Games for 20 people indoors. Let's give the children a holiday

10.10.2019

Jumping sparrows

Players age: From six years old

The game develops: Attention, Coordination, Dexterity, Reaction

Mobility game: Outdoor games

Number of players: Three or more

Place of game: Doesn't matter

Game description

A circle with a diameter of 4 m is drawn on the floor or ground. The leading “cat” stands in the middle of the circle, the rest of the participants in the game are “sparrows”. They are outside the circle. At the teacher’s signal, the “sparrows” begin to jump in and out of the circle. The caught one is in the center. When all the “sparrows” are caught, a new cat is chosen. The winner is the cat that can catch all the sparrows faster than others.

Rules of the game

1. Draw a circle with a diameter of 4 m on the floor or ground. The leading “cat” stands in the middle of the circle, the rest of the participants in the game are “sparrows”. They are outside the circle.

2. At the teacher’s signal, the “sparrows” begin to jump in and out of the circle. The caught one is in the center.

3. When all the “sparrows” are caught, a new cat is chosen. The winner is the cat that can catch all the sparrows faster than others.

Boots - walkers

Players age: From six years old

The game develops: Coordination, Strength

Mobility game: Outdoor games

Number of players: Two

Place of game: Doesn't matter

Game description

Two opponents are given very large adult felt boots. Children drown in them, and they really look like little boys in the boots - the Ogre's walkers. There are chairs in front of them at a distance of 3 - 5 meters. At the leader’s command, they must run to the chairs, go around them and run back. The first one to arrive wins.

Rules of the game

1. Two opponents are given very large adult felt boots. Children drown in them, and they really look like little boys in the boots - the Ogre's walkers.

2. There are chairs in front of them at a distance of 3 - 5 meters.

3. At the leader’s command, they must run to the chairs, go around them and run back. The first one to arrive wins.

Game note

This competition can also be held as a team relay race. Then each player, when he comes running, must take off his “walking boots”, and the next one must put them on. Only then can he set off on his journey.

Confusion

The game develops: Attention, Logic, Thinking

Mobility game: Outdoor games

Number of players: Four or more

Place of play: Indoors

Game description

Children stand in a circle and hold hands. The driver turns away, and the players begin to get confused, climbing over each other as soon as possible. Then the driver must unravel this tangle without breaking the circle.

Rules of the game

1. Children stand in a circle and hold hands.

2. The driver turns away, and the players begin to get confused, climbing over each other as soon as possible.

3. Then the driver must unravel this tangle without breaking the circle.

"Dwarfs" and "giants"

Players age: From six years old

The game develops: Attention, Coordination

Mobility game: Outdoor games

Number of players: Four or more

Place of game: Doesn't matter

Game description

The children stand around the leader, who tells that there are very small people in the world - dwarfs, and there are huge ones - giants. When the presenter says: “Dwarfs!”, he sits down on all fours, lowers his hands, showing with all his appearance what little people they are. He even pronounces the word “dwarfs” in a thin voice - they are so tiny.

And when he says “Giants!”, his voice becomes rougher, the presenter stands up to his full height, and even stretches his arms up - they are so huge. The children really like this game of the leader, they laugh and also stretch out to their full height - “giants” and sit on all fours - “dwarfs”.

When the guys have learned to carry out commands correctly, the presenter warns that now he will see who is the most attentive.

Presenter: Remember, children, the correct commands: “Dwarves!” and “Giants!” All my other commands do not need to be executed. The one who makes a mistake is out of the game.

First, the presenter gives the correct commands, and then replaces the words “dwarfs” and “giants” with similar ones. The one who makes the least mistakes wins.

Rules of the game

1. Children stand around the leader, who tells that there are very small people in the world - dwarfs, and there are huge ones - giants.

2. When the presenter says: “Dwarves!”, he sits down on all fours, lowers his hands, showing with all his appearance what little people they are. He even pronounces the word “dwarfs” in a thin voice - they are so tiny.

4. The children really like this game of the leader, they laugh and also stretch out to their full height - “giants” and sit on all fours - “dwarfs”.

5. When the guys have learned to carry out commands correctly, the presenter warns that now he will see who is the most attentive.

6. Presenter: Remember, children, the correct commands: “Dwarves!” and “Giants!” All my other commands do not need to be executed. The one who makes a mistake is out of the game.

7. First, the leader gives the correct commands, and then replaces the words “dwarfs” and “giants” with similar ones.

8. The one who makes the least mistakes wins.

Alphabetically

Players age: From six years old

The game develops : Attention, Coordination

Mobility game: Outdoor games

Number of players: Five or more

Place of play: Indoors

Game description

To make the names better remembered, to train attention and the ability to quickly switch from one task to another, you can play a game like this in a campaign with up to 15 people. The presenter invites the guys to change places in a certain amount of time (10, 15 or 20 seconds) like this:

Rules of the game

1. The presenter invites the children to change places in a certain amount of time (10, 15 or 20 seconds):

  • so that all names are arranged in alphabetical order;
  • so that everyone stands by hair color (on the left - brunettes, on the right - blondes);
  • so that everyone stands according to their height (small ones on the left, big ones on the right).

Note

These exercises can be even more fun if there are wide benches, sofas, or very stable, sturdy chairs. Then the guys must complete the tasks while standing on the benches and move without stepping on the floor.

Push-pull

The game develops your child's coordination very well.

Players age: From six years old

The game develops : Endurance, Coordination, Thinking, Strength

Mobility game: Outdoor games

Number of players: Four or more

Place of game: Doesn't matter

Game description

Children are divided into pairs. Each couple stands with their backs to each other and clasps their hands at the elbows. In this position, children must run 20-30 meters to the finish line and, without turning around, return to the start. Thus, each player runs forward with his face in one direction, and with his back in the other.

Rules of the game

1. Children are divided into pairs.

2. Each pair stands with their backs to each other and clasps their hands at the elbows.

3. In this position, children should run 20-30 meters to the finish line and, without turning around, return to the start. Thus, each player runs forward with his face in one direction, and with his back in the other.

Tightrope walker

Players age: From six years old

The game develops: Coordination

Mobility game: Outdoor games

Number of players: One

Place of play: Indoors

Items needed: Tape, Rope

Game description

A line of tape or tape is drawn around the room. At first the line goes straight, then with turns. The child must walk exactly along this line.

Rules of the game

The tape or tape is passed along the floor of the room, starting straight, then making turns and zigzags.

The adult goes first. In order to show the child how to play.

Then the child, having understood the rules of the game, goes on his own.

Note

If a child is not doing well and begins to be capricious, a line should be drawn near the wall so that the child can lean on it.

Top ten!

Top ten! - an active children's game to develop hand-eye coordination and general motor skills of the child.

Players age: From six years old

The game develops : Coordination, Dexterity, Hand motor skills

Mobility game: Outdoor games

Number of players: One

Place of play: Indoors

Needed things : Ball, Cardboard box

Game description

Take several small balls, maybe from table tennis. The adult holds the box at a distance from the child, and the child must hit these balls into the box.

Rules of the game

1. Collect balls, tennis balls/just small ones.

2. Give balls to the child.

3. The adult takes the box and moves some distance away from the child.

4. The boxes are held at the height of the child.

5. The child must throw the balls into the box and hit it.

6. To make the game more interesting for the child, the adult must move the box so that it is easier for the child to get into it.

7. The game continues until all the balls are in the box.

White bears

Polar bears are an active group game for children of primary school age. Develops active creative motor actions motivated by the plot of the game.

Age of players : From four years, From six years

The game develops : Agility, Reaction, Fantasy

Mobility game: Outdoor games

Number of players: Seven or more

Place of game: Doesn't matter

Game description

At the edge of the area, which represents the sea, a small place is outlined - an ice floe. The driver standing on it is a “polar bear”. The remaining “cubs” will be randomly placed throughout the site.

“The Bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught one “bear cub”, he takes it to the ice floe, then catches another. After this, the two caught “bear cubs” join hands and begin to catch the rest of the players. At this time, the “bear” retreats to the ice floe. Having overtaken someone, two “bear cubs” join their free hands so that the caught one ends up between the hands, and shout: “Bear, help!” The “bear” runs up, greases the caught one and takes him to the ice floe. The next two caught also join hands and catch the rest of the “cubs”. The game continues until all the cubs are caught.

The last player caught wins and becomes the “polar bear”.

Rules of the game

1. On the edge of the area, which represents the sea, a small place is outlined - an ice floe, on which the driver stands - a “polar bear”

2. The remaining “cubs” will be randomly placed throughout the site

3. “The Bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”

4. Having caught one “bear cub”, he takes it to the ice floe, then catches another

5. Two caught “bear cubs” join hands and begin to catch the rest of the players, “bear”

6. Having caught someone, two “bear cubs” join their free hands so that the caught one ends up between their hands, and shout: “Bear, help!”

7. The “bear” runs up, greases the caught one and takes him to the ice floe

8. The next two caught also join hands and catch the remaining “cubs”

9. When all the “bear cubs” are caught, the game ends

10 The last player caught wins and becomes a “polar bear”

Note

A caught “bear cub” cannot slip out from under the hands of the couple surrounding it until the “bear” insults it.

When catching, it is forbidden to grab players by their clothes, and for those running away to run outside the boundaries of the area

Empty place

Players age: From six years old

The game develops: Reaction

Mobility game: Outdoor games

Number of players: Seven or more

Place of game: Doesn't matter

Game description

The participants of the game stand in a circle, and the driver remains behind the circle. The driver walks around the circle and touches one of the players, touching the shoulder or arm. This means that he challenges this player to a competition. The driver runs around the circle in one direction, and the called person runs in the opposite direction. Having met, they greet each other and continue to run further, trying to race to take the free space (left by the called player). The one who managed to take this place remains there, and the one left without a place becomes the driver, and the game continues.

Rules of the game

1. The players stand in a circle, and the driver remains behind the circle

2. The driver walks around the circle and touches one of the players, touching the shoulder or arm - this means that he challenges this player to a competition

3. The driver runs around the circle in one direction, and the called person runs in the opposite direction.

4. Having met, they greet each other and continue to run further, trying to race to take an empty seat.

6. Whoever succeeds first remains in this place, and the second becomes the driver

Watch

Clock is a fun, active game with a skipping rope. Develops endurance and attention.

Players age: From six years old

The game develops : Attention, Endurance

Mobility game: Outdoor games

Number of players: Seven or more

Place of game: Doesn't matter

Items needed: Jump rope

Game description

10-15 people play. Everyone says in unison: “Tick-tock, tick-tock.” Two pre-selected players twirl the rope in the same rhythm, the rest line up. The first player jumps the rope once and stands at the end of the line, the second - twice, etc.

If a player makes a mistake while jumping or makes a mistake in counting, he changes with one of those holding the rope. In this case, the counting starts all over again.

The players' task is to jump as long as possible without losing their way.

Rules of the game

1. Everyone says in unison: “Tick-tock, tick-tock”

2. Choose two players who will twirl the rope in the same rhythm

3. The others take turns jumping rope

4. The first one jumps once and gets to the end of the line, the second one jumps twice, etc.

5. A player who makes a mistake while jumping or makes a mistake in counting changes with one of the players spinning the rope.

Salads “Tea-tea-help out!”

Salads “Tea-tea-help out!” - a very fun game for a small company, in which everyone can show how fast and dexterous they are. Teaches mutual assistance, instills the ability to live in a team.

Players age: From six years old

The game develops : Agility, Reaction

Mobility game: Outdoor games

Number of players: Four or more

Place of game: Doesn't matter

Game description

First, the boundary of the playing area is determined, beyond which you cannot run.

The rules of the game differ from ordinary tag in that when the driver catches up and hits a player, he does not become a tag, but freezes in place and shouts: “Tea-tea-help out!” until he is rescued.

Any of the participants, except, of course, the driver, can help him out by simply touching him. At the same time, the tag task becomes very difficult, since he will be able to transfer his role to another only when he catches up with all the other players, and provided that no one helps them out. Otherwise the game may never end.

Rules of the game

1. Players determine the boundaries of the playing area; they cannot run beyond them.

2. The one who was insulted must stop and shout: “Tea-tea-help out!” until he is rescued.

3. Any of the participants can help out by simply touching the victim.

4. Salka can transfer her role to another only when she catches up with all the participants and no one helps them out.

dragon tail

Dragon's Tail is a fun and active game for children aged five years and older, developing attention, reaction and dexterity. It is played mainly indoors - in a large room, gym or locker room.

The number of players is at least 4 people (but the more, the more interesting and fun).

Players age: From six years old

The game develops

Mobility game: Outdoor games

Number of players: Four or more

Place of game: Doesn't matter

Game description

The players stand one after another, holding the person in front by the waist (as if forming a dragon/snake). The one in front is the dragon's head, the one in the back is the tail.

The “head” of the dragon tries to catch its “tail”, and the “tail” must dodge the “head”, while all other links of the dragon/snake must not disengage.

When the front player catches the back player, the one caught becomes the head. The rest can be swapped at will.

Game continues.

Rules of the game

1. Players line up one after another, holding the waist of the person in front, forming a dragon.

2 The first player - the “head” - tries to catch the last one - the “tail”, while the others should not disengage.

3. When the first player catches the last one, the one caught becomes the “head”.

4. The rest change places at will.

5. The game starts over.

Note

The game has no definite ending and no winners.

Dangling carriage

Dangling Car is a dynamic, fun game that promotes the development of reaction and coordination of movements.

Players age: From six years old

The game develops : Coordination, Reaction

Mobility game: Outdoor games

Number of players: Seven or more

Place of game: Doesn't matter

Game description

Participants are divided into groups of three or more people - “trains”. Two people are left without groups - “dangling carriages”. The trains begin to run in circles, preventing the “dangling cars” from clinging to themselves with sharp turns. The goal of the "cars" is to attach themselves to the tail of the "train". After the "dangling carriage" manages to attach itself to the "train", the first player (the head of the "train") himself becomes a "dangling carriage".

Rules of the game

1. Participants are divided into groups of three or more people - “trains”.

2. Two people remain and become “dangling carriages”.

3. "Dangling carriages" try to cling to the train.

4. The “train”, making sharp turns, prevents the “dangling carriage” from clinging to itself.

5. If the “dangling carriage” is attached, the player “head of the train” takes its place.

Liberation action

Liberation Action is a dynamic game that well develops hearing, attentiveness, coordination and reaction in the leading player and dexterity and reaction in the other players.

Players age: From six years old

The game develops : Attention, Coordination, Dexterity, Senses, Reaction

Mobility game: Outdoor games

Number of players: Five or more

Place of play: Indoors

Items needed: Chair

Game description

Form a circle of chairs to limit the movement of players.

A participant with his hands and feet tied (prisoner) sits in the center of a circle formed from chairs. Next to him is a blindfolded player (guard). The remaining participants in the game (liberators) try to free the prisoner, that is, they try to untie him. The guard must interfere. By touching any participant, he takes him out of the game, he must go beyond the circle of chairs. The player who manages to free the prisoner without being caught becomes the guard himself the next time.

Rules of the game

1. A circle is formed from chairs.

2. A guard (with his eyes tied) and a prisoner (with his hands and feet tied) sit in the center of the circle.

3. Players must take turns trying to untie the prisoner without the guard noticing anything.

4. If the guard touches the releaser, he goes behind the circle of chairs (out of the game for this round).

5. The one who was able to untie (free) the prisoner becomes a guard himself.

Waves in a circle

Waves in a circle is a dynamic, fun game. Good for developing reactions and utilizing excess energy in children

Players age: From six years old

The game develops : Attention, Dexterity, Reaction

Mobility game: Outdoor games

Number of players: Five or more

Place of play: Indoors

Items needed: Chair

Game description

The chairs are placed close to each other in a circle. There are as many chairs as there are players. One of the players (the driver) stands in the center of the circle. The remaining players sit on chairs, and one of the chairs remains free. The driver must have time to sit on an empty chair while others move back and forth, disturbing him. When the driver manages to take a place on the chair, the player who did not have time to interfere with him becomes the new driver.

The driver can give commands to the participants “Right” (players must move clockwise one space), “Left” (players must move counterclockwise one space) or the command “Chaos”. With the command “Chaos”, the participants must quickly change places, the leader tries to sit on any free chair. The player who occupied the chair that was previously free before the “Chaos” command becomes the driver.

Rules of the game

1. Chairs are placed in a circle in the room, equal to the number of players.

2. The driver stands in the center of the circle.

3. The driver must sit on an empty chair, and the rest of the players must interfere with him, moving left and right, covering this place.

4. The leader can give commands “Right”, “Left”, “Chaos”.

5. With the command “Left,” each player moves to the adjacent chair counterclockwise.

6. With the command “Right”, each player moves to the adjacent chair clockwise.

7. With the “Chaos” command, all players change their position randomly.

8. If the driver took the chair, then the player who did not have time to interfere with him becomes the new driver.

9. With the command “Chaos”, the driver becomes the player who sat on the chair that was free before the command.

Notes

You can make the game more difficult by turning the chairs outward. At the same time, the driver runs outside the circle and is prohibited from the “Chaos” command.

Caterpillar

Players age: From six years old

The game develops : Attention, Coordination, Looseness

Mobility game: Outdoor games

Number of players: Five or more

Place of game: Doesn't matter

Things needed: Music

Game description

The players form a chain (stand behind each other) - a “caterpillar”. The first player is the “head”, the last one is the “tail”.

The music turns on and the caterpillar begins to move forward, while the head shows various dance movements (arms, body, legs, head), and the rest of the players try to repeat these movements.

When the “head” gets tired, he turns to the player next to him, strokes his head, and moves to the tail of the caterpillar.

This game continues with a new leader and new movements, as long as the music continues.

Rules of the game

1. Players stand in a chain behind each other, forming a caterpillar.

2. The player at the head of the caterpillar begins to move forward to the music with various dance moves.

3. The other players try to exactly repeat all the movements of this player.

4. When the “head” gets tired, he turns to the player from behind, strokes his head and stands at the tail of the caterpillar.

5. The stroked player becomes the leader and the whole game is repeated with a new head and new movements.

6. The game continues as long as the music plays.

Notes

The game has no losers or winners.

Snow fight-2

Required equipment: paper.

◈ An active game for a large group of noisy children. Need a spacious room. Divide the room in half (you can use long Christmas tree tinsel) and divide into two teams. Give each team the same number of sheets of snowball paper.

◈ On command, start throwing snowballs. As soon as the command “Stop!” Each team begins counting snowballs in their half of the room. The team with the fewest snowballs wins.


These games are best played in a large room. In addition to dexterity and ingenuity, you may need chairs, buttons, boxes of matches, balloons and all other small things. Have fun to the fullest!

WILD ANIMAL TAMER Place chairs in the room, one less than the number of guests. Everyone takes chairs, and one of the players becomes a wild animal tamer. He walks slowly in a circle and names all the animals in a row. The one whose animal is named (the players pre-select them for themselves) gets up and begins to slowly walk after their tamer. As soon as the tamer says the words “Attention, hunters!”, everyone playing, including the tamer, tries to take empty chairs. Anyone who does not have enough space becomes a tamer of wild animals.

GUESS WHO AM I! The game becomes more fun when many guests take part in it at once. The leader is blindfolded, the rest join hands and stand around the “blind” person. The host claps his hands and the guests begin to move in a circle. The presenter claps again - and the circle freezes. Now the presenter must point to a player and try to guess who it is. If he manages to do this on the first try, then the one who was guessed leads. If the presenter does not guess who is in front of him on the first try, he has the right to touch this player and try to guess a second time. If the guess is correct, the identified guest drives. As a variant of this game, you can introduce a rule according to which the presenter can ask the player to reproduce something, imitate an animal - bark or meow, etc.

HANDS UP! The game is played by 8 or more people. You must have 1 coin. Everyone is divided into 2 teams and sits opposite each other at the table. One team receives a coin and the participants pass it to each other under the table. The commander of the opposing team slowly (you can silently) counts to ten, and then says: “Hands up!” The players of the team that passed the coin must immediately raise their hands up, with their hands clenched into fists. Then the commander says: “Hands down!” - and players must place their hands, palms down, on the table. The one who has the coin tries to cover it with his palm. Now the players of the opposite team confer and decide who has the coin. If they guessed correctly, the coin goes to them; if not, it remains with the same team.

HIT THE HAT! Give the guests five playing cards, shelled nuts, drinking straws, etc. and ask them to hit the hat with these items while standing a certain distance from the target.

MELT THE ICE! It is better to play this game outdoors (picnic), in good weather. Everyone is divided into two teams, each receiving one ice cube (preferably the cubes are the same size). The goal is to melt the ice as quickly as possible. The cube must constantly move from one player to another. Participants can warm it in their hands, rub it, etc. The team that melts the ice faster wins.

ORCHESTRA This is a very fun game and fun to play when there are a lot of people. Each participant chooses a musical instrument that he will subsequently “play.” It's best if you choose different tools. The leader - “conductor” - is selected. He faces the “orchestra”, and at a signal the “orchestra” begins to play! The conductor makes movements as if he is playing his instrument (for example, he imitates a drumbeat, puffs out his cheeks as if he is playing a flute, etc.). The rest of the orchestra members make movements as if each were playing their own instrument, but at the same time do not take their eyes off the conductor. Suddenly the conductor “switches” to another instrument - he begins to pretend to play a musical instrument chosen by another participant. The player whose instrument the conductor begins to play must immediately stop all movements and cover his ears with his hands. All other participants in the game now switch to the instrument chosen by the conductor. After some time, the conductor returns to his original instrument, and the guests also return to theirs. So, the conductor “plays” either his own or someone else’s musical instrument, and the players try to catch his movements and not make a mistake.

BOTTLE Take several sheets of paper and write various interesting tasks on them, for example: “Depict the animal drawn in the picture”, “Give a flower to the first girl you meet on the street”, etc. Roll the pieces of paper with tasks into a tube, put it in the neck of the bottle . Ask the players to sit in a circle, maybe on the floor, place the bottle in the center of the circle. When everything is ready, spin the bottle. Whomever she points to, he performs the task indicated on the piece of paper he pulled out.

BUG The players stand in a semicircle, and the driver is one step ahead, with his back to them. He presses his right palm to the right side of his face, limiting his view, and his left palm to his right side, palm facing out. One of the players lightly hits the driver's palm with his palm, and all the players extend their right hand forward with their thumb raised up. After the blow, the driver turns to the players and tries to guess who touched his palm. If he guesses, then the identified one becomes the driver. If not, he drives again.

LIFT THE CHAIR Holding the top of the back of the chair with your hands, lift it with straight arms above your head and lower it down. The winner is the one who completes this task the most times without dropping the chair to the floor. Alternatively: lift the chair by holding the back leg with one hand, the front leg, etc.

DRAWING FOR A PRIZE ON THE COUNT OF THREE Two participants stand opposite each other - there is a prize on a chair in front of them. The presenter counts: one, two, three... one hundred, one, two, thirteen... eleven, one, two, thirty... etc. The winner is the one who is more attentive and the first to take the prize when the presenter will say "three".

ZOMBIES Two from each team come out and stand side by side: hand in hand. In pairs, touching hands are tied, and with free hands, that is, one of the participants with the left hand and the other with the right hand, must wrap the package prepared in advance, tie it with a ribbon and tie it with a bow. The pair that finishes ahead gets a point.

CATCH THE BOTTLE To prepare for this game, cut out a small ring, 2-3 cm in diameter, from cardboard, a plastic cap or wood. Using a rope or wire, attach the ring to a stick more than a meter long, and place different bottles in one part of the room. The player's task is to try to put a ring on the neck of one of the bottles as quickly as possible, and he must hold strictly to the end of this prohibitively long stick. You can make several of these sticks so that more people can participate in the game at the same time. And to make it more interesting to “catch” bottles, use full bottles of Pepsi-Cola or Fanta or other strong drinks in the game. Having “caught” the bottle, the player receives a prize - the right to drink its contents. Make sure that each player gets one bottle, then no one will be offended.

DISCOVERER First, participants are asked to “discover” a new planet - inflate balloons as quickly as possible, and then “populate” this planet with inhabitants - quickly draw little figures on the balloon with felt-tip pens. Whoever has more “inhabitants” on the planet is the winner.

The lyrics for this game can be found in the "Drinking Songs" section of the Song Lovers Competition. We stand in a circle, facing each other. The host starts the song, sings or speaks one verse. The next player continues the verse of the other song, without a pause in between. CONDITION. All subsequent verses must contain at least one word from the previous song. As soon as the first player has finished singing the first verse, the next song, without a pause, is picked up by the player to his right.

SONG The presenter invites everyone to sing together in chorus. To begin with, a song that everyone probably knows: “Moscow Nights” or “Blue Car”. At the first clap of the leader, everyone begins to sing loudly; at the second clap, the singing continues, but only mentally, silently; at the third clap, they sing out loud again. And so several times until someone gets confused. The one who makes a mistake comes forward and invites everyone to sing some other well-known song. This is repeated several times. The leader can help everyone else by conducting the combined choir, especially during those moments when the participants are singing mentally.

KEEP YOUR MELODY Everyone should remember a song whose words and motive they know well. Everyone will sing their own song, except the leader. With a single clap from the leader, everyone begins to sing, but only mentally, to themselves. When the leader claps twice in a row, everyone sings out loud as loud as possible. Try to keep the melody and not mix up the words, despite the sound interference. When the presenter claps once again, switch to silent singing; when he claps twice, sing out loud again. The winner is the one who manages to sing his song to the end without ever losing his way. The one who gets confused, distorts the melody, rhythm or mixes up the words, drops out of the game and stops singing. The presenter monitors this. As a reward, the winner is given the opportunity, after completing the game, to sing any one verse of his favorite song from beginning to end without interference.

SOUND ENGINEER This game requires sound, and you can’t do without special devices. To do this, immediately find objects that can become sources of different characteristic sounds. A baking sheet and a metal spoon, ski boots and a board, clean cans filled with dry peas, a saucepan with a lid, a whistle and more will do. Also, have a tape recorder and a blank cassette ready. Now you are ready to make a radio show. Tell us, for example, “The Tale of Good and Evil.” It can begin like this: - “One day we were wandering through the forest and suddenly heard someone’s steps. (Put your hands into your shoes, and then move them heavily and slowly along the board). At first the footsteps were quiet, but gradually became louder and louder. (You know how to do this.) I turned around and saw a huge bear. I froze in fear, and then thunder struck. (Hit the baking sheet with a spoon several times.) I looked up at the sky, from which large drops of rain were falling (shake a can of dry peas), and the bear opened his umbrella and walked away...” Turn on the tape recorder and get down to business.

BRINGING THE PICTURE TO LIFE Participants are divided into two teams. Each team comes up with the plot of their picture in secret from their opponents. Then you need to show the “silent” skit to the opposing team. 15 seconds are allotted for the pantomime. A discussion follows, and versions of what was seen are put forward. And the team of artists will explain what they depicted. A decision is made which team depicted it more accurately and which guessed it better.

STIRLITZ Players freeze in different poses. The presenter remembers the poses of the players, their clothes and leaves the room. The players make five changes in their poses and clothes (not everyone has five, but only five). The leader must return everything to its original position. If the presenter finds all five changes, then as a reward the players fulfill some of his wishes. Otherwise, you need to drive again.

ORIGINAL INTRODUCTION The players become cool. Everyone comes up with a foreign name or any pseudonym and, taking a step forward, introduces themselves. For example: “I am Fantomas.” In addition, you need to come up with a gesture that accompanies your words and matches the image. For example, you introduced yourself and clapped your hands. As soon as the first person has introduced himself, the second must repeat the name and gesture of the first, and then introduce himself. The third repeats the name and gesture of the first, the name and gesture of the second, and then introduces himself by making some gesture. And so in a circle, like a snowball. When someone makes a mistake, he starts with the previous player, calls his name and makes a gesture, and again everything goes in circles. After playing several laps, determine who remembers the longest chain of names and gestures. Do something nice for the winner.

DRAW A FIGURE Participants are divided into pairs. All pairs perform in turn. In each pair, the partner draws a figure with his finger on the back of his colleague so that no one can see. After this, the person with the drawn figure tries to portray it, walking around the room, dancing, and moving. Everyone guesses. Those whose pieces are recognized by the majority of players win. The presenter judges.

PASS THE ORANGE Everyone stands in a circle and must pass each other some round thing: an orange, a ball, a round toy. In this case, you can only use your chin or shoulder. You can't help yourself with your hands. If an item falls to the floor, the dropped item is eliminated. Two winners remain.

CARICAUTURE Everyone stand in a circle. Let everyone come up with and depict a pantomimic caricature of any of your colleagues. You can choose any of the participants in the game. Then, in a circle, you will need to try to consistently depict all the caricatures of all participants in the game. Everyone collectively decides who each person portrays in turn. If a player is exposed, he leaves the circle. If someone was unable to reliably portray his colleague, and he turned out to be unrecognized, the author of the parody drops out of the game. The game takes place in a circle. The most persistent win.

CHOCOLATE Two teams are participating. The presenter prepares two identical chocolates. At the command “Start”, the outer players of the two teams, sitting next to the leader, quickly unwrap each of their chocolate bars, bite off a piece and pass the chocolate bar to the next participant. He, in turn, quickly eats another piece and passes the chocolate to the next player. The winner is the team that eats its chocolate bar faster, and it should be enough for all the players on the team.

BALL You need to throw a children's inflatable ball to each other, but at the same time you cannot move from the place or lift your feet off the floor. The one who moves or who last touches the ball when no one has caught it gets a penalty point. Anyone who receives three penalty points is eliminated from the game - he sits down and watches the others play. Those who remain last on the playing field win.

SHAVE-CUT Remember the fairy tale where the wife, in defiance of her husband, did everything the other way around? The presenter will have to come forward and demonstrate some kind of physical exercise, and you will need to do the opposite. If the presenter raises his hand, you must lower it; if he spreads his palms, you fold them; he will quickly wave his hand from right to left, and you will wave it slowly, from left to right. Whoever makes a mistake becomes the leader.

GAME OF MATCHES One of the players knocks over a box of matches (you can take an incomplete one) onto the table so that they lie in a pile. Another player begins to take one match from the pile so as not to touch the rest. As soon as any match other than the one he takes out moves, another player begins to collect matches. The one who gets the most matches in a certain number (5, 10) of attempts wins. You can mark the matches with different colors and agree on which color match will give you how many points. Or mark the matches with circular stripes (how many stripes - so many points). Then the winner is determined by the largest amount of points.

WHO IS NOT AND HOW DRESSED? The driver is blindfolded. One of the participants leaves the room. The driver's task is to guess who is not in the room when the blindfold is removed and describe in detail what he was wearing.

HOMEOSTAT (GROUP COMPATIBILITY) Participants sit in a circle. Everyone clenches their fingers into a fist and, at the leader’s command, “throws out” their fingers. The group should strive to ensure that all participants, independently of each other, “throw out” the same number of fingers. The game continues until the group reaches its goal. It is forbidden to exchange glances, negotiate, etc.

TRANSFORMATIONS Everything and everyone turns into something else, but not with the help of words, but with the help of determining the appropriateness of actions. The room turns into a forest. Then the participants go into trees, animals, birds, lumberjacks, etc. And if they go to the station, it means into a suitcase, a train, passengers. And if in the studio - as announcers, TV cameramen, “pop stars”, etc. At the same time, someone can do noise design, depict props, etc.

REMOVING BUTTONS Place a button on the index finger of your hand and, turning to your neighbor in the game, invite him to move the button onto his index finger. You are not allowed to use other fingers. The one who does not hold and drops the button is eliminated from the game.

"FOOTBALL" WITH BUTTONS

Two teams and two gates. The gate is formed from two buttons lying on the floor. Play with three buttons. You can only hit with the middle button lying between the other two. They shoot at the goal one by one.

BUTTON RECORD Stand with your toes at the edge of the carpet and try to place the button as far away from you as possible. It is also possible to do this with the body tilted forward. Anyone who cannot hold on and falls on their stomach on the carpet no longer participates in the game.

Beast unknown to science

This game will unite children by creating a common work of art. Although, of course, this is said loudly in relation to the picture that is obtained by the end of the game.

Take several sheets of paper in advance and fold each one several times, like an accordion, then unfold it again. Give a piece of paper with fold marks visible to all children sitting in a circle. Have each player start drawing the head of an animal at the top. This must be done in such a way that others do not see or know what the child is planning to depict. Having drawn the head on the upper part, you need to draw a line for the neck, going slightly beyond the fold line, fold the piece of paper and pass the drawing to the neighbor on the right. He, seeing only two lines indicating the end of the neck, continues to draw the body of the animal (which one he chooses himself), having reached the next fold line, he draws a contour line behind it, bends the piece of paper and passes it on again. So, depending on the number of fold lines you make, the design goes through the hands of three or four artists. The latter finishes drawing the feet (paws, claws, etc.). After this, the drawings are handed over to the leading adult, who unfolds them and shows the guests what they have created. Usually the result is a strange animal unknown to science.

Note. With such drawings you can decorate the room where the celebration is taking place.

Gift tree

Ask the guys if they know where the gifts come from. Where did they get the gifts for the birthday boy (if you are celebrating your child's birthday)? Of course, you will hear plausible explanations from kids and humorous ones from older children. And then you can tell them your version: they say, you don’t know where, but your souvenirs for guests grow on a tree. Don't believe me? Come on, let's show you!

Now feel free to lead the guys into the room where you hung various surprises on strings on a spreading branch attached to the closet. These can be ballpoint pens, small notebooks, chocolates, stickers, decorations - in a word, any pleasant little thing, the weight of which will be supported by the branch you have chosen.

Explain to the children that wood can only be used in a special way, so that the gift is always a surprise, a surprise. Therefore, now all the children will be blindfolded in turn, spun in place, and then given scissors, with which they will go to the generous plant and cut themselves some kind of gift

Note. With older kids, you can add some excitement to this game by hanging inflated balloons on the branches. Then, from time to time, players will accidentally burst the balls with scissors (this usually causes fear and joy at the same time).

Ha ha ha

This game is notable for the fact that it has simple rules and lifts the spirits of all those who play it, those who have already lost, and those who are simply watching it all.

Have the children sit in a circle. One of them will say the word “Ha!” with the most serious look. The player sitting to his right must say this twice already (“Ha-ha”), the person next to him on the right - three times (“Ha-ha-ha”) and so on, each time adding one extra “ha” " Anyone who cannot bear a serious face and laughs or smiles openly leaves the game. He moves outside the circle and gets the opportunity to make faces and grimace, amusing the players and thereby complicating their task. If there are winners in this game - those who were able to pronounce “ha” the longest without a shadow of a smile, and without making a mistake among them, deserve a reward - prepare some funny souvenirs for such an occasion.

Note. This game, although it seems very childish, is precisely why it can be enjoyed by teenagers. It will be funny for them that they, who are already adults and serious, say “ha” with the most ridiculous look, although for some time they can stay on a serious note, demonstrating their lack of involvement in all this tomfoolery.

Deceivers

Of course, it's not good to lie. But for general joy and also for the development of attention, it’s possible.

Children need to sit in a circle. One child will start the game: he will point to any part of his body and call it another part. For example, he will show his elbow and say, “This is my right ear.” The next player must show what is named, that is, the right ear, but say something else, for example, that this is the forehead. Then the next player will show his forehead, etc. Those who got caught (that is, believed the deceiver and showed not what he said, but what he demonstrated) leave the game. Thus, the most attentive players remain, who can then be given a comic prize, for example, a boy - a medal with the inscription “Best Cheater of the Year”, and a girl - powder (with the hint that she was great at “fooling the brains” of those around her, without getting caught herself). to their tricks!).

Note. To prevent children who drop out of the game from being offended or acting naughty, you can leave them in the game, but hand them some objects that symbolize their gullibility, such as floats (indicating that they have fallen for the deceiver’s hook). The one who does not receive a single such badge - the winner - in this case can be given a symbolic fishing rod (made from a strong branch with a fishing line and a hook tied to it). By the way, if you see that there may be two winners, stop the game before one of them gets caught. Then children will be able to use two gift fishing rods in the game “Sweet Catch”, and the course of the holiday will be more logical and organized.

Massive games for children indoors

As already mentioned, you shouldn’t get carried away with competitions during the holiday, but if these are team competitions, the essence of which is not winning, but having fun participating, then it’s a different matter! Below you will find a description of such team games and entertainment for two groups of children.

Sometimes dividing children into two teams turns out to be a difficult task, as adults encounter whims (“I want to be with Sasha”) or tactless remarks (“I don’t want to be with this Petka”). To initially avoid such strife, use the following game method of dividing children into groups.

Picture made from pieces

Depending on the situation and age of the children, you can start the game right away or after telling them the legend.

“A long time ago, in the same kingdom, there lived friendly people who got along well with each other. Together they created wonderful things: paintings, stories, household utensils. Everything worked out for them, because they understood each other from half a word and half a glance and took care of each other. But one day an evil wizard was jealous of their harmony and, when people were painting a picture, he cast a spell, causing their creation to shatter into pieces and, along with these pieces, people scattered around the world. Those who once lived in perfect harmony now do not recognize each other and live separately. But if you put the picture together again, then maybe a miracle will happen, and everyone who contributed their piece to it will be able to find care and understanding from the other creators of the picture - they will become one friendly team.”

Invite the children to check if this is really true? Have each of them come up to you and take one piece of the card, white side up (prepare two cards in advance and cut them so that the total number of pieces is equal to the number of invitees, including your own children). When each guest has a piece of the postcard in their hands, announce the conditions of the game: now you will say a magic phrase (for example: “Look for yours!”) and the children will begin to move around the room, showing each other the pieces. If they realize that they have parts of one postcard, then they unite and together look for the remaining parts.

Note. Thus, by the end of the game you will naturally form two teams, each of which collected the entire picture and showed the results to the rest of those present. Take advantage of the spirit of unity that arose during this task and announce to the teams that the tests of the strength of the spell will continue in the following relay races, where they will be one team.

Firefighter school

During this game, children will learn which team members are faster and more collected (literally and figuratively). Invite them to participate in the speed-of-dressing training that takes place during firefighter training (after all, a good firefighter should be able to get dressed in a short period while a match is burning!). Of course, such a workout at a children's party would be a joke.

Place a set of clothes in front of each team, for example a hat, jacket, trousers, boots. The first players of the two teams must approach these piles of things and, having figured out what’s what, put it all on themselves as quickly as possible. When dressing is finished, the player must spread his arms to the sides, and his team should support him with the exclamation “Beauty!” After this, he must quickly undress, and the next player on the team must repeat all these actions. The winner will be the team whose members are able to “dress up” and take off their “working clothes” faster, that is, finish the training first.

Note. To keep the emphasis of this game on fun rather than competition, prepare the most ridiculous clothes you can find. A moth-eaten earflap hat, a pink children's Panama hat, grandma's old jacket, and dad's hunting boots in combination with wide beach shorts will do (the main thing is that all this should be large for the convenience of the players). When festively dressed children pull all this on themselves, it will be impossible not to laugh. Don’t waste time and film the “mummers” on a video camera or camera - such pictures will capture the height of the fun and the memories of the holiday will acquire their own unique flavor.

North Pole

This game is similar to the previous one, but requires quick reaction and organization not of each individual, but of all players at once, that is, success in it is influenced by team cohesion.

Find out who in each team is the most curious and not afraid of any challenge. Once two daredevils have been selected, explain to the teams what they will be doing. And they will be busy preparing their curious comrade for the North Pole. As you know, this place is not hot, and they have only five minutes to get ready. Therefore, the task of each team during this time is to have time to put on as many items of clothing as possible on the would-be explorer. Where can I get it? For such a case, you will have to “give away your last shirt,” that is, take off some items of clothing from yourself.

The team that can dress their hero “warmer” will win (and it doesn’t matter if they decided to prepare him for the cold test by wearing an extra tie).

Note. It is better to play one such game so that the children do not have time to get used to it. However, if the previous game caused a lot of emotions in the children and they demand a continuation (“Let’s play this game again!”), then after several more games you can still send the teams to the North Pole again.

Hands up!

This team game can be played right at the table. Have members of one team sit on one side of the table and members of the other team sit on the opposite side. Give the end player of one of the teams a coin. He must pass it under the table to the next player on his team and so on down the chain. At this time, the commander of the other team (children can take turns playing this role) counts to ten. He can do this loudly or in a whisper, evenly or either speeding up or slowing down the count. As soon as he says “ten”, he can command: “Hands up!” Then all players, including the one who has the coin, must raise their clenched fists up. Then the commander gives the command “Hands down!”, and the players place their hands on the table, opening their palms. Naturally, the temporary owner of the coin tries to do this in such a way as to cover it with his palm. All this time, players of the opposing team carefully watch their opponents' hands, trying to guess who has the coin. After completing two commands, they confer and name the player who, in their opinion, keeps the coin. If their guesses are correct, then the coin goes into their piggy bank as a reward for their attention. If they make a mistake, the coin remains on the same team as a reward for sleight of hand.

Note. If there are not so many guests, then you can play another version of this game, when everyone present passes the coin, except for the driver - the commander. He alone is trying to determine the owner of the coin. By the way, this game serves both to entertain children and to develop attention and the ability to subordinate one’s behavior to rules.

Freight train

While the previous game required sleight of hand, players will now need sleight of foot!

Let the members of one team sit in a row on the sofa or on chairs, the second team will also sit opposite. On the side of each team, make a pile of the same number of items (it’s best to take small or medium-sized soft toys).

At the command “Start!” the guys on the same team must start passing toys to each other until they reach the last player - the “last carriage”, who will begin to put them next to him. Does the task seem simple? But there is one “but” here. You can only use your feet. If something slips out when passing from foot to foot, then it should be picked up
So that the bridge does not collapse down,
Let's take brick and mortar for construction,
My fair miss.

Centipede

Playing with tied feet brings not only joy to children, but also a sense of cohesion. Therefore, you can safely offer them, for example, such a task.

Divide the guys into two teams and give each a rope about fifty centimeters long. With them, members of one team must tie their legs (at the ankles) with a comrade standing next to them. This way, you won’t end up with a bunch of scattered kids, but two centipedes (which is much easier to manage!).

Now have both centipedes stand at the starting line. Now they will compete in the dexterity of their legs! You can start with a simple task: have them try to reach the finish line as quickly as possible.

Then the task can be complicated.

For example, in the middle of their path, place a small obstacle that the children must take turns carefully overcoming, remembering their “neighbor.” Or you can change the trajectory of movement by placing limiters that you have to go around. If the children want to show aerobatics, you can even require them to pass the toy from the first to the last team member as they move.

Note. It is better not to get carried away with complicating the rules when playing this game with young children (up to six years old), since their motor regulation, as well as the ability for joint organized activity, is still far from perfect and they will fall more than they will move forward.

Post Views: 23,610

Play is one of the most important ways for children to explore the world. This is exactly how the younger generations in all living nature are trained in the game. It allows animals to learn vital skills in a safe manner, their young ones to learn from their elders, and to find their own ways of interacting with the outside world.

Over the millennia, humanity has also not come up with a better way of learning than games. The complexity of the requirements for modern man has led to a variety of games that help hone a wide variety of skills. More and more of them are those that lead to long-term inactivity in children. This is why outdoor games are so important for children aged 7 to 10 years old indoors.

In children of primary school age, intellectual loads increase sharply, and their lifestyle is fundamentally different from preschool childhood. Regular walks and outdoor activities are being replaced by the need to spend many hours in a sedentary state at school and doing homework. Outdoor games are designed to soften this transition for children, providing the physical activity necessary for health.

Educational and developmental games for primary schoolchildren help them master intellectual skills, develop thinking, and learn new things easily and with pleasure. Team games, which are actively mastered by children aged 7–10 years, give them the most important social interaction skills for life. They teach children to achieve their goals and not be afraid of difficulties.

For preschool children, walks on the street and, in many ways, play activities were organized by adults. Although the independence of younger schoolchildren is increasing, they still need the help of adults to learn new games and spend their free time more productively. Unlike teenagers, they are ready and willing to take part in adults' participation in organizing games.

Outdoor games

Children 7-10 years old are physically stronger and more resilient than preschoolers. Schoolchildren of this age develop the musculoskeletal and cardiovascular systems, strengthen ligaments, increase lung capacity, and improve coordination of movements. Therefore, children of this age can play with quite a lot of physical activity for a longer time. The games themselves are becoming more complex and varied.

It is optimal for health to conduct outdoor games in the fresh air, but our climate and the need for schoolchildren to spend significant time indoors do not always allow this. Therefore, we will present several outdoor games for children aged 7–10 years, which can be played both outdoors and in a spacious room.

Boys of this age especially benefit from strength training. Such, for example, as tug of war or “Cockfight”.

  • "Cockfight". A fairly spacious circle is drawn with chalk, into which two players stand. They should place their hands behind their back and bend one leg. Jumping on one leg and not helping with their hands, they must try to push the opponent out of the circle. Not only does leaving the circle count as a loss, but also if the player stands on two legs or uses his hands.
  • « Pull your opponent out" Two teams line up in a circle opposite each other. The task of some players is to drag the enemy into the circle, for others it is to pull them out of the circle. This must be done in one to two minutes of individual fights, pulling the opponent’s belt or arms. The one who is defeated in this short duel is eliminated from the game. Several rounds are played and the team with the most players left wins.
  • Girls prefer exercises to develop flexibility, a sense of balance or rhythm. Although boys also willingly take part in them.
  • « Walk under the tape" A rope is stretched at the level of the children's chest. You need to pass under it without hitting it. In a more complicated version, the player must bow back. Then the rope is successively lowered lower and lower until only one player remains.
  • But most outdoor games, which differ from sports by less rigid rules and a freer composition of participants, are aimed at children of different ages, regardless of gender.
  • « Fisherman" Here there is one leader - a “fisherman” with a “net” and a jump rope. He stands in the center. The rest of the participants stand in a circle. The fisherman spins the rope across the floor, trying to hit the players. Their task is to avoid this by jumping up.
  • « Atoms, molecules" Students move randomly until the leader’s command is given. He says a number, such as three or five. The “atoms” players must immediately unite into “molecules” from the named number of participants. Anyone who does not manage to hit the “molecules” is eliminated from the game.

Outdoor games for children. Mom's school.

Physical education lessons for elementary school

Children 7-10 years old are in the active growth phase. Nature has instilled in them the need for active movement, which ensures the harmonious physical development of the developing muscles. And society requires, first of all, intellectual development, which is possible only with schooling. Physical exercises in physical education cannot provide primary school age students with the required level of stress.

Therefore, in elementary schools, physical education is required during lessons and breaks. They necessarily include exercises for various muscle groups. One of the mandatory recommendations for conducting physical education sessions is to conduct them against the backdrop of a positive attitude among schoolchildren. Outdoor games help ensure this.

Physical education sessions often include exercises using various objects.

  1. « Walk in blind" Several pins are placed in a straight line at an equal and fairly large distance (about 80 cm) from each other. The player must go from the beginning to the end of the track without knocking them down.
  2. « Tell your friend" The children are lined up along the desks, and in each row the skittles are passed from edge to edge to the music. The music is stopped from time to time, and the one who has the pin left at that moment is eliminated from the game.
  3. « Hurry up to grab it" Schoolchildren are placed opposite each other at the greatest possible distance. A chair with skittles is placed in the middle between them. At the signal, a couple of children run to the chair at the same time. The one who grabs the pin wins.

Educational games

Mobile exercises can be combined with didactic and educational purposes. They involve clearer rules compared to ordinary outdoor games and a teaching goal thought out by teachers.

  1. « I believe - I don't believe": For children 7 - 10 years old to develop logical thinking. The children stand in a circle, and the driver throws the ball while saying a phrase. The one to whom the presenter throws must say “I believe” and catch it. If he considers the statement to be false, then the ball is not caught and he says “I don’t believe it!” If the reaction was correct, then the players change roles.
  2. « Words". Educational game with a ball to consolidate knowledge for children 7-10 years old. One participant throws the ball and sets a topic, for example, animals. The one who catches the ball names some animal. Then the person who receives the ball throws it to the next student and asks his topic.
  3. « Hiding games": On the development of attention and observation in younger schoolchildren. Children are given time to look carefully at the room. After that, they turn away and close their eyes. One or more presenters hide several medium-sized objects in the room. Then, to the music, the others look for the hidden thing. The winners are those who are the first to find the hidden item. If teams play, the one that finds the most items wins.

Ball games for schoolchildren

Exercises with a ball are one of the most popular among children of all ages. Children begin playing with a ball in preschool years, and by the preparatory group they are already doing it quite well. In children of primary school age, coordination of movements and endurance reach a new level, so exercises with them are carried out according to more complex rules. Of course, exercises with the ball can only be carried out in a fairly spacious room without breakable objects.

  1. « Try it, take it away!" Children are divided into two groups. The host throws the ball. One group needs to throw the ball around without letting it fall to the ground. The second part of the children interferes with them in every possible way. The player from the second group who grabbed the ball changes roles with the one who dropped it.
  2. « Grab a treat" Real or toy fruits, nuts or candies are laid out on the table. Children take turns tossing the ball, and before it touches the floor they need to grab something tasty. Students who fail to do this are removed from the game.
  3. « Green and red" Here you will need two medium balls of different colors, for example, green and red. Children are divided into two teams, each with a captain. The host gives a signal and the captains throw the balls as far as they can. At the second signal, the players each run after their own ball. The first player to bring the ball to the captain scores a point for the team. Then everything is repeated for the next pair of students. Only the captain throws the ball. All actions take place only upon a signal from the leader.

Team games

As you can see, most outdoor games involve team action. Children aged 7–10 years are quite ready for this. But children of this age are still very emotional and cannot always control their behavior. Therefore, game organizers should take into account several rules.

The organization of team games should be especially well thought out, since, unlike simply outdoor games, it includes a powerful element of competition. This makes the game more emotional and can provoke conflicts among schoolchildren when interacting.

It is necessary to ensure that the participants have a good understanding of the rules and the purpose of the game, so as not to create a conflict due to their discrepancies among the opposing teams.

Organizers should try to divide participants into groups of approximately equal strengths and skills.

It is necessary to ensure objective judging, since children are very sensitive to injustice.

Active exercises should alternate with calmer tasks, combining into relay games. Because children of this age may become overtired when exposed to continuous intense movement for more than 15 minutes.

The role of play in the formation and development of a child cannot be overestimated. It is in play that a child learns about the world around him, its laws, and learns to live according to the rules. All children love to move, jump, gallop, and run races. Outdoor games with rules are a conscious, active activity of the child, which is characterized by timely and accurate completion of tasks related to the rules that are mandatory for all participants. Outdoor play is a kind of exercise with which children prepare for life.

Outdoor games are of great importance in a child’s life, as they are an indispensable means for a child to gain knowledge and ideas about the world around him. They also influence the development of thinking, ingenuity, dexterity, dexterity, and moral-volitional qualities. Outdoor games for children strengthen physical health, teach life situations, and help the child achieve proper development.

Outdoor games for preschoolers

Outdoor games for younger preschoolers

Children of primary preschool age in play, as a rule, imitate everything they see. In the outdoor games of children, as a rule, it is not communication with peers that is manifested, but a reflection of the life that adults or animals live. Children at this age enjoy flying like sparrows, jumping like bunnies, flapping their arms like butterflies with wings. Thanks to the developed ability to imitate, most outdoor games of children of primary preschool age have a plot character.

  • Outdoor game "Mice dance in a circle"

Goal: develop motor activity

Description: before starting the game you need to choose a driver - a “cat”. The cat chooses a “stove” for itself (it can be a bench or chair), sits on it and closes its eyes. All other participants join hands and begin to dance around the cat with the words:

The mice dance in circles
The cat is dozing on the stove.
Quieter than a mouse, don't make noise,
Don't wake up Vaska the cat,
Vaska the cat will wake up -
He’ll break up our round dance!”

While pronouncing the last words, the cat stretches, opens his eyes and begins to chase mice. The caught participant becomes a cat, and the game starts over.

  • Game "Sunshine and Rain"

Objectives: to teach children to find their place in the game, navigate in space, develop the ability to perform actions on a signal from the teacher.

Description: Children sit in the hall on chairs. The chairs are their “home”. After the teacher says: “What good weather, go for a walk!”, the children get up and begin to move in a random direction. As soon as the teacher says: “It’s raining, run home!”, the children should run to the chairs and take their place. The teacher says “Drip - drip - drip!” Gradually the rain subsides and the teacher says: “Go for a walk. The rain has stopped!”

  • Game "Sparrows and the cat"

Objectives: teach children to jump gently, bending their knees, run, dodge the driver, run away, find their place.

Description: Circles are drawn on the ground - “nests”. Children - “sparrows” sit in their “nests” on one side of the playground. On the other side of the site there is a “cat”. As soon as the “cat” falls asleep, the “sparrows” fly out onto the road, fly from place to place, looking for crumbs and grains. The “cat” wakes up, meows, and runs after the sparrows, which must fly to their nests.

First, the role of “cat” is played by the teacher, then by one of the children.

  • Outdoor game "Sparrows and a car"

Another game for children 3-5 years old about sparrows.

Objectives: to teach children to run in different directions, to start moving or change it at the leader’s signal, to find their place.

Description: Children - “sparrows”, sit in their “nests” (on a bench). The teacher depicts a “car”. As soon as the teacher says: “The sparrows have flown onto the path,” the children rise from the bench and begin to run around the playground. At the teacher’s signal: “The car is moving, sparrows fly to their nests!” - the “car” leaves the “garage”, and the children must return to the “nest” (sit on the bench). The "car" returns to the "garage".

  • Game "Cat and Mice"

There are many games for children with cats and mice involved. Here is one of them.

Objectives: This active game helps children develop the ability to perform movements on a signal. Practice running in different directions.

Description: Children - “mice” are sitting in holes (on chairs along the wall). In one of the corners of the playground sits a “cat” - a teacher. The cat falls asleep and the mice scatter around the room. The cat wakes up, meows, and begins to catch mice, which run into their holes and take their places. When all the mice return to their holes, the cat walks through the hall again, then returns to its place and falls asleep.

  • Outdoor game for preschoolers "At the bear in the forest"

Objectives: develop the speed of reaction to a verbal signal, exercise children in running, develop attention.

Description: Among the participants, one driver is chosen to be the “bear”. Draw two circles on the playground. The first circle is the bear's den, the second circle is the home for the rest of the game participants. The game begins with the children leaving the house saying:

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

As soon as the children uttered these words, the “bear” runs out of the den and catches the children. The one who did not have time to reach the house and was caught by the “bear” becomes the driver (“bear”).

  • Through the stream (an active game with jumping)

Objectives: To teach how to jump correctly, walk along a narrow path, and maintain balance.

Description: Two lines are drawn on the site at a distance of 1.5 - 2 meters from one another. At this distance, pebbles are drawn at a certain distance from each other.

The players stand at the line - on the bank of a stream, they must cross (jump) it over the pebbles without getting their feet wet. Those who stumbled and got their feet wet go to dry them in the sun and sit on a bench. Then they get back into the game.

  • Game "Birds and Cat"

Objectives: Learn to follow the rules of the game. React to a signal.

Description: for the game you will need a mask of a cat and birds, and a large circle drawn.

Children stand in a circle on the outside. One child stands in the center of the circle (the cat), falls asleep (closes his eyes), and the birds jump into the circle and fly there, pecking at the grains. The cat wakes up and begins to catch the birds, and they run away out of the circle.

  • Game "Snowflakes and the Wind"

Tasks: Practice running in different directions, without bumping into each other, act on a signal.

Description: At the signal “Wind!” children - “snowflakes” - run around the playground in different directions, spinning (“the wind spins snowflakes in the air”). At the signal “No wind!” - crouch (“snowflakes fell to the ground”).

    Outdoor game "Find yourself a partner"

Objectives: to develop in children the ability to perform actions on a signal, to quickly form pairs.

Description: Participants stand along the wall. Each of them receives a flag. As soon as the teacher gives a sign, the children scatter around the playground. After the command “Find yourself a pair,” participants who have flags of the same color are paired up. An odd number of children must participate in the game and at the end of the game one is left without a pair.

All these outdoor games can be successfully used for playing in kindergarten in a group or on a walk. Children of all ages: from 3-year-old children to 4-5-year-old children enjoy playing with them.

  • Outdoor games for children 5-7 years old

In children 5-6, 6-7 years old, the nature of play activity changes somewhat. Now they are already beginning to be interested in the result of the outdoor game, they strive to express their feelings, desires, and implement their plans. However, imitativeness and imitation do not disappear and continue to play an important role in the life of an older preschooler. These games can also be played in kindergarten.

  • Game "Bear and Bees"

Tasks: practice running, follow the rules of the game.

Description: participants are divided into two teams - “bears” and “bees”. Before the start of the game, the “bees” take places in their “hives” (benches or ladders can serve as hives). At the command of the leader, the “bees” fly to the meadow for honey, and at this time the “bears” climb into the “hives” and feast on honey. Having heard the signal “Bears!”, all the “bees” return to the “hives” and “sting” (salat) the “bears” who did not have time to escape. The next time, the stung “bear” no longer goes out to get honey, but remains in the den.

    Game "Burners"

Tasks: practice running, respond to a signal, follow the rules of the game.

Description: The game involves an odd number of children who become pairs and hold hands. In front of the column there is a driver who looks forward. The children repeat the words in chorus:

Burn, burn clearly
So that it doesn't go out,
Look at the sky -
Birds are flying
The bells are ringing!
Once! Two! Three! Run!

As soon as the participants say the word “Run!”, those standing in the last pair in the column release their hands and run forward along the column, one on the right side, the other on the left. Their task is to run forward, stand in front of the driver and join hands again. The driver, in turn, must catch one of this pair before they hold hands. If you manage to catch, then the driver and the caught one will form a new pair, and the participant left without a pair will now lead.

  • Outdoor game "Two Frosts"

A well-known game for preschoolers with simple rules. Objectives: to develop inhibition in children, the ability to act on a signal, and practice running.

Description: On opposite sides of the site there are two houses, indicated by lines. Players are placed on one side of the court. The teacher selects two people who will become drivers. They are located in the middle of the area between the houses, facing the children. These are two Frosts - Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Start!” both Frosts say the words: “We are two young brothers, two frosts are daring. I am Frost Red Nose. I am Frost Blue Nose. Which of you will decide to set off on this little path?” All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. Those of the guys who were touched by Frost freeze in place and remain like that until the end of the run. The frozen ones are counted, after which they join the players.

  • Game "Sly Fox"

Goal: to develop agility, speed, coordination.

Description: A line is drawn on one side of the site, thereby indicating the “Fox House”. The teacher asks the children, who are located in a circle, to close their eyes. The teacher walks around the formed circle behind the children and touches one of the participants, who from that moment becomes a “sly fox.”

After this, the teacher invites the children to open their eyes and, looking around, try to determine who the sly fox is. Next, the children ask 3 times: “Sly fox, where are you?” At the same time, the questioners look at each other. After the children have asked the third time, the sly fox jumps into the middle of the circle, raises his hands up and shouts: “I’m here!” All participants scatter around the site in all directions, and the sly fox tries to catch someone. After 2-3 people are caught, the teacher says: “In a circle!” and the game starts again.

  • Game "Deer Catching"

Objectives: practice running in different directions, agility.

Description: Two shepherds are selected from among the participants. The remaining players are deer located inside the outlined circle. The shepherds are behind the circle, opposite each other. At the leader’s signal, the shepherds take turns throwing the ball at the deer, who try to dodge the ball. The deer that the ball hit is considered caught and leaves the circle. After several repetitions, he counts the number of deer caught.

    Game "Fishing Rod"

Objectives: develop dexterity, attention, speed of reaction.

Description: participants sit in a circle. In the center there is a driver - a teacher. He holds a string in his hands, at the end of which a small bag of sand is tied. The driver rotates the rope in a circle just above the ground. Children jump in such a way that the rope does not touch their legs. Those participants whose legs are hit by the rope are eliminated from the game.

  • Game "Hunters and Falcons"

Tasks: practice running.

Description: All participants are falcons and are on one side of the hall. There are two hunters in the middle of the hall. As soon as the teacher gives the signal: “Falcons, fly!” participants must run to the opposite side of the hall. The hunters' task is to catch (spot) as many falcons as possible before they have time to cross the conditional line. Repeat the game 2-3 times, then change the drivers.

    Game "Spider and flies"

Description: in one of the corners of the hall, a circle indicates a web in which there is a spider - the driver. All the other guys are flies. All the flies “fly” around the hall, buzzing. At the presenter’s signal “Spider!” the flies freeze. The spider comes out of hiding and carefully examines all the flies. He takes those who move into his web. After two or three repetitions, the number of flies caught is counted.

    Outdoor game "Mousetrap"

Objectives: to develop in children the ability to perform actions on a signal.

Description: Two participants stand facing each other, join their hands and raise them higher. After this, both say in unison:

“How tired we are of the mice, they chewed everything, ate everything!
We’ll set up a mousetrap and then we’ll catch the mice!”

While the participants are saying these words, the rest of the guys must run under their clasped hands. At the last words, the presenters abruptly lower their hands and catch one of the participants. The caught one joins the catchers and now there are three of them. So the mousetrap gradually grows. The last participant remaining is the winner.

Outdoor games for schoolchildren 7-9, 10-12 years old

Schoolchildren also love to play games during breaks or walks. We have selected games that can be played during after-school walks or during physical education lessons in grades 1-4. The rules of the game become a little more complicated, but the main objectives of the games are: training agility, reaction, speed, general physical development and the ability to cooperate with the guys.

Many outdoor games are universal: both boys and girls can play them. You can divide children into groups of girls and boys or according to another principle.

    Game "Homeless Hare"

Goal: to develop attentiveness, thinking, speed and endurance.

Description: A hunter and a homeless hare are selected from all participants. The remaining players are hares, each draw a circle for themselves and stand in it. A hunter tries to catch up with a running homeless hare.

A hare can escape from a hunter by running into any circle. At the same time, the participant who stands in this circle must immediately run away, since now he becomes a homeless hare, and the hunter now catches him.

If a hunter catches a hare, then the one caught becomes the hunter.

  • Outdoor game "Feet off the ground"

Objectives: learn to follow the rules of the game.

Description: The driver walks around the hall with other guys. As soon as the teacher says: “Catch!”, all participants scatter, trying to climb to any height where they can raise their feet above the ground. You can only insult those whose feet are on the ground. At the end of the game, the number of losers is counted and a new driver is selected.

    Game "Empty Space"

Objectives: develop reaction speed, agility, attentiveness, help improve running skills.

Description: participants form a circle, and the driver is located behind the circle. By touching the shoulder of one of the players, he thereby challenges him to the competition. After this, the driver and the participant he chose run along the circle in opposite directions. The first one to occupy the empty space left by the chosen player remains in the circle. The one left without a seat becomes the driver.

  • Outdoor game "Third wheel"

Objectives: develop dexterity, speed, cultivate a sense of teamwork.

Description: Participants walk in a circle in pairs, holding hands. The distance between pairs is 1.5 - 2 meters. Two drivers, one of whom runs away, the other catches up. The running player can stand in front of any pair at any time. In this case, the back player of the pair he stood in front of becomes the one who is being caught up. If, nevertheless, the player managed to catch up and make fun of him, then the drivers change roles.

  • Game "Shootout"

Objectives: develop dexterity, attentiveness, speed of reaction.

Description: The game is played on a volleyball court. Having retreated 1.5 meters from the front line into the hall, a line parallel to it is drawn to form something like a corridor. An additional line is also drawn on the other side.

Participants are divided into two teams, each of which is placed on its own half of the court from the middle line of the corridor. Both teams must choose a captain. You cannot enter the opponent's territory. Each player who has the ball tries to hit his opponent with it without going beyond the center line. The greasy player is taken prisoner and remains there until the players of his team throw the ball into his hands. After this, the player returns to the team.

Outdoor games while walking

When walking with children in kindergarten or after-school activities in elementary school, the teacher needs to keep the children occupied with something: an excellent solution is to organize outdoor games while walking. First, the teacher introduces the children to various games, and later the children themselves, dividing into groups, will be able to decide which game they want to play. Outdoor games have a beneficial effect on the development of the child's body and strengthening the immune system. And the time of the walk flies by.

Before starting the game, the teacher needs to pay attention to the condition of the playing field: are there any unnecessary objects, splinters and anything else that could interfere with children’s play and create a dangerous environment - unfortunately, you can find them not only on the street, but also on the playground of a school or kindergarten a lot of trash.

  • Train game

Objectives: To develop in children the ability to perform movements according to a sound signal, to consolidate the skill of forming a column. Practice walking and running after each other.

Description: Children line up in a column. The first child in the column represents a locomotive, the rest of the participants are carriages. After the teacher blows the whistle, the children begin to move forward (without clutch). First slowly, then faster, gradually starting to run, saying “Chu - chu - chu!” “The train is approaching the station,” says the teacher. Children gradually slow down and stop. The teacher blows the whistle again, and train movement resumes.

  • Outdoor game "Blind Man's Bluff"

Objectives: developing dexterity, developing the ability to navigate in space, observation.

Description: To play the game you need free space. A driver is selected, blindfolded and taken to the middle of the site. The driver is turned several times around his own axis, after which he must catch any player. The one who is caught becomes the driver.

  • Game "Day and Night"

Tasks: practice running in different directions, act on a signal.

Description: All participants are divided into two teams. One command is “day”, the other is “night”. A line is drawn or a cord is placed in the middle of the hall. The teams stand at a distance of two steps from the drawn line, with their backs to each other. At the command of the presenter, for example, “Day!” the team with the appropriate name begins to catch up. Children from the “night” team must manage to run beyond the conditional line before their opponents have time to stain them. The team that manages to stain the most players from the opposing team wins.

  • Game "Baskets"

Objectives: practice running after each other, develop speed, reaction speed, and attentiveness.

Description: Two presenters are selected. One of them will be the catcher, the other will be the fugitive. All remaining participants are divided into pairs and join hands, creating something like a basket. The players scatter in different directions, and the leaders separate; the catcher tries to catch up with the fugitive. The fugitive must run between the pairs. The baskets should not catch the fugitive, and for this he calls the names of the participants in the basket to which he runs up.

  • Game "Hit and Run"

Objectives: to develop in children the ability to perform actions on a signal.

Description: The teacher is in the center of the circle. Throws the ball to the child and says his name. This kid catches the ball and throws it back to the adult. When the adult throws the ball up, all children must run to “their” place. The adult's task is to try to hit the fleeing children.

In this article we have provided 29 outdoor games with a detailed description of the rules of the games. We hope that this material will help organize children’s games at school during recess and physical education lessons, during walks in preschool educational institutions and public schools.

Compiled by: Oksana Gennadievna Borsch, primary school teacher, deputy director for educational work.



Similar articles