Games for physical education classes for elementary school children. Games for general physical training for elementary school children

20.09.2019

" Whofit"

Preparation.All players form a circle, blindfolded driver stands in the center.

The driver opens his eyes at the direction of the leader, when the one who approaches takes his place. He must guess who approached him. If the driver guessed the one who approached him, the players change roles.

The winner is the one who has never been a driver.

Rules of the game:1. The driver should not open his eyes ahead of time. 2. The vote is given only by the one indicated by the leader. 3. The first driver is not considered a loser.


" astronauts"

Preparation.At the corners and sides of the hall, 5-8 large triangles are drawn - "rocket launchers". Inside each "rocket site" draw 2-5 circles - "rockets". And the total number should be 5-8 less than the players. On the side of each "rocket launcher" you can write routes, for example:

Z-L-Z (Earth - Moon - Earth)
Z-M-Z (Earth - Mars - Earth)
Z-N-Z (Earth - Neptune - Earth)
Z-V-Z (Earth - Venus - Earth)
W-S-W (Earth - Saturn - Earth)

The players, holding hands, form a circle in the center of the hall.

Fast rockets are waiting for us
For planet walks.
What we want
Let's fly to this one!
But there is one secret in the game:
Latecomers - no room!

As soon as the last word is said, everyone scatters around the "rocket sites" and tries to take their places in any of the pre-drawn "rockets" as soon as possible.

Those who are late for the "flight" stand in a general circle, and the "cosmonauts" who have taken their places announce their routes loudly 3 times. This means that they are taking a walk in "space". Then everyone again becomes in a circle, join hands and the game is repeated.

Those who manage to make three flights win.

Rules of the game:1. Start the game - only on the established signal of the leader. 2. Run away - only after the words: "To those who are late - there is no place!"

" KarasiAndpike"

Preparation.On one side of the site are "carp", in the middle of the "pike".

Now the "carp" should run across to the other side of the site through the net (under the arms). "Pike" stands behind the net and lies in wait for them. When there are eight or nine "carp" caught, they form baskets - circles through which you need to run. There can be only one such basket, then it is depicted, holding hands, 15-18 participants. "Pike" takes a place in front of the basket and catches "carp".

When there are more "crucians" caught than not caught, the players form tops - a corridor of caught crucians, through which the uncaught ones run. "Pike", located at the exit from the top, catches them.

The winner is the one who remains last. He is entrusted with the role of the new "pike".

Rules of the game:1. The game starts at the signal of the leader. 2. All "carp" are obliged to pass the net, basket and tops when running. 3. Those standing have no right to detain them. 4. Players forming a basket can catch a "pike" if they manage to throw their clasped hands behind the back of the "pike" and drive it into the basket or slam the tops. In this case, all "carp" are released, and a new "pike" is selected.

" Whitethe Bears"

Preparation.The site is the sea. A small place is outlined to the side - an ice floe. On it stands the driver - "polar bear". The rest of the "bears" are randomly placed throughout the site.

Game content. "Bear" growls: "I'm going out to catch!" - and rushes to catch "bear cubs". First, he catches one "bear cub" (takes him to the ice floe), then another. After that, two caught "bear cubs" join hands and begin to catch the rest of the players. "Bear" goes to the ice floe. Having overtaken someone, two "bear cubs" join their free hands so that the caught one finds himself between the hands, and shout: "Bear, help!" "Bear" runs up, taunts the one he has caught and takes him to the ice floe. The next two caught also join hands and catch "bear cubs". The game continues until all the bears have been caught. The last one caught becomes a "polar bear".

The last player caught wins.

Rules of the game:
1. The "bear cub" cannot slip out from under the hands of the couple surrounding him until the "bear" has taunted him. 2. When catching, it is forbidden to grab the players by their clothes, and those who run away run out of the boundaries of the site.

" Twofrost"

Preparation.Two cities are marked on opposite sides of the site. The players, divided into two groups, are located in them. In the middle of the site are placed the "Frost brothers": "Frost Red Nose" and "Frost Blue Nose".

We are two young brothers
Two Frosts removed:
I am Frost Red Nose,
I am Frost Blue Nose.
Which one of you decides
To go on a path?

The boys respond in unison:

We are not afraid of threats
And we are not afraid of frost! -

and start running from one city to another. Frosts catch them. Anyone they manage to tarnish is considered frozen. He remains in the place where he was caught, and must, with outstretched arms, block the path of the players during the next dashes. When there are so many frozen that it becomes difficult to run, the game stops.

The winners are those who have never been frozen.

Rules of the game:
1. You can start running only after the end of the recitative. 2. Tagging behind the city line does not count. 3. Salted guys can be helped out: for this, the rest of the players must touch them with their hands.

"Owl"

Preparation.From among the players, an "owl" is selected. Her nest is away from the site. It can be outlined, fenced off by a gymnastic bench. The players on the court are randomly placed. "Owl" in the nest.

Game content. At the signal of the leader: "The day is coming, everything comes to life!" - children begin to run, jump, imitating the flight of butterflies, birds, beetles, depicting frogs, mice, kittens. At the second signal: "The night is coming, everything freezes - the owl flies out!" - the players stop, freeze in the position in which they were caught by the signal. "Owl" go hunting. Noticing the moving player, she takes him by the hand and takes him to her nest. In one exit, she can get two or even three players.

Then the "owl" returns to its nest again and the children again begin to frolic freely on the playground.

Players who have not been caught even once win. You can also note the best driver - who caught more players.

Rules of the game:
1. "Owl" is forbidden to watch the same player for a long time, and the caught one is not allowed to escape. 2. After two or three outings of the "owl" to hunt, it is replaced by new drivers from among those that she has never caught.

" Wolvesinditch"

Preparation.Two parallel lines are drawn in the middle of the site at a distance of 70-100 cm from one another. This is a corridor - a moat. It can be indicated by not quite parallel lines; narrower on one side and wider on the other. Two drivers - "wolves" - stand in the ditch; the rest of the players - "goats" - are placed on one side of the site behind the line of the house. On the other side of it, a line indicates a pasture.

After 3-4 runs (by agreement) new "wolves" are selected and the game is repeated.

Win "goats", not caught even once, and those "wolves" who scored more points.

Rules of the game:1. Jumping over the moat is mandatory. 2. Caught "goats" are not out of the game.

"Passing Balls in Columns"

Preparation.The players are divided into several groups - teams, and each of them lines up in a column one at a time, one parallel to the other. Players in columns stand at arm's length. For those in front in columns - a ball or other object.

Game content. Option 1. On a signal, the players in front pass the ball over their heads to those behind them. Those in the same way pass the ball to those behind. Each time the last player in the column, having received the ball, runs to the right of the column to the leader, and then becomes the first in his column. The team of the one who brings the ball before the others gets the winning point. Then, also on a signal, they begin to pass the ball in columns. And so they play until all the participants visit the end of the columns and deliver the ball to the leader.

The team that finishes the game first with the fewest penalty points wins.

Rules of the game:1. The game starts only at the signal of the leader. 2. You can pass the ball over your head, and not in any other way. 3. The person who dropped the ball must pick it up, stand in place and continue the game. 4. Penalty points are awarded for each violation.

Option 2.You can also pass the ball under your feet, spreading them wide.

" geese- swans"

Preparation.On one side of the site (hall) a line is drawn separating the "goose house". Four benches are placed in the middle of the hall (platform), forming corridors ("the road between the mountains") 2-3 m wide. Mats are placed on the other side of the site - this is a "mountain". All the players, except for two, stand in the goose - these are "geese". A circle is drawn behind the mountain - a "lair", in which two "wolves" are placed.

Game content. The leader says: "Geese-swans, in the field!" "Geese" pass along the "mountain road" to the "field", where they walk. Then the leader says: "Geese-swans, go home, the wolf is behind the distant mountain!" "Geese" run to their "goose house", running between the benches - "along the mountain road". From behind a distant mountain "wolves" run out and catch up with "geese". The salted ones stop. Caught are counted and released into their flock of "geese". They play twice, after which new "wolves" are chosen from those not caught. And so the game is played 2-3 times, after which the never caught "geese" and "wolves" are noted, who managed to catch more "geese".

The "geese" who have never been caught, and the "wolves" who managed to catch more "geese" win.

Rules of the game:
1. "Wolves" catch "geese" to the "goose". 2. "Wolves" can catch "geese" only after the words "over the distant mountain." 3. You can not jump over the benches or run on them.

" Teamswift-footed"

Preparation.The players are divided into 2-4 equal teams and line up in columns one at a time parallel to one another. A line is drawn in front of the toes of those in front in the columns, at a distance of 2 m from it - the start line. At 10-20 m from the starting line, a stand or mace is placed against each column. The first players in columns stand on the starting line.

Option 1. At the command of the leader, "Get ready, attention, march!" (or according to another conditional signal), the first players run forward to the uprights (maces), run around them on the right and return back to the start line. The player who crosses the start line first earns a point for his team. Those who have come running stand at the end of their columns, and the following players line up at the start line. Also, on a signal, they run to the object set against their column, go around it and come back. The one who comes first earns a point for his team again. And so all the players run in turn. Then the points are counted. The team with the most points wins.

Rules of the game:1. You can not run out and cross the start line before the leader's signal. 2. You can only run around the object to the right, without touching it with your hands. 3. When running with a stick, be sure to hit it three times on an object or on the floor, counting loudly. 4. Returning, you need to stand at the end of your column.

Option 2.
Sticks can be used in the game. Each player at the start holds a wand. Having reached the rack, he hits it three times on the rack or on the floor and comes back. Having run the start line, the player gives the wand to the next one.

" Relay raceanimals"

Preparation.The players are divided into 2-4 equal teams and line up in columns one at a time, one parallel to the other. Players in teams take the names of animals. Suppose the first are called "bears", the second - "wolves", the third - "foxes", the fourth - "hares", etc. Everyone remembers what animal he depicts. A starting line is drawn in front of the players in front. In front of each column at a distance of about 10-20 m is placed on a mace or on a rack. A finish line is drawn at a distance of 2 m from the start.

Game content. The leader loudly calls any beast. Players who have taken the name of this beast run forward, run around the object standing in front of them and return back. The one who returns to his team first wins a point for her. The leader calls the animals randomly, at his discretion. Some he can call twice. Each time the players who come running take their places in the team. The game is played for 5-10 minutes, after which points are counted.

The team that earns the most points wins.

Rules of the game:1. If both players come running at the same time, no points are awarded to either team. 2. If the player does not reach the final point, his partner from the other team earns a point.

" Callrooms"

Preparation.Location, inventory and preparation are the same as in the previous game. If the room allows and there are few players, you can build them in two lines facing the same direction on the same line. At a distance of 2 m from the building line of the players (start line), a finish line is drawn parallel to it.

The team with the most victory points wins.

Rules of the game:1. If the players are in ranks, then they can be put in a high or low start position, and from this position they must run out when called by the leader. 2. If a player breaks the rules, a point is deducted from his team. This rule is recommended to be applied from the 3rd grade, when students become familiar with the low start.

" FoxAndchickens"

Preparation.In the middle of the hall, four gymnastic benches are placed in the form of a square with slats up, this is a "perch". One driver is chosen - "foxes" and one - "hunter". All other players are "chickens". In one corner of the hall, a "burrow" is outlined, in which a "fox" is placed. In the other corner stands the "hunter". "Chickens" are located around the "roost".

Game content. At a signal, the "chickens" begin either to fly up to the "roost", then fly off it, or simply walk around the "hen house" (near the benches that form the "hen house"). On the second agreed signal, the fox, having approached the chicken coop, catches any "chicken" that touches the ground (floor) with at least one foot. The "fox" takes the greasy man by the hand and leads him into his "burrow". If on the way he meets a "hunter", the "fox" releases the one he has caught, and he himself runs into the "burrow". The caught one returns to the "chicken coop", after which all the "chickens" fly off the perch. If the "hunter" catches the "fox", a new "fox" is chosen. Play 4-6 times.

Players who are not caught even once win.

Rules of the game:1. Having run into the "chicken coop", the "foxes" can only touch one player. 2. At the signal of the leader, the "fox" must leave the "chicken coop", regardless of whether he caught the "chicken" or not. 3. Those standing on the rail can help each other (support).

" Whofurtherquit?"

Preparation.A start line is drawn on one side of the site. At 5 m from it, 3-4 lines are drawn parallel to it with an interval of 4 m between them. The players are divided into several groups - teams, and each line up in a column one at a time behind the start line. Each player has a bag of peas.

The team in which the players managed to throw more bags over the far line wins.

Rules of the game:1. Everyone can throw only one bag. 2. The bags are thrown in turn each time at the signal of the leader. 3. The one who threw the bag immediately goes to the end of his column.

" aptlyVtarget"

Preparation.A line is drawn in the middle of the site, along which 10 towns (maces) are placed. The players are divided into two teams and line up one behind the other on one side of the site facing the towns. The participants in the front line receive a small ball each. A start line is drawn in front of the line.

Game content. On the established signal of the leader, the players of the first rank throw balls into the towns (maces), trying to knock them down. Downed towns are counted and put in place. The guys who threw the balls run, pick them up and pass them to the members of the next team, and they themselves stand in line behind them. At the command of the leader, the second-rank players (teams) also throw balls at the towns. Downed towns are counted again. So they play 2-4 times.

The team that manages to knock down more towns in several times wins.

Rules of the game:1. Throwing balls is possible only at the signal of the leader. 2. When throwing, it is impossible to go beyond the starting line. Throwing over the line does not count.

" cones, acorns, nuts"

Preparation.The players form a circle, in the middle of which the leader becomes, and the rest, split into threes, stand one after the other facing the center (the first number is three to four steps from the leader). The leader gives names to all the players: the first in the threes are "bumps", the second are "acorns", the third are "nuts".

Game content. On a signal, the driver says loudly, for example: "Nuts." All the players, called "nuts", must change places, and the driver seeks to take any vacant seat. If he succeeds, then the player left without a place becomes the driver. If the driver says "acorns", the second ones in threes change places, if the "bumps" - the first ones in threes. When the game is mastered, the driver can call two or even three players in threes, for example: "bumps, nuts." The summoned must also switch places. "

Preparation.Two teams of "alpinists" line up facing the gymnastic wall 6-7 m from it. Between the first players and the gymnastic wall, gymnastic benches are installed, turned upside down with slats. At the extreme spans of the wall, gymnastic mats are laid.

Game content. At the signal of the teacher, the first players begin to move along the rail of the gymnastic bench, go to the gymnastic wall, climb it, move along the wall to the last span and go down. The height of the ascent to the wall is indicated in advance by the teacher (marked with a ribbon, a flag). When descending from the gymnastic wall, the player has the right to jump from the rail, located at a height of not more than 70-75 cm, into a circle with a diameter of 40 cm, marked with chalk on the mat. Having landed, the player stands last in his line. The second players start moving on the gymnastic bench immediately after the landing of the previous "climber".

The team that manages to finish the relay race faster than others and makes fewer mistakes than the other team wins.

Rules of the game:1. It is forbidden to prematurely move along the rail of the bench. 2. The player must not lose balance. 3. You can not jump from a height higher than indicated by the teacher. 4. Inaccurate landing is also prohibited. For each mistake, the player is penalized with a penalty point.

" jumpingBystripes"

Preparation.Lines indicate a corridor 2-3 m wide. Lines are drawn across the corridor, forming narrow (30 cm) and wide (50 cm) strips that alternate with each other. There can be 6-8 such strips. Through narrow strips, children jump, and from wide strips they repel when jumping. The class is divided into three or four teams that stand in lines.

Game content. On a signal, the first numbers of each team start jumping from the beginning of the corridor (with a push with both feet) through narrow strips, making an intermediate jump on each wide strip. Those who performed all the jumps correctly (without stepping on narrow stripes) bring their team a point. The second numbers also jump, etc. If a player steps on a narrow strip, he continues to jump further, but does not bring a point to the team. Jumping speed is not taken into account.

The team whose players got the most points wins.

Rules of the game:1. The width of the strips gradually increases (up to 60, 90, 100 cm). 2. Teams are in the same position and follow the same sequence. 3. The one who jumped to the first strip gets one point, to the second - two points, and so on. 4. The one who landed inaccurately on the next strip or did not resist on it, leaves the game and does not receive points.

" Whoovertake preparation. For the game you need one volleyball and tennis balls in an amount equal to half of the participants. The players are divided into two teams and line up on opposite sides of the site at a distance of 18-20 m from each other. Lines are drawn in front of the toes of the players, and a volleyball is placed in the middle of the court. Players of one team (by lot) receive a small ball.

Game content. On a signal from the leader, the players throw the ball at the volleyball, trying to roll it back to the opposite team. Players from the other team collect thrown balls and, on a signal, also throw them at the volleyball, trying to roll it back. So, in turn, teams throw balls a set number of times. The duration of the game is 8-10 minutes.

The team that manages to roll the ball over the line of the opposite team wins.

Rules of the game:1. If during the game the volleyball rolls away from the players, it is placed in the court area on the same line. 2. In this case, the shelling of the volleyball starts from two sides at the same time. 3. Each ball driven over the opponent's line brings the team one point.

for children of primary school age.

1-4 grade

INTRODUCTION

This collection includes outdoor games that can be used in physical education lessons in elementary school, as well as in the preparation of various scenarios for sports holidays in the form of competitions and relay races. Many games can be included in the calendar-thematic planning as outdoor games in cross-country training, track and field training, gymnastics and when planning the variable part of the work program.

Purpose of the game: development of the eye, dexterity.

A circle with a diameter of 5-8 m is drawn on the playground (depending on the age of the players and their number).

All players are divided into two teams: "ducks" and "hunters". "Ducks" are located inside the circle, and "hunters" behind the circle. The Hunters get the ball.

On a signal or at the command of the teacher, the “hunters” begin to knock out the “ducks” with the ball. The “killed ducks” that were hit by the ball are out of the circle. The game continues until all the "ducks" from the circle are knocked out. While throwing the ball, the “hunters” must not cross the circle line.

When all the "ducks" are knocked out, the teams change places.

Game option: 3-4 “hunters” are selected from among the players, who stand at different ends of the site. Each "hunter" has a small ball. The players scatter around the court, but do not go beyond it.

On a signal or command from the teacher, all the players stop in their places, and the “hunters” aim and throw balls at them. Players can dodge a flying ball, but they cannot leave their place.

Knocked out "ducks" are out of the game. The "hunter" who knocked out the largest number of "ducks" wins.

Purpose and nature repeats the game ».

On the playground, children form a circle, standing at arm's length from each other. In the center of the circle is a teacher who, in turn, throws the ball to the children, and then catches it from them, while uttering a rhyme:

"Catch, throw,
Don't fall down!.."

The teacher pronounces the text slowly so that during this time the child has time to catch and throw back the ball.

The game starts from a small distance (the radius of the circle is 1 m), and then gradually this distance increases to 2-2.5 m.

The teacher marks the children who have never dropped the ball.

Purpose of the game: development of dexterity, coordination of movements.

A leader is selected from the total number of players. The rest of the players stand in a circle with a diameter of 3-4 m.

The driver becomes the center of the steep. He is holding a rope 2 m long with a bag of sand tied to the end. The driver rotates the rope so that the sandbag flies above the floor at a height of 5-10 cm.

Each of the players must jump up and skip the flying bag. The one whom the driver touches with a flying bag receives a penalty point. The total number of penalty points is calculated after the bag has completed 8-10 full circles. The winner is the one whom the rope has never touched on the legs.

After changing the driver, the game starts over.

Purpose and nature "(salka, ).

Two lines are drawn on the playground at a distance of 15-25 m (depending on the age of the players). From among the players, a "wolf" is selected (less often - two), which stands between the lines. Behind one line are the rest of the participants - "geese", and behind the other - the teacher.

The teacher addresses the geese: “Geese-geese!”

Geese answer:

- Ha-ha-ha!
- Do you want to eat?
- Yes Yes Yes!
- Well, fly!
- We are not allowed! The gray wolf under the mountain won't let us go home!
- Well, fly, beware of the evil wolf!

After these words, the geese rush home from one line to another, and the wolf (wolves) who ran out tries to catch (“tarnish”) as many geese as possible. The wolf takes the caught geese to its lair.

After two or three such “flights”, a new wolf is selected, and the captured geese return to the game, which starts over.

Purpose and nature reminiscent of the game ».

The playing area is divided by two lines at a distance of 10-15 m from one another. From the players, the driver is selected - "pike", and the rest of the participants in the game - "carp". The driver - "pike" is in the center, and "carp" are located on one side of the site behind the line.

On a signal or command from the teacher, the “carp” run across to the opposite side, trying to hide behind the line, and the “pike” catches them by touching them with their hand.

When 3-4 "carp" are caught, they form a net, holding hands. Now, running from line to line, the playing "carp" must run through the seine (under their hands).

When 8-10 people are caught by a pike, they form a circle-basket, and the rest of the crucian carp must run through it (pass twice under the arms).

When 14-16 people are caught, they form two lines, holding hands, between which the rest of the carp must pass, but a pike stands at the exit and catches them.

The winner is the last carp caught.

Purpose and nature » (« »).

Of the playing children, two are chosen: one is a "shuttle", the other is a "weaver". The rest of the children become pairs, facing each other, forming a semicircle. The distance between the pairs is 1-1.5 m. Each pair holds hands and lifts them up, forming a "gate".

Before the start of the game, the “weaver” stands at the first pair, and the “shuttle” at the second, etc. At the signal of the teacher (clap, whistle) or at his command, the “shuttle” begins to run “snake”, without missing a single gate, and the "weaver", following his path, tries to catch up with him.

If the “shuttle” manages to reach the last pair of the semicircle and is not caught, then it, together with the “weaver”, becomes the last pair, and the first pair starts the game, distributing the roles of the “shuttle” and “weaver”.

If the “weaver” catches up with the “shuttle” and manages to “stain” it before it reaches the last pair, then it becomes the “shuttle” itself, and the player who was the “shuttle” goes to the first pair and chooses a pair from the two. With this player, he forms a pair at the end of the semicircle, and the one left without a pair becomes the "weaver".

Rules of the game: The game ends when all pairs have run.

Purpose and nature is a kind of game ».

Two lines are drawn on the playground at a distance of 10-15 m. A circle with a diameter of 1-1.5 m is drawn between them in the middle to the side.

From among the players, the leader (“tag”) is selected, but he is called the “grandfather-horn”. He takes his place in the circle. The rest of the players are divided into two teams and stand in their houses behind both lines.

The driver loudly asks: “Who is afraid of me?”

Playing children answer him in chorus: “No one!”

Immediately after these words, they run from one house to another across the playing field, saying:

"Grandfather-horn,
Eat a pie with peas!
Grandfather-horn,
Eat a pie with peas!”

The driver runs out of his house and tries to “tarnish” (touch with his hand) the running players. The one whom the driver "tarnishes" goes with him to his house-circle.

When the children run from house to house and take their places, the game resumes, but there are already two drivers.

Rules of the game: the game continues until there are three or four players not caught.

Purpose and nature is a kind of game ».

Two lines are drawn on the playground, behind which are the "houses" of the players. The distance between the lines is approximately 6-10 m. A “trap” (leader) is selected from among the players, who takes a place between the two lines.

The rest of the players stand at the line and rhyme in unison:

We are funny guys
We love to run and play.
Well, try to catch up with us.
One, two, three - catch! ..

After pronouncing the word “catch”, the children run across to the other side of the playground, and the trap seeks to catch up with those who are running and “touch” them (touch with their hand). The player who was touched by the trap before he crossed the line is considered to be caught and steps aside, sits down near the “trap”.

Rules of the game: after two or three runs of children from line to line, the number of players caught is counted, and then a new trap is selected:

    during the game it is desirable to determine the best trap.

Purpose of the game: learning to ski (in the lower grades) in various ways.

On a playground covered with snow, the “start” and “finish” lines are marked with a distance of 25-30 m between them.

3-5 players line up at the start line at a distance of 1.5-2 m from each other and, at the signal or command of the teacher, they start skiing. The winner is the one who crosses the finish line first.

Game options:

    races can be carried out with the help of sticks or in a sliding step without them, determining the winner based on the results of two races;

    you can play the game by dividing the children into 2-4 teams with an equal number of participants, in the form of a relay race.

Purpose of the game: teaching the main types of movement (jumping), developing coordination of movement and dexterity, training the eye.

On the playground, children form a circle with a diameter of 4-5 m, stand at arm's length from each other. The teacher is in the center of the circle. He has a rod in his hand, the length of which should be equal to the radius of the circle. A bright ribbon or handkerchief (“mosquito”) is tied to the end of the rod on a rope up to 0.5 m long. The teacher holds the rod so that the “mosquito” is 5-10 cm higher than the outstretched arms of the child, and, smoothly moving the rod in a circle, makes the “mosquito” fly.

The task of the children is to bounce on the spot and be able to "slap a mosquito" with two palms.

Rules of the game: children must jump on two legs or push off with one foot, which depends on the conditions of the game. The child should not leave his place in the circle in pursuit of a mosquito. If the child managed to swat the “mosquito”, then the movement of the “mosquito” stops until the child releases it. The educator notes the most dexterous, who managed to “swamp a mosquito”.

Purpose of the game: learning to move in water, developing dexterity, the ability to throw a ball.

The game is played in a pool or in a limited area of ​​​​a reservoir with a waist-deep depth for playing children.

A leader is selected from among the playing children. The rest of the children stand in a circle at arm's length from each other. The driver becomes the center of the circle.

At the signal or command of the teacher, the children begin to throw the ball to each other across the circle, and the driver tries to catch it. If the driver catches the ball, then he takes a place in the circle among other players, and the child who threw the ball takes the place of the driver.

Rules of the game: while throwing (throwing and catching the ball) you can take a step forward or backward, fall into the water, but not pull the ball out of the hands of another; you can't push.

Purpose of the game: development of strength endurance, speed of reaction.

Two lines are drawn on the playing field at some distance from each other. Boys line up on one line, girls line up on the other. Between them is the leader. The boys' team is "night", the girls' team is "day". At the command "Night!" boys catch girls, on command "Day!" girls catch boys.

Rules of the game:"salted" go to the opposing team.

Purpose and nature is a kind of game ”, but instead of a “trap” of playing children, a “tag” catches.

Boundaries are marked on the playground (lines are drawn or flags are put), beyond which playing children cannot go. Of all the children playing, one is selected - “tag”. He stands in the center of the playground, and the rest of the children run around the playground.

At the signal of the teacher: “Catch! ..” (clap hands, whistle, etc.), the game begins. Children run around the playground, and the “tag” tries to catch up with someone and touch it with his hand (“tarnish”). The child who was “tarnished” leaves the playground. After the “tag” manages to “tarnish” 3-6 playing children, the teacher can stop the game and replace it with a new “tag”.

Game option: the very first child whom the "tag" managed to "tarnish" becomes the "tag", and the "tag" takes its place.

Purpose of the game: training in long jumps in water, strengthening the musculoskeletal system.

The game is played in shallow water, where the depth reaches the child's knees.

Before the start of the game, the teacher shows the children how the frog jumps, and then offers to repeat.

Standing in the water, the child crouches deeply, then, sharply straightening his legs, pushes them off the bottom and makes a jump, stretching his arms forward. During the jump, the legs are pulled up to the arms. The child falls on both legs.

After mastering the technique of jumping, the teacher can arrange a competition between 3-4 "frogs", which of them will jump further in 3-5 jumps.

Purpose and nature reminiscent of the game ».

Children line up in one line at arm's length from each other at the very edge of the water. On a signal (clap hands, whistle, etc.) or the teacher's command, the children take turns or simultaneously, pushing off with both legs, jump into the water, trying to jump as far as possible. The winner is determined after 2-3 attempts.

Game option: from the water's edge, the child makes not one, but three jumps in a row, two of which are already standing in the water.

Purpose of the game: child learning to run with a rope.

A line is drawn on the playing field. At the same time, 2-4 children with short ropes can participate.

At the first signal of the teacher, they start running, jumping over the rope through each step, and at the second signal (after 1-1.5 minutes) they stop. The child who is in front wins.

Game option: two parallel lines are drawn on the playground at a distance of 4-3 m (depending on the age and ability of the children): the start and finish lines.

At the start line there are 2-4 children with jump ropes, who start running at the signal of the teacher. The first child to cross the finish line wins.

Purpose of the game: sliding on ice while maintaining balance, development of accuracy, eye.

An ice track 5-7 m long is “rolled out” on the playground. A cube (puck) is placed at a distance of 1.5 m from the beginning of the track. Children in turn, running up from a distance of 2-3 m, slide along the path on the sole of the shoe and try to move the cube as far as possible when sliding with their foot.

The winner is the player who moved the cube the farthest.

Game option: if after the first attempt the cube is still on the ice track, the players are granted a second attempt. Moreover, the player who did not move the cube in the first attempt is eliminated from further competitions.

Purpose and nature is a type of game ».

In the middle of the playground, a circle or an oval is drawn, which depicts an ice floe. From among the players, two "polar bears" are chosen, who stand on the "floe". The rest of the players walk freely and run outside the "floe" on the playground.

At the signal of the leader (whistle, clap, etc.) or at his command, the “polar bears” go “hunting”. They walk, holding one opposite hand (left-right) and try to grab one of the players playing with their free hands. They take the caught player to the ice floe. When there are two caught players on the ice floe, they become the second pair of “polar bears”.

The game ends according to the agreement: when most of the players have become "polar bears" or when 2 - 3 players remain on the playing field.

Purpose of the game: learning to dribble (with feet, stick, hands), bypassing obstacles, developing dexterity and coordination of movements.

A line is drawn on the playing field. Perpendicular to it, 8-10 objects are placed in a row (pins, cubes, pegs driven into the ground, etc.) at a distance of 1 m from each other.

At the signal or command of the teacher, the child must dribble the ball with his foot from the line, bypassing all the objects with a “snake”, now to the right, then to the left, without ever losing the ball and not knocking down a single object.

The winner is the player who passes the "snake" without errors.

Game option:

    you can make two identical "snake" lines at a distance of 2 m from each other and simultaneously hold a speed competition between two participants;

    the child will lead a small ball from the line with a stick, bypassing the “snake” objects;

    the player will drive the ball from the line, bypassing all the objects of the "snake", while hitting it on the floor or ground.

Purpose of the game: learning to quickly and accurately pass the ball to another player, developing dexterity and coordination of movement.

A line is drawn on the playground. Playing children are divided into 2-3 teams with an equal number of players. Teams stand at the line in columns at arm's length one after another. The distance between the columns is 1-1.5 m. The legs of the players are spaced shoulder-width apart. The child standing first in the column holds the ball in his hands.

At the signal of the teacher (clap hands, whistle, etc.) or his command: “Up! ..” or “Raise your hands! ..” all children raise their hands up, and the first child passes the ball over the head to the second, the second - to the third, etc., until the last child in the column receives the ball. When the last player receives the ball, he runs and gives the ball to the teacher.

The team whose player first gave the ball to the teacher wins.

Game options:

    first, the ball is passed from the top from front to back, and then in the opposite direction: from back to front, and therefore the player who is standing first gives the ball to the teacher;

    the ball is passed back down between legs wide apart;

Summing up the results of the game, the teacher notes the clarity of the team game.

Purpose of the game: learning in a playful manner jumping and running, agility and coordination of movements.

On the playground, two parallel lines are drawn at a distance of 4-6 m (depending on the age of the children playing).

Playing children are divided into 3-4 teams with an equal number of participants. Teams line up in a column at the first line at a distance of 1.5 m from each other. Everyone standing first receives the ball and pinches it between their legs.

At the signal or command of the teacher, the children begin to jump on two legs to the second line. After crossing the line, they take the ball in their hands, run back, pass the ball to the next player, and themselves stand at the end of the column.

The team whose last player crosses the "start" line first with the ball in their hands wins.

Game option: on the second line for each team they put a landmark around which the child should jump, and then also jump back with the ball sandwiched between the legs to the first line, passing it to the next player behind the first line.

Variety " ”, but the “dog” acts as a “trap”.

Before the start of the game, the “dog” is selected from among the players or the teacher appoints. The rest of the children are "hares". On one side of the playground, circles up to 50 cm in diameter are drawn - these are the “mink houses” of hares. On the opposite side of the site (at a distance of 10-15 m), another circle is drawn with a diameter of 1.0-1.5 m - this is the "dog" booth.

Located between the "minks" and the dog's booth, the playground is a garden with beds. If desired, it can be marked with dashes or circles of the beds.

At the first signal of the teacher, the "hares" run out of the minks and run into the garden, jumping over the beds. There they feast on carrots, cabbage ...

The teacher gives a second signal or command: “The dog is running! ..” After that, the hares rush to get to their “minks”, hide in them, and the dog tries to catch the hare, “salting” it ”(touching him with his hand). The caught hare goes to the dog's booth and no longer takes part in the game.

When 3-6 “hares” are caught, the teacher can choose another “dog” from those playing, and the caught “hares” return to the game again, which starts over.

Variety of game ”, but the “cat” acts as a “trap”.

A line is drawn at the edge of the playground, behind which circles are drawn or hoops are placed - “mink houses of mice”. At a distance of 5-8 m from the line, a “cat” sits on a stump or on a chair, and the mice settle in their “minks”.

Showing the beginning of the game, the role of the cat is played by the teacher, and then the “cat” is selected from the playing children. When everyone has taken their seats, the teacher turns to the “mice” children: “The cat is sleeping! ..” You can use rhyming:

The cat guards the mice
Pretending to be asleep...

After these words of the educator, the “mice” leave their “minks” and begin to run around the playing field, coming close to the “cat”. After a while, the teacher says: “The cat is waking up! ..”

You can use rhyme:

Hush, mice, do not make noise,
Don't wake up the cat!

After these words, the “cat” gets on all fours, stretches, says: “Meow! ..”

This serves as a signal that he begins to catch mice. The cat takes the caught "mice" to its place, and the game starts all over again, but without their participation.

After the “cat” has caught 3-5 mice, the teacher appoints a new “cat”, and the “mice” caught are returned to the game.

Purpose of the game: learning to run in a playful manner, developing dexterity and coordination of movement.

From among the children playing, two are chosen: a “hunter” and a “homeless hare”. The rest of the "hares" children draw for themselves on the playground mugs - "houses" with a diameter of up to 50 cm.

Each hare occupies its own "house"-circle. The teacher gives a signal by which the hunter begins to pursue the "homeless" hare. Running away from the hunter, the “hare” winds between the houses, and then suddenly it can jump into any house and stand behind the back of the “hare” living there. At the same moment, this "hare" turns into a "homeless man", must leave the "house" and run away from the hunter now chasing him.

As soon as the hunter caught up with the hare and touched it with his hand, they change places: the hare becomes the hunter, and the hunter becomes the hare.

Game option: the total number of hares decreases, and instead of circles, “houses” for “hares” are children, 3-4 holding hands.

They open the “doors” (raise their hands) in front of the “homeless hare”, letting him into the house, and close it in front of the “hunter”. At the same time, the hare that was in it leaves the house through other “doors”. The rest of the game follows the same rules.

Purpose of the game: learning in a playful way to walk, run, develop dexterity, coordination of movements.

A circle with a diameter of 5-8 m is drawn on the playground (depending on the age of the children playing).

From the playing children, a driver is selected, which is located anywhere inside the circle. The rest of the children stand around the circle at a distance of half a step from the line.

At the signal of the teacher, the children jump into the circle, run around it and jump back out. The driver runs within the circle and tries to touch the players when they are inside the circle. When the driver approaches, each player must have time to leave the circle.

The player who was touched by the driver within the circle receives a penalty point, but remains in the game (or is out of the game). After some time, the teacher calculates the number of penalty points and those players who the driver did not have time to touch. The driver is replaced, and the game starts over.

Game option: You can slightly change the conditions of the game. The first player who was touched by the previous driver within the circle becomes the driver, and the leader takes the player's place.

Purpose of the game: consolidation in a playful way of running skills, development of dexterity, coordination of movements.

A line is drawn on the playing field. There must be an odd number of players. Of these, one "leader" ("catching") is selected. The rest of the players are built in a column in pairs at arm's length, not reaching 2-3 steps to the drawn line, and join hands.

The leader stands on the drawn line 2-3 steps behind the column of players.

Children in a column say a rhyme:

"Burn, burn bright,
To not go out.
Look at the sky, the birds are flying
The bells are ringing!
One, two, three - run! .. "

After the word "run", the children standing in the last pair run on both sides of the column. They strive to run along the entire column and become the first couple to join hands.

The catcher tries to have time to catch one of them, until the children have time to meet and hold hands. If the catcher (leader) manages to catch one player, then he and this player become in the first pair, and the player left without a pair becomes the “catcher”.

The game ends after all pairs have run once, but may continue. In this case, when all the pairs have run, the column takes 2-3 steps back to the line.

Purpose and nature it reminds me of a game ».

Two straight or winding lines are drawn on the playground at a distance of 3-5 m. These are the banks between which the swamp is located. On the surface of the swamp, hummocks-circles are drawn at a distance of 20-30 cm from each other. Children stand on one side of the swamp. Their task, jumping from bump to bump, is to get over to the other side of the swamp. You can jump on one or two legs.

Whoever of the playing children stumbles and gets his foot into the swamp, he is eliminated from the game.

Game option: each of the players playing instead of the painted bumps receives two planks, rearranging which and standing on them, you can cross to the other side.

Purpose of the game: in addition to strengthening walking and running skills, children develop dexterity and coordination of movements.

Two parallel lines are drawn on the playground at a distance of 5-10 cm (depending on the age of the players). These are the start and finish lines.

2-3 players go to the start line at the same time. Each child is given a tablespoon containing a ping-pong ball. The player holds the spoon in his outstretched hand, not holding the ball with his other hand.

At the signal of the teacher, the children begin to move from the start line. Their task is to reach or run to the finish line without dropping the ball. If the player drops the ball in the process of movement, he must pick it up, return to the place where he dropped it, put the ball in the spoon, and only then continue the movement.

The winner is the child who crosses the finish line first and does not drop the ball. It is possible to arrange new races among the winners of each preliminary race.

Game variant: the game can be played in the form of a relay race, when all participants are divided into 2-3 teams, depending on the number of participants:

    the player must carry the ball in the spoon to the finish line, and return by running, passing the spoon and the ball to the next player;

    the player must carry the ball in the spoon to both ends, passing them to the next player.

The team that finishes the relay first wins.

Purpose of the game: training in the form of a game to jump on one leg, the development of coordination of movements.

On the playground, before the start of the game, parallel lines are drawn at the bottom at a distance of 6-10 m (depending on the age and capabilities of the playing children). These are the start and finish lines.

Depending on the number of participants, all playing children are divided into 2-3 teams with an equal number of players.

At the command of the educator, the teams approach the start line and line up in a column one after another with a distance between the columns of 1.5-2 m. Each player bends his leg at the knee. The child standing behind him puts one hand on the shoulder of the one standing in front, and with the other hand holds his bent leg. The last player's leg is simply bent at the knee. Thus, a chain command is formed. At the signal of the educator, each of the chain teams begins to move forward, moving by jumping on one leg.

The team that quickly overcomes the distance between the lines and crosses the "finish" line wins.

Purpose of the game: mastering jumps on one leg, developing dexterity and coordination of movements.

A circle with a diameter of 1.5-2 m is drawn on the playground. Two players stand in the center of the circle facing each other. Everyone stands on one leg (the second is bent at the knee), arms are crossed on the chest.

The game begins at the signal of the teacher: clap, whistle, etc. The task of the player, jumping on one leg and pushing the opponent with his shoulder, is to make him lower his other leg or push him out of the circle.

The game is played in pairs, and the winners of the pairs meet each other.

Purpose of the game: learning in a playful way the types of movement (walking, running), the development of dexterity and coordination of movements.

Before the game, the teacher prepares “fish” from cardboard (length - 15-20 cm, width - 5-7 cm), which are painted in the colors of the playing teams (for example, blue, red and green fish). A thread 50-60 cm long is tied to the tail of each fish.

The game involves the competitive nature of two or three (depending on the number of children) teams with an equal number of participants in each team.

Children line up on the playground and are divided into teams. Each team receives a "fish" of its own color. Each child receives a “fish” in the color of his team and tucks the free end of the thread behind his sock so that when walking or running, the “fish” stretches behind on the thread, touching the floor - “floating”.

After that, the teams enter the playing field. On a signal from the educators, the children begin to walk and run around the playground, trying to step on the opponent's "fish" and at the same time prevent their own "fish" from being "caught". The child whose fish was “caught” (the thread was pulled out of the sock) is out of the game, and the “fish” is taken by the player who caught it.

After the end of the game, the teacher sums up the results. The winner is the team that has more uncaught own fish, but more “caught” foreign “fish”.

Rules of the game: during the game, you can not grab a player of the other team with your hands, push, step on the feet of other players.

Purpose and nature this game is close to the game ».

On the playground, two parallel lines are drawn at a distance of 5-8 m (depending on the age of the players).

At the first line, the child leans forward, bending almost to a right angle. A bag of sand or a pillow is placed on his back. In this position, the child must go all the way to the next line without dropping the object from the back during movement.

Rules of the game: correct the object or support it while walking between the lines. A child who has lost the load is out of the game.

Purpose of the game: development of endurance and coordination of movements.

4-5 small bags filled with sand are prepared for the game. On the playground, two parallel lines are drawn at a distance of 5-8 m (depending on the age of the players). The teacher sets the task for the children: to go with a bag on their heads from one line to another. At the beginning of the game, the speed of movement does not matter, but a child who drops the bag during movement is eliminated from further play.

After three or four such transitions, the teacher marks the children who have never lost their bag, and also encourages the others.

Rules of the game: it is possible to correct the pouch on the head only beyond the line, but it must not be touched while walking.

Game option: after the children show their skills, the teacher can hold a speed competition between 3-4 players!

Purpose of the game: development of the main types of movement (long jumps from a place), strengthening of the musculoskeletal system, development of coordination of movements.

Hoops are placed on the playground at a distance of 30 cm from each other. In the absence of hoops on the floor or on the ground, circles or squares can be drawn at the same distance from each other. Only 6-8.

Children line up in a column and, at the signal of the teacher, begin jumping on two legs from hoop to hoop, following each other at intervals, without interfering with each other. The child who has finished jumping and reached the last hoop returns at a run and stands at the end of the column.

At the end of the game, the teacher notes the quality of the jump and landing of the children, not forgetting to note the positive participation of all children in the game.

Purpose of the game: development of dexterity, strengthening the muscles of the hands.

For this game, two round sticks of the same length and the same diameter are taken. The end of a cord 8-10 m long is tied to the middle of each stick, and its middle is marked with a tied bright ribbon. Two players take a stick and move away from each other by the length of the cord so that it is in a taut state.

At the signal of the conductor of the game, the children begin to quickly rotate the sticks with both hands, winding the cord around them, and move gradually forward, keeping the cord taut. The winner is the participant who winds the cord to the ribbon first.

Any number of children can take part in the game. Each time a different pair plays.

Game options:

    The winner gets the right to continue the game with another partner until the first defeat. The participant who won more times is revealed.

    The losers are eliminated, and a competition is arranged between the winners of the pairs, followed by elimination until one winner is identified.

Purpose and nature is a kind of game ».

Two parallel lines are drawn on the playing field at a distance of 1 m from each other. For the game, a thick rope or rope is taken, in the middle of which a bright ribbon is tied.

All players are divided into two equal groups. Each of the teams takes a place behind their own line and grabs the rope so that the bright ribbon is in the middle between the two lines.

At the signal of the teacher or at his command, the players of each team pull the rope in opposite directions, trying to pull the ribbon over their line.

The team that manages to pull the ribbon across the agreed border wins. After that, the game is repeated.

Purpose of the game: strengthening of the musculoskeletal system, development of dexterity and coordination of movements.

Two parallel lines are drawn on the playground at a distance of 5-10 m (depending on the age of the children). 3-4 children approach the first line at the same time. In front of each on the line lies the same ball.

At the signal or command of the teacher, the children get on all fours and begin to move to the second line, while pushing the ball in front of them with their heads.

The player who crosses the second line first without losing the ball wins.

Purpose of the game: learning to throw the ball in a playful manner, developing the strength and accuracy of the throw.

A line is drawn on the playground at a distance of 1-2 m from the wall. Behind it, another 3-5 parallel lines are drawn at a distance of 20-30 cm between them.

Children take turns approaching the first line and, at the command or signal of the teacher, throw the ball at the wall, and then the teacher notes for which line the ball that bounced off the wall fell. The child who throws the ball the farthest wins.

Purpose of the game: development of speed, strength endurance.

Two teams of five people are created. The player standing first is the captain, he holds a bag with five potatoes (pebbles) in his hands. Five circles are drawn at a distance of twenty to thirty paces from each column. On a signal, the team captains run to the circles and plant potatoes, one in each circle, then return and pass the bag to the next player, who, having taken the bag, runs to collect potatoes, etc.

Rules of the game:

    captains start on signal;

    players do not go out of line without a bag. If a potato has fallen, it should be picked up and then run;

    you need to run up to the team from the left side.

Purpose of the game: development of strength endurance, strengthening of the musculoskeletal apparatus of the legs.

A line is drawn on the playground. At a distance from it (no more than 20 m), flags and racks are installed.

The players are divided into three or four teams and line up behind the line. On a signal, the first players of the teams start jumping, run around the flags and come back running. Then the second ones run, and so on.

Rules of the game:

    the team that finishes the relay first wins;

    you should jump correctly, pushing off with both legs at the same time, helping with your hands.

Purpose of the game: development of attention, dexterity, speed of reaction.

A line is drawn on the playground - a streamlet, on one side of which the selected shepherd and sheep gather, on the other side a wolf sits. The sheep stand behind the shepherd, hugging each other by the belt.

The wolf addresses the shepherd with the words: “I am a mountain wolf, I will carry it away!” The shepherd replies: "But I'm a brave shepherd, I won't give it back." After these words of the shepherd, the wolf jumps over the stream and tries to reach the sheep. The shepherd, spreading his arms to the sides, protects the sheep from the wolf, preventing him from touching them. In case of luck, the wolf takes the prey with him. The game starts over, but the roles change.

Rules of the game:

    the wolf crosses the line only after the words of the shepherd "I will not give it back";

    a sheep touched by a wolf must follow the wolf without resistance.

Purpose of the game: development of attention, the ability to respond to a signal.

A leader is selected from the total number of participants in the game. The rest of the players run around the court. The driver walks and says:

"The sea is worried - once,
The sea is worried - two,
The sea is worried - three,
All the figures are in place - freeze!

After these words, all the players stop and freeze in the position in which the driver's team found them. The driver goes around the players and tries to find someone who moves. This player takes the place of the driver, and the rest of the figures are given the command: "Fat off!", And the game continues.

Game option: players who have moved are eliminated from the game, and the game continues with the previous driver until 3-4 players remain.

Purpose and nature the game is a kind of ».

Of the playing children, a leader is selected - a salt. The rest of the players line up. The driver goes to the middle of the playground and says loudly: “I am a tag!”.

At this signal, the players scatter around the court, and the driver must catch up and touch the players with his hand (“sock”). The one whom the tart has touched stops, raises his hand and says loudly: “I am a tart!”.

The new tag cannot immediately touch the former leader with his hand. The game can continue, or at the command of the leader, everyone gathers and lines up, and the game starts all over again.

The conditions of the game can be complicated: it is not allowed to “salt” the player if, when approaching the driver, he managed to squat down, or stand on any hill, or join hands with one of the players.

Purpose of the game: teaching the basic types of movement (walking, running), developing the imagination and discipline of children.

For the game, several thin sticks 50-60 cm long with non-pointed edges are prepared (according to the number of participants in the game). Each child is given such a stick and is invited to sit on it, holding one end with his left hand, and the other end of the stick should slide freely on the floor or ground. A child riding a stick is a "rider on a horse."

At the signal of the educator, the "riders" can walk in a circle, keeping a distance, then slowing down, then accelerating the movement, the rhythm of which is regulated by the educator. "Riders" can "jump" across the entire playing area, swinging their right arm and chasing "digging", they can change the rhythm.

Rules of the game: the main rule is that the “riders” must manage so skillfully that the “horses” do not collide during the movement, do not interfere with the movement of others.

Game option: after a short training of "riders" you can arrange competitions. Two parallel lines are drawn on the playing field at a distance of 5-10 m (depending on the age of the players). At the signal of the educator, the "riders" will have to overcome this distance. The rider who comes first wins.

Purpose of the game: development of dexterity, the ability to slide on ice.

Children are divided into 3-4 groups-teams. According to the number of participating teams, a playground is prepared: at a distance of 2-3 m from the starting line, ice paths are rolled according to the number of teams playing, 1-1.5 m long. 40-50 cm, length - 1.5-2 m, top width 25-30 cm. Bells lie or hang at the finish line.

At the signal of the teacher, the first team members run from the starting line. They must slide along the ice path from a short run, go sideways along the snow bank and, successfully jumping, run 8-10 m to the finish line and ring the bell. After the bell rings, the second team numbers start running, etc.

The winner of this relay race is the team that completed all the tasks faster, while avoiding falls on the track and correctly performing deep jumps from the shaft.

Purpose of the game: development of dexterity, attention.

A line is drawn on the playground, beyond which all the players gather. At the beginning of the game, a leader is appointed. He has a ball in his hands. On a signal or at the command of the teacher, the driver throws the ball forward. All players run out from behind the line and try to grab the ball. Whoever grabs the ball first runs back with it, trying to cross the line. If another player blocks the path and touches the ball (force, pushes - do not apply), then the player holding the ball throws it to the ground. The ball is picked up by any other player and rushes to the line. They can also knock the ball out of him by touching it.

The player who manages to cross the line with the ball gets the right to be the driver and throw the ball.

The winner is the one who more often than others during the game will be the driver.

Purpose of the game: development of speed, attention.

Two lines are drawn in the clearing or two parallel ski tracks are laid at a distance of 60 m - these are the starting lines. The players are divided into two teams with an equal number of participants, who line up in columns on opposite starting lines.

On a signal or command, the teachers standing first in the columns start running in the forward direction towards each other, trying to reach the opposite line as quickly as possible.

At the moment of crossing the line, the player gives a conventional sign (raised hand, shout, etc.), along which the next team member starts running. The winner is the team whose players are the first to gather behind the starting line of the other team.

Purpose of the game: training in the form of a game to throw and catch the ball, the development of dexterity and coordination of the child's movement.

On the playground, between two vertical posts or two trees, a rope is pulled at the height of the child's raised arms. The teacher explains and shows how to throw the ball over the rope, run after it under the rope and catch it without letting it touch the ground. Having caught the ball, you can throw it from the other side and catch it again. 1-3 children can play at the same time, and then pass the ball to other children. The teacher observes and notes successful throws and catching the ball.

».

On the playground, a rope is pulled between two uprights or trees at about 1 m from the surface. At a distance of 1-1.5 m from the rope, a line is drawn, in which 3-4 small balls lie. 3-4 children come to the line (according to the number of balls).

At the signal or command of the teacher, each child takes the ball with both hands and throws it over the head over the rope, and then catches up and catches the ball. Running under the rope, the children try not to hurt her. Having caught the ball, the children return to the line by running and throw again. Dropping the ball is out of the game. The child who throws and catches the ball the most times wins.

Game option: children play in pairs. On both sides of the rope, at a distance of 1-1.5 m, lines were drawn, in which there are children playing in pairs. First one throws the ball, and the other catches, and then vice versa. The winner is the pair that throws the ball over the rope more times without dropping it.

Purpose of the game: development of dexterity.

On the playground, 2-3 pairs of children are placed against each other at arm's length, forming a kind of gate. These children are blindfolded.

The rest of the children stand in front of these "gates". The teacher sets the task for them: to pass through these “gates”. You can pass sideways, crouching or bypassing the “gate” by crawling, but you can’t run.

Blindfolded children, forming a “gate”, raise their hands at the slightest rustle, move them from side to side, trying to catch the passerby. The caught child (according to the conditions of the game, he can be grabbed or simply touched with his hand) is eliminated from the further game.

The teacher watches the game and notes those players who have successfully passed through the "gate" more times.

Purpose of the game: training in movement in water, development of dexterity, speed of reaction.

The game is played in a pool or in a limited area of ​​a reservoir with a depth to the hips or waist to the children and has two options.

1st option: from among the playing children, a “pike” (leader) is selected, and the rest of the children are “carp”. At the beginning of the game, the teacher can play the role of "pike".

At the beginning of the game, "carp" move around the pool in different directions, helping themselves with strokes of their hands. "Pike" at this time is in the corner of the pool or at the rope fence.

At the signal of the teacher or his command: “The pike is swimming! ..” all the children rush to the sides of the pool or the ropes of the fence (perhaps they run ashore, depending on the conditions of the game) and plunge into the water to the chin. Some children can dive headfirst into the water by occasionally raising their head out of the water and inhaling.

The task of the "pike" is to catch (touch with a hand) the gaping "carp". The game ends when about half of the “crucians” are caught, or the first “crucian carp” caught becomes a “pike”, and the game starts all over again.

2nd option: after a “pike” was chosen from among the players, the rest of the children are divided into two identical groups: one is “pebbles”, and the other is “carp”. Pebbles, holding hands, form a circle in which at this time “carp” swim and play.

"Pike" is outside the circle.

The teacher gives a signal or command: “Pike! ..” After this command, the “pike” quickly runs into the circle, trying to catch (touch with his hand) the gaping “crucians”, who are also in a hurry to hide behind the “pebbles” (stand behind their backs). "Pike" catches only those who did not have time to hide, and takes them outside the circle.

The game is repeated until 3-4 (or more than half) "carp" are caught. Then the “pike” changes, and the game starts all over again.

Purpose of the game: teaching children to quickly and fearlessly dive under water, developing dexterity.

The game is played in a pool or on a section of a reservoir with a waist-deep depth for children.

Children form a circle, standing at arm's length from each other. In the center of the circle is a teacher who plays the role of a leader, he has a rope in his hands, the length of which is equal to the radius of the formed circle. A small inflatable toy is tied to the end of the rope. This is a "rod".

On a signal or command, the teacher begins to rotate the rope so that the toy makes circular movements at a level of 10-15 cm above the water. The task of the playing children, when the toy approaches, has time to sit down and plunge into the water. The child hit by the toy receives a penalty point.

At the end of the game, the teacher sums up the penalty points and determines the most dexterous children who do not have penalty points or score the least.

Purpose of the game: development of attention, coordination of movements, strengthening the muscles of the trunk, back, abdomen.

For the game, the driver-womb - "crane" is selected. On the playground, the children line up in a chain, the uterus is facing them. The column moves all the time, slowly at first, then picking up the pace. At the same time, she follows the instructions of the leader. For example, when the driver says: “Yellow-bellied snake”, the column of “cranes” lines up in a wedge-shaped figure. If he talks about frogs, then the semi-squat column jumps forward, etc.

Rules of the game:

    the loser is the one who could not complete the task and broke the circle;

    the losing player stands at the very end of the column;

    the “crane” uterus changes by agreement.

Purpose of the game: development of attention, training of coordination of movements.

Two lines are drawn on the playground at a distance of 1-1.5 m. The distance between them is a ditch in which there is a leading wolf. The wolf can only move between these lines.

The rest of the players - "goats" - at the signal of the teacher, run from one side of the site to the other, jumping over the moat. At this time, the wolf tries to catch the goats by touching them with his hand. Players touched by the wolf stop and are out of the game.

Game option: leading can be 2-3. A competition is held between the wolf (wolves): who will catch more goats in a certain number of runs (4-5), and goats are also noted that have never been caught by wolves.

Purpose of the game: learning in the form of a game the main types of movement, the development of dexterity.

8-12 children take part in the game, of which two are chosen: a “kite” and a “brood hen”. The rest of the children are "chickens".

A circle with a diameter of 1.5-2 m is drawn on the side of the playground. This is the “nest” of the “kite”. He goes to his nest, and the "hen" takes the "chickens" for a walk to the playground. They walk in a chain: they hold on to each other (by the hands or by the belt).

At the signal of the teacher, a “kite” flies out of the nest and tries to grab the last “chicken” in the chain. The mother hen, spreading her arms, does not let the kite near the chickens.

Rules of the game: neither the kite nor the mother hen use force. "Kite" should try, running around, to deceive the "brood hen", grab and carry the caught "chicken" to his house. If the "kite" grabbed the "chicken", then he should follow him.

Purpose of the game: development of dexterity, the ability to maintain balance, mastering the coordination of arms and legs, the correct position of the body when moving on skis.

Under the terms of this game, the child must ski down a low hill. In the middle of the descent there is an object prepared in advance (a fir cone, a pin, a flag, etc.), which the child must pick up, crouching and bending over while moving, without losing balance.

Game option: a child can go down this hill on a sled, and while moving, pick up a certain object. There can be several items, and points are awarded for each of them.

Purpose of the game: in its tasks and character resembles a game " ».

Circles with a diameter of 50 cm are drawn on the playground. These are “houses” for the players. Their number must be one less than the number of players. From among the players, a driver is selected, who is left without a "house". All the children occupy their “houses” mugs, and the driver becomes in the center between the mugs and says loudly: “One, two, three - run! ..”

After the driver’s word “run”, the children begin to change their “houses” mugs, and the driver at this time tries to occupy any of the vacated “houses”. A child who did not have time to take a free circle - "house" becomes a driver and goes to the center of the playground. The game starts over.

Purpose of the game: training in throwing and catching the ball, passing it to a partner in motion, developing dexterity and coordination of movement.

On the playground, six children selected from among the players stand in a line and hold five hoops in outstretched hands. The rest of the children are divided by the teacher into playing pairs.

At the signal or command of the teacher, each pair in turn starts the game from the first person in the chain, passing the chain at a distance of 1 m from both sides and throwing the ball to each other through the hoop.

During the movement, the children must throw the ball through each hoop. If the child drops the ball, he must pick it up and continue the game from the hoop where the mistake was made (or from the first hoop, depending on the conditions of the game). The winner is the pair that has covered the distance faster than the others and did not drop the ball, throwing it through all five hoops.

When the game is repeated, the children playing in pairs change the children standing with hoops.

Summing up the results of the game, the teacher notes not only the speed of movement, but also the accuracy of the players' throws.

Purpose of the game: training in running jumps, development of coordination of movement and eye.

On the playground on a vertical stand or on a horizontally stretched cord at a height of 1.5-2 m, hang a basket (2-3 baskets are possible) so that it is 5-10 cm above the child's outstretched arm.

Before the start of the game, the teacher explains to the children that a squirrel lives in this basket (in the "nest"), which loves nuts very much. Then each player is given round-shaped pebbles or ping-pong balls, which replace the nuts. To treat the squirrel with a nut, the child must jump up and throw the “nut” into the basket.

Rules of the game: at the discretion of the educator, children can jump from a place or from a running start for a distance of 2-3 m) Each child makes 3-5 attempts to put a "nut" in a squirrel's basket. The teacher notes the technique of jumping and landing, as well as the one who put more "nuts".

Purpose of the game: training in the main types of movement, develops discipline and attentiveness.

On the playground, hoops are laid out or circles with a diameter of 50-60 cm are drawn according to the number of participants in the game. These are bird nests. In each of them becomes a child-"bird". The teacher says: “The sun is shining. The birds have flown out of the nest."

After these words, the “birds” jump out of their nest and scatter around the playground, waving their “wings” arms, moving from walking to running and back.

The teacher gives another signal: “Evening is coming ... The birds are flying home! ..”

After these words, the "birds" rush to take a free or only their nest (depending on the conditions of the game).

Rules of the game: jump out and jump into the nest on only two legs. During the "flight" on the playground, do not collide with each other. When occupying free nests, do not push, do not quarrel, do not use force, pushing out another bird.

The teacher notes the children who were the first to return to the nests, the children who “flew out” better and returned to the nest, who “flyed” around the playground better, not forgetting to praise all the children, creating positive emotions.

Purpose of the game: development of coordination of movements. Two lines (can be winding) are drawn on the playground at a distance of 1.5-3 m from each other (depending on the age of the children playing). This is a "brook". Pebbles are laid through the "brook" at a distance of 20-30 cm from each other (pieces of cardboard, planks or mugs simply painted on the floor). They are located in such a way that the child can easily move from one pebble to another, and then from one bank of the stream to another.

The teacher brings the playing children to the line (the bank of the stream) and explains that you need to cross the pebbles to the other side without getting your feet wet. Then the teacher shows how to do it. Behind the teacher, the children take turns, jumping from pebble to pebble, moving to the other side of the stream. The child who stumbled and got past the pebble, which means he got his feet wet, goes to dry them on a bench and is temporarily out of the game.

The game continues several times. Then the teacher praises all the children, at the same time noting the fastest and most dexterous.

Purpose of the game: training in the form of a game in the main types of movement (walking, running), development of coordination of movements, strengthening of the musculoskeletal system.

Before the start of the game, the teacher builds all those playing in a column along one of the sides of the playground and briefly recalls how the train is moving, driven by the “locomotive”. In order to show the game, the educator becomes the head of the column, and the rest of the playing children are the “cars”. In the future, after a short distance, the place of the “locomotive” is taken by one of the children.

At the signal of the educator, the “locomotive” gives a whistle “Uuu! ..” and the “train” slowly moves off. The cars move one after another with a certain interval (without clutch), while the children make movements with their arms bent at the elbows and pronounce the sounds “choo-choo-choo! ..”

The teacher regulates the speed of the “train”, gradually accelerating the movement, moving to fast walking, and then to running.

The teacher gives the command: "The train is approaching the station ..." The movement of the train slows down.

The teacher gives the following command: “Station ... Stop ...” The train stops. At the station, during a stop, it is possible to replace the “locomotive”: another child becomes the head of the train, and the former “locomotive” takes the place of the “car”.

The teacher gives the signal again, and the "train" sets off on its way. So during the game the train passes through several stations with the change of "engine".

Rules of the game: children should during the game, especially when changing the rhythm of the “train”, strictly observe the interval between the “cars”, do not bump into each other, do not push each other, do not leave the “train” while moving.

Game option: the movement of the train can be with clutch: during the movement, only the "locomotive" moves with its arms bent at the elbows, and the hands of all the children - "cars" are on the belt of the one in front.

After the end of the game, the teacher praises all the children, while noting the best "cars" and the best "locomotive".

Outdoor games in elementary school

MEMORY DEVELOPMENT IN THE PROCESS OF MOBILE GAMES IN PRIMARY SCHOOL

Gracheva Marina Sergeevna, teacher of physical education, MBOU "Secondary School No. 3", Bratsk, Irkutsk region.
Purpose: An outdoor game creates favorable opportunities for training all the functions of the brain, since it simultaneously involves various analyzers, which creates the prerequisites for the successful mastering of the elements and content of educational activities. The use of outdoor games allows you to enhance the possibilities of pedagogical influences, contributing to the successful formation of vital motor skills and abilities, a system of knowledge, mental and moral qualities of a person. Game activity influences the formation of the arbitrariness of mental processes, it is in the game that voluntary attention and voluntary memory begin to develop, in the game children concentrate better and remember more. Conscious activity is distinguished earlier and more easily in play. Compliance with the rules itself requires the child to focus on the content of the game, its actions and plot. The need for communication and emotional reward pushes the child to purposeful concentration and memorization.
This event might be of interest. physical education teachers, additional education teachers, summer camp workers, organizers in kindergartens.
Description: mobile game refers to those manifestations of game activity in which the role of movements is clearly expressed. An active game is characterized by active creative motor actions motivated by its plot. These actions are partially limited by the rules (generally accepted, established by the leader or the players) aimed at overcoming various difficulties on the way to achieving the goal.
Target: creation of favorable opportunities for training the functions of the cerebral cortex, for the formation of new temporary, both positive and negative connections, and an increase in the mobility of nervous processes.
Tasks:
1. education of will, endurance, discipline;
2. education of the need for games;
3. development of the ability to analyze, compare, generalize and draw conclusions; development of children's ability to act.

The development of memory, perception, imagination, attention can be successfully solved by outdoor games, which, due to their versatility, simplicity, accessibility, high emotional attractiveness, are a universal tool that allows not only to develop the mental sphere of the personality, but also to satisfy the motor needs of the child.
The importance of memory in a child's life is enormous. Memory - the process of remembering, preserving, reproducing and forgetting information by a person, is not an ability given from birth, and like any mental process is formed and developed in the process of activity. Primary school age is characterized by intensive development of the ability to memorize and reproduce. There are long-term memory - the ability to store and repeatedly reproduce information for a long time and short-term memory - designed to store information for a short period of time, until the information is used.
Allocate such types of memory as visual, auditory, motor, emotional, verbal - logical and their combinations. Pure memory types are quite rare, mostly mixed types predominate.
Children of primary school age begin to acquire the ability to think logically, to establish causal relationships and relationships between objects and phenomena. Their thinking is characterized as concrete - figurative, which requires a clear organization of the presentation of game material.
In children, such a feature of memory as literalness can be traced, which is expressed in the fact that the child literally reproduces what he is asked to remember and perform.
At primary school age, the organization of ways to memorize game material becomes crucial, which must fit into a system of connections that naturally guides its retrieval from memory.

Educational purpose of the game: the formation of an auditory type of memory.
Pedagogical value: the game develops memory, imagination, attention, ingenuity, speed of reaction.
Location:
Inventory: blindfold.
Preparing for the game: the leader is chosen, who becomes the center of the circle, which is formed by the rest of the players, and closes his eyes (or puts on a bandage), the leader of the game becomes next to him.
Content and course of the game: players, holding hands, walk in a circle in a predetermined direction and say recitative:
Here we lined up in a circle, (go in a circle)
They suddenly turned at once (they go in the other direction)
Jump, jump, jump (perform jumps in place and clap their hands at the same time)
Guess whose voice? (the player chosen by the leader pronounces the words one).
Jump, jump, jump(jump in place and clap their hands)
Guess whose voice?(pronounce the words all together, referring to the driver).
All this time, the leader slowly rotates the driver, in the direction opposite to the movement of the players in the circle, and imperceptibly points to one of the players (after pronouncing the words: "Jump, jump, jump"), who must say the words: "Guess whose voice?" and repeat all together: "Lap, hop, hop - guess whose voice?" after which the driver removes the bandage and tries to name the player who said the word.
Rules:
If the driver guessed the player who called the word, then he goes to his place, and the player who previously called the word becomes the driver.
If the driver incorrectly called the player, then he remains the driver and the game is repeated.
Guidelines:
Before starting the game, be sure to learn the words of recitative.
If the driver cannot correctly name the player who said the word for a long time, then change it.
Encourage players who are speaking a word to try changing their voice to make it different from their own.
For more difficulty, you can slowly rotate the player standing in the center in the opposite direction.
When playing a game with prepared children, offer to guess the voices of several students at once, located in different places in the circle.

1. The game starts without first learning the recitative.
2. The player standing in the center is peeping, but no attention is paid to this.
3. Players are given the task to guess the voice of one participant, and not several at once.

2. "Treasure hunters"

Educational purpose of the game: repetition of orientation skills on the ground.
Pedagogical value:
Location: playground, gym, recreation.
Inventory: a beautifully designed box of medium size - "treasure", blindfolds.
Preparing for the game: four people playing stand in the corners of the basketball court, as indicated in the diagram. Each of them receives a "map" on which the path to the treasure is indicated, which he must study and remember. It is explained to the players in advance that the length of one step indicated on the map is one meter, and all turns to the right and left are carried out at an angle of ninety degrees (an approximate diagram of the map is shown in the figure)
Content and course of the game: at the signal of the leader, the players begin to move from memory, counting the steps. After they complete the route, they must bend down and find the treasure.
Rules:
Team players start moving only after the signal.
The player who finds the treasure first is the winner and receives the "treasure" contained in the box.
If the players "found" the treasure at the same time, both are declared winners.
Guidelines:
Start the game with very simple tasks, for example, five steps straight, turn left, two steps straight.
Gradually increase the number and complexity of the map.
Put the treasure in its place after the players have started the game.
Remember, the distance to the treasure should be the same for everyone.
Be sure to make sure that the player does not hit the wall, bench in case he lost his orientation in space.
Put some sweet prize in the box.
Organizational and methodological errors:
1. Players are offered a map that is too difficult from the start.
2. There is no control over the safety of those involved in the process of passing through the map, the players may collide with each other.

3. "I know"

Educational purpose of the game: formation of a system of knowledge about the surrounding world.
Pedagogical value of the game: game develops memory
(reproduction), imagination, resourcefulness.
Location: playground, gym, recreation.
Inventory: volleyballs or basketballs.
Preparing for the game: the players, each holding a ball, randomly position themselves on the court facing the leader. Before the start of the game, the leader gives the task, which is to, while performing basketball dribbling on the spot, for each hit of the ball on the floor, say one word, always starting with the words: “I know” and continuing with the task that gives leader, for example, "Seven Names of Boys".
Content and course of the game: at the signal of the leader, the players simultaneously or alternately begin to complete the task, hitting the ball on the floor, uttering one word for each hit. The winners are those players who, without errors (repeating words), completed the task.
Rules:
For each hit of the ball on the floor, one word is pronounced.
You cannot hit the ball with both hands and catch it.
Approximate list of tasks:
Animals.
Fish.
Cities.
Plants (trees).
Guidelines:
Start by having the players just learn to dribble on the spot.
Do not forget, the theme of the game needs to be constantly updated.
Ask the opinion of the players themselves regarding the topic of the game.
Organizational and methodological errors:
1. Players are offered too difficult a task from the very beginning.
2. The interests of children are not taken into account.
3. The game is played with children who do not know how to dribble.

4. "Mathematical relay races"

Educational purpose of the game: repetition and consolidation of counting skills.
Pedagogical value: the game develops memory, attention, spatial imagination, resourcefulness, orientation in space, determination.
Location: playground, gym, recreation.
Inventory: paper, pencils.
Preparing for the game: on a board or a sheet of paper, simple examples from mathematics are written in advance, accessible to children (you can use the multiplication table). Children are divided into teams of 5-7 people and stand behind the front line. In front of each team, a piece of paper with written examples and a pencil is placed.
Content and course of the game: at the signal of the leader, the first players run up to their sheets, solve the first example and return back, leading the baton.
Rules:
The team that completes the task first and without errors wins.
When summarizing the results, priority is given to the team that completed the task without errors.
Guidelines:
Remember, examples should be simple and have already been solved before in math lessons.
Examples can be on the rules of mathematics, where the sequence of arithmetic operations is important, for example: 2+2 x 2=
You can give tasks to players in the form of a problem that is solved sequentially and is associated with various arithmetic operations.
Organizational and methodological errors:
1. Players are given too complicated examples from the very beginning.
2. Examples include only one mathematical operation.
3. The examples do not reflect the material covered in the lessons.

5. "Put in the box"

Educational purpose of the game: repetition of Russian words with the ending "ok".
Pedagogical value:
Location: playground, gym, recreation.
Inventory: basket - "body", hoops, small balls (twenty balls)
Preparing for the game: the players are divided into teams with the same number of players and become like during relay races. On the contrary, each team in 10 - 12 meters is placed a basket - "box". Next to the team lies a hoop with small balls (balls can be replaced with any small objects).
Content and course of the game: at the signal of the leader, the players who are the first in the teams must take the ball, run up to the box and put the ball into it, while saying the word that ends in “ok” - a lock, a flower, a player, a stocking, a sock, etc.
Rules:
"Words - objects" that are placed in the box should not be repeated.
For prepared children, one should not use diminutive - affectionate words, such as, for example, like a mushroom, a pie etc.
The team that first puts twenty "balls - words" into the container without repetitions wins.
If the player repeated the word and called “ok”, which was already there, the assistant should tell him: “You are mistaken, my friend”, the player should go back and only after that name a new word.
Guidelines:
During the game, use assistants who will write down those “words - objects” that are placed in the box.
The number of words - objects may vary depending on the number of children.
You can give time to prepare for the game by explaining the task.
Organizational and methodological errors:
1. Players are not given time to remember words.
2. When summing up, the teams that were able to name the largest number of words are not marked.

6. "Riders are athletes"

Educational purpose of the game: repetition and consolidation of knowledge about the world around.
Pedagogical value: the game develops visual memory, attention, resourcefulness, orientation in space, determination.
Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: a large circle is drawn in the center of the hall - a “manege”, on one side of the hall there are stalls for “horses”, there should be 3-5 less than the number of players. All players - "horsemen-athletes" stand around the arena.
Content and course of the game: at the signal of the leader, the horsemen move around the arena at a pace or gallop, raising their knees high. At the next signal, everyone jumps to the other side of the hall, where there are no stalls. At the second signal, everyone runs and tries to take a place in the stall.
Rules of the game:
You can start moving in a circle and to the stall only on a signal.
Equestrians who are left without a stall receive penalty points.
Guidelines:
Pay attention to the fact that the players raise their knees high when moving.
To ensure safety, use an elastic band stretched across the hall three to five meters from the wall and draw the stalls perpendicular to it.
Organizational and methodological errors:
1. No attention is paid to how the players move.
2. Too large or vice versa, too small distance to the stalls.

7. "Who has the keys?"

Educational purpose of the game: repetition in the form of a game rules of conduct.
Pedagogical value: the game develops visual memory, attention, resourcefulness, orientation in space.
Location: playground, gym, recreation.
Inventory: hoops.
Preparing for the game: the players randomly put the hoops in a circle and stand in the space inside the hoop - occupy their "apartments". One of the players is the driver - a person without an apartment becomes in the center of the circle.
Content and course of the game: on a signal from the leader, the “homeless person” approaches any of the players and asks the question: “Who has the keys?”, The player addressed by the “homeless person” replies: “Look for (player name)!” any hoop (swap apartments), and the bum tries to take the apartment, the name of the owner of which was named.
Rules:
Players must change places, it is impossible to remain in your hoop.
The player left without an apartment becomes the driving "man without an apartment".
Guidelines:
Start playing the game with a preview and trial of the game.
If possible, try to choose not one driver, but two drivers.
Organizational and methodological errors:
1. Too large, or vice versa, too small distance between apartments.
2. An unnecessarily large number of players, which leads to clashes and confusion.

8. "To the flag"

Educational purpose of the game: repetition and consolidation of skills to navigate the terrain.
Pedagogical value: the game develops visual memory, attention, spatial imagination, resourcefulness, orientation in space, determination.
Location: recreation.
Inventory: blindfolds according to the number of players and a flag on a pole or a stick.
Preparing for the game: a flag or stick is placed in the middle of an open field. The players line up in a semicircle at a distance of 20-40 meters from the flag and blindfold themselves.
Content and course of the game: the leader pronounces various commands: “To the right!”, “To the left!”, “Around”, etc., and the players perform them. As soon as the leader gives the command: “To the flag, march!” Everyone begins to move towards the flag, trying, as they think, to get as close as possible to it and stop, after which they must remove the bandages.
Rules:
You can not remove the bandage and peep.
If a player peeps, then he is taken out of the game.
All participants must follow the commands given to them by the leader.
The participant closest to the flag wins.
Guidelines:
Always start the game from a short distance from the flag.
At the initial learning of commands, there should be few.
Remember to make sure that the players play fairly.
Organizational and methodological errors:
1. Players are asked to complete too many commands from the start.
2. Too much distance to the flag.

9. "Make it up yourself"

Educational purpose of the game: repetition and the formation of motor imagination.
Pedagogical value: the game develops visual memory, attention, spatial imagination.
Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: the participants of the game are built in lines on different sides of the hall, facing its middle and are calculated in numerical order.
Content and course of the game: the leader calls any number, after which the player whose number was called goes to the middle of the hall and shows three different movements, then a player from the other team is called, who must also show three new movements that are not similar to the previous ones, etc.
Rules:
If the exercise has already been shown, the team receives a penalty point.
The result of the game is summed up by the sum of penalty points.
Game option:
You can play a game with the elimination of players who have repeated the exercise.
Guidelines:
Do not forget, the game is best played in gymnastics lessons or in gymnastics sections.
Keep in mind that you can show exercises aimed at developing individual motor qualities: strength, speed, flexibility, etc.
Remember that if the level of preparedness is low, you can give the task to show one exercise at a time.
Please note that if the children's motor experience is small, the game will not arouse their interest.
Organizational and methodological errors:
1. The game is offered to children with insufficient motor experience.
2. Before the game, the previous lessons do not mention the need to remember the exercises.

10. "Who came out?"

Educational purpose of the game: formation of memorization skills and improvement of short-term memory.
Pedagogical value: The game develops visual memory, attention.
Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: children stand in one line, several (2-4) leaders are selected from among them.
Content and course of the game: at the signal of the leader, the drivers turn away from the players, turning their backs to them, and the leader points to the player who must run out of the room or hall. On the second signal, the drivers turn around and try to quickly name the player who left.
Rules:
The driver who first gave the correct answer gets a point.
The leader who scores the most points at the end of the game wins.
Guidelines:
Play the game at the end of the session, when the children leave (run away) one by one to the locker room.
Play the game in the classroom, i.e. where you can get out and back quickly.
Remember, the number of players should not exceed seven to eight people.
Use the game to assess (diagnose) visual memory.
You finish each lesson with this game for a long time, changing the drivers.
Organizational and methodological errors:
1. The game is held in the main part of the lesson.
2. Too many players.
3. Not all participants were in the role of drivers.

11. "Hello friend!"

Educational purpose of the game: repetition and formation of rules of benevolent behavior.
Pedagogical value: the game develops memory, attention, intelligence, communication skills.
Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: children (up to eight people) become in a circle.
Content and course of the game: at the signal of the leader, the player standing first runs in a circle and greets everyone along the way, after which the second does the same, then the third, etc., i.e. everyone greets everyone. After everyone greeted everyone, the players are invited to count how many handshakes the participants in the game made.
Rules of the game:
The one who names the correct answer wins.
Players who said many different compliments are noted.
Game option:
The player who runs and shakes hands must say to everyone some kind of greeting that should not be repeated, for example: “Hello, hello, great, good afternoon, etc.”
You can say compliments when shaking hands, for example: “you look great, glad to see you again, haven’t seen you for a long time, how many years, how many winters, etc.”
Guidelines:
You need to start with a small number of players.
The game can be played separately for boys and girls.
Organizational and methodological errors:
1. A large number of children, which causes significant difficulties.
2. The leader did not prepare the correct answer in advance.

12. "Arms, legs, head"

Educational purpose of the game: formation of skills within team interaction.
Pedagogical value: the game develops memory, attention, imagination, resourcefulness.
Location: playground, gym, recreation.
Inventory: not required.
Preparing for the game: children are arranged in a semicircle, by agreement, each of them represents some part of the body: “stomach, arms, legs, head, neck, back, shoulders), i.e. collectively form a whole. A leader is selected from among the children, who stands in front of a semicircle.
Content and course of the game: the driver touches himself for any predetermined part of the body, and the player who depicts this part of the body runs up to the driver and touches the same part of the body with his hand, after which he quickly returns to his place. The driver touches the next part of the body, after which the next player runs out to him, etc. until all players run out, denoting parts of the body in turn. After that, the driver composes the players in such a way that a whole body is obtained, and the leader will check the correctness of the task.
Rules:
The player must correctly compose the body - first the legs, then the stomach and back, then the arms, then the shoulders, then the neck, and only then the head.
Game option:
You can use and show only the head, for example: ears, nose, mouth, eyes.
Guidelines:
If there are many players, it can be held in the form of a competition between two drivers, then the players depicting body parts run up to two drivers at the same time.
If the players are not prepared, you can limit yourself to the largest parts of the body (arms, legs, torso, head). Summer outdoor games for children of primary school age

Outdoor games in primary school are an indispensable means of solving a complex of interrelated tasks of educating the personality of a younger student, developing his various motor abilities and improving skills. At this age, they are aimed at developing creativity, imagination, attention, fostering initiative, independence of action, developing the ability to comply with the rules of public order. The achievement of these objectives depends more on the skillful organization and observance of the methodological requirements for the conduct of games than on their own content.

The variety of motor actions that are part of outdoor games has a complex effect on the improvement of coordination and conditioning abilities (reaction abilities, orientation in space and time, restructuring of motor actions, speed and speed-strength abilities, etc.).

At this age, the foundations of game activity are laid, aimed at improving primarily natural movements (walking, running, jumping, throwing), elementary game skills (catching the ball, passing, throwing, hitting the ball) and technical and tactical interactions (choosing a place, interaction with a partner, team and opponent) necessary for further mastery of sports games in the middle and senior classes.

As a result of training, students should get acquainted with many games, which will allow them to develop an interest in gaming activities, the ability to independently select and play them with friends in their free time.

The program material on outdoor games (Table 2) is grouped according to their predominant effect on the corresponding motor abilities and skills. After mastering the basic version of the game, it is recommended to vary the conditions of the game, the number of participants, equipment, the time of the game, etc. The system of exercises with large and small balls is a kind of ball school. It is very important that every primary school student master this school. Movements with the ball are recommended to be performed in approximately equal proportions for both arms and legs.

Program material on outdoor games

Main focus

To consolidate and improve running skills, the development of speed abilities, the ability to orientate in space

"To your flags" "Two frosts" "Fifteen"

"Empty Place" "Polar Bears"

"Cosmonauts"

To consolidate and improve skills in jumping, the development of speed-strength abilities, orientation in space

"Jumping Sparrows"

"Hares in the Garden"

"Foxes and Chickens"

"Strip Jumping"

"Wolf in the Den"

"Fishing rod"

To consolidate and improve throwing for distance and accuracy, the development of abilities to differentiate the parameters of movements, speed-strength abilities

To master elementary skills in catching, throwing, passing and dribbling

Catching, passing, throwing and dribbling individually, in pairs, standing still and walking

Catching and passing the ball on the move. Throws at the target (ring, shield, target, hoop). Dribbling (right, left hand) while moving in a straight line (walking and running)

Catching and passing the ball on the spot and on the move in triangles, squares, circles.

Dribbling the ball with a change of direction.

Shots on goal from 3-4 m (handball) and shots on goal (walking and slow running), kicks on goal in football

To consolidate and improve holding, catching, passing, throwing and dribbling and to develop abilities for differentiating movement parameters, reactions, orientation in space

“Play, play, don’t lose the ball” “The ball to the driver” “Who has fewer balls”

"School of the ball" "Ball in the basket" "Hit the hoop"

Ball race in a circle

"Call by name"

"Take possession of the ball"

"Moving Target"

"Ball to the catcher"

"Hunters and Ducks"

"Fast and Accurate"

"Snipers"

"Ball games"

For the complex development of coordination and conditioning abilities, mastering elementary technical and tactical interactions

With appropriate game preparation, the games recommended for grades 3 and 4 can be played in grades 1 and 2

"Fight for the ball" "Shootout"

"Mini Basketball"

"Mini Handball"

Football game options

For knowledge about physical culture

Names and rules of games, inventory, equipment, organization, rules of conduct and safety

self-study

Throwing, catching and passing the ball, kicking and stopping the ball with the feet, dribbling on the spot, walking and running, performed with both hands and feet

"Sharp Footballer"

A ball is placed in a circle drawn on the ground, 6 steps from which a player becomes behind the line. They blindfold him or put a paper cap on his head, shaped like a bucket without a bottom. The player turns around 360° trying to face the ball again, approaches the ball and kicks it. Few people manage to complete the exercise the first time.

"Accurate calculation"

For each team, a circle with a diameter of 40-60 cm is drawn on the ground. The player of the team becomes blindfolded in it. His task, leaving the circle, take 8 steps and return to the circle again. If the leg is on the line, then the exercise is not considered completed.

"Hit the Ball"

A well-inflated ball for each team of a different color is tied to the support at a distance of at least 2 steps. At 8-10 steps from his ball, the player stands with his eyes closed. In his hands is a gymnastic (or any other) stick. The player makes a 360° turn without assistance, then walks forward. His task is to stop in front of the ball and hit it with a stick.

"Two captains"

Two teams are playing. Teams stand in circles drawn in chalk at opposite ends of the court. The rules of the game are the same as in basketball, only the teams throw the ball not into the nets, but each to their own captain. He must catch it. In this case, the team gets 1 point. The game goes up to 15 points.

"Hurry up to take a seat"

The players form a circle and are calculated in numerical order. The driver becomes in the center of the circle. He calls two numbers out loud. The numbers called must immediately change places. Taking advantage of this, the driver tries to get ahead of one of them and take his place. Left without a seat goes to drive.

The numbers assigned to the participants at the beginning of the game should not change when one or another of them temporarily becomes the leader.

"Jump rope" ("Fishermen and fish")

The players stand in a circle, in the middle - the leader with a rope in his hands. Holding the rope by one end, he begins to rotate it so that its other end sweeps above the ground under the feet of the players, who bounce at the moment when the handle of the rope is under their feet. The one whom the rope touches above the foot is out of the game. The driver spins the rope again. He himself does not rotate with her, but sits down and intercepts her behind his back.

Another version of the game involves changing the driver every time one of those standing in a circle touches her foot.

"Stop!"

The players stand in a circle and are calculated in numerical order. One of them (leader) receives a small ball and goes to the middle of the circle. The driver hits the ball hard on the ground and calls the number. The called one runs after the ball, and the rest of the players scatter in different directions. The called (new driver), grabbing the ball, shouts: “Stop!” Everyone stops and stands motionless where the team found them. The driver seeks to hit the nearest player with the ball, who can dodge the ball without leaving the spot (lean, squat, bounce, etc.). If the driver misses, then he runs after the ball, and the rest scatter. Taking the ball, the driver shouts: “Stop!” and throws the ball at one of the players. The player salted by the ball becomes the new driver. The players surround him, and the game starts over.

The rules prohibit leaving the place after the “Stop!” command, but as long as the ball is not in the hands of the driver, you can move around the court as you like.

"Living Target"

The players stand in a circle at arm's length. A circle is drawn in front of their toes. Choose a driver who goes to the middle of the circle. One of the people standing in a circle picks up a volleyball. The players throw the ball and try to hit the driver, who, escaping the ball, runs, jumps, dodges in a circle. The one who hit the driver with the ball without going beyond the line changes place with him. According to the rules of the game, a hit from the ground, as well as to the head of the driver, does not count.

"Ball on target"

A volleyball is placed in the middle of the court, and those playing with tennis (rubber) balls in their hands stand 10 steps from it beyond the line. Everyone takes turns throwing their ball at the volleyball. The winner is the one who did not miss and who, after hitting the volleyball, rolled further.

Winter training games

"Snowballs in a circle"

Two teams of 6-8 people compete in accuracy. They are located behind a common line at a distance of 5-8 m from a blank wall, fence or wooden shield, where a circle with a diameter of 0.5 m is drawn in front of each team. The teams are grouped randomly. A few minutes are given to the players to prepare the snowballs. On a signal, each team begins to throw snowballs, trying to cover their circle with them as soon as possible. The team whose players do it faster wins.

"Live targets"

Two teams are built in ranks facing each other at a distance of 10-12 steps. Each participant in the upcoming skirmish outlines himself in a circle with a radius of 0.5 m. The head of the game stands on the side between the lines. At his signal, "First, start!" the first number of one of the teams makes a snowball and throws it at the player standing opposite. In this case, the thrower has no right to leave the circle. The one who is thrown at can dodge in any way (crouch, jump), but does not leave the circle. Then a new command is given: “First, answer!” Now the player of the other team throws a return snowball.

When all players throw snowballs at each other once, the referee counts the number of hits. For each hit, the team gets 1 point. After three rounds, the total number of points scored by the teams is calculated. The team with the most points wins.

"On a sled with a transfer"

Teams (7-8 people) are built in a column one by one behind the common start line. In front of each of them there is a path 3-4 m wide marked with colored paper or flags. At the end of the path there is a turning sign: a flag, a snowball. The guides hold the sled by the rope, on which the next player of the team sits. At the signal, the sleigh carriage sets off. Participants go to the turntable, go around it and come back. Then they go around their team (counterclockwise) and the one who carried the sled remains at the end of the column, the second player gets up from the sled to set off with the sled, on which the next (standing in front) player of his team took his place. The team whose players have previously been in the role of both a rider and a rider wins.

"Compass"

A circle with a diameter of 2-3 m is drawn on the ground. At a distance of about 3 m from the circle, the cardinal directions are written (marked), checking with the compass: C (north), S (south), 3 (west) and B (east). The players stand with their backs to the center and listen to the leader’s command: “South!”, “North!”, “West!”, “East!” Hearing, for example, the command “North!”, Everyone should turn towards the north. Players facing south turn 180°, others only need to make half a turn to the right or left.

Various commands are given, and the players take the appropriate positions. The one who made a mistake (turned in the wrong direction) receives a penalty point. The winner is the one with the fewest penalty points.



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