around the area. The grooms are catching up with them, trying to quickly lock all the horses in the stable. Children change roles, the game resumes.

Rules of the game. You have to manage to harness the horses while the blows are being struck on the board. Signals must be obeyed. After the words “the horses got scared!” You can catch any horse. A horse taken to the stable must not run away.

Hunter, hares and dogs

Progress of the game. The play area depicts a forest clearing where hares (children) live. Hare minks (there are several of them) are located around the clearing at some distance from each other. “Hares” live in burrows of 4-6.

The “hunter” walks with his dogs (several children) and looks out for a “hare” running somewhere. And the hares sit quietly, quietly, hiding in their holes. The hunter with the dogs goes into the house.

Hares jump out into the clearing, jump, and can even gallop very close to the hunter’s house.

Suddenly the dogs started barking and ran out. They were released by the hunter who had previously kept them in the house. The hares quickly run away to their burrows. The caught hares are given to the hunter.

The game continues until 4-5 birds are caught.

Instructions for the game. Dogs are chosen only from among the bravest and best jumping hares.

Geese

Progress of the game. One player portrays a wolf, another - the mistress, all the rest - geese. A house is allocated for the geese, and a circle is drawn to the side for the wolf - this is a mountain, behind which the wolf lies in wait for the geese. The housewife drives the geese to graze, and then she returns home and says: “Geese, geese, go home!” - "For what?" - the geese ask. "The gray wolf is under the mountain!" - "What is he doing there?" - “Geese are nibbling” - “Which ones?” - “Grey and white - everyone goes home!”

Immediately after this, the geese run home, and the wolf catches them. The wolf takes the caught geese to his home.

The housewife again drives the geese to graze, and again the wolf catches them on the way home. This continues until all the geese are caught. Then the hostess goes to look for the geese. “Wolf, have you seen my geese?” - she asks. “What were the geese like?” - asks the wolf. “Grey, white and striped,” the hostess answers.

The wolf indicates the path along which the geese ran (shows any direction). At this time, the geese begin to clap their hands, as if geese are flapping their wings. "What it is?" - asks the hostess. “The spoons are falling from the shelf,” the wolf answers. By the same analogy: geese stomp - “horses in the stable”, geese hiss - “cabbage soup is boiling”. After this, the geese cackle and the mistress recognizes her geese and takes them away from the wolf. The game resumes with the other players in the roles.

Who's come?

Progress of the game. Several people are chosen, who step aside and agree on who each of them will portray.

All other children sit in a semicircle. “Ding-ding,” says one of the riddlers. All the children ask: “Who came?” - “Pilot from the airfield.” “What are they doing there?” The pilot depicts how to start the engine, fly, etc. His movements are imitated by children who must guess what they are depicting.

This way you can portray any role.

Rules of the game. Perform movements in accordance with what is depicted. Sit down as soon as the one who came left.

Black and white

Progress of the game. The players sit in a circle, the driver (teacher) remains in the middle and, approaching each one in turn, says: “They sent you a hundred rubles, buy whatever you want. Don’t call white and black, and don’t say no. What will you buy for yourself? - “I’ll buy myself a horse.” - “Which one, white or black?” - “Grey.” “Better buy a white one.” If the buyer forgets the terms of the game and says one of the words that was prohibited, he pays a fine (fulfills the proposed task).

Stop!

Progress of the game. A line is drawn at a distance of 10-15 steps from the wall. The driver is located near the wall, with his back to the players standing behind the line. He stands in a small circle drawn on the ground. The driver says loudly: “Walk quickly, make sure you don’t yawn... Stop!”

While he says these words, everyone is quickly moving forward towards the driver, some running, some walking. To the word “stop!” everyone freezes in place, and the driver quickly looks around. If someone did not manage to stop in time, the driver sends him back and he begins his approach to the driver from the beginning. The game continues until someone approaches the driver and stands with both feet in a circle towards the driver, before he says “stop!”

Rules of the game. The driver does not turn back until he says “stop!”

Lame fox

Material. Ribbon.

Progress of the game. A very large circle is drawn on the floor, in which all the players stand (4-20 people); A hole for the fox is marked around the circle. If the room is small, then only draw a fox hole. One of the players is appointed as a lame fox, he is given a ribbon, the rest of the players are chickens. The fox jumps on one leg, trying to hit one of the players with a ribbon, who at this time are scattering in different directions. The greasy one becomes a lame fox, but in order to get the right to chase chickens, the new fox must enter his house.

Rules of the game. The player, all the time while he is in the role of a lame fox, is obliged to jump on one leg outside the house. If he gets tired, he can only stand on both legs in his own house. The player in the role of a lame fox does not have the right to pickle the one who just hit him.

The Bears

Progress of the game. Two players - “bears”, holding each other’s hands, run after the other players to catch someone. The one who is caught is considered to be the one whom the bears run at and grab with their free hands so that the caught one finds himself between them in a vicious circle. Then he moves aside, and the bears catch again. The new one caught together with the first one forms another pair of bears. Every two players caught by them form a new pair, which catches equally with the first. The game continues in this way until all players become bears.

Seine

Progress of the game. Two players are chosen as fishermen, the rest as fish. The fishermen grab their hands and run after the fish. If they catch up with one of the fish and, before it escapes, they manage to grab it with their free hands so that the fish ends up between the hands of the fishermen, then it is considered caught. The caught fish stands between the fishermen, holding their hands, forming a net. Fishermen use this net to catch other fish. When all the fish are in the net, the game ends.

Rules of the game. Fish can crawl under the hands of the players making up the net until the circle is closed, i.e. the fishermen did not connect with each other. Fishermen are prohibited from fishing with a torn net, and fish cannot break the net with pressure.

Day and night

Material. The board is about 10 cm long, one side is black, the other is white.

Progress of the game. A line is drawn in the middle of the room dividing it into two equal halves. At two ends, separated by city lines.

Children are divided into two teams “Day” and “Night”. The teams stand at the center line with their backs to each other.

The teacher throws the board up, and when it falls to the ground, shouts “night!” if it lands on the black side and “day!” if it lands on the white side. The team that was named runs to their house, and the other tries to catch up with them. Then the number of those caught is counted - the number of points the fishing group scored.

Rules of the game. Players must stand at the agreed distance from the middle. They do not have the right to look at the board when it is thrown and run before they shout out who to run.

Homeless hare

Material.

Progress of the game. A hunter and a homeless hare are selected from among the players. The rest of the players - the hares - go to their homes.

A homeless hare runs away from a hunter, and the hunter catches up with him. The hare can escape by running into any house; then the hare that was in the house becomes homeless, and the hunter will catch him. As soon as the hunter has caught the hare, they change roles.

Two frosts

Progress of the game. Two houses are marked on opposite sides of the site. The players are located on one side of the court. Two drivers are selected and stand in the middle of the site facing the children. These are Frost - Red Nose and Frost - Blue Nose. At the teacher’s signal “begin!” both Frosts say:

We are two young brothers,

Two Daring Frosts:

I am Frost - Red Nose,

I am Frost - Blue Nose.

Come on, which one of you will decide?

Let's hit the road?

All players answer in unison to Frost:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost”, all the players run to the house on the opposite side of the site, and Frosts try to freeze them, i.e. touch with your hand. The frozen ones stop where they were captured by Frost, and so stand until the end of the run of all the other players. The frozen ones are counted, after which they join the rest of the players.

The dashes are repeated 3-4 times. After counting the total number of frozen ones, new Frosts are selected and the game resumes.

Burners

Progress of the game. The players become pairs. A line is drawn in front of the column at a distance of 2-3 steps. One of the players - the catcher - stands on this line. Everyone standing in the column says:

Burn, burn clearly

So that it doesn't go out.

Look at the sky -

Birds are flying

The bells are ringing!

One, two, three - run!

After the word “run!” the children standing in the last pair run along the column from different sides, trying to meet and hold hands. The trap tries to catch one of the pair before the children have time to join their hands. If the trap succeeds, then they form a new pair, and the one left without a pair becomes a trap. If the trap does not have time to catch up with anyone, he remains in his role.

Instructions for the game. The number of participants should not exceed 15-17 people.

Empty place

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

I walk around the house

And I look out the windows,

I'll go to one

And I'll knock softly.

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

Wolf in the ditch

Progress of the game. In the middle of the site, two parallel lines are drawn at a distance of 80-100 cm from one another - this is a ditch. From the two edges of the site, at a distance of one or two steps from its boundaries, goat houses are outlined. A wolf is chosen from among the players, the rest represent goats.

All goats are housed in one house. The wolf stands in the ditch. At the teacher’s signal, “there’s a wolf in the ditch!” the goats run to the opposite side of the site, jumping over the ditch, and at this time the wolf tries to catch them. He takes the caught goats aside. Then the teacher gives the command again, and the goats run to the other side, jumping over the ditch.

After 3-4 runs, all the caught goats return to their home, and another wolf is selected from among the uncaught goats. The game repeats itself.

Catching monkeys

Material. Various climbing devices (walls, towers, benches).

Progress of the game. Children pretending to be monkeys are placed on one side of the area where there are climbing devices. On the opposite side of the site there are monkey catchers (2-4 children).

The catchers agree among themselves about what movements they will make, go to the middle of the site and reproduce them. The monkeys climb onto a hill and from there watch the movements of the catchers. Having made the movements, the catchers leave, and the monkeys get down from the “trees”, approach the place where the catchers were and repeat their movements.

At the teacher’s signal, “catchers!” the catchers run out, and the monkeys run to the “trees” and climb on them. Monkeys caught by catchers on the “ground” are considered to be caught. After 2-3 repetitions, new catchers are selected.

Instructions for the game. Before the game, the teacher explains to the children the characteristics of monkeys - to imitate and reproduce the movements that they see. The teacher makes sure that the monkeys do not jump off the top bars, but go down to the last one.

Keys

Material. Hoops (1 less number of children)

Progress of the game. Children playing stand in circles (hoops). One driver is selected. He approaches any of the players and asks: “Where are the keys?” He replies: “Go to ... (says a name), knock.” During the conversation, the players (the one approached by the driver and the one who was named) try to change places. The driver must quickly occupy the vacated circle.

If the driver cannot occupy the circle for a long time, he must shout “I found the keys!”, Then all the players must change places. At this time, the driver will easily find a place for himself. A child left without a place becomes a driver.

Hunters and hares

Material. 3 small balls.

Progress of the game. On one side of the site there are circles outlined - these are the burrows of hares, on the opposite side - the houses of hunters.

The teacher nominates 3 hunters and gives them a ball. The hunters are in their homes. The rest of the players pretend to be hares jumping all over the playground. At the teacher’s signal, “hunters!” the hares run to hide in their holes, and the hunters shoot at them - throw balls. Those who are hit by the balls are considered shot and go to the hunter's house. After 2-3 repetitions, the number of hares that each hunter shot is counted. New hunters are then appointed and the game resumes.

Rules of the game. You can only throw the ball at your feet. The hunter can only shoot from his house, without leaving the circle.

Zarya-zarnitsa

Attributes: bright ribbon.

Progress of the game: children stand in a circle, hold their hands behind their backs, and one of the players (if a boy, then brother Ivanushka, if a girl, then sister Alyonushka) walks around the circle with a ribbon in his hands and says:

Zarya-zarnitsa,

Red maiden,

I walked across the field,

Dropped the keys

Golden keys

Blue ribbons,

Rings entwined -

Let's go get some water!

With the last words, the player places the ribbon on the shoulder of one of those standing in the circle, he quickly takes the ribbon, and they both quickly run in different directions in the circle. The one who is left without a place becomes the driver.

Special Notes: Players must not cross the circle. When Ivanushka or Alyonushka put down the ribbon, the other players do not turn.

It was burning, it was burning

Purpose of the game: development of motor, communication and creative abilities.

Attributes: several toys of different colors and sizes.

Progress of the game: before the game, the presenter hides toys in various places in the room. The game begins with the presenter saying:

Prela, burned, flew overseas,

And when she arrived, she sat down somewhere.

Who will find it first?

He'll take it for himself!

Children run around the room and look for hidden objects. Once a player finds an item, he brings it to the host and receives a token. You can keep looking. The one who finds the most items wins.

Special notes: you can start looking for toys only after the words have been spoken.

Nimble bunnies

Purpose of the game: development of motor, communication abilities and the ability to work in a team.

Progress of the game: all children are “hares”. They are divided into 2-3 teams of 5 people and line up at the starting line. One “hare” player from each team starts. They jump from the line with both feet. The next “hares” jump from the place where the previous players jumped. They do this on one leg. The next players are again on two, etc. The team that jumps further in the overall score wins.

Special notes: the leader must ensure that each next “hare” jumper stands exactly in the place where the previous player jumped.

Paints

Purpose of the game: development of motor, communication and creative abilities.

Progress of the game: from among the players they choose an “owner” and two “buyers”. The rest of the players are the “colors”. Each “paint” comes up with a color for itself and secretly names it to its “owner.” When all the “paints” have chosen a color for themselves and named it to the “owner,” one of the “buyers” comes:

- Knock Knock!

- Who's there?

- The buyer has arrived!

- For what?

—-Get paint!

- For which one?

- For the red one!

If there is no red “paint”, the “owner” says: “Race on one leg along the red carpet, find the red boots, wear them and bring them back!” If there is red “paint”, then it runs away, and the “buyer” catches up with it. If the first “buyer” did not guess the color, he jumps around the players on one leg, and the second “buyer” comes to the “owner”. The winner is the “buyer” who collected more colors and managed to catch up with them.

Special notes: the “owner” becomes the “buyer” who guessed and caught up with more “colors”.

Battle for the flags

Purpose of the game: development of motor skills, dexterity of movements.

Attributes: 2 colored flags.

Progress of the game: players are divided into 2 teams. Each team has a flag, which is placed in a visible place and guarded by one of the players. The remaining team members are divided into “defenders” and “attackers.” The goal of the game is to capture the enemy's flag while keeping your own. During the game, you are allowed to pass the flag to another player and run away with the flag.

Special notes: rough actions should not be allowed in the fight for the flag.

Come on, take it away!

Purpose of the game: development of motor, communication and creative abilities.

Attributes: medium sized ball.

Progress of the game: one team of players is children, the other is “dogs”. The leader throws the ball up, and the children must throw the ball to each other so that it does not fall on the floor. The “dogs” run around and disturb the children. If the “dog” catches the ball, it changes places with the player who dropped it.

Circle relay

Purpose of the game: development of motor, communication abilities and dexterity.

Attributes: 4 batons.

Progress of the game: On the playground, a circle with a diameter of 20 m is drawn, and in it there are 4 more small circles with a diameter of 0.5 m each, in which relay batons are placed. Players are divided into 4 teams, facing outward outside their circle. The captains of all 4 teams stand facing the small circle of their team, in which the relay baton is located. After the presenter’s signal to start the game, the captains take the batons, run around all the players clockwise and pass the batons to the next players. The latter, in turn, run around the circle and pass the sticks to the next ones, etc. Everyone who ran around the circle takes their place, but facing the center. The winner is the team whose last player, having run around the circle, was the first to put the baton back into his small circle.

Special notes: when repeating the game, the movement goes in the opposite direction.

Agile tightrope walkers

Progress of the game: A straight line 10 m long is drawn on the playground, symbolizing a rope. Players must take turns walking along the line like a tightrope, with their arms out to the sides to maintain balance.

Special notes: those who step off the rope are out of the game.

Delicious competitions

Purpose of the game: development of motor and communication abilities.

Attributes: nuts, apples, pears, peaches, berries (toy or real), rubber ball, stool.

Progress of the game: fruits and berries are laid out on a stool. Players take turns throwing the ball up. Before the ball touches the floor, you must have time to take any fruit from the stool. The one who manages to do this continues the game.

Special notes: if the player did not have time to take the fruit from the stool while the ball was flying, he transfers the right to play to another player.

Lesovik and swans

Purpose of the game: development of motor, communication and creative abilities.

Progress of the game: all players are “swans”. One player is Ivanushka, and the other is the “forester”.

A circle with a diameter of Yum is drawn in the center of the site - this is a forest. In the center of the circle they draw a square - this is the forester’s house. Ivanushka and the “forester” are sitting in the “house”. The “swans” are trying to fly into the house and pick up Ivanushka. The “forester” tries to catch the swans by touching them with his hand. The “Swan” who saved Ivanushka becomes the “forester”.

Special notes: caught “swans” are eliminated from the game. The “forester” cannot leave the forest, he must move around the site.

Ball relay

Attributes: 2 chairs, 2 soccer balls, 2 relay batons.

Progress of the game: A starting line is drawn on the playing court, a circle is drawn in front of each team at a distance of 10 m from it, and a chair is placed at a distance of 15 m from the circle. A soccer ball is placed in each circle. The player, running from the starting line, runs to the ball, guides it with his legs around the chair, leaves the ball in the circle and runs back to the starting line. The team whose players complete the task faster wins.

Special notes: players from both teams pass the baton to the players following them.

Berezki

Purpose of the game: development of motor, communication and creative abilities.

Progress of the game: all players are divided into 2 groups and lined up facing each other. Players in each line join hands at arm's length. At a signal, those standing in one line address those standing in the other:

White birch, slender birch,

Who do you need?

Players standing in another line call the name of one of the children. This player runs to the opposite line to break the row of “birches”. If he managed to break the chain, he takes one of the players with him. If the “Birches” do not open their hands, he remains on this team.

Special notes: different players should be named so that everyone participates in the game.

Black and white

Purpose of the game: development of motor abilities and reactions.

Attributes: a cardboard disk with one side white and the other black.

Progress of the game: players are divided into 2 teams - “black” and “white”, which stand in ranks facing each other. The presenter throws a cardboard disc. If it falls with the white side up, the “white” team begins to catch the “black” team. Those escaping are trying to slip past the house line drawn at a distance. The team with the most captured opponents wins.

Special notes: you can catch opponents only after the disc has fallen and the leader loudly shouted “White!” or “Black!” You can catch up with those running away only to the house line. Those caught behind this line are not considered losers.

Nesmeyany

Purpose of the game: development of communication and creative abilities.

Progress of the game: the players sit in a circle, they are Nesmeyans. One of the players chosen by lot slowly pushes the player on his right side with his shoulder. He, in turn, transmits this movement to his neighbor in the circle, and so on until the movement returns to the driver. The point of the game is to make your neighbor laugh or speak. The one who laughs is eliminated from the game.

Special Notes: All losers must recite a funny poem or sing something.

Rescuers and robbers

Purpose of the game: development of motor, communication and creative abilities.

Progress of the game: according to the counting, three drivers are selected - “robbers”. They stand on one side of the court, and all the other players are located not far from them in a row.

On command, the children scatter in different directions around the playground, and the “robber” drivers try to catch them. The caught players join hands and form a circle in the center of the court. The “robbers” continue to catch players until there are three uncaught left, who try to run up to the players standing in the circle and help one of them out. If this is successful, the players give up and run away from the circle. If the remaining players fail to approach the circle for a long time and touch one of the caught players, then they lose. The game starts over, 3 uncaught players become “robbers”.

Special notes: players are not allowed to leave the court. Caught players must not leave the circle until the remaining 3 players rescue them.

Two cities

Purpose of the game: development of motor abilities, dexterity.

Attributes: wooden or plastic cylinders - towns, several bits.

Progress of the game: 2 cities are drawn on the playground, giving them their names.

City figures

The distance between them is determined by agreement. Mark with a line the place from which the players will throw the bat. Towns are set up in every city. Players are divided into 2 teams, equal in strength and dexterity. One team is residents of the first city, the second is from the other. Each team has its own captain. Players of one of the teams knock out towns from the opponents' city. According to the condition, they take turns hitting, first the players of one team, then the other. The goal of the game is to knock out all the town figures from the opponents' city. The figures are put together like this:

1) one cylinder flat next to the other;

2) the cylinders lie with their side surfaces forward;

3) the cylinders lie one after another;

4) “beater” figure;

5) “gate” figure;

6) “lantern” figure;

7) “bottle” figure;

8) flat, one cylinder standing;

9) the cylinders stand in 2 rows;

10) the cylinders lie in 2 rows;

11) figure “elephant”;

12) “train” figure;

13) “nail” figure;

14) “well” figure.

The game ends when all cylinders are knocked out of the city. The team that did not manage to knock out all the towns loses.

Special notes: Each player hits only once. If the first player knocks out the cylinder, then everyone else can move 2 steps forward from the line of impact. If the bat does not roll out of the city when hitting the cylinders, it remains there until it is knocked out by another player of the same team along with the cylinders. At the end of the game, the teams change cities. A cylinder is considered knocked out if it lies outside the line. Each command has 2 bits. The cylinders are placed at or on the front line of the city, at an equal distance from the sides.

Relay race with a magic wand

Purpose of the game: development of motor abilities and dexterity.

Attributes: small relay baton.

Progress of the game: The game begins with one of the players throwing a stick as far as possible, while calling any of the players by name. The named player - the Wizard - runs after the wand, picks it up from the ground and begins to catch up with other players who are moving freely around the court. Each player whom the Wizard touches with his wand becomes his assistant and also begins to catch up with the other players. Having caught one of them, he must hold it until the Wizard runs up with a wand and touches him. From this moment on, the third person caught becomes another assistant to the Wizard. The player who was last touched by the Wizard with his wand wins. When the game is repeated, that player will throw the stick.

Special notes: The Wizard does not have the right to hit players with his wand, but only touch them. Players are not allowed to leave the playing area.

Outdoor game: "Black and White Pawns"

Target:

Learn to distinguish identical shapes by color.

Rules:

Children wear hats with black and white figures. The black pawn is placed on the first chair, and the white pawn is placed on the second chair. Children run around and gather near their chairs when given a signal.

Outdoor game: "Find a home for your pawn"

Target:

Fix the location of the pawns on the chessboard.

Rules:

Children are divided into two teams. At a signal, they take turns making up pawns, each on their own board.

Outdoor game: "Beware the Pawn"

Target:

Cultivate dexterity and attention. Learn to run without pushing.

Rules:

Children wearing the hats of the Kings (White and Black) walk along the chess field. A pawn runs out and catches those who did not have time to stand on their square.

Outdoor game: "Pawns, to the houses"

Target:

Learn to find your places.

Rules:

Children wear hats with black and white pawn pieces. A chess board is laid out on the floor, children run and, at a signal, take the places of their pieces.

Outdoor game: "King, find your place"

Target:

Fix the location of the White and Black Kings on the chessboard.

Rules:

There are chessboards on the tables, with White and Black Kings nearby. Children go a certain distance and, at a signal, must run to their board and put the Kings in place.

Outdoor game: "Find Your Place"

Target:

Fix the locations of the Rook, Pawn, and King.

Rules:

Children wear hats of white and black figures. Two presenters are selected. Lay out a chessboard on the floor. At the teacher’s signal, the presenters put their figures in place. One leader is responsible for whites, the other for blacks.

Outdoor game: “Who can make the figures faster?”

Target:

Fix the locations of the pieces on the chessboard.

Find your color
Goal: to form orientation in space, to teach to act on a signal, to develop dexterity and attention.

Progress of the game: the teacher distributes flags of 3-4 colors to the children. Children with flags of the same color stand in different places in the hall, near flags of a certain color. After the teacher says “Go for a walk,” the children disperse in different directions. When the teacher says “Find your color,” the children gather near the flag of the corresponding color.

The game may be accompanied by music. As a complication, when the game is mastered by children, you can change the orientation flags in places, placing them in different places in the gym.

Sunshine and rain
Goal: to develop the ability to walk and run in all directions, without bumping into each other; teach to act on a signal.

Progress of the game: children sit on chairs. The teacher says “Sunny!” Children walk and run around the hall in different directions. After the owls “Rain!”, they run to their places.

The game can be played with musical accompaniment. After the game is well mastered, words can be replaced with sound signals.

Sparrows and car
Goal: to develop the ability to move in different directions without bumping into each other; improve the ability to respond to a signal, develop orientation in space.

Progress of the game: children sit on chairs on one side of the hall. These are “sparrows” in nests. On the opposite side is the teacher. It depicts a car. After the teacher says, “The sparrows have flown,” the children rise from their chairs, run around the hall, waving their arms. At the teacher’s signal “Car”, the children run away to their chairs.

After children have mastered the game, sound signals can be used instead of words.

Train
Goal: to develop the ability to walk and run after each other in small groups, first holding on to each other, then without holding on; teach to start moving and stop at a signal.

Progress of the game: first, a small group of children is involved in the game. At first, each child holds on to the clothes of the person in front, then they move freely one after another, moving their arms, imitating the movements of wheels. The role of the locomotive is first played by the teacher. Only after repeated repetitions is the role of the leader assigned to the most active child.

Cucumber... cucumber...
Goal: to develop the ability to jump on two legs in a straight direction; run without bumping into each other; perform game actions in accordance with the text.

Progress of the game: at one end of the hall there is a teacher, at the other there are children. They approach the trap by jumping on two legs. The teacher says:

Cucumber, cucumber, don’t go to that end,
A mouse lives there and will bite your tail off.

After the end of the chant, the children run away to their house. The teacher pronounces the words in such a rhythm that the children can jump twice for each word.

After the children have mastered the game, the role of the mouse can be assigned to the most active children.

Mother hen and chicks
Goal: improve the ability to crawl under a rope without touching it; develop dexterity and attention; act on a signal; foster mutual assistance and camaraderie.

Progress of the game: children pretending to be chickens along with a hen are behind a stretched rope. The hen leaves the house and calls the chickens “ko-ko-ko”. At her call, the chickens crawl under the rope and run towards her. When the chickens say “Big Bird,” they quickly run away. When the chickens run into the house, you can raise the rope higher so that the children do not touch it.

Run quietly
Goal: to cultivate endurance, patience, and the ability to move silently.

Progress of the game: children are divided into three groups and line up behind the line. They choose a driver, he sits in the middle of the platform and closes his eyes. At the signal, one subgroup silently runs past the driver to the other end of the hall. If the driver hears, he says “Stop!” and those running stop. Without opening his eyes, the driver says which group was running. If he correctly indicated the group, the children move aside. If you make a mistake, they return to their places. All groups run through this one by one. The group that ran quietly and that the driver could not detect wins.

Aircraft
Goal: to develop the ability to move in different directions without bumping into each other; teach to act on a signal.

Progress of the game: before the game it is necessary to show all the game movements. Children stand on one side of the playground. The teacher says, “We are ready to fly. Start the engines! Children make rotational movements with their arms in front of their chest. After the signal “Let's fly!” spread their arms to the sides and run around the hall. At the signal “Landing!” The players go to their side of the court.

The game is more emotional with musical accompaniment.

Find your house
Goal: to develop the ability to act on a signal, navigate in space; develop dexterity, attention, and the ability to move in different directions.

Progress of the game: with the help of the teacher, children are divided into groups, each of which stands at a certain place. At a signal, they scatter around the hall in different directions. After the signal “Find your house,” children should gather in groups near the place where they stood at the beginning.

After mastering the game, the original houses can be swapped. The game is more emotional with musical accompaniment.

Rabbits
Goal: to develop the ability to jump on two legs moving forward; develop dexterity, ingenuity, confidence.

Progress of the game: on one side of the hall there are chairs arranged in a semicircle - these are rabbit cages. On the opposite chair is the watchman's house. Children squat behind chairs. When the caretaker releases the rabbits onto the meadow, the children crawl under the chairs one after another and then jump forward. At the signal “Run to the cages,” the rabbits return to their places, crawling under the chairs again.

Bubble
Goal: to teach children to form a circle, changing its size depending on game actions; develop the ability to coordinate actions with spoken words.

Progress of the game: children together with the teacher, holding hands, form a circle and pronounce the words:

Blow up the bubble, blow up big.
Stay like this and don't burst out.

The players, in accordance with the text, move back holding hands until the teacher says “The bubble has burst!” Then the players squat down and say “Clap!” And they go to the center of the circle with the sound “sh-sh-sh”. then they stand in a circle again.

Where does the bell ring?
Goal: to develop the eye, auditory orientation, and the ability to navigate in space.

Progress of the game: children stand on one side of the hall. The teacher asks them to turn away. At this time, another adult, hiding, rings the bell. Children are asked to listen to where the bell rings and find it. The children turn and follow the sound.

You need to ring the bell loudly first, then lower the sound.

Colored cars
Goal: consolidate knowledge of color, improve orientation in space, develop reaction

Progress of the game: children are placed at the edges of the hall, they are cars. Each has its own colored circle. The teacher is in the center of the hall, holding three colored flags. He raises one, and those with a circle of this color scatter around the hall in different directions. When the teacher lowers the flag, the children stop. The teacher raises a flag of a different color, etc.

The game is more emotional with musical accompaniment.

Where did you knock?
Goal: to consolidate the ability to navigate in space and follow the rules of the game.

Progress of the game: children stand in a circle. The driver stands in the middle and closes his eyes. The teacher silently walks around the circle from behind, stops near someone, knocks with his stick and places it out of sight. Steps aside and says “It’s time!” The person standing in the circle must guess where they knocked and approach the person who has the wand hidden. Having guessed, he takes the place of the child behind whom the wand was hidden, and he becomes the driver.

Cat and mice
Goal: improve the ability to navigate in space, avoid collisions; move in a general game situation.

Progress of the game: on one side of the hall an area is fenced off - this is the house of mice (height 50 cm). on the other side of the hall is the cat's house. The teacher says:

The cat is guarding the mice, pretending to be asleep!
Children crawl under the slats and run around.

The teacher says:

Hush, mice, don't make noise.
And don't wake the cat!

Children run easily and silently. With the words “The cat has woken up,” the child pretending to be a cat runs after the mice. Children do not crawl under the slats, but run into the holes through the unfenced part.

By the bear in the forest
Goal: to consolidate the ability to move randomly, imitate game movements, move in accordance with the text.

Progress of the game: children are located on one side of the hall, and the driver is on the other. Players move towards the sleeping bear and say:

By the bear in the forest
I take mushrooms and berries.
But the bear doesn't sleep
And he growls at us.

The bear growls and tries to catch the children, but they run away. Having caught someone, he takes him to him. The game repeats itself.

Mousetrap
Goal: develop speed, agility, attention; learn to coordinate words with game actions.

Progress of the game: the players are divided into two unequal subgroups. The smaller one forms a circle - a mousetrap. The rest are mice. Players in a circle move and say sentences

Oh, how tired the mice are, it’s just their passion.
They've chewed everything, eaten everything, they're crawling everywhere - here's a scourge.

At the end of the words, the children stop and raise their clasped hands up. The mice run into the mousetrap and immediately run out the other side. At the signal, the children lower their arms and squat. Mice that did not have time to run out are considered caught. They also stand in a circle. Game continues. When most of the children are caught, the subgroups switch places.

Who has the ball?
Goal: develop mindfulness; consolidate the ability to perform game actions in accordance with the rules of the game.

Progress of the game: players form a circle. A driver is selected who stands in the center. The remaining players move tightly towards each other, everyone's hands are behind their backs.

The teacher gives someone a ball, and the children behind them pass it to each other. The driver tries to guess who has the ball. He says “Hands!” and the one to whom they are speaking must put out both hands. If the driver guessed correctly, he picks up the ball and stands in a circle. The player from whom the ball was taken becomes the driver.

Shaggy dog
Goal: improve the ability to move randomly, move in accordance with the text, develop orientation in space, dexterity.

Progress of the game: children stand on one side of the hall. The driver - the dog - is on the other side. Children quietly approach him with words

Here lies a shaggy dog ​​with his nose buried in his paws.
Quietly, quietly, he lies, either dozing or sleeping.
Let's go up to him, wake him up, and see what happens!

After these words, the dog jumps up and barks loudly. The children run away, and the dog tries to catch them.

Take care of the item
Goal: to teach children to act on a signal; develop dexterity, endurance, eye.

Progress of the game: children stand in a circle. Each child has a cube at their feet. The teacher is in a circle and tries to take a cube from one child or another. The player, whom the driver is approaching, crouches down and covers the cube with his hands and does not allow anyone to touch it. At first, the driver does not take the cubes from the children, but only pretends to do so. Then, when repeating, he can take the cube from the player who did not have time to cover it with his hands. This child is temporarily not participating in the game.

Subsequently, the role of driver can be offered to the most active children.

Cars
Goal: develop agility and speed; consolidate the ability to move around the site in all directions.

Progress of the game: each player receives a steering wheel. At the driver’s signal (the green flag is raised), the children scatter in a scattered manner so as not to interfere with each other. At another signal (red flag), the cars stop. The game repeats itself.

The game is more emotional with musical accompaniment.

We are funny guys
Goal: develop dexterity, evasiveness; improve the ability to follow the rules of the game.

Progress of the game: children stand on one side of the court outside the line. A line is also drawn on the opposite side - these are houses. There is a trap in the center of the site. The players say in chorus

We are funny guys, we love to run and jump
Well, try to catch up with us. 1,2,3 – catch it!

After the glory of “Catch!” children run to the other side of the playground, and the trap tries to catch them. Anyone whom the trap manages to touch to the line is considered caught and moves to the side, missing one run. After two runs, another trap is selected.

Find yourself a match
Goal: to develop dexterity, the ability to avoid collisions, and act quickly on a signal.

How to play: For the game you need handkerchiefs according to the number of children. half of the handkerchiefs are one color, half of another. At the teacher's signal, the children run away. To the words “Find a pair!” Children with identical scarves stand in pairs. If the child is left without a pair, the players say “Vanya, Vanya, don’t yawn, quickly choose a pair.”

The teacher's words can be replaced with a sound signal. The game is more emotional with musical accompaniment.

Fishing rod
Goal: to develop dexterity, attention, speed of reaction.

Progress of the game: the players stand in a circle, the teacher is in the center, he holds in his hands a rope to which a bag of sand is tied. The teacher rotates the rope in a circle just above the ground, and the children jump up, trying to prevent the bag from touching them. Having described two or three circles with the bag, the teacher pauses, during which the number of those caught is counted.

Don't get caught
Goal: develop agility, speed; play according to the rules; improve jumping on two legs.

Progress of the game: the players are positioned around a cord placed in the shape of a circle. In the center there are two drivers. At the teacher's signal, children jump on two legs in and out of the circle as the traps approach. Anyone who has been stained receives a penalty point. After 40-50 seconds, the game stops, the losers are counted, and the game is repeated with a new driver.

Firefighters in training
Goal: strengthen the ability to climb gymnastic walls, develop dexterity and speed; improve the ability to act on a signal.

Progress of the game: children stand in 3-4 columns facing the gymnastic walls - these are firefighters. The first ones in columns stand in front of the line at a distance of 4-5 meters from the wall. On each span, bells are tied at the same height. At the signal, the children standing first run to the gymnastics wall, climb up it and ring the bell. They go down, return to their column and stand at its end; the teacher marks the one who completed the task faster. Then a signal is given and the next pair of children runs.

Don't stay on the floor
Goal: to develop agility, speed, evasiveness; play according to the rules.

Progress of the game: a trap is selected, which, together with all the children, runs around the hall. As soon as the teacher says the word “Catch1,” everyone runs away from the trap and climbs onto objects. The trap tries to catch the ones running away. The children he touched move aside. At the end of the game, the number of those caught is counted and a new trap is selected.

Traps with ribbons
Goal: to develop speed, agility, eye; improve orientation in space, running in all directions.

How to play: children stand 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 a signal, the children run in different directions, and the trap tries to pull out the ribbons from them. At the stop signal, the children gather in a circle, and the driver counts the ribbons.

The game can be played with complications:

There are two traps in a circle.
- there is no trap, boys collect ribbons from girls, and girls from boys.

Fox and chickens
Goal: develop dexterity, speed of reaction, learn to act on a signal, develop orientation in space.

Game progress: on one side of the hall there is a chicken coop (you can use benches). Chickens are sitting on a roost. On the other side is a fox hole. At a signal, chickens jump from their perches and move freely around the free space. With the words “Fox!” the chickens run into the chicken coop and climb onto the roost, and the fox tries to catch the chicken. Not having time to escape, she takes her into a soybean hole. When the driver catches 2-3 chickens, another trap is selected.

Traps
Develop agility, agility, and speed.

Progress of the game: children line up behind the line on one side of the court. They must run to the opposite side without the trap standing in the middle catching them. Those who are covered are considered floodplain. After 2-3 runs, those caught are counted. Choose a new trap.

Two frosts
Goal: develop reaction speed, dexterity; consolidate the ability to coordinate game actions with words.

Progress of the game: two houses are designated on opposite sides of the court. The players are located in one of them. The drivers - Frost the Red Nose and Frost the Blue Nose stand in the middle, facing the players and say the text

I am Frost Red Nose. I am Frost Blue Nose.
Which of you will decide to hit the road?

The players answer in chorus: “We are not afraid of threats, and we are not afraid of frost!”

After these words, the children run to the other side of the playground, and the Frosts try to catch and freeze them. The “frozen” ones stop at the place where they were touched and stand motionless until the end of the run.

Networks
Goal: to develop dexterity, ingenuity, spatial orientation, and the ability to follow the rules of the game.

Progress of the game: some children stand in a circle and hold hoops. Others - "fish" - scurry back and forth through the hoops. The following are possible options:

1. Pike chases fish.
2. Children with hoops move slowly, when given a signal, they run in a circle, and then it is impossible to get out of it.
3. Children with hoops stand motionless and only begin to move when given a signal.

The catch is being counted.

Swan geese
Goal: develop dexterity, speed of reaction; consolidate the ability to perform the actions of the assumed role; coordinate words with game actions.

Progress of the game: on one edge of the hall the house in which the geese are located is indicated. On the opposite side there is a shepherd. To the side is the lair where the wolf lives. The rest is meadow. Children are chosen to play the roles of a wolf and a shepherd, the rest are geese. The shepherd drives the geese out into the meadow, they graze.

Shepherd: Geese, geese!
Geese: Ha-ha-ha!
Shepherd: Do you want to eat?
Geese: Yes, yes, yes!
Shepherd: So fly.
Geese: We can’t, the gray wolf under the mountain won’t let us go home!
Shepherd: Well, fly as you want, just take care of your wings!

The geese, spreading their wings, fly, and the wolf tries to catch them. After several runs, the number of floodplains is counted.

Air football
Goal: improve agility, strength, ingenuity; develop coordination of movements.

Progress of the game: children from a sitting position, holding the block with their feet, roll onto their backs and throw the block through the net, into the goal or into the distance. You can use a ball instead of a block.

Flies, doesn't fly
Goal: to consolidate children’s knowledge about flying and non-flying objects; cultivate endurance and patience.

Progress of the game: children stand or sit 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. Children should raise their hands up if the object flies.

An option with a ball is possible.

Ocean is shaking
Purpose: to provide knowledge about various steamships, ancient sailing ships, and rigging items.

Progress of the game: the players sit on chairs, each is assigned a specific name. Then the captain begins to move around the outer circle, naming the items necessary for the voyage. All named objects stand up. To the words “The sea is agitated1,” the children begin to move to the music, depicting the movements of the waves. Captain's command: “Calm down the sea!” serves as a signal that you need to take your seats on the chairs as soon as possible. The one left without a chair becomes the captain.

Mail
Goal: to develop gaming imagination and the ability to follow the rules of the game.

Progress of the game: the game begins with a roll call between the players and the driver:

Ding, ding, ding!
- Who's there?
- Mail!
- Where?
- From the city…
- What are they doing in that city?

The driver can say that they are dancing, singing, drawing, etc. All players must do what the driver says. And the one who does the task poorly,
gives away the forfeit. The game ends as soon as the driver collects five forfeits. Then the forfeits are redeemed by completing various tasks.

At Mazal's
Goal: improve coordination of movements.

Progress of the game: participants sit on chairs and choose Grandfather Mazal. Everyone else moves away from him and agrees that they will show. Then they go and say:

“Hello, grandfather Mazal with a long white beard, brown eyes, and white mustache.”

Hello kids! Where were you, what were you doing?
- We won’t tell you where we were, but we’ll show you what we did.

Everyone performs the movements that were agreed upon. When the grandfather guesses, the players run away, and he catches them.

Bird catcher
Purpose: to learn to distinguish and imitate the calls of various birds; develop the ability to navigate with your eyes closed.

Progress of the game: players choose the names of the birds. They stand in a circle, with a blindfolded bird catcher in the center. Birds dance in circles

In the forest in the little forest,
On a green oak tree
The birds are singing merrily.
Ah, the birdcatcher is coming,
He will take us into captivity.
Birds, fly away!

The birder claps his hands and starts looking for birds. Whoever is caught screams, imitating a bird.

The driver must guess the player's name and the bird.

Four forces
Goal: to develop attention, memory, dexterity.

Progress of the game: the players stand in a circle, with the leader in the middle. He throws the ball to one of the players, while pronouncing one of the words of the elements (for example, air). The one who caught the ball must name the inhabitant of the air. If the name is land - animal, if water - fish. When the word fire is said, everyone should turn around several times, waving their arms.

Don't take black, don't take white, don't say "Yes" or "No"
Goal: to develop attentiveness, the ability to monitor your answers during the game, to consolidate knowledge about the environment.

Game flow: The game starts like this:

They sent you a hundred rubles,
Buy what you want,
Black, don't take white,
“Yes”, “No” do not say.

After this, the driver conducts a conversation, asking questions. The one who is confused in the answer gives the driver a forfeit. After the game, those who made a fine redeem their forfeits by completing various tasks.

Paints
Goal: to consolidate knowledge of color and shades; improve basic movement skills.

Game progress: choose an owner and two sellers. All other players are paints who choose their colors. The buyer knocks:

Who's there?
- Buyer.
- Why did you come?
- For paint.
- For what?
- For blue.

If this paint is not available, the owner says: “Race on one leg along the blue track.”

The buyer who guesses the most colors wins.

Flowers
Goal: to consolidate knowledge about colors (or any other objects, such as sports equipment), improve reaction and speed.

Progress of the game: each player chooses a flower for himself. By lot, the chosen flower begins the game. It calls any other flower, such as a poppy. Mac runs, and Rose catches up with him. Then the poppy can name any other flower. The winner is the one who has never been caught.

Pick a pair
Goal: develop logical thinking, teach how to play as a team.

Progress of the game: children are offered a pair of words that are in a certain logical connection. For example: cause-effect, genus-species. It is necessary to select for the indicated third word, from a number of existing ones, a word that is in the same logical connection with it.

For example: school - training, hospital - doctor, goal - football, etc.

And third words: student, treatment, patient, ball, T-shirt.

Snowball
Goal: learn to form a sequence in words, remember previous words, coordinate movements with words.

Progress of the game: the group game consists of gradually forming a sequence of words, and each subsequent participant in the game must reproduce all previous words while maintaining their sequence, adding their own word to them. The game is played with the ball being passed.

Forbidden number
Goal: to promote the development of attention.

Progress of the game: the players stand in a circle. You need to choose a number that cannot be spoken; instead, you need to clap your hands silently the required number of times.

Listen to the command
Goal: to promote the development of attention, improve the ability to organize independently, and calm down.

Progress of the game: children walk to the music. When the music stops, everyone stops and listens to the command spoken in a whisper and immediately carries it out.

Opposite word
Goal: to teach children to justify their decision, to select words opposite to what is indicated.

Progress of the game: invite children to choose words that are opposite in meaning to the data.

For words that have an ambiguous meaning (for example, raw), it is proposed to find all possible words of the opposite meaning and justify your decision.

guess the word
Goal: improve the ability to follow the rules of the game, develop classification skills, and highlight the most significant features.

Progress of the game: children are asked to guess the names of randomly selected objects, while asking clarifying questions that can be answered “Yes” or “No”.

Birds
Purpose: to consolidate children's knowledge about various birds; improve the ability to follow the rules of the game.

Progress of the game: players choose a mistress and a hawk. The rest are birds. A hawk flies. Mistress says

Why did you come?
- For the bird!
- For what?

Hawk calls. If the named bird is not there, the owner drives him away. The game continues until the hawk catches all the birds.

Fishing
Goal: to consolidate children’s knowledge about various types of fish, to improve the ability to act according to the rules.

Game progress: players are divided into two groups. Some stand opposite others at a distance of several steps. One group is fishermen, the second is fish. At the beginning of the game they have a conversation:

What are you knitting? (fish)
- Seine. (fishermen imitate movements)
- What will you catch?
- Fish.
- Which one?
- Pike.
- Catch it.

The fish turn and run to the line. Fishermen try to catch as many fish as possible.

Screw
Goal: to develop creative imagination, imagination, plastic movement.

Execution: I.P. Main jay. The body rotates right and left. The arms follow the body freely.

One two three four five -
You should fly into space!

Humpty Dumpty
Goal: to develop creative imagination, the ability to get used to the image, advanced characteristic movements, perform movements simultaneously with the text

Execution: the teacher pronounces the words:

Humpty Dumpty sat on the wall
Humpty Dumpty fell in his sleep...

The child turns his body to the right - to the left. When he hears the words “Fell in his sleep,” he sharply tilts his body down.

Fakirs
Goal: to train individual muscle groups, develop the ability to convey the characteristic features of an image.

Progress of the game: children sit, legs crossed, hands on knees, hands hanging down, back and neck relaxed. The head is lowered, the chin touches the chest. Eyes closed.

To the appropriate music, children’s hands first “come to life”, then their arms and head rise, and the body stretches forward and upward.

Psycho-gymnastics without fixating attention on breathing (4-5 years)

Bear cubs in a den
The children go home one by one, following the bear's tracks. They sit down and wait for the game.

Game with cones
Throwing cones. They catch them and use their equipment to hold them with their paws. Do they put the pine cones aside and let their paws fall down? bodies are resting. Performed 2-3 times

Games with a bee
Children raise their knees to make houses. A bee flies under your knees. The bear flies and the other raises its legs.

Cold - hot
Squeeze into a ball and relax your torso.

Scarf games
Tie scarves without opening your eyes. Rotate your head from side to side. Okay, it's warm. Show with facial expressions.

Bee interferes with sleep
The play of facial muscles. The bee decided to sit on the tongue - the children quickly pressed their lips together, made their lips into a tube and began to twist them from side to side.

Relaxation
The cubs closed their eyes and wrinkled their noses from the bright sun. The bee flew in again and sat on the forehead (we move our eyebrows up and down).

Rest
The cubs are sleeping. Mom is in the forest.

Water got into my ears
While lying on your back, shake your head rhythmically, shaking water out of one ear and out of the other.

Face tans
Chin sunbathing - expose your chin to the sun, slightly unclench your lips and teeth (inhale). The bug flies and closes your mouth tightly (holding your breath). The bug flew away. Open your mouth slightly and breathe out lightly.

If your nose gets sunburned, expose your nose to the sun. Mouth half open. A butterfly is flying. He chooses whose nose to sit on. Wrinkle your nose, lift your sponge up, mouth half open (hold your breath). The butterfly has flown away, relax. Inhale.

Eyebrows are a swing. Move your eyebrows up and down.

Rest
Sleeping on the shore.

Psycho-gymnastics with fixation of attention on breathing (6-7 years)

By the sea
Children “play in the water, come out and lie down on the sand with their arms and legs spread out.

Playing with sand
Pick up sand in your hands (inhale). Hold the sand tightly by clenching your fingers into a fist (holding your breath). Sprinkle sand on your knees, gradually opening your fingers (exhale). Shake the sand from your hands and let them fall helplessly along your body.

Ant game
An ant climbed onto your toes - force the socks towards you, legs tense (inhale). Relax your legs in this position. Listen to which finger the ant is sitting on (hold your breath). By instantly relieving tension in your feet, release the ant from your toes (exhale). We lower our socks down to the sides.

Sunshine and cloud
The sun went behind the cloud - they huddled into a ball (holding their breath). The sun came out - it was hot, we relaxed (exhale).
Everyone is sleeping.

Goal: to train individual muscle groups, improve endurance, and the ability to convey movements through pantomime.

Execution: children sit freely, pretending to be sleeping in different positions. The presenter enters the hall and sees:

In the yard he meets a darkness of people.
Everyone is sleeping.
He sits rooted to the spot.
He walks without moving.
He stands with his mouth open.

He approaches the figures of the children, tries to wake them up, takes them by the hands, but their hands drop limply.

Barbell
Goal: train individual muscle groups, develop endurance, willpower.

Execution: pull up and jerk the barbell, then throw it. Rest.

Reindeer exercises
Children are divided into two teams. The teams are divided into pairs, with a deer in front. There's a musher in the back. You can wear reins or a hoop. Whose team will finish the distance faster?

Analyk
A ball game similar to basketball, but without a ring and a net. Members of one team throw the ball to each other, and at this time members of the other team try to take it away. (one participant in the game should not hold the ball for too long, he should quickly pass it to the players of his team).

Young reindeer herder
At a distance of 3-4 meters there are deer antlers (you can use ring throws0. The captains throw 5 rings onto the antlers. This is a competition for captains.

Clever reindeer herders
A figure of a deer is placed at a distance of 3-4 meters from the children. The children take turns throwing the ball at the deer, trying to hit it. Then they stand at the end of the column. The winner is determined by the number of hits in the teams.

P/i "Mousetrap"

Purpose of the game : Improve motor coordination and dexterity.

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

Oh, how tired the mice are,

They gnawed everything, ate everything,

Beware, you rascals,

We'll get to you.

Let's set up mousetraps,

Let's catch everyone now!

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

m/n “Who has the ball?”

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

Progress of the game:

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

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

p/i “Lovishka” (with ribbons)

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

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

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

p/i "Figures"

Target:Nurture creative abilities.

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

m/n “Find and keep silent”

Target:Develop attention in children.

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

p/i “We are funny guys”

Target: .

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

We are funny guys

We love to run and jump.

Well, try to catch up with us.

One, two, three - catch it!

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

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

p/i "Fishing Rod"

Target:Improve coordination abilities, strengthen leg muscles.

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

p/n “Take it quickly”

target:Improve the speed of response to a signal.

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

p/i "Empty space"

Target:Develop the ability to navigate in space and speed

Run.

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

And I look out the windows,

I'll go to one

And I'll knock softly.

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

m/n "Classes"

Target:Teach children to long jump.

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

p/i "Don't get caught"

Target:Develop dexterity and coordination of movement.

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

p/i "Migration of birds"

Target:Strengthen climbing the gymnastic ladder.

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

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

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

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

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

p/i “Ball for the driver”

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

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

p/i "Geese - Swans"

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

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

SHEPHERD: Geese, geese!

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

SHEPHERD: Do you want to eat?

GOOSE: Yes, yes, yes!

SHEPHERD: So fly!

Geese: We can't:

Gray wolf under the mountain

Doesn't let us go home.

SHEPHERD: So fly as you want,

Just take care of your wings!

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

m/n “Flies - doesn’t fly”

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

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

p/i "Zateiniki"

Target:Develop children's physical activity.

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

In an even circle one after another

We are going step by step.

Stay where you are! Together together

Let's do it like this………..

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

p/i "Firefighters in training"

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

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

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

Target:Develop attentiveness and activity of sensory systems.

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

p/i "Frost Red Nose"

Target: Develop speed and agility

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

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

I am Frost Red Nose.

Which one of you will decide

Hit the road - set off on the path?

The players answer in unison:

We are not afraid of threats

And we are not afraid of frost.

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

p/i "Hunters and Hares"

Target : Cultivate dexterity

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

p/n "Brave Little Sparrows"

Target : Develop speed and agility

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

p/i "Sly Fox"

Target: Develop speed and agility

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

m/n "Ball School"

Target : development of dexterity, quick reaction, attention

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

p/i "Bears and Bees"

Target: Develop speed and agility

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

p/i "Owl"

Target: Form creative imagination

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

p/i "Pair running"

Target: Learn to run in pairs

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

m/n “Who gets to the flag faster”

Target: improve the ability to crawl

all fours and ability to navigate

in space

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

p/n “Burn, burn clearly!”

Target: Develop speed and agility

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

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

Look at the sky: the birds are flying,

The bells are ringing!

One, two, three - run!

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

m/i “Hit the hoop”

Target: Develop eye and precision of motor actions

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

p/i "Homeless Hare"

Target: Improve the speed of reaction to an audio signal

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

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

p/i "Carousel"

Target:develop rhythmic movements in children and

The ability to coordinate them with words

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

Barely, barely, barely, barely

The carousels are spinning

And then around, around,

Everybody run, run, run.

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

Hush, hush, don't rush!

Stop the carousel!

One - two, one - two,

So the game is over.

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

m/p "Knock down the pin"

Target: Train accuracy, strengthen arm muscles

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

p/i "From hummock to hummock"

Target: develop the ability to jump on two legs with

moving forward

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

p/i "Counter dashes"

Target: Strengthen children's ability to run races

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

p/n "Serso"

Target: Develop attention, eye, coordination

movements, accuracy

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

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

p/i "K&"

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