Games for children 8 12 years old. Fun kids contests and birthday games

"We are funny guys"

Number of people: from 10 to 40 people. A place; hall, playground, preparation. At a distance of 15-20 m, two parallel lines are drawn. This is a "house", in the center of the site becomes the driver, and all the others are located behind the line of one of the "houses". Description of the game. At a signal from the head, the children speak in chorus: We, funny guys, We love to run and play, But try to catch us! After the word "catch up" the players run to the opposite "house". The driver tries, having caught up with them, to touch with his hand. The tarnished ones step aside, After that the game is repeated again, The rules; 1) you can run across only after the word "catch up"; 2) you can not run back over the line of "home"; 3) it is possible to catch runners only up to the line of the opposite "house".

METHODOLOGY, The poem must first be learned. Drivers should be changed after 3-4 dashes. Together with. new drivers enter the game and tarnished.

PEDAGOGICAL VALUE AND GAME. The game contributes to the improvement of running skills with a change of direction ”fosters courage, intelligence, quickness of reaction and orientation.

"The wolf in the moat"

Number of people: 20 - 40 people.

A place; hall, playground.

Preparation. In the center of the site, two parallel lines are drawn at a distance of 60-80 cm from one another. On opposite sides of the hall, two "houses" are marked with lines. 1.- 2 drivers are selected - "wolves", which take a place in the "moat". The rest of the players - "goats" - are located behind the line of one of the "houses".

DESCRIPTION. At the signal, the "goats" run across to another "house", jumping over the "ditch" on the move. "Wolves" try to stain the jumping ones. Those who are caught step aside. After that, the crossing is repeated. The winners are those who will never be caught.

Rule: 1) dashes are allowed only on signal; 2) it is impossible to step on the "moat"; 3) "wolves" have no disposition to run out of the "ditch"; 4) those who linger in front of the "moat" must necessarily jump over it at the command of the leader, otherwise they are considered caught.

Methodology. With a large number of players, the dashes are carried out in several groups. The distance between the lines and the number of "wolves" in the "moat" can be increased.

Options: 1) jump over the "ditch" from a place (pushing one and two legs); 2) after counting, the stained ones continue to play.

PEDAGOGICAL VALUE AND GAME. The game contributes to the improvement of running and long jump skills, develops orientation, ingenuity, courage,

"Two frosts"

Place: hall, playground.

Preparation. On opposite sides of the hall, two "houses" are marked with two parallel lines. Two drivers - "frosts" - stand in the middle of the site. The rest are located behind the "house" line.

DESCRIPTION. Two "frosts" at the command of the head address the players with the words: We are two young brothers, Two frosts are daring; I am frost red nose, I am frost simii nose. Which of you dares to embark on the path-path? Children answer them: We are not afraid of threats, And we are not afraid of frost. Drivers pronounce the third and fourth phrases in turn. With these words, the children begin to run to the opposite “house”. "Frosts" stain them - "freeze" them. Those caught remain in the place where the "frost" touched them. During the reverse dash, performed after the same command, the players try to rescue the stained by touching them, "Frosts" interfere with this. After several runs, the drivers change. Those who have not been caught win. Rules: 1) you can run across only after the words "and mothers are not afraid of frost"; 2) it is impossible to return to the "house"; 3) it is impossible to run out of the "house" in order to free the caught.

Methodology. The words must be learned before the start of the game. It is better to place the drivers one behind the other, outlining their area of ​​action. Assistants should be involved in judging.

Pedagogical value and games. The game requires quick orientation, dexterity, and courage from the players. It helps to foster a sense of comradely mutual assistance, helps to improve the ability to run quickly, easily changing the speed and direction of movement.

"Hare without a den"

Place: hall, playground.

Preparation. Players are settled in threes (fours or fives). Two players join hands, a "hare" stands between them. Two drivers are selected - "hunter" and "hare". All players are evenly distributed over the area.

DESCRIPTION. At the signal, the "hunter" begins to catch the "hare", which runs away from him. Fleeing from pursuit, the "hare" runs into someone's "house". The owner of the "house" is forced to run away from the "hunter" himself. If the "hunter" manages to touch the escaper, then they change roles.

Rule: 1) you can not run through the "house"; 2) the person standing in the “house” should immediately run out to make room for the “new hare”; a lingering "hare" can be stained; 3) it is impossible to prevent the "hare" from running into the "house",

Methodology. Standing in pairs well, but change with those who run away, having established a rule, it is imperative to replace the one who has come running by the players who form the “house”. One should not be allowed to catch one pair of players for a long time.

Options: 1) move "houses" around the site; 2) close "houses" on a signal.

PEDAGOGICAL VALUE AND GAME. The game helps to improve the speed of reaction, orientation, dexterity, fosters resourcefulness, decisiveness.

"Birds and Cage"

Place: hall, playground.

Preparation. The players are divided into two subgroups. Some, holding hands, form a circle - "cage". Others are located on the outside of the circle. It is better to play the game with musical accompaniment, for which two melodies are selected,

DESCRIPTION. At a signal from the leader, those standing in a circle to the music begin to move in one direction. The other part of the players - "birds" - spreading their arms to the sides, moves in the opposite direction. Then the melody changes, those standing in a circle stop and raise their hands up. "Birds" run in and out of the "cage". At the second signal, the music stops, those standing in a circle squat down and put their hands down. Those who find themselves inside the "cage" are considered caught and stand in a common circle. This is how the game continues until all the "birds" are caught.

Rule: 1) you must not lower your hands ("close the cage") until the signal; 2) those who have their head inside the cage at the moment of the signal are considered caught; 3) during the second melody, all "birds" must run through the cage.

Methodology. The direction of movement of the players must be changed. The length of the melodies should be different. It is necessary to ensure that children do not use force when detaining them.

V a r and an t s; 1) move with dance steps; 2) pick up several melodies that require different modes of movement.

PEDAGOGICAL VALUE AND GAME. The game improves the speed of reaction, develops ear for music, rhythm of movements, fosters determination, creative activity,

"Guess who"

Number of people: 10-20 people.

Place: hall, corridor, playground.

Preparation. The players form a circle, Inside the circle becomes the driver.

DESCRIPTION. At the direction of the leader, the driver closes his eyes. One of the players approaches the driver, touches him and, changing his voice, calls his name. After the player returns to his seat, the leader allows the driver to open his eyes and name the one who is suitable. If he guesses, the named player takes his place.

Rules; 1) you cannot open your eyes without the permission of the manager; 2) you only need to return to your place.

Methodology. The driver, who has not guessed correctly several times, needs to be replaced by another. You can allow the players not to pronounce the name, but to imitate animals and birds.

PEDAGOGICAL VALUE AND GAME. In this game, children learn to move silently. They develop hearing, observation. The game is typical for the final part of the lesson.

Relay of animals

Number of people: 20 - 30 people.

Place: hall, playground.

Preparation. Players are assigned to teams with an equal number of players. Each number gets the name of the animal; "Lion", "bear", "elephant", etc. All teams line up in a column behind the starting line. Another line is drawn at a distance of 5 - 8 m.

DESCRIPTION. On command, the first numbers of all teams begin to move to the opposite line. At the same time, they imitate the movement of the animals they represent. Having reached the line and touching it with their hand, they return back. The one who comes running first brings a point to his team. After that, on command, the second numbers begin to run, etc.

Rule: 1) you can start moving only by the command "March!"; 2) having reached the line, you need to touch it with your hand; 3) while running, it is imperative to imitate the movements of the animal.

Methodology. You should not choose too complex methods of transportation. It is necessary to monitor the preservation of the order and discipline of the players. If necessary, you can build the trainees not in columns, but in a row. After each dash, a total score must be announced,

Variation: Sudden call of numbers.

PEDAGOGICAL VALUE AND GAME. The game promotes the development of speed, dexterity, strength, fosters responsibility for their actions in front of the team.

Relay with balls

Number of people: 20-30 people.

Place: hall; 4-6 balls, the same number of clubs.

Preparation. The players are divided into four to six teams, which are located in columns behind the start line. At a distance of 4-6 m from the start line, a club is placed in a circle opposite each team. A ball is put in front of each team.

DESCRIPTION. At the signal, the first players throw or roll the ball on the floor, trying to hit them with the mace. Then they quickly run after the ball and return it to the second player. The fallen mace is placed in a circle. The second player repeats the actions of the first. For a knocked down mace, the team receives a point. The winning team is the one that finishes the relay earlier (for which it gets 10 points) and knocks down more clubs, that is, scores more points.

Rule: 1) the mace can be knocked down only in the specified way; 2) when throwing, do not step over the line; 3) it is impossible to prevent players from picking up their ball or club; 4) it is not allowed to throw the ball to the next player before reaching the start line,

Pedagogical value games. The game improves throwing skills, develops dexterity and accuracy of movements. "Stop!"

Location hall, playground; small ball.

Preparation. The driver receives the ball and stands inside the circle. The rest of the players stand in a circle and are calculated in numerical order.

Description. At the signal of the leader, the driver throws the ball to the floor and calls any number. The challenged player runs in a circle and tries to catch the ball. At this time, the rest of the players scatter around the site. After catching the ball, the player shouts: "Stop!" Everyone stops at the spot where the team found them. The driver throws the ball at someone from the players who can dodge the ball on the spot. If the ball hits a player, a penalty point is awarded to him and the game starts again. If the throw is unsuccessful, then the driver runs after the ball and, having caught it, again commands: "Stop!"

Rule: 1) it is not allowed to leave the place after the command “Stop!”; 2) you can't throw the ball hard.

Methodology. After an unsuccessful throw of the driver, all players must return to their places in the circle. You should not be allowed to hide behind each other and in any shelters. The game is played up to a certain number of penalty points.

Options: 1) give each player the number or name of the animal; the driver, throwing the ball, must correctly name this player; 2) include the rule about "receiving the ball" from the driver. The player receiving the ball becomes the driver. These options are suitable for older children.

PEDAGOGICAL VALUE AND GAME. The game helps to consolidate the skills of catching and throwing a small ball, contributes to the education of quick reaction, orientation, the ability to quickly switch from one action to another.

Games for children 9-10 years old

"Day and night"

Number of people: 20-30 people.

Place: hall, playground.

Preparation. In the middle of the site, two parallel lines are outlined. All players are divided into two teams, which are located along the line opposite each other. Behind them, two or three meters from the wall, they draw lines of "houses". One team gets the name "day", the other - "night".

DESCRIPTION. The leader names one of the teams. The named team catches the players of the other team, who, turning, run away to their "home". After counting the tarnished, the teams return to their places, and the game is repeated again. The team that catches the most players wins

Rule: 1) start running only on the team; 2) catch runaways only up to the “home” line; 3) it is impossible to run away from the pursuers, changing the direction of running.

Methodology. You need to invoke commands unexpectedly. Assistants should be involved in judging.

Options: 1) use different starting positions for the players; 2) invite the players to perform various tasks - exercises.

PEDAGOGICAL VALUE. The game improves the speed of reaction to auditory signals.

"Call"

Place: hall, playground.

Preparation. Home lines are drawn on opposite sides of the site. The players are divided into two teams, which are located behind the lines in one line.

DESCRIPTION. According to the assignment of the captain of one of the teams, one of the players runs to the “home” of the “enemy”. Participants extend their arms forward, palms facing up. The running player touches the palms of one or three different players three times. After the third touch, the player runs to his “home”, and the participant called by him tries to catch him. If he fails, he stands in the back of the head behind the player who called him, and in case of success, the escaper goes “captive” to the other team. After that, the captain of the opposing team assigns his player to take out the "enemy". The team with the most caught players wins.

Rule: 1) you can not start running until the third touch; 2) you can only catch up to the "home" line; 3) the caught one goes to the opposite side and becomes a "captive" of the player who called the hundred; 4) the "prisoner" can be rescued.

Methodology. Captains should not be allowed to send the same players in succession to challenge. The game must be played without long pauses, requiring the players to act quickly.

PEDAGOGICAL VALUE. The game contributes to the upbringing of quickness of reaction, speed of running, courage and mutual assistance.

"Crucian carp and pike"

Number and number of them: 30-40 people.

Place: playground, hall.

Preparation. On opposite sides of the site, two lines of the "carp house" are drawn. The driver - "pike" - stands in the middle of the site, the rest of the players - "crucians" - are located in one of the houses.

DESCRIPTION. At the command of the head, the "crucians" begin to dash to the opposite "house". The Pike is trying to catch them. The stained ones move aside, and then, when there are 5-6 of them, they join hands and form a “net”. "Pike" stands behind the "net". Now, when crossing, the "carp" are obliged to run through the "net". Those caught later form a circle - "basket", and then - "top", standing in two lines facing each other. The one who is caught last wins.

Rule: 1) a dash is allowed only on command; 2) "crucians" are obliged to run through all "nets" of "fishermen"; 3) the players forming the "net" should not interfere with the running "crucians"; 4) "pike" cannot run into the "net" (players can catch it).

Methodology. With a large number of players, there may be two drivers. Participants should be encouraged to take active, decisive action.

PEDAGOGICAL VALUE. The game contributes to the education of speed, dexterity, orientation, courage, collectivity of action.

"Race of balls in a circle"

Place: hall, playground; two large balls.

Preparation. The players form a circle and are calculated for the 1st or 2nd. The first numbers make up one team, the second - another. The directors of both teams - the captains - are given a basketball or volleyball.

DESCRIPTION. At the signal, the captains pass the ball to the nearest players of their team. Moreover, it is stipulated in advance that one team passes the ball clockwise, and the other in the opposite direction. The ball is alternately passed to each player on the team and returned back to the captain. The team that managed to pass the ball a certain number of times in a circle wins.

Rule: 1) the ball can be passed only through one player; 2) you cannot leave your seat; 3) the dropped ball must be caught and, returning to its place, passed to the next player.

Methodology. If there are many players, then several circles are formed. Each round must have its own judge. The ball should only be passed in a specific way.

Options: 1) perform transfers in a sitting position; 2) before the start of the game, give the balls to the players on opposite sides of the circle; 3) pass the ball to both teams in one direction. The game ends when one ball catches up with the second.

PEDAGOGICAL VALUE. In the game, the skills of catching and passing the ball are improved, the speed of reaction and orientation develops, and a sense of collectivism is brought up.

"Shootout"

Number of people: 20-25 people.

Preparation. The players are divided into two teams. The site is divided into two halves by a line. On opposite sides of the site, two lines are outlined at a distance of 2-3 m from the wall of the hall. All players are located inside the field, each team on its side.

DESCRIPTION. One of the teams draws the ball. At the signal, the players of this team begin to spot the players located on the opposite side of the court with the ball. The players of this team do not go out of bounds, try to avoid being hit by the ball. They catch the ball that bounced off the court or player and, in turn, begin to spot the "opponent". The tainted player is out of the game. The team that managed to knock out the players of the opposite team wins.

RULES: 1) a player is considered to be stained if the ball hits him from the air; 2) it is impossible to step over the line of the site; 3) it is allowed to catch the ball, but if the ball is not caught, then the player is considered spotted; 4) you cannot run with the ball in your hands (you can move freely without the ball).

Methodology. Each team should appoint a captain. The length of the field should not be too long, as this will complicate the actions of the players. It is better to determine the methods of throwing in advance and to achieve their application. Do not throw the ball hard, do not aim at the head of the runners.

Options: 1) the stained go into captivity between the two lines on the side of the enemy. They can be rescued by tossing the ball to them; 2) allow throws at players only from two or three points on the center line. The ball can be passed to the players at these points.

Pedagogical value. Game is a typical example of team games, in which a high degree of coordination of actions of the participants is required. It contributes to the consolidation and improvement of skills in throwing the ball, the development of speed, orientation and reaction, the education of collectivism and mutual assistance.

"Defense of the fortification"

Number of people: 12-15 people.

Place: hall, playground; big ball, three gymnastic sticks.

Preparation. A circle is drawn in the center of the room. The players are evenly spaced behind its line. In the center of the circle there is a “reinforcement” - three tied sticks. The driver is chosen, who stands next to the "fortification".

DESCRIPTION. At the signal, the players try to hit the “fortification” with the ball. The driver interferes with this. The player who hits the target swaps with the driver.

Rules. 1) throw the ball without going over the line of the circle; 2) the driver has no right to hold the reinforcement with his hands; 3) change the driver only after the “reinforcement” is knocked down (or the defender himself drops it).

Methodology. The distance between the reinforcement and the thrower should be adjusted according to the students' abilities. It is necessary to stimulate collective action in every possible way, giving preference to passing the ball.

Options: 1) instead of "strengthening" to put in the circle several clubs, which the driver has the right to install again after the fall; 2) for the driver to protect the player entering the center of the circle.

PEDAGOGICAL VALUE. The game helps to improve the skills of throwing, catching and passing the ball, fosters courage, speed of orientation and decision.

"Don't give the ball to the driver"

Number of people: up to 10 people.

Place: hall, playground; big ball.

Preparation. The players form a circle with a diameter of 8-10 m. 2-3 drivers stand in the center of the circle. One of those standing in a circle is given a ball.

DESCRIPTION. At the signal, the players begin to pass the ball to each other. Drivers try to intercept or touch the ball. If they succeed, then the player who made the mistake takes the place of the driver who goes to the circle.

Rule: 1) the driver has the right to touch the ball not only in the air, but also in the hands of the players; 2) you can not run with the ball in your hands; 3) it is not allowed to throw the ball over the driver's head.

Methodology. It is necessary to draw the attention of the players to the importance of using distracting movements with the ball and the coordination of the actions of the drivers. To train the players to maintain their place, you can arrange them in a drawn circle.

PEDAGOGICAL VALUE. The game is one of the preparatory ones for basketball, handball. In it, students master the skills of the technique and tactics of these games.

"Fight of roosters"

Number of people: 20-40 people.

Place: hall, playground.

Preparation. The players are assigned to pairs in accordance with their capabilities. In each pair, the players stand opposite each other on one leg, bending the other leg, hands behind their backs.

DESCRIPTION. At the signal, the players try to unbalance the “opponent” by pushing their shoulders, forcing him to stand on two legs. For each successful attempt, one point is counted. The one who scored more points wins.

Rule: 1) you must not push with your hands; 2) you cannot change your leg without a command.

Methodology. The playground must be level, without pits and potholes. Crowding of the players should not be allowed in the hall, which can lead to injury.

PEDAGOGICAL VALUE. The game is used mainly in the introductory part of the lesson. It contributes to the development of strength, agility, speed of reaction.

"Detachment, attention!"

Number of people: 30-40 people.

Place: hall, playground.

Preparation. The players are lined up in one line.

DESCRIPTION. The head gives various commands. It is necessary to carry out those of them, before which the word "detachment" will be said. The wrong ones take a step forward, but they keep playing. At the end of the game, the most inattentive are noted.

Rule: the player who did not execute the command with the preliminary word, as well as the one who will execute the command without the preliminary word, take a step forward.

Methodology. You need to pause between the following commands. The game does not have to be played standing still.

PEDAGOGICAL VALUE. The game helps to assimilate combat commands and rebuilding, fosters attention and quickness of reaction. Games for elementary school students

Games for children 11 - 12 years old

"Wrestling in squares"

Number of people: 20-30 people.

Place: hall, playground.

Preparation. Three squares are drawn in the middle of the hall, one 10X10 m and two 5X5 m. All the players stand in a large square.

DESCRIPTION. At the signal, the fight begins. Everyone strives to stay in the big square. Those who find themselves behind the lines go to the next square. After a certain time, at the signal of the leader, the fight stops. Those who have passed into the next square are preparing there to continue the struggle. Those who manage to stay in the big square win.

Rule: 1) during the fight it is allowed to grab the "opponent" only by the arms and body; 2) you cannot attack the player from behind; 3) the one who crosses the boundary lines with two feet is considered to be eliminated.

Methodology. The game is recommended for boys only. The fight time must be strictly dosed (no more than 1 min.). This is followed by a break for explanations and transitions. Each square must have its own judge. It is necessary to demand from the players a fair fight, excluding an attack from behind and two of them on one.

Variation: alternately call one or two pairs into the square. For winning in a pair, the team receives a point.

PEDAGOGICAL VALUE. The game improves martial arts skills, develops strength, dexterity, speed of reaction and orientation, fosters perseverance, determination, courage, collectivism,

Counter relay with overcoming obstacles

Number of people: 20-30 people.

Place: z a l, p o w a d to a.

Preparation. Two parallel lines are drawn 3-4 m from the steppe on opposite sides of the hall. An inverted gymnastic bench is installed in the middle, a gymnastic horse and a goat are placed 5-6 m from the lines. The players are divided into 2 teams, which, in turn, are divided into two halves. One part of the team is located on one half of the hall, the other is opposite it (Fig, 2).

DESCRIPTION. At the signal, the guides of the columns located on one of the sides begin to run towards the opposite column. On the way, they jump over the goat, run along the rail, gymnastic bench, crawl under the horse. Then the guides touch the next player on the start line, which repeats their entire path, and they themselves become behind the last in the column. The game may end when all players switch sides or return to their places.

Rule: 1) you can start running only after touching the next player; 2) for violation of the method of overcoming obstacles, the players are penalized with points.

Methodology. When assigning players to teams, it is necessary to take into account their strengths. The judging should involve assistants who would calculate the penalty points. It is possible to determine in advance the amount of points for the winner, from which penalty points can be deducted in the future.

P eeds In the game, the skills of overcoming various obstacles are improved, dexterity, a sense of balance, coordination of movements are developed, responsibility for their actions in front of the team is brought up.

"Shuttle"

Number of people: 20 - 30 people.

Place: hall, playground.

Preparation. In the center of the hall, a line of 3-4 m is drawn. The players, divided into two teams, are located in two opposite ranks. Team captains decide by lot which team will start the game.

DESCRIPTION. The player designated by the captain jumps forward from the starting line. At the landing site, the referee draws a line on his heels. A player of the other team jumps from this line in the opposite direction. And so the game continues until all participants have jumped. The team whose last player jumps over the start line wins. After that, the teams change roles.

Rule: 1) when jumping, you must not step on the line; 2) the mark of the length of the jump is made at the closest touch to the start line; 3) everyone has the right to jump no more than once.

Methodology. The game is best played on soft ground. When playing in the hall, you can use mats. It is useful to repeat the standing jump technique before starting the game. To avoid disputes, it is advisable to make accurate measurements using a tape measure, meter, etc.

PEDAGOGICAL VALUE. In the game, the skill of a long jump from a place is improved. At the same time, strength, jumping ability develops, concentration, perseverance, responsibility for their actions are brought up.

"City after city"

K. about l and h in about and g and h: 20-30 people.

Place; hall, playground; rounders and a small ball.

Preparation. A “city” line is drawn in the immediate vicinity of the hall wall. In the rest of the field, 3-4 circles with a diameter of 1-2 m are planned. The players are divided into two teams. By lot, one team gets the right to play in the "city" and stands behind the line, while the other is located under the "city", in the rest of the court (but not in circles). A captain is selected in each team (Fig. 4).

Description. The captain of the team playing in the field takes the ball and, standing in the "city", throws the ball in front of him. A player from the other team hits the ball with a rounders. After that, the piercer runs out of the "city" to the first station and, if the opportunity is given, runs into the rest of the stations and comes back. For this, the team is awarded a point.

After hitting, the players in zero try to catch the flying ball. If they succeed, the teams change roles. If it is impossible to catch the ball, then the players try to stain the running player with the ball. The game continues until the allotted time expires or a certain number of points is scored. The team with the most points wins.

Rule: 1) you can only run over when the ball is in the field; 2) each player has the right to serve the ball once, the captain can serve three times; 3) a player who is hit by the ball during a dash can take the ball and immediately spot the players of the opposing team; 4) hitting the ball and catching the "candle" give the right to go to the "city". A change is also carried out if the team has no one to serve the ball in the “city”.

Methodology. In the game, it is imperative to use assistants - point counters. It is necessary to draw the attention of the team captains to the correct placement of participants, depending on their capabilities.

Pedagogical value. This game is one of the variants of the widespread game of rounders. Its value lies in the active influence on the entire motor apparatus of those who are engaged, In the game, the bumps of running, throwing and catching the ball are fixed, speed, accuracy and dexterity of movements are improved, a sense of camaraderie and collectivism is brought up,

"Crossing"

Number of people: "20-30 people.

Place: hall; gymnastic apparatus, stuffed balls.

Preparation. On opposite sides of the hall, the lines of the "city" are drawn. The players are divided into teams of 6-8 people. Captains are selected. Each team takes a place in the "city" and gets at its disposal the same means of crossing - benches, medicine balls, etc.

DESCRIPTION. On a signal, the team's weight begins to cross to the opposite "river bank". For this, the shells they have are used. When moving, you must not touch the floor. The team that solves this problem faster and with less losses wins.

Rules; 1) the one who touches the floor is eliminated from the game; 2) when crossing, everyone can help each other (except for those who have been eliminated from the game).

Methodology. Before starting the game, you need to give the teams time to think about their plan of action. The equipment chosen for the game should not be too heavy and cumbersome. Each team is supervised by its own judge. In some cases, it is possible to appoint assistants to insure the players. Those eliminated from the game take the place assigned to them in advance. They should not interfere with the game with their prompts.

PEDAGOGICAL VALUE. This quest-type game is very useful. It promotes the development of creative initiative, ingenuity, mutual assistance, teamwork of the players, and also improves balance, accuracy of movements and strengthens strength.

Relay with basketball elements

Number of people: 30-40 people.

Place: hall, playground; several basketballs.

Preparation. The players are divided into several teams and are located in columns on opposite sides of the site. Each team receives the ball (fig. 5).

DESCRIPTION. On command, the guides quickly dribble the ball to the opposite backboard and throw it into the ring. Having picked up the bounced ball, they lead it back and pass it to the next participant, while they themselves stand behind the last player in the column. The team that finishes the relay race and scores the most points wins.

Rule: I) dribbling begins only from the court line; 2) a point is awarded for hitting the ball in the ring; 3) for violation of the rules of dribbling and movement with the ball, a penalty point is assigned.

Methodology. The relay can be used to study dribbling and throwing the ball into the ring. Multiple attempts may be allowed for those who throw the ball and ring. Each team must be supervised by a referee - a scorer. The method of passing and throwing the ball must be determined.

Pedagogical value. The relay race helps to consolidate the skills of catching, passing, dribbling and throwing the ball into the ring.

"Fight for the ball"

Number of people: about 20 people.

Place: hall, playground; big ball,

Preparation, Basketball field markings are used for the game. The players are divided into two teams. Each team wears jerseys or headbands of the same color.

DESCRIPTION. At the signal of the head, the team captains play the ball. The team that possesses the ball tries to keep the ball and make as many passes as possible. The other team is trying to steal the ball and prevent many passes. Having mastered the ball, this team, in turn, tries to keep the ball in their hands. The game continues for a specified time or until the specified number of points. The team with the most points wins.

Rule: I) it is allowed to take more than 3 steps with the ball and step over the line of the court; 2) players should not be held by hands, pushed, etc .; 3) the intercepted ball is put into play from behind the lines; 4) the ball cannot be passed between the same players more than two times; 5) with each new transfer, the team captain is obliged to announce the score.

Methodology. With a large number of players, you need to create four teams that play on their own halves of zero. Assistants judge the game, and the leader monitors the score and time of the game. When organizing the actions of the players, it is important to draw their attention to the correct play in defense, based on keeping one specific player.

PEDAGOGICAL VALUE. The game is preparatory to basketball and handball. Students learn the technical and tactical elements of these sports games,

Games for children 13-15 years old

"Circular Relay"

Number of and gr and them: 15-20 people.

Place: hall, playground.

Preparation. In the middle of the site, a corridor 5-6 m wide is planned.At a distance of 8-10 m from the corridor, four stands for players are installed. The teams are placed in columns opposite each other (Fig. 6).

DESCRIPTION. At the signal of the leader, the guides of both teams take a place on the start line. At the command "March!" they start running to the counter, run around it and head in the opposite direction. Having rounded the second rack, they run into the corridor, where they pass the baton to the next participant. The team that finishes running earlier wins.

Rule: 1) pass the baton only in the corridor; 2) you must not hold on to the racks at the turn and interfere with the running participant.

METHODOLOGY: It is necessary to ensure that the relay is passed over correctly. The direction of running of the players should be changed.

Pedagogical value. In the game, special athletics skills are improved (passing the relay race and distance running), strength and speed are developed, orientation and accuracy of movements are brought up.

"Pursuers"

Number of people: 15-20 people.

Place: hall, playground.

Preparation. The players are divided into several teams, each of which is lined up in a column. The starting points of each team are marked on the site (Fig. 7).

DESCRIPTION. On command, the guides of each team start running clockwise. Moreover, everyone is trying to catch up and stain the runner ahead. Having run around the steep, the guides touch the next participants who continue the competition. The winner is the team whose player is the first to catch up with the "opponent" running ahead.

Rule: 1) do not start running before touching; 2) you cannot interfere with the running players of other teams; 3) when running, strictly observe the marking of the distance.

Methodology. The path of movement of the players is better indicated with the help of some objects (stands, medicine balls). While waiting for the start, the next participant must be located behind the second line. If the forces of the teams are equal and it is not possible to catch up with anyone, then the game should be interrupted, having made a pause for rest.

PEDAGOGICAL VALUE. The game contributes to the improvement of running speed and endurance, fosters responsibility to the team for their actions.

Tug of war

Number and number of people: 20-30 people.

Place: hall, playground; rope.

Preparation. In the middle of the hall, a start line and two finish lines are drawn, 1 - 2 m from the start line. The players are divided into two teams in strict accordance with their strength and capabilities.

DESCRIPTION The players take the rope and stand on both sides of the starting line. Moreover, the mark on the rope is strictly on the starting line. On command, the players try to win over the "opponents" to their side. The winning team is that during the "game" it will be able to win the "opponent" more times.

Rule:]) pull only at the command of the head; 2) the game stops as soon as the mark on the rope crosses the finish line of one of the teams; 3) the rope must not be abruptly released at the moment of pulling.

Methodology. Of great importance is the selection of the composition of the teams and the appointment of a good captain, who would correctly place the participants. Players must wear sports shoes. After each attempt, you need to take a short pause to perform several relaxation exercises.

PEDAGOGICAL VALUE. Play contributes to the development of strength, strengthens the sense of camaraderie and collectivism. It can not be carried out both in training sessions and during recess, sports holidays, etc.

"Lapta of volleyball players"

Number of people: 12-20 people.

Place: hall, playground; volleyball.

Preparation. The players are divided into two equal teams, one of which becomes the server, the other - the receiving service. Both teams are located on opposite sides of the volleyball courts (fig. 9). At the signal, the first player serves the ball in the agreed way to the side of the opponent, and he quickly runs around the court and returns to his place.Players of the opposing team take the ball and play among themselves, trying to make as many accurate passes of the ball as possible during the running of the player who served the ball. As soon as he returns to his seat, the rally stops and the ball is passed to the next player to serve. This continues until all players on the serving team complete a dash. After that, the amount of points awarded for each transfer is calculated, and the teams change roles. The team whose players manage to score more points wins.

Rule: 1) serve the ball only on signal; 2) a running player has no right to run into the site and to change direction to grab the players of the opposite team, touch the ball; 3) two attempts are given to complete the serve. If after the second attempt the ball is not served correctly, the opposing team will be awarded 5-10 points; 4) when passing the ball, it is impossible to pass the ball to the same players; the ball should be sent to another player each time; 5) the rally of the ball stops after the completion of the dash, after the ball falls to the floor and after a technical error made when passing the ball.

Methodology. The game can be used after the trainees have mastered the technique of serving and passing the ball. You can play not only on a volleyball court, but also in an unequipped room. To play the game, be sure to highlight the score counter. The method of serving and passing the ball must be determined in advance.

Pedagogical value. The game contributes to the consolidation and improvement of technical techniques of playing volleyball, promotes the development of quickness of action and speed of running, fosters self-discipline and responsibility to the team for their actions.

Jumpers

Number of people: 20-40 people.

Place: hall, playground; racks and planks for jumping.

Preparation. From the players, two teams are created, the players of which have differences in form. The teams line up in front of the jumping area (Fig. 10).

DESCRIPTION. At the signal, the first participants from each team start jumping. They must overcome the set height in order to participate in the further competition. Each one makes two attempts in the general thread. If in one of the attempts the height is taken, the participant continues the competition.

When performing a jump, points are awarded for the correct repulsion and landing. For pushing off from line "3" - 3 points, from line "2" - 2 points, from line "1" - one (in accordance with the markings), The same for landing. In the best case, a participant can get 6 points for a jump. The game is played either until the agreed amount of points scored, or until the maximum number of remaining participants is determined.

Rule: 1) all jumps are performed in a certain way, on a signal; 2) those who have not taken the height drop out of the competition.

Methodology. It is necessary to clearly mark the places of take-off and landing. Perform the next jump only after complete preparation of the competition site. Several people are involved in the judging: scoring counters, line judges, at the bar and in the jump pit.

Pedagogical value. The main purpose of this game is to consolidate the skills of athletics high jumps, foster the ability to compete and help the team and achieve victory.

"Gate protection"

Number of people: 26 people.

Place: hall, playground; jumping racks, handball ball.

Preparation. A circle with a radius of 6 m is drawn in the center of the site. A middle line is drawn across it, which divides the site in half. In the center of the circle, at a distance of 3 m from one another, jumping stands are installed. The players are assigned to teams. Each team consists of 13 people - one goalkeeper, 6 forwards and 6 defenders. The teams draw by lot to choose half of the field at the start of the game. Each team leaves 6 attackers in its half of the field, and sends a goalkeeper and 6 defenders to the opponent's side. The goalkeeper takes place in the goal, and the defenders are located along the radius of the circle.

DESCRIPTION. On signal, the team in possession of the ball starts the attack. Passing the ball and moving, the attackers try to throw the ball into the goal. The defenders interfere with them and, intercepting the ball, pass it to the opposite side to their attackers. Those, in turn, begin to attack the opponent's gate. The game continues until a certain time or point is scored.

Rule: I) you must not go beyond the center line, outside the area and in the center circle; 2) it is not allowed to hold the ball for more than 3 seconds. and run with him for more than 3 steps; 3) it is forbidden to detain, push the players, snatch the ball from their hands. For all these violations, the ball is taken away from the team in possession of the ball and passed to the attacker of the opposing team, and the defending team is punished with a free throw from the place of violation (while the defenders cannot be closer than 3 m from the ball).

Methodology. The number of players may vary. At the first stages of training, it is advisable to conduct the game in small teams. Moreover, there should be more attackers than defenders. In the future, this ratio is gradually equalized.

PEDAGOGICAL PURPOSE. The game is used in handball exercises. It contributes to the consolidation and improvement of the elements of technology and tactics of this sports game. This version of the game can be played in small halls, and almost a lot of teams can participate in it at the same time.

Relay of skiers

Number and number of and g and s; 15-20 people.

Place: hall, playground; racks.

Preparation. Start and finish lines are marked. In the middle of the site, several special racks are installed (5 for each team) at a distance of 2-3 m from one another. The players are assigned to teams (of 3 people each) and stand behind the start line.

DESCRIPTION. At the signal, the guides run, running around each rack, to the finish line and return back. On the start line, they are taken by the second team numbers by the belt. Now they cover this distance together, then three of them. Returning to the start line for the third time, they quickly change their formation: two take a prone position, and the third takes them by the ankle joints. In this position, they move in the corridor between the posts to the finish line. Here they again change the position: the two extreme ones transfer the middle participant hanging between them. The first team to complete the distance and receive fewer penalty points wins.

Rule: 1) it is impossible to knock down the stands and break the formation; 2) it is not allowed to start and end the run prematurely - before the arrival of the partner and before crossing the lines. All these violations will result in penalty points.

Methodology. It is better to play the game on the terrain, on a slope. Tree branches can be used as racks. The distance between the uprights can be changed in accordance with the preparedness of the participants. The distance between the start line and the finish line should not be more than 20 m. Assistants are involved in refereeing, counting the errors of each team.

Pedagogical value. The game contributes to the acquisition of the motor qualities, endurance, speed and strength necessary for the skier, fosters perseverance in overcoming difficulties, collectivism and coordination of actions. The game can be used in the preparatory period of training young skiers.

"Snipers"

Number of people: 15-20 people.

Location: hall, specially equipped area; soccer ball.

Preparation. On opposite sides of the site (at a distance of no more than 30 m), two parallel lines are outlined. The place of delivery is marked on the “city” line. All players are divided into two teams, one of which takes place in the "city", the other - in the field. The team in the "city" is given the ball.

DESCRIPTION. On a signal, one of the players from the serving place kicks the ball into the field, and he immediately rushes to the opposite “city”. The players of the team acting in the field receive this ball and try to stain the running participant by kicking the ball. If the latter manages to run clean, then his team scores a point. Otherwise, the teams are swapped. The team that manages to score more points in a certain time wins.

Rule: 1) when serving, the ball must fly with a low trajectory and must hit the field; 2) it is not allowed to stop the ball with his hands; 3) you can not interfere with the player running over); 4) the runner after the impact is obliged in all cases to run out into the field. He can return back only after crossing the line of the opposite “city”; 5) the ball that goes out of bounds or into the “city” goes to the other team; 6) the player who did not serve the ball loses the dash. After two unsuccessful serves, the teams switch roles "

Methodology. The game is played in a specially equipped room with protected windows or on a playground. Hits on the ball, stops must be carried out in a certain way.

PEDAGOGICAL VALUE. The game contributes to the improvement of the technique of playing football, develops speed, courage, and decisiveness of action.

Description of the game

A bright, exciting game, developing for 11 12 years old, catches from the first minute. It will help you understand physics, as well as develop logical thinking. This time you have to help the little bugs return the light to their magical forest.

Characters and their meaning in the game

  • The ladybug is a strong insect that will carry a variety of weights. Her task is to clear the way for other insects. It is necessary to hold down the left mouse button, attaching the bug to the obstacle. Then direct in which direction the ladybug will fly. The main goal is not only to remove obstacles, but also to preserve the crystal ball. The number of ladybirds is displayed in the upper left corner.
  • Fireflies - will fly to the bright ball at the first call. They will raise this ray of light, carry it to the place. There is a timer in the upper right corner. It is activated only when the glowing insects begin their flight.

Tip: sometimes you have to use two ladybugs to drag heavy objects. Place one and hold down Ctrl. Then the first insect will not fly away immediately, but will wait for the second strong insect.

There are 25 levels in the game. There is an interesting addition - this is the presence of awards for achievements. You can see them in the main menu by clicking the Achievements button.

The easiest way to entertain children around the age of 10 at a birthday party, which is celebrated at home, is by arranging fun games and contests.

If you are on this page now, it means that your child's birthday is coming soon!

What to give and how to surprise? What is the most interesting way to spend the holiday itself if friends and classmates are expected to visit?

Organize interesting contests and game quizzes, and then no one will be bored!

Where to begin?

Oddly enough, I advise, from the banal safety precautions for knees and elbows:

  • free up enough space for children's fun - furniture can make room on such a day;
  • hide sharp and easily breakable objects - little guests are usually mobile.

The game itself should not bore children - otherwise the planned fun will cease to be fun!

The room is ready. Now you can start the contests themselves!

We offer several types of home games-contests for boys and girls 10, 11 and 12 years old for a variety of birthday parties.

Outdoor games-contests

Pop the balloon

Children are divided into 2 teams. Each has a multi-colored ball in his hand.

On command, you need to burst your opponent's ball with your hands. The team with the most whole balls left wins.

Freeze

The presenter throws up a balloon. While he is in the air, you can move, dance, talk. As soon as the ball touches the floor, everyone freezes.

The one who did not have time to freeze drops out.

The game continues until the last winner.

Runaway chair

The chairs are set in a circle. The number of players is one less than the number of seats.

At the command or at the beginning of the music, the players begin to walk around the chairs. The music stops or the stop command sounds - the players try to sit down. The one who did not get the chair is eliminated. After that, one chair is removed.

The competition is held until the last "sat down".

In a variant - instead of chairs, it is interesting to use hoops. With the end of the music or at the signal, the players sit (or stand) in free hoops.

Spoon-potatoes

Two teams. In one corner of the room there is a container with potatoes. In another, children stand with spoons in their hands near two empty bowls-plates.

At the signal, each team must, in turn, bring one potato to its plate with the help of a spoon only with the help of a relay.

The winners are those who carried all the potatoes faster.

Floating apples

Children are divided into two teams.

Apples with petioles float in two large basins in the water. Apples exactly by the number of children. At the signal, the players of each team take turns trying to catch an apple by the handle without using their hands.

The winners are those who complete the task faster.

When choosing apples, I advise you to make sure that the petioles are long and strong enough.

Basketball basket

Two teams of players. In front of each, an equal number of sheets of paper and a basket (as an option, you can use a saucepan or other deep container).

The task is to roll a paper "ball" and throw it into the basket.

The team with the most hits after the sheets run out wins.

Option - play against the clock. Then more paper is given.

Get dressed in a minute

You can play in winter.

Played by two, blindfolded. The same number of outerwear items - jackets, hats, scarves - are laid out on two chairs.

The winner is the one who puts on all the clothes that are laid out faster and more correctly.

Option - 2 players blindfolded dress one of the guests.

I think everyone will have fun!

Birthday present

Two teams - two gifts. It can be a toy, fruit, or any suitable item.

The players line up one after the other. On command, "gift" is passed along the chain. The winners are those whose item reaches the birthday person faster.

And it is better to carry out gru only with a sufficient number of guests.

Cobweb

One of the guests turns away or walks into another room.

The rest of the children join hands, and a long "thread-cobweb" is obtained. Then, without letting go of their hands, everyone gets entangled in a tight ball.

The presenter must untangle the "cobweb" without ever breaking it.

Lego relay

Two teams - two identical Lego sets (or any other constructor).

For a while, it is necessary to build an interesting building. Speed ​​and "architectural solution" are evaluated.

Option - the game is played in a chain. Children take turns putting their part.

Glomerulus

Two players are given a string or any cord of equal length.

The task is to wind up the ball faster.

Option - stick (pencil). It is necessary to wind the attached rope.

Children's bowling

With the help of simple pins and balls, you can organize an almost adult bowling. Other objects or toys can be used instead of pins.

Hit the target

You will need a drawn target and balls with Velcro. After the hits, we count the points.

Creative and intellectual contests

Who called me?

The players stand in a wide circle. The blindfolded driver stands in the center. He is spun a little and asked to guess who called by name. The one who guessed it, sits down or stands in the place of the driver.

Word chain

Two teams with an equal number of players. Each has a piece of paper and a pen (pencil). The first player on the team writes down any word. Each subsequent one writes his own word on the last letter of the previous one. It turns out a chain of words.

The game is played for a while.

The team with the most written words wins.

Cat in a poke

The simplest objects that need to be recognized by touch without taking them out are put into a beautiful bag. The winner is the one who guesses the most items.

Option - for more entertainment and fun, objects are shown to guests, but the driver is blindfolded in this case.

Two or three teams, each of which has 3 people. Three sheets of paper are issued.

In the allotted time (2-3 minutes), the players disperse in different directions and draw a fantastic animal: some of the head, some of the body, some of the legs and paws.

Then all the sheets are put together, and the team with the funniest animal wins.

In this competition, I think, more important is not the victory of a team, but the overall fun!

Broken phone

Who among the adults does not know this game ?!

But I suggest you make a birthday contest out of it for children.

Divide guests into 2-3 teams. Put out one after the other. The first in the chain of each command has its own word. The players pass it on in very low whispers to each other. The latter must say aloud what word he heard.

The winners are those who more accurately passed the floor to the first in the team.

Colored spots

This is, in my opinion, a very funny competition that combines movement and ingenuity.

The presenter says the words: “One-two-three! White (blue, green, gray, red ...) find it! "

Players immediately grab onto the named color wherever they can find it around.

Whoever cannot touch an object with a given color, or is the last one, is eliminated from the game. The rest continue until there is a winner.

Fun alphabet

The presenter names any letter of the alphabet. Children should write as many words with this letter as possible in a certain time (2-3 minutes).

The one with the longer list wins.

Collect the picture

Each player is given a cut picture to collect. The theme can be different: cartoons, games, nature, animals ... You can use the pages of children's magazines or pre-print pictures on a printer according to the number of guests.

The game is played for a while.

Match puzzle

The options are:

  • "Write" a given phrase with matches.
  • Depict an animal.
  • Mathematical tasks with moving and removing matches.

You can buy either regular or long "mantel" matches.

Competition games for girls 10-12 years old


Agree that there are competitions that boys will look at with a smile. But the girls will take part with pleasure.

Fashionista

In 5-10 minutes, find in the room what you can decorate yourself with for the holiday. It can be any item of clothing, ribbons, scarves, strings and hairpins ...

The guests then choose the funniest fashionista.

It is interesting to put boys on the jury.

Who is hiding there?

A hero of a popular fairy tale or cartoon is drawn on a sheet of paper. The image is completely covered by the second sheet. The presenter gradually opens the picture.

The winner is the one who guesses the character first.

Sad princess

A driving girl is chosen (not necessarily the birthday girl), who sits on a chair and tries not to smile. The task of the players in this competition is to make her laugh.

Condition - you cannot touch the "princess".

Clockwork doll

The basket-box contains pieces of paper with the names of the players.

Everyone comes up with a task for the "clockwork doll": to sing, dance, spin, .. Show the task with facial expressions and gestures with or without voice.

The driver pulls out pieces of paper and says who will carry out the task.

Stylists (artists)

Guests are divided into pairs: a client and an artist.

Watercolors are given to each pair. You need to do some fun makeup. Whoever gets it funnier wins!

An option for boys is to paint a funny face or animal (existing or not) on the face.

Exciting contests for boys 10-12 years old

Pick up the key

Players are offered several locks and many different keys.

The task is to open each lock.

Collect the dragon

Players receive a box of paper clips each. It is necessary to collect paper clips in a chain in the allotted time. Whoever has a longer "dragon" wins.

Teenage mutant ninja turtles

The competition involves couples who stand with their backs to each other and interlock with their elbows.

The task is to run to the opposite end of the room without opening your arms.

Monster

Draw a non-existent funny animal and come up with a name for it. The winner is the one whose animal turned out to be different from the real ones.

Additional points are given for a story about the habits and habits of this miracle.

Fisherman

Players receive a long stick with a fishing line or string, on which a magnet is attached.

In front of them are toys with magnets. The task is to “catch” as many “fish” as possible with closed eyes. The difficulty is that they play in pairs: the "sighted" manages the actions of the "fisherman", whose eyes are blindfolded.

Option - you can tape small magnets to the candy. And then the pleasure after the game will also be sweet.

Pirate map

Draw several maps of the room in advance, indicating the location of the "cache" with a cross. Hiding the "treasure" (any item), each time ask the "pirate" to find it, guided by the map.

Greedy

There are various things in front of the children (clothes, kitchen utensils, stationery, etc.). The players should take the maximum number of objects .. You can hold them with your hands, your head, help with your knees ...

The winner is the one who is able to collect more and not drop items.

Collect the scarecrow

The guests are divided into two teams. Before each set of various items of clothing (scarves, towels, hats, shirts, etc.) You need to build a "scarecrow" from available tools.

The creative team wins.

When we talk about children, thoughts of active pastime, entertainment, fun come to mind. The best rest for children is to spend time on the street, with friends, especially at the age of 10-12, when the child already has constant companions, his own company. But sometimes something can interfere with the active play of children in the air, for example, weather conditions or illness of children. In such cases, board logic or educational games are very necessary.

It is logic games that are very interesting and useful, they develop thinking, logic and many other skills. Some of them are especially popular, these include the following educational and developmental games:

  1. "Monopoly"
  2. Jenga
  3. Dobble
  4. Activity

Jenga is quite an interesting and addicting board game, better known as The Falling Tower. The rules are not difficult to master, especially for children from 10 years old. Wooden bars are stacked one on top of the other in the form of a tower, each new row the direction of the bars must be changed. When the tower is ready, players take turns pulling out pieces of wood from the bottom and placing them on top. Special skills are not needed here, but patience and perseverance will come in handy.

What is the secret of victory?

When pulling out a block, you need to think carefully about which block to pull out and in which direction to put it so that the tower remains intact. The loser is the one who was unable to maintain the integrity of the tower.

As for the tower, its height depends on the professionalism and passion of the children. Many try to build the most real skyscrapers just for fun, and some, having experience in the game, do it automatically.

A game for children Jenga Play a game Build a tower from wooden blocks

Beneficial features

The usefulness of this game lies in:

  • The development of fine motor skills in children;
  • Acceleration of the child's intellectual development;
  • Spatial and architectural thinking develops;
  • Creates a real team spirit among the players;
  • Suitable for games from the age of 10. Will be an interesting activity for children and parents;
  • Develops the logical skills of the child.

The game is not overloaded with gadgets. It includes 54 bars, shapes and the simplest teaching rules.

"Jenga" is very popular with children and adults. Its rules are very simple for a child. Playing it with the whole family, parents and children get closer, spend time together, learn to help and trust each other. This is a logical game that is best played from 10-12 years old, a young child will quickly get tired of such entertainment.

Monopoly

Probably, there is no such person in the world who would not know about the game "Monopoly". It is the most popular board game in the world and includes educational and developmental elements. Monopoly has earned a good rating among the players. It is based on various types of financial transactions such as: buying and selling land, obtaining loans, loans, paying taxes.

Also, in the process, accidents may occur, which are impossible to foresee, this arouses even more interest in the game. The rules of "Monopoly" are not difficult to master, but you need to choose your tactics. Of course, no special skills are needed here, but some logical thinking will come in handy.

Board game for children "Monopoly Junior."

The secret of success

Of course, as in any other game, it takes a lot of luck to win at Monopoly, but it won't be enough here. To achieve victory, you need to be able to foresee possible situations, to manage resources correctly. Didactic prudence will come in handy.

It is "Monopoly", one might say, that has raised many successful people who have achieved great success in business. While playing, the child begins to understand the basic properties of money. "Monopoly" makes it clear that the fact that the money will lie in the safe, there will be no more of them, but if you put them into business, they will begin to work and multiply.

Of course, you cannot invest in any business you like, and Monopoly teaches you to think over the course of action, calculate the profit and the possible success of the company. "Monopoly" is ahead of many logic games, if you look at the rating, it will be among the first.

Game kit

The game is sold in a classic cardboard box, like most other board games. The kit also includes: a stand for banknotes and cards, rules, where all the features of the gameplay are described in detail, a playing field.

“Monopoly is not only a useful activity, but also very exciting. It is not for nothing that it occupies a leading position in the board game market. Children from 10-12 years old play with great pleasure, captivating their parents. This is a board game for all generations. "Monopoly" is an excellent gift for a child that will help develop mathematical abilities, logical skills, teach children to act in a team, think several steps ahead, and most importantly, the child will begin to understand what money is and how to handle it.

Activity

Activity is a team game, the meaning of which is to guess the words, for which the team gets points. "Activity" has a format for children and adults. Children's game has an interesting design and a lighter set of words that are familiar to children 10-12 years old and older. The child can explain the meaning of words with the help of drawings, oral explanation, pantomime.

The game is attended by from 2 to 4 teams, with a composition of at least 2 people. Here are collected very interesting words, guessing which carries funny and educational elements. "Activity" is a game for children from 10 years old, when children already have some logical skills, and all the learning elements are easy to learn.

Board game Activity for children

Game progress

The rules are that each team is endowed with cards with a secret word, one player explains this word to his team, which must guess it in just 1 minute. Time is counted by an hourglass. The card indicates the points that players receive for correctly guessing the word.

How many points are received, the team takes so many steps forward. Each cell on the playing field shows how the word should be explained. Players should include acting data, pencils and paper will also be needed.

During the game, the guys learn to act together, to maintain a team spirit. During the explanation, they develop creativity, learn to formulate their thoughts, choose synonyms. The rules are learned very quickly.

What the game set consists of:

  1. The field for the game;
  2. 330 cards with hidden words;
  3. 4 tokens of different colors;
  4. Hourglass;

Activity is a game loved by millions of families around the world. If a child is interested in logical tasks, and parents are interested in developing functions, then "Activity" is ideal, because children think about how best to explain a word so that it is as clear as possible for the team. Also, the child will be able to replenish his vocabulary, get used to speaking in front of an audience, feel like a part of a team, learn to think quickly and make decisions. For children from 10 years old, the rules will be very simple.

Dobble

Dobble is a didactic board game with an exciting gameplay that will become a favorite pastime for a child over 6 years old. For parents who are interested in educational and developmental games, "Dobble" will be a godsend.
It includes a bright round booklet with rules and picture cards (55 pieces).

The creators offer you to choose from five options for organizing the gameplay, which is right for you. But no one forbids coming up with and adding your own options, i.e. we can say that you can play Dobble the way you want, adhering to the basic rules.

The first variation of the game "Assemble the tower"

One face down card is placed in front of the players, the rest are placed in the center open. Participants turn their cards face-down and compare the pictures on their card and on the one on top of the “deck”. If one picture matches, you need to quickly report it and grab the card, opening the next one. The end comes when all the pictures are sorted out, and the one who wins, remains with the largest number of cards.

The second variation "The Well"

In this version, everything happens the other way around. All cards are dealt to the players, face up, and the last one is placed in the center. Turning over his deck of cards, the player must find a match with the central card, quickly name it and throw his card to the central one. The loser is the one who got rid of the playing cards later than everyone else.

Dobble is played not only by children, but also by adults. And if with children the game is slower, because the child does not have such a quick reaction, then in the adult game everything is solved in a split second. You just need to have time to grab or fold the cards.

Experienced players advise not to remove your hand from the deck, but when you see the same pictures, first grab, and only then shout.

Dobble has many advantages, which include:

  • Compactness;
  • Easy and understandable rules for a child from 6 years old;
  • The ability to choose your own version of the gameplay;
  • Play can be from 2 to 8 people;
  • Dobble will be interesting for both children and adults;
  • Develops logical abilities.

Dobble will be a great entertainment for a large company or for a family evening. Learning functions will help in the development of the child. Playing it, children develop reaction, attentiveness, memory, fine motor skills, learn new signs and words, logical skills. Despite the fact that the game is a board game, the gameplay is quite active and, at times, noisy.

Players can have a lot of fun and relax at the same time. Having tried it once, it is already impossible to forget about the emotions that Dobble delivers, you want to plunge into this atmosphere of fun and carefree again and again. She has a high rating, according to the reviews of parents and children.

Board game "Dobble"

For children 9-11 years old, it is very important to create the appropriate conditions that will contribute to their intellectual growth and the development of basic skills: ingenuity, logical thinking, concentration, etc. At this age, young researchers with might and main show a rich imagination, are able to analyze difficult situations in detail, and carefully draw up an action plan to overcome the most difficult trials. Atmospheric, effective educational online mindfulness quests will be a useful addition to the comprehensive education of the child in school disciplines.

Quicksave's kids learning games are a springboard to a bright future

Many 10-year-old tomboy are already old enough, conscious people who comprehend the world at the speed of sound. Deep acquaintance with modern realities through virtual educational entertainment is a smart decision. Visually obtained information in a calm, home environment, sitting at the monitor, is much easier and more pleasant to assimilate. But so that progress does not stop, it is advisable to regularly pay a little attention to game training.

On our portal, you can plunge into the fictional universe of drawn characters, puzzles and desktop mini-applications for free:

  • Solve funny puzzles and logic puzzles;
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  • Learn the basics of calculus, take on the construction of castles, lead a treasure hunt and many more exciting adventures.


Children's portal Quicksave - a selection of the best tutorials without registration

Playing a cool, colorful, original toy is fun and cool. Do not miss this unique chance to have a great free time and chat with your favorite magical characters from game categories:,.

Little gamers can achieve unprecedented success together with their parents, together scrambling out of extreme troubles. It is enough to devote half an hour a day to cognitive fun for the child to begin to show intellectual and creative abilities. Train memory, attention, develop color perception, broaden the horizons of the kid, watching his achievements along with exciting games from Quicksave.

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