"Games and relay races for the education of the physical quality of endurance in young athletes." Outdoor games in sports competitions and competitions Line relay races

28.07.2023

State budgetary preschool educational institution

Kindergarten of the combined type No. 117 of the Vyborgsky district

Saint Petersburg

Subject: "Relay games as a means of physical development of the child, the formation of his emotional sphere"

Target : The physical development of the child and the formation of his emotional sphere.

Tasks:

Wellness:

to preserve and strengthen the physical and mental health of children;

promote the development of the musculoskeletal system;

create conditions for satisfying the natural need of children to move.

Educational:

to form in children an idea of ​​a healthy lifestyle;

develop expressiveness of motor actions;

to form in children elementary knowledge and ideas about different types of movements and how to perform them;

· to form and improve motor skills in relay races, outdoor games and basic movements.

Educational:

To develop children's interest in relay games and physical exercises using different objects;

the formation in children of the ability to play together, coordinating their actions with the actions of others; encourage children to be independent and be active in games and exercises.

When organizing game relay races, it is important to observe the following rules:

1) the number of players in teams must be equal (including boys and girls);

2) in front of the columns should be children of smaller stature, behind - larger ones;

3) races in teams are carried out strictly in turn, which no one misses;

4) ahead of time it is not allowed to run out of the start line (take over the baton);

5) the relay race in the team always ends with the player who started it;

6) regardless of the end of the game by one team, it continues until all the players of the team complete the tasks;

7) the result is summed up by the number of points earned;

8) for each mistake during the game, a penalty point is awarded;

9) the team with the most points wins (not necessarily the first to finish the relay), but FRIENDSHIP most often wins.

(5 – 6 years old)

"From bump to bump"

Equipment: hoops.

The players line up in three columns at the starting line. In front of each, at a distance of 10 m, they draw or lay flat hoops (6–8 pieces) - these are bumps. At the command of the teacher, the first players begin to jump from hoop to hoop. Having reached the finish line, they run back. Jumping starts the next participant. The team that completes the task quickly and correctly wins.

"Penguins"

Equipment : sandbags, hoops.

The players are built at the starting line in two or three columns. The first players have one bag of sand. At the signal of the teacher, they clamp the bags between their knees and jump on two legs to the hoop, then take the bags in their hands, run back to their column and pass them on to the next players. They themselves stand at the end of their column.

"Who is faster to the flag"

Target: exercise in running, jumping on two legs.

Equipment: cubes, skittles.

The players line up in two columns. Opposite each, at a distance of 5 m, they put one object (cube, skittle). At the signal of the teacher, the players standing first in the column jump on two legs to the object, go around it and run back to their column, touch the hand of the next child and stand at the end of their column.

"School of the ball"

Equipment: balls.

Children are divided into three or four columns. In the hands of the first players standing in the column, the ball. At the signal of the teacher, the first player hits the ball into the hoop, catches it with both hands and passes it to the next, and he runs to the end of his column. The column that completes the task faster wins.

"Don't hit the object"

Equipment: objects (cubes, skittles) placed in a row.

Children are built in two columns at the starting line. Opposite each column, objects are placed in a row at a distance of 0.5 m. At the signal of the teacher, the children jump one after another on two legs between the objects (snake) and return to their place. The column that quickly and correctly completes the task wins.

"Gardeners".

Equipment: 5 small circles, buckets with small cubes or pebbles, sand buckets, watering cans, empty buckets.

Children are built in 2 - 3 columns of 6 people behind the line on one side of the site. Those standing first in the columns hold in their hands 5 small circles, cut out of cardboard or made of wicker. The second children have buckets with small cubes or pebbles in their hands, the third have buckets of sand, the fourth have watering cans, the fifth have empty buckets, the sixth have no inventory.

At a distance of 5 - 6 m from the line behind which the children stand, another line is drawn. At a signal from an adult, those standing in the column are the first to run to the second line, lay out circles behind it - as if making holes - at a step distance from one another. Quickly returning then to the end of their column, on the move they touch with their hands those standing second. The second players run behind the line and put a cube or a pebble in each circle (plant potatoes). Those standing third run and pour a handful of sand into each circle (fertilize the plantings). The fourth players run up with watering cans and make imitation movements, as if watering each planting. Fifths run with buckets, harvest (put cubes in buckets) and return to the end of the column. And finally, the latter quickly collect mugs.

The column that quickly plants vegetables and harvests wins. During this game, children must follow the rules - start the game at the signal of an adult, do not run if the previous player has not yet touched it, lay out items carefully

(6 – 7 years old)

Relay with hoops

Equipment: hoops

The players line up in two columns (a line is drawn in front of each). At a distance of 6–8 m from the columns, one hoop is placed. At the command of the teacher, the players standing first in the column run to the hoops, lift them up, climb through them, put them in place and run to their column, touch the hand of the next child and stand at the end of the column. Each subsequent performs the same task. The team that completes the task the fastest wins.

"Fast on the ball"

Equipment: cord, balls.

Players line up in front of a stretched net (cord) at a distance of 0.5 m. Throwing a ball through it, they quickly pass under the net and catch it after bouncing off the ground. Then the task is performed by the second line of players. The team that completed the task with fewer penalty points (for a missed ball) wins.

"Pass the ball"

Purpose: to develop the ability to control the ball, to develop agility.

Equipment: balls, dice.

The players stand in two columns, each in the hands of one ball.

Cubes (5–6 pieces) are placed parallel to each other along the site at a distance of 1.5 m.

At the signal of the teacher, the first players begin to dribble between objects. As soon as they pass two or three items, the next guys join the game, etc. Everyone who completes the task stands at the end of his column.

relay race with rope

Equipment: jump ropes.

The teams are built in a column one at a time, in the hands of the guides there are short ropes. On a signal, the first numbers begin to move, jumping over the rope in a conditioned way and, having rounded the rack located at a distance of 8-10 m, come back, passing the rope to the second numbers, etc. During the movement, taking into account the distance, you must do at least 10– 12 turns of the rope. The jumping methods can be as follows: one rotation of the rope for two steps; for each running step one rotation of the rope; jumps on two legs with intermediate jumps; jumps on two legs without intermediate jumps.

With a jump rope in pairs

Purpose: to consolidate and develop the skill of owning a rope.

Equipment: jump ropes, cubes.

The players of the two teams are divided into pairs and stand in columns in front of the start line. Cubes or stuffed balls are placed 10-12 meters in front of the teams, indicating a turn. Players in pairs stand close to each other. One of them is holding a short rope. On a signal, both players rush forward, jumping over the rope.

Having reached the turning point (rack, cube), they return back, however, the rope is rotated by another participant in the game. After crossing the starting line by the first pair, the exercise is performed by a new pair. The game ends after the end of the last pair.

Grasshopper Relay

Purpose: to practice jumping.

Two or three teams line up in front of the starting line. On a signal, the first numbers jump over the established distance of 10–15 m back and forth, always stepping over the line on the opposite side of the site. As soon as the first participant, having landed behind the starting line, touches the next participant with his hand, he starts jumping, etc.

The team that finishes the relay first wins. The following tasks can be performed in the relay race: jumps on two legs, jumps on the right leg, jumps on the left leg, there - on the right leg, from there - on the left, or vice versa.

Relay option. Each participant tries to overcome the distance in fewer jumps.

The winner is determined by the smallest amount of jumps spent by all team members. With this option, long jumps from foot to foot can be used, and the relay race itself is held in one direction with a gradual transition of the participants to the opposite side of the site.

Note:

In the same way, you can conduct cross-country relay races:

carry the ball without hitting the pin;

obstacle course;

who is faster through the obstacles to the flag;

whose team will score more goals in the basket;

running on all fours; running with an apple on your head;

running backwards;

running jumping sideways;

running on one leg;

frog run (hands in front on the ground, jump from a squatting position);

running with two glasses: one with water, the other empty, we pour water on the run;

running with a spoon containing a potato;

running together embracing;

bag run.

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State budgetary preschool educational institution

Kindergarten of the combined type No. 117 of the Vyborgsky district

Saint Petersburg

Methodological development of outdoor games for children on a walk.

Relay games for children 5-7 years old.

Educator: Garbuz Larisa Alekseevna

Subject: "Relay games as a means of physical development of the child, the formation of his emotional sphere"

Target : The physical development of the child and the formation of his emotional sphere.

Tasks:

Wellness:

  • to preserve and strengthen the physical and mental health of children;
  • promote the development of the musculoskeletal system;
  • create conditions to meet the natural need of children to move.

Educational:

  • to form in children an idea of ​​a healthy lifestyle;
  • develop expressiveness of motor actions;
  • to form in children elementary knowledge and ideas about different types of movements and how to perform them;
  • to form and improve motor skills in relay games, outdoor games and basic movements.

Educational:

  • develop children's interest in relay games and physical exercises using different objects;
  • the formation in children of the ability to play together, coordinating their actions with the actions of others; encourage children to be independent and be active in games and exercises.

When organizing game relay races, it is important to observe the following rules:

1) the number of players in teams must be equal (including boys and girls);

2) in front of the columns should be children of smaller stature, behind - larger ones;

3) races in teams are carried out strictly in turn, which no one misses;

4) ahead of time it is not allowed to run out of the start line (take over the baton);

5) the relay race in the team always ends with the player who started it;

6) regardless of the end of the game by one team, it continues until all the players of the team complete the tasks;

7) the result is summed up by the number of points earned;

8) for each mistake during the game, a penalty point is awarded;

9) the team with the most points wins (not necessarily the first to finish the relay), but FRIENDSHIP most often wins.

Games - relay races for children of senior preschool age.

(5 – 6 years old)

"From bump to bump"

Purpose: to develop the ability to control your body.

Equipment: hoops.

The players line up in three columns at the starting line. In front of each, at a distance of 10 m, they draw or lay flat hoops (6–8 pieces) - these are bumps. At the command of the teacher, the first players begin to jump from hoop to hoop. Having reached the finish line, they run back. Jumping starts the next participant. The team that completes the task quickly and correctly wins.

"Penguins"

Purpose: to develop coordination of movements.

Equipment : sandbags, hoops.

The players are built at the starting line in two or three columns. The first players have one bag of sand. At the signal of the teacher, they clamp the bags between their knees and jump on two legs to the hoop, then take the bags in their hands, run back to their column and pass them on to the next players. They themselves stand at the end of their column.

"Who is faster to the flag"

Purpose: to exercise in running, jumping on two legs.

Equipment: cubes, skittles.

The players line up in two columns. Opposite each, at a distance of 5 m, they put one object (cube, skittle). At the signal of the teacher, the players standing first in the column jump on two legs to the object, go around it and run back to their column, touch the hand of the next child and stand at the end of their column.

"School of the ball"

Purpose: to practice hitting the ball.

Equipment: balls.

Children are divided into three or four columns. In the hands of the first players standing in the column, the ball. At the signal of the teacher, the first player hits the ball into the hoop, catches it with both hands and passes it to the next, and he runs to the end of his column. The column that completes the task faster wins.

"Don't hit the object"

Purpose: to develop the ability to control your body, exercise in jumping on two legs.

Equipment: objects (cubes, skittles) placed in a row.

Children are built in two columns at the starting line. Opposite each column, objects are placed in a row at a distance of 0.5 m. At the signal of the teacher, the children jump one after another on two legs between the objects (snake) and return to their place. The column that quickly and correctly completes the task wins.

"Gardeners".

Purpose: to exercise in running with objects, clearly following the rules of the game.

Equipment: 5 small circles, buckets with small cubes or pebbles, sand buckets, watering cans, empty buckets.

Children are built in 2 - 3 columns of 6 people behind the line on one side of the site. Those standing first in the columns hold in their hands 5 small circles, cut out of cardboard or made of wicker. The second children have buckets with small cubes or pebbles in their hands, the third have buckets of sand, the fourth have watering cans, the fifth have empty buckets, the sixth have no inventory.

At a distance of 5 - 6 m from the line behind which the children stand, another line is drawn. At a signal from an adult, those standing in the column are the first to run to the second line, lay out circles behind it - as if making holes - at a step distance from one another. Quickly returning then to the end of their column, on the move they touch with their hands those standing second. The second players run behind the line and put a cube or a pebble in each circle (plant potatoes). Those standing third run and pour a handful of sand into each circle (fertilize the plantings). The fourth players run up with watering cans and make imitation movements, as if watering each planting. Fifths run with buckets, harvest (put cubes in buckets) and return to the end of the column. And finally, the latter quickly collect mugs.

The column that quickly plants vegetables and harvests wins. During this game, children must follow the rules - start the game at the signal of an adult, do not run if the previous player has not yet touched it, lay out items carefully

Games - relay races for children in the preparatory group for school.

(6 – 7 years old)

Relay with hoops

Purpose: to consolidate the skill of climbing through the hoop.

Equipment: hoops

The players line up in two columns (a line is drawn in front of each). At a distance of 6–8 m from the columns, one hoop is placed. At the command of the teacher, the players standing first in the column run to the hoops, lift them up, climb through them, put them in place and run to their column, touch the hand of the next child and stand at the end of the column. Each subsequent performs the same task. The team that completes the task the fastest wins.

"Fast on the ball"

Purpose: to develop the ability to control the ball, to develop agility.

Equipment: cord, balls.

Players line up in front of a stretched net (cord) at a distance of 0.5 m. Throwing a ball through it, they quickly pass under the net and catch it after bouncing off the ground. Then the task is performed by the second line of players. The team that completed the task with fewer penalty points (for a missed ball) wins.

"Pass the ball"

Purpose: to develop the ability to control the ball, to develop agility.

Equipment: balls, cubes.

The players stand in two columns, each in the hands of one ball.


Cubes (5–6 pieces) are placed parallel to each other along the site at a distance of 1.5 m.

At the signal of the teacher, the first players begin to dribble between objects. As soon as they pass two or three items, the next guys join the game, etc. Everyone who completes the task stands at the end of his column.

relay race with rope

Purpose: to consolidate and develop the skill of owning a rope.

Equipment: skipping ropes.

The teams are built in a column one at a time, in the hands of the guides there are short ropes. On a signal, the first numbers begin to move, jumping over the rope in a conditioned way and, having rounded the rack located at a distance of 8-10 m, come back, passing the rope to the second numbers, etc. During the movement, taking into account the distance, you must do at least 10– 12 turns of the rope. The jumping methods can be as follows: one rotation of the rope for two steps; for each running step one rotation of the rope; jumps on two legs with intermediate jumps; jumps on two legs without intermediate jumps.

With a jump rope in pairs

Purpose: to consolidate and develop the skill of owning a rope.

Equipment: skipping ropes, cubes.

The players of the two teams are divided into pairs and stand in columns in front of the start line. Cubes or stuffed balls are placed 10-12 meters in front of the teams, indicating a turn. Players in pairs stand close to each other. One of them is holding a short rope. On a signal, both players rush forward, jumping over the rope.

Having reached the turning point (rack, cube), they return back, however, the rope is rotated by another participant in the game. After crossing the starting line by the first pair, the exercise is performed by a new pair. The game ends after the end of the last pair.

Grasshopper Relay

Purpose: to practice jumping.

Two or three teams line up in front of the starting line. On a signal, the first numbers jump over the established distance of 10–15 m back and forth, always stepping over the line on the opposite side of the site. As soon as the first participant, having landed behind the starting line, touches the next participant with his hand, he starts jumping, etc.

The team that finishes the relay first wins. The following tasks can be performed in the relay race: jumps on two legs, jumps on the right leg, jumps on the left leg, there - on the right leg, from there - on the left, or vice versa.

Relay option. Each participant tries to overcome the distance in fewer jumps.

The winner is determined by the smallest amount of jumps spent by all team members. With this option, long jumps from foot to foot can be used, and the relay race itself is held in one direction with a gradual transition of the participants to the opposite side of the site.

Note:

In the same way, you can conduct cross-country relay races:

carry the ball without hitting the pin;

obstacle course;

who is faster through the obstacles to the flag;

whose team will score more goals in the basket;

running on all fours; running with an apple on your head;

running backwards;

running jumping sideways;

running on one leg;

frog run (hands in front on the ground, jump from a squatting position);

running with two glasses: one with water, the other empty, we pour water on the run;

running with a spoon containing a potato;

running together embracing;

bag run.



The purposeful use of outdoor games in athletics is widely recognized. The data of practical work confirm that the skills in running, jumping acquired in the game conditions are not only easily rebuilt during the subsequent study of the technique of these types of exercises, but also facilitate the further mastery of the relevant techniques. The variety of starting positions used in the game provide a good preparation of the runner at the initial stage of training. In games, those involved perform all kinds of jumps in the squat position, which perfectly strengthen the ankle joints and leg muscles. Games are recommended either in the warm-up or at the end of the main part.

Outdoor games, consisting of jerks and runs, are good to carry out after the usual warm-up, which includes slow running, jumps in motion, various exercises to develop flexibility.

Counter relay

Purpose: to improve the technique of running for short distances.

Inventory and equipment: relay sticks.

Preparation: the players are divided into two teams and lined up in two columns, which are divided in half. Both halves of the team turn

face each other and step back 10-20m. The second players standing in front of the columns on one side of the court are given a baton.

Description of the game: the players who received the wand run forward, each to their team standing opposite, give the wand to the next players and stand at the end of the column, etc.

Rules of the game:

1) do not step over the starting line;

2) the team that finishes the relay first wins.

Circuit relay

Purpose: development of dexterity and attention.

Inventory and equipment: relay baton.

Preparation: all the players are divided into several teams and each is built in a column one at a time, like spokes in a wheel, with their backs to the center. In front of those standing on a baton.

Description of the game: on a signal, they run to the left, running around the wheel, run up to their column and pass the baton to the next one in front of the team, and they themselves stand at the end of their column.

Rules of the game: play until everyone has taken part in the run. The team that finishes the relay first wins.

Relay "Offensive"

Purpose: to improve the technique of low and high start.

Preparation: two teams, equal in number of players, line up behind the end lines on opposite sides of the site (hall) facing the middle.

Description of the game: at the instruction of the teacher, the players of one team take the position of a high start, and the players of the second team, holding hands, go forward, observing the alignment. When there are 2-3 steps left to those standing at the start, the teacher blows a whistle. The "advancing" unhook their hands and run to the line of their home. The players of the other team are chasing them, trying to knock them down. After counting the felined players, the attack is led by another team.

Rules of the game: after 3-4 runs, the total number of those caught is counted and the best sprinters are announced.

Relay race "Be able to catch up"

Purpose: development of speed endurance.

Preparation: 20 people play. Participants are located on the stadium's running track, at the same distance from each other. For example, if 16 people are playing, then on a 400-meter track they stand 25 meters from one another.

Description of the game: on a signal, all players start running, from a low or high start. The task of everyone is not to let the one who runs behind catch up with him, and at the same time touch the person in front with his hand. The tanned players drop out of the fight and go to the middle of the running circle. The rest keep on running.

Rules of the game: play until there is 1 player left - the winner.

Relay "Who is faster"

Purpose: improvement of start technique.

Stock and equipment: gymnastic mace.

Preparation: players are divided into 2 teams. On the site with an interval of 30-40 m, two parallel lines are drawn, on the outside of which they line up in one line on command, followed by calculation in order. A gymnastic mace is placed in the middle between the ranks.

Description of the game: the teacher randomly calls some serial number. Members of the opposing ranks, having this number, run with all their might to the mace, trying to grab it faster than the opponent.

The one who succeeds immediately runs into his line, and the opponent tries to catch up with him and stain him with his hand.

Rules of the game:

1) if a player with a mace returns to his line unstained, then he brings his team two winning points, and if he is stained, then one;

2) The team with the highest score wins.

The game "Ball to the average."

The players form several circles. In the center of each circle is the middle one, who alternately throws the ball to his comrades, and the vehicle is passed back to him, in a circle.

Having received the ball from the last player, the middle one raises it up. The team that finishes passing the ball first wins. After that, you can change the central player.

If during the transfer of the ball he fell out of his hands, he must be picked up and continue the game. The middle player is not allowed to miss any of the players, he must pass the ball to each one in turn.

The game "Fight for the ball".

The game is similar to a handball, but without shots on goal. The ball is put into play by lot for one of the teams. The team in possession of the ball tries, skillfully maneuvering, to make ten passes in a row between its players without giving the ball to the opponent. After that, the game stops (one point is awarded to the team) and the ball is injected from the side by the player of the injured team.

The duration of the game is 10-15 minutes. The team whose players have scored more points during this time wins.

The game must comply with the following conditions. If the ball is intercepted by an opponent, the accumulated number of passes is canceled and a new score of passes is kept by the team that took possession of the ball. If the ball is knocked over the sideline by the opponent or the latter played rough, the ball is thrown in from behind the sideline with the continuation of the count of passes. The team keeping the score of passes, having violated the rules, loses the ball, and the accumulated number of passes is cancelled.

The game "Pull in a circle."

Two concentric circles are outlined (one inside the other) with a diameter of 1 and 2 m. All players surround a large circle and join hands. At the direction of the teacher, the participants of the game go to the right or left. At the second signal (whistle), the players stop and try to pull their neighbors beyond the line of a large circle without separating their hands. Whoever gets into the space between the large and small circle with one or two legs is out of the game. Then the players again join hands and continue the game by the whistle.

Players not drawn into the circle after a few repetitions are considered the winners. The rules do not allow players to separate their hands while moving and wrestling. Both players who unhooked their hands are out of the game. When there are few players left, the eyes become around the small circle and continue the competition, observing the same rules,

If there are a lot of people in the class, you can play the game at the same time in two or three places. The place for the game may also consist of several (concentric circles. As the players leave the game, its participants move to the next inner circle. If boys and girls play together, then it is better not to put them through one.

Game "Push out of the circle"

A circle is drawn on the site. Participants stand in a circle on one leg, and keep their arms crossed on their chests. At the signal of the facilitator, the children begin to move, trying to push each other out of the circle with their shoulders. It is forbidden to move your hands. Anyone who stands up on two legs or is pushed out of the circle is immediately out of the game. The game lasts until the last player.

Game "Drag the Rope"

A rope (or thick rope rope) 6-10 m long is placed in the middle of the site along it. The middle of the rope is marked with a colored ribbon (cloth). It must be on the transverse line drawn on the floor before the game. Parallel to this (middle) line on both sides, 2-3 m from it, two more lines are drawn. The players are divided into two teams, different in the number of players and strengths. At the first signal "Come to the rope!" they, divided into pairs in a team, stand to the right and left of the rope. At the second signal "Take the rope!" students bend down and pick up the rope. At the whistle, the teachers of the team try to pull the rope in their direction. When one of the teams manages to move back with the rope so that the ribbon crosses the control line 3 m from the middle, a whistle is given and the fight stops.

The rope is put back in place and the game is repeated. The team that was able to pull the rope to their side more times wins.

If there are many students in the class, you can conduct a tug-of-war with two ropes, dividing the players into four teams. Then the winners play among themselves. The main rule in this game is not to let go of the rope during the competition.

It is possible to carry out a hauling of a rope from the course. In this case, the players stand near the front borders, and the rope (unfolded or rolled into a ball) is placed in the center of the hall. On a signal, both teams run to the rope and, holding it, pull in their direction, beyond the line 4-5 m from the middle.

The game "Fight in the squares"

Three squares are drawn: the size of the first is 3X3 m, the second is 2X2 m, the third is 1X1 m. The distance between the squares is 1.5 m (

Four players are called to the first square. On a signal, they take the same position as in the previous game, and try to push each other out of the circle with their shoulders. The winner stays in the square. The three losers move to the next square and continue the fight in the same way. The remaining two finish the duel in a small square.

The player left in the first square gets four points, the second gets three, the third gets two, and the one who leaves gets one point. Having finished the game, the four go to their place, and another four is called to the first square.

Rough shocks are prohibited. A player waiting for an opponent is allowed to stand at ease.

If the conditions of the hall (platform) allow, you can draw not one series of squares, but two or three. Then eight to twelve people will be able to start the fight in the first squares at the same time.

back push game

Players sit with their backs to each other and grab each other's arms. Their task is to push the opponent out of the circle, resting their legs and back.

You can allow the players to get up (second option) and wrestle standing up, but without lifting each other's legs off the mat.

Pioneerball.

Preparation. The players are divided into two teams and line up on two halves of the volleyball court in 2-3 rows.

Each team chooses a captain. Captains receive a volleyball.

Game progress. The captains hold the ball themselves or pass it to one of their players in the corner of the court. On a signal, the players with the ball try to throw it over the net as quickly as possible to the opponent's side. The transfer of balls continues until there are two balls on one side at the same time. A whistle is given. The game is stopped and the team with two balls on its side loses the point to the other team. The balls are returned to the captains, and on a signal the game starts again.

The game continues until one of the teams scores the set number of points (10-15). After that, the teams change sides and the game starts again.

The team that wins two sets wins.

Another game is more interesting when each team is given two volleyballs. Then the team loses a point when it has three balls on its side at the same time. A game with four balls is more difficult to judge. It is recommended for older kids.

Rules.

1. The game stops if the following errors are made: the ball immediately hit the opponent's area, that is, the ball flew under the net (rope), 2-3 balls were on the same side at the same time.

2. Before throwing the ball to the opponent's side, it can be caught from the air, taken from the ground, thrown between own players (if it is advantageous).

3. If the balls collide in the air, play stops and the ball is replayed.

4. If the ball is thrown to the opponent's side before the signal, the team loses the point.

5. In this game, players move like in volleyball (clockwise) after making a mistake.

Older kids can play with basketballs.

Knocking the ball out of the hands of an opponent is carried out, as a rule, after active opposition to possession of the ball due to shallow attacks to the attacker and returning back to the SP, accompanied by a movement of the arm extended forward. At a convenient moment, a short hit on the ball from above or below follows with a brush with tightly pressed fingers. The most effective is considered to be knocking out from below at the moment of catching the ball by the attacker, in particular when landing after mastering the ball in a jump and insufficiently covering it.

Dribbling.

Dribbling is one of the main technical elements of basketball, the second, after passing, the way to move the ball around the court. Correct, technically competent dribbling is the foundation for stable control over it, the basis of individual outplaying an opponent.
Management is distinguished by the main methods:
high-speed dribbling (high rebound of the ball from the floor, knee bending angle - 135-160°).
low dribbling with covering the ball (low rebound of the ball from the floor, bending of the legs at the knees - 90-120").
combined management.
When dribbling, the ball is transferred from hand to hand in three ways: a blow in front of you, a blow behind your back or between your legs, a pivot (turning 270-360 ° when in contact with a defender). The main stance when dribbling the ball: the legs at the knees are bent, the pelvis is lowered, the tilt of the body is slightly forward, the shoulders are deployed, the head is raised. During the dribble, the player must be ready at any time to change direction, make a stop, pass or throw at the ring. The ball is covered from the opponent with the body, shoulder, free hand. The hand that dribbles the ball regulates the force of impact, the height of the rebound and the direction of the ball. In this case, only the fingertips touch the ball, the player should not look at the ball, but only control it with peripheral vision. In the field of vision of the dribbler, partners, defenders, and referees must be simultaneously. It should be borne in mind that the fastest dribbling is inferior in passing speed. The method of dribbling is chosen depending on the distance to the defender and to the opponent's ring.

Better run.

Game: Two teams compete, the participants of which line up in columns one by one at a distance of 2-3 m from the middle transverse line. On this line, two participants stand against each team, rotating a long rope in the direction from the column. On a signal, the players alternately run under the rope, trying not to hurt it.
The running participants line up in a column on the opposite side of the site.
Winner: The team that completed the task first and with fewer errors.
Option: Participants run under a rotating rope in pairs, holding hands.

Wolf in the ditch.

Preparation: Two lines are drawn in the middle of the site at a distance of 50-70 cm from one another. These lines form a moat in which the wolf (leader) lives. The rest of the participants in the game are goats. They are located on one side of the site.
Game: At the signal of the leader, the goat runs to the other side of the site, jumping over the moat along the way. Wolves, without running out of the moat, catch (stain) those who run across. Caught goats are counted and released. After three or four runs, a new wolf is chosen (or two wolves, if the width of the hall allows it). Goats that have never been caught by wolves win, and wolves that have managed to catch more goats.
It is not allowed to linger in front of the ditch for more than 5 seconds and step foot into the ditch. Goats that violate this rule are considered caught. But they are not considered caught if they are stinged by a wolf that stepped outside the ditch.
There are no winners - a game to create a mood.

Fishing rod.

Game: All players stand in a circle, and the leader is in the middle of the circle with a rope in his hands. He spins the rope so that it slides across the floor, making circle after circle under the feet of the players. They carefully follow the movement of the rope and jump up so that it does not hit any of them. The one who touches the rope stands in the middle and begins to rotate the rope, and the former driver takes his place.
A player is considered caught if the rope touched him, but above the ankle. Players are not allowed to approach the driver while jumping.
There may be a second version of this game, when the one who hits the rope is out of the game. The last 2-3 players who did not hit the ropes win.
In the team version, the players standing in a circle are counted on the first or second and, accordingly, form teams. The driver all the time (as in the previous version) is the same. The player who is hooked by the jump rope (raises his hand up) brings his team a penalty point. The score after each mistake is announced loudly.
Winner: The team that received less penalty points after 2-4 minutes of play.

"Basketball with an inflatable ball"

Preparation. Two teams (4-6 players each) are randomly placed on the basketball court (as in basketball). The captains go to the middle.

When the ball touches the backboard, the team scores a point. After the goal is reached, the ball is played again in the center of the court between the captains or the players they designate. The game lasts 10 minutes with a change of sides of the court after the first 5 minutes of the game.

Rules of the game: 1. While jumping, it is not allowed to push other players away, as well as to run with the ball in their hands. 2. For a violation, the ball is transferred to another team, for a secondary violation, the player is removed from the site for 1 minute without the right to replace.

Note. If you play with an inflatable ball, then two or three of the same balls must be kept in stock. They can replace a broken ball.

"Wolves and Sheep"

For this game, a wolf and a shepherd are chosen by lot or by agreement; all others are sheep.
Sheep stand in a row behind the shepherd: the first holds on to the shepherd's belt, the second - to the belt of the first sheep, and so on. (It is best to gird yourself with scarves - then the clothes are not torn).
The wolf attacks the flock, trying to grab the last sheep. But the shepherd rushes to meet him - now to the right, then to the left, and the sheep, following his movements, quickly run off in the opposite direction. The wolf skillfully uses this: he pretends to want to run to the left - the shepherd blocks his way from this side, dragging the sheep to the right - then the wolf rushes to the right and, with such a cunning maneuver, almost always grabs the prey. It happens, however, that the last sheep, noticing the danger, rush to the left and give time to the shepherd to hurry to their aid.
The sheep has another means of salvation: after dodging the wolf, run to the shepherd and stand in front of him; then she herself becomes a shepherd. In this case, the wolf is also replaced: he takes the place of the last sheep, and she becomes a wolf.
Having caught a sheep, the wolf takes it to its corner and continues to catch others; moreover, he is allowed to catch only the last sheep when they remain linked in a row. Sheep need to hold on tightly to each other: if they break away from the shepherd, they will inevitably become the prey of the wolf.

Runners and Throwers.

Preparation. The class is divided into two teams - throwers and runners. On a spacious platform, throwers are located in a line 3-4 m from the starting line, on the side of flags set 5-6 m apart. Opposite them, at the finish line, which is 15-20 m from the first starting line, two more flags are placed. Runners line up on the second starting line. On the starting line between the flags - two small balls

Game content. At the command "Start!" two throwers (in order) take their balls and stand in the starting position for throwing. At the same time, two runners take up a high (or low) start position. At the command "Attention!" throwers perform a throw, and on the next command "March!" - Runners rush forward. Throwers run to the finish line, go around each of their flags and come back. The runners pick up the balls after the throwers throw to hit the throwers. For a hit, the runner team gets a point. The balls are again placed between the flags, the next two throwers and two runners go to the start. This continues until all the throwers have thrown and run (each time the points scored by the runner team are counted). After that, the teams switch roles.

The team with the most points wins.

Rules of the game: 1. Throwers and runners run forward at the same time after the command "March!" 2. Throwing and rushing are performed in a corridor 10-15 m wide. 3. After throwing, throwers must run around the flag at the finish line, otherwise they are considered tagged.

Forbidden movement.

Game description
Children, walking in a circle, repeat all the movements for the teacher, except for one, for example: "Hands up!". The one who performs the "forbidden" movement stands at the end of the column. Thus, the more attentive children will be at the beginning of the column, and they are considered the winners.

Rules of the game

Children, walking in a circle, repeat all the movements for the teacher, except for one, for example: "Hands up!".

The one who performs the "forbidden" movement stands at the end of the column. Thus, the more attentive children will be at the beginning of the column, and they are considered the winners.

Horsemen are athletes.

All players are horses. At a distance of a meter from the wall along its long side, houses of stall horses are indicated. They should be two or three less than the number of players.

Before the start of the game, all participants stand in a circle with their right side. At the command "Step the horse!" horses walk, raising their knees high, reaching the palms of their hands with them. Team: Turn! - and the horses, turning around, go in the opposite direction along the makeshift arena for dressage. At the command "Lynx!" the horses are running. "Step horse!" - go again. At the signal of the teacher: “To the stall!” everyone is running, trying to take the designated place. Those left without their home lose.

The game is repeated three or four times (without dressage). The winners are the guys who have completed all the tasks and have never been left without a stall.

Mobile game "WALK FAST!"

At one end of the court, the players line up in one line. At the other end, the leader becomes his back to the players, facing the wall. He covers his face with his hands and says:

Walk fast! Look, don't yawn! Stop!

While the driver pronounces these words, all the players try to get closer to him as quickly as possible. But with the command "Stop!" they should immediately stop and freeze in place, and the driver quickly looks back. If he notices that one of the players did not have time to stop in time and made at least one movement, the driver sends him back beyond the starting line. After that, the driver again stands against the wall and pronounces the same words.

This continues until one of the players manages to approach the driver so as to be able to stain him before he has time to look back. After that, all the players run for their line, the driver chases after them and tries to tarnish someone. The stained becomes the driver.

Climbers.

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 move prematurely 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.

"Two Frosts"

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.

"Ball on the Floor"

Preparation. All players form a circle. Two players stand in the middle of the circle. Those standing in a circle go down but one or two knees. They have one volleyball. Drivers turn to face the ball.

Those who have never been drivers win. The first drivers are not considered losers.

Rules of the game: 1. The game starts on a signal. 2. The driver, salted on the legs, immediately goes to the place of the one who salted him. 3. Salting can be done no higher than the knees. 4. The first driver is not considered a loser.

"Swan geese"

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.

"Right on target"

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.

"Day and night"

Preparation. The players are divided into two teams, which stand in the middle of the site with their backs to each other at a distance of 1.5 m. One team is given the name "Day", the other - "Night". Each team has a house on its side of the site (10-12 m).

Game content. The teacher suddenly says the name of one of the commands, for example "Day!". The players of this team quickly run away to their house, while the other team catches up and stains them. Salted players are counted (their number is recorded) and released to their team. Everyone gets back to their original places, and the teacher calls the team again. It is important that there is no strict alternation, then the players do not know which team will be named, and therefore are extremely careful. Before the signal, the leader, in order to divert the attention of the players, may offer them to perform various exercises (changing hand positions, jumping or stepping in place, etc.). The game is played several times, after which it is calculated how many players are caught in each team for the same number of runs (for three or four).

The team with the most players wins.

Rules of the game: 1. Players are allowed to tack only up to the line of the house. 2. The rest continue to participate in the game. 3. During the run, one participant can salt not only the person opposite, but also his neighbors.

Rope game "Mirror"
The leader is chosen according to the counting rhyme. Often one of the most skillful players is called to be the leader himself. The rest of the participants become so that they can see the driver well (it is most convenient to form a circle with a radius greater than the length of the ropes). The leader jumps with a rope, gradually changing the ways of jumping. The rest must, without stopping, repeat all his movements with maximum accuracy (“as in a mirror”). Whoever makes a mistake is out of the game or receives a penalty point. The winner is the one who remains the only one who did not make a mistake. If the game is repeated, he becomes the new driver.
The driver usually selects exercises of increased complexity, for example:
- jump cross-legged;
- jump high raising your knees;
- jump crouching upon landing;
- jump crossing and spreading arms again;
- jump so high or twist the rope so fast that it has time to make two turns in one jump.
In addition to doing the exercises, they often agree to copy other actions of the leader: shake or twist his head, blink, etc. (leaders are very fond of depicting a hilariously serious mine on their faces, which everyone must repeat without laughing). A leader is valued who is able to play not only technically, but also inventively, with humor.

"GUYS HAVE A STRICT ORDER"

The ability to build in one line in height is the first of the constructions that the guys must master. It is necessary that they learn to do it quickly and correctly, to know where the left flank is, where the right flank is. These skills can also be acquired during the game.

The counselor shows the guys how to line up, what command is given at the same time, how it should be carried out, corrects if they do it wrong. Then the command is given: "Disperse!" Everyone disperses around the site and sings a song:

The guys have a strict order,

They know all their places.

Well, trumpet more cheerfully

Tra-ta-ta-ta! Tra-ta-ta!

We are proud of our correction,

Why are we not soldiers?

Look, let's stand out

One two Three! One two Three!

At the end of one of the verses, the counselor suddenly gives the command: “Stand in one line in height!” - and, stretching out his arms, turns in one direction or another.

Preschoolers should quickly line up behind him in the indicated direction. The one who enters the line last is considered the loser.

The game is repeated several times, but the direction of the line changes. In conclusion, you can build the guys in columns of two or three people and walk along the site to this song.

Game "Burners"

The players stand in pairs one after another. Ahead of everyone at a distance of two steps is the driver - the burner.

The sing-song players say the words:

Burn, burn bright

To not go out.

Stay at the bottom

Look at the field

There are trumpeters

Yes, they eat kalachi.

Look at the sky

The stars are burning

Cranes cry:

- Gu, gu, I'll run away.

One, two, do not crow,

And run like fire!

After the last words, the children standing in the last pair run from both sides along the column. The burner tries to stain one of them. If the running players managed to take each other's hands before the burner stains one of them, then they stand in front of the first pair, and the burner burns again. The game is repeated.

If the burner succeeds in spotting one of the runners in a pair, then he stands with him in front of the entire column, and the one who is left without a pair burns.

Rules of the game. The burner must not look back. He catches up with fleeing players as soon as they run past him.

Bump jumping

The teams are lined up in front of the starting line. In front of them is a “swamp”, where there are “hummocks” (circles with a diameter of up to 40 cm). The distance between the "bumps" varies depending on the age and physical fitness of the children. At the signal of the teacher, each of the players alternately overcomes the "swamp" by jumping over the "bumps" back and forth, rounding the flag (pin, ball). The team that completes the task first and with the least number of penalty points wins (penalty point - if the jump is not accurate, the leg jumped off the “bump”).

Salki march (on skis)

A game with the same name is recommended for schoolchildren of grades IV-VI to play in the hall. On skis, the game is played in the same formation: participants (teams) stand on opposite sides of the site facing each other on skis (with sticks, without sticks). The teams are given names, after which the teacher sends one team towards the one that stands still waiting for the whistle. When the team standing at the start is 5-6 m away, the teacher blows a whistle, according to which the attackers turn around and run away to their city.

The players of the opposite team rush after the fleeing, trying to touch the end of their stick to the ski in front of the running player. The number of players tagged in this way is counted, after which the teams line up behind the lines again and another team advances. The result of the game is summed up after three or four dashes. The advantage is given to the team that knocked down more skiers than its opponent.

You can carry out tags with ribbons that are laid behind the collar. The game is played without sticks. The task of the players chasing ahead of the runners is to pull out the ribbon until the players have crossed the line of their home. The last rule is the same for all variants of the game.

Game "Nevod"

The players choose a fish. A bright scarf or a wreath of flowers is put on her head and placed in the center of a round dance depicting a net. At a distance of 1.5–2 m from the round dance, four poles decorated with ribbons are installed. The fish, having made its way through the seine (under the hands of the players), runs to one of the poles. The players are chasing her. If the fish was not caught up and she hid behind a pole, she remains a fish, if caught, then she returns to the round dance. The one who catches up with her becomes a fish.

Rules of the game. A player running out from under a net needs to show dexterity, not strength. You can't break the circle.

Hares in the garden

Purpose of the game: development of attention, dexterity, jumping ability.

On the playground, two circles with a diameter of 7-9 and 3-4 m are drawn one inside the other. A leader is selected from among the players - a watchman. His place is in a small circle (garden). The rest of the players are hares. They are located in a large circle.

At the signal of the teacher, the hares, jumping on two legs, enter the garden and return back only by jumping. The watchman must catch ("tarnish") as many hares as possible by touching his hand.

Caught hares are out of the game. When 5-6 hares are caught, a new driver is selected - the guard, and the old one becomes a hare. The game starts over.

cat and mice

Number of players: any

Optional: eye patch

The cat (leader) is blindfolded and rotated around its own axis several times so that it loses orientation. The rest of the game participants - mice, being at a safe distance from the cat, begin to tease him:

Cat, cat, what do you sleep on?

On Bridge.

What are you drinking?

Catch mice - us!

And everyone runs away. The task of the cat is to catch at least one mouse. When the mouse is caught, the cat is released from the bandage, and it becomes a mouse, and the caught mouse becomes a cat. And everything starts over.

Ordinary bugs.

One of the players - blind man's blind man is blindfolded, taken to the middle of the room and forced to turn around several times, then they talk to him, for example:

“Cat, cat, what are you standing on?” - "On the kneader" (kvashnya - wooden utensils for kneading dough) - "What's in the kneader?" - "Kvass". “Catch the mice, not us.”

After the words, the participants in the game scatter, and the blind man's blind man catches them. Whoever he catches becomes a blind man.

Rules of the game:

If the buffalo comes close to any object that can be hit, the players must warn him, shout: “Fire!”

You can't shout "Fire!" in order to distract the blind man's blind man from the player. who cannot escape him;

Players should not hide behind any objects or run too far;

The players can dodge the blind man's blind man's buff, squat, walk on all fours;

The blind man's blind man should recognize the caught player, call him by name, without removing the bandages.

Instructions for playing the game:

The game can be played both indoors and outdoors. The boundary of the playing area must be clearly defined, and the participants in the game must not go beyond it.

If the boundary of the playing area is crossed by a blind man, then he should be stopped with the word "Fire!".

Children should run inaudibly near the hide-and-seek. brave players can quietly approach him, touch his shoulder, back, arm, and also silently run away; they can quietly say a short word behind the blind man's back: "Ku-ku!", "A-u!"

Bluffs in place.

The blind man's blind man is placed in the middle of the playground, his eyes are blindfolded, and he turns around himself several times.


Summer Games - Relays

Relay games, while retaining all the advantages of team games, are the most simple and exciting. The rules of the game are explained a few minutes before it starts. The competitive component of such games is more pronounced than in team games, their time is very short, so relay games are spectacular and attractive for children.

Relay race with racks running

To play, you will need racks, baton, chalk or a pointed stick. The game is played on any flat area of ​​sufficient size. All participants in the game are divided into 2 teams, lined up in columns one at a time and take a place behind the starting line, which is previously outlined. At some distance from the start line, racks are set up, one opposite each team. The first players in the columns are given baton. At the signal of the leader, the players with sticks run to the racks, go around them and return to their teams, pass the sticks to the next players, and each of them stand at the end of the column of their team, the entire column moves. The second players run around the racks, pass the sticks, etc. The team that finishes the relay first wins.

five lines

For this game, you need to draw a start line on the site, after 10 m from it - the first line parallel to the start line, after 2 m - the second, after another 2 m - the third, etc. There are five lines in total. All relay participants are divided into two teams of 5 people each, lined up in a column one by one behind the start line, the first participants take a low start position. At the leader's signal, the first players run to the first line, turn back and, having reached the starting line, touch the next player's hand, and stand at the end of the column themselves. The second numbers reach the second line, the third - to the third, etc. After the fifth participant, the first numbers are again at the start, which now run to the fifth line, the second - to the fourth, etc. The fifth numbers finish the relay, which reach the first line and return. The team with the least amount of time wins.

Counter relay

Relay sticks are required for the game. The players are divided into two teams, each team is divided into two more. The halves of the teams disperse to different ends of the site and line up in columns one by one facing each other, behind the outlined starting lines. The first players of one of the halves of the teams are given a baton each. If there is an unequal number of players in the halves, then the wand is given to the first player of that half of the team where there are more participants. At the signal of the leader, the players with sticks run across the court to the second halves of their teams and pass the baton to the players standing first, and they themselves stand at the end of the column, without crossing the court anymore, the entire column moves. The next players with sticks run across the court, etc. The team that finished the relay first wins.

Wheel

For the game you will need baton (according to the number of teams), chalk. The participants in the game are divided into several teams (from three to six), which line up in columns one at a time, with their backs in a circle, like spokes in a wheel. Players with baton, standing first, outline the place where they stand. On a signal, they start running in a circle to the right (left). Having reached their column, they pass the wand to the next player, who advances to the starting place. The second passes to the third, and so on.

The team that finishes the relay first wins.

fun train

For the game you will need racks (according to the number of teams participating in the relay). The start line is marked on the site and racks are installed at some distance from it.

The number of players in each team is from 4 to 8. The first players run around the racks, return to the start line, where the second players join them. Putting their hands on their shoulders first, they run together to the posts, run around them and return to the starting line. There, thirds join the first two, they run around the racks together, etc. At the end of the relay, a long “train” is obtained.

If the players disengage, they must all return to the place where they disengaged, reattach and continue running. The team whose train, made up of all players, returns to the starting line first, wins.

Running in teams (trains)

Two equal teams line up in a column one at a time, wrapping their arms around the person in front or taking him by the belt. The columns stand parallel to each other at a distance of 3-5 steps. A starting line is drawn in front of the columns, and opposite the competing teams at a distance of 15-20 m they put a rack or other object.

On a signal, the players in the columns run forward to the rack, go around it and come back. The team wins, whose players ran the entire distance without breaking up, and earlier crossed the starting line with the entire column.

It can be agreed that the players join each other in turn, that is, first the first number goes around the rack, then the second number joins it and they run around together, then the third, etc. Since in this version the game requires endurance, when it is repeated players in columns are arranged in reverse order.

For children of primary school age, both versions of the game can be played, having agreed that they will run, holding not each other's belt, but their hands.

Calling numbers

Players stand in front of racks (flags, maces ...) located 15-20 steps away, and are calculated in numerical order. The formation can be in columns or ranks.

The leader of the game loudly calls the number, for example "5". The fifth team numbers run forward, run around the object and return to their places. Whoever crosses the finish line first, which is held four steps in front of the columns (lines), gets a point. If there are 3 teams, the first team in the race gets 2 points, the second one gets 1 point.

The last finisher does not receive any points. The finishers are simultaneously credited with a point.

Players are called in any order, with no pause for summing up after each call. A new challenge follows immediately after the last player crosses the finish line. The game stops after everyone starts 1-2 times.

The team with the most points wins.

If younger children are playing, then instead of numbers, you can call the players animals: “lions”, “tigers”, “foxes”, “hares” - or flowers. Then it will not be “Calling Numbers”, but “Animal Relay Race”, etc.

Relay with side steps

This relay is held as a line. Movements are carried out: a) side steps with the right side; b) side steps with the left side; c) side steps backwards.

Relay leapfrog

Players are built in columns, 10 steps in front of each of them a square is drawn with sides of one meter or a circle of the same diameter. The first players of each team get up in them. They rest their hands on one leg, lean forward and hide their heads.

On a signal, the players standing in front of the column run forward, jump, pushing off with their hands on the backs (leapfrog) of the players in the squares, and take their places. The jumped players run back to their columns, touch the next players with the palm of their hand, and then stand behind their teams.

The players who received the baton (in this case, a touch) run forward, also leapfrog over those standing in the square and take their place, and they return to the column, etc.

The relay ends when the player who originally stood in the square makes a jump (then remaining in the square), and the one who jumped (the last one in the column) crosses the start line.

Cancer moves back

Teams are built in columns one at a time. Before each team at 10-15 meters put a flag. On a signal, the first players turn around and go to the flags with their backs forward, go around them to the right and in the same way - backs first - return to their place. As soon as they cross the start line, the second players set off, then the third players, etc. The team that finishes the competition first wins.

You are not allowed to look back while driving.

Towards each other

A minimum of 16 people are required to play. In this case, 2 teams of 8 people are created, each of which is divided in half. Players line up against each other. The participant of the game, leading his team on one side of the site, is given a baton (tennis ball, plastic mace, town). At the command "March!" he starts running.

The runners, having run up to the head players of the opposing columns, pass the baton to them and stand behind. The one who received the baton runs forward and passes it to the next player standing opposite, etc. The baton ends when the columns that make up the team change places on the site. Those who finish the run first win.

The game is often played with double dashes, that is, the game does not stop when the guys change places on the court. In this case, the player who was the first on the opposite half, after passing the baton to him, again runs forward. Having passed the baton, he stands at the end of the column, and when he is again in front and the baton is brought to him, the game ends. The player indicates this by raising his hand with the baton.

If the team has an odd number of players, for example 9, then there will be 4 players in one column and 5 in the other. In this case, the run starts from the side where the number of participants in the team is 1 more. If you do the opposite, then one of the players will be left without a dash.

The game can be played with balls, such as basketballs. Then the participants move forward, driving the ball with hits on the ground.

In a simplified relay race with balls, the players in the columns do not run across to the opposite side, but, after passing the ball through the air to the player standing opposite, they run back and stand at the end of their column. In this version, the game ends when the player who started the throws is again in front, receives the ball and lifts it up. Passing the ball can also be done by hitting the ball on the ground or rolling it to the opposite side on the ground.

Circuit relay

All players are divided into 3-5 teams and stand in rays from the center of the circle (like the spokes of a wheel), turning left or right side to the center. Each beam - line is a team. The players standing farthest from the center of the circle hold a baton (town, tennis ball) in their right hand.

On a general signal, the extreme players with the relay run in a circle from the outside past the rest of the "spokes" to their team and pass the stick to the player waiting from the edge, and then run to the other end of their line (closer to the center) and stand there.

The one who received the baton also runs around the circle and passes it to the third number, etc. When the one who starts the game is on the edge, they bring an object to him, he lifts it up, announcing the end of the game by his team.

The rules forbid during the game to touch the players standing in the “spokes”, to interfere with those who make runs. The fallen stick is picked up and the run continues. Penalty points are awarded for breaking the rules.

A relay race in a circle, just like an oncoming one, can be carried out with a basketball dribbling. You can change the direction of movement, i.e., repeating the game, give the task to the participants to run in a circle in the other direction.

Relay with turns

Behind the common starting line, two or three teams line up, the players of which stand in a column one at a time. At 12-18 meters from the line opposite each column is a stuffed ball (town, flag).

On a signal, the guides of each team run to their ball, run around it (from left to right) 2 times and come back. Having passed the starting line, the player runs around his column and, being near the player standing in front, touches him with his hand. This is a signal for the next participant to run, who does the same as the previous one. The one who has finished the dash stands at the end of his column.

The victory, as a rule, goes to the faster players. It should be borne in mind that the teams should be as equal as possible in the number of boys and girls.

Relay race with overcoming obstacles

It is conducted in the same way as a linear relay race. During the relay race, the players overcome obstacles: they jump over balls, strips 80-100 cm wide, etc.

planting potatoes

Teams line up in front of the starting line. At a distance of 10-20 steps (depending on the size of the playground and the age of the players), 4-6 circles are drawn in front of the columns one and a half steps from one another. Those standing in front are given a bag filled with potatoes (according to the number of circles).

On a signal, the players with bags, moving forward, put one potato in each circle. Then they come back and pass the empty containers to the next players. They run forward to collect the planted potatoes and, having filled the bags, return to the third team number, who again runs forward to “plant potatoes”. After a run, the player stands at the end of his column. All team players are required to complete the layout and collection of potatoes. At the same time, they must pick up the fallen potatoes, put them in a bag, and only after that continue to move.

The team that manages to finish planting and harvesting potatoes faster than others is considered the winner.

Instead of circles, you can put small plastic hoops in front of the teams, replace potatoes with tennis balls. If there are no bags, you can take bags, baby baskets, buckets.

Walking and running with cardboard on your head

The formation is the same as in the linear relay, only the players move with cardboard on their heads, maintaining balance. If the card falls while walking or running, the player must stop, pick it up, put it on his head and continue moving. Cardboard must not be held by hand.

Walking along the drawn line

The construction is the same as in the linear relay, only the players move along the drawn line (board or gymnastic bench) with their arms raised up or bent behind their heads, maintaining a balance position and correct posture.

bumpy running

In front of each team, from the start line to the finish line, at a distance of 1-1.5 m from each other, circles with a diameter of 30-40 cm are drawn (in a straight or winding line). At the leader’s signal, the first numbers, jumping from circle to circle, reach the end line, after which they return back along the shortest path and pass the baton to the next players. Having handed the baton to the next number, each player stands at the end of the column.

The team that finishes the game first wins.

planting vegetables

Two or three teams line up in columns one at a time. In front of the teams at the opposite end of the site, 5 circles are drawn. The first players are given a bag of vegetables (garlic, onions, beets, carrots, potatoes) or with objects that conditionally depict them. On a signal, the children run, put all the vegetables in their mugs and pass the empty bag to the second numbers. The second numbers run, collect vegetables and pass the bag of vegetables to the third, etc. The team that finishes the game first wins.

Relay with the puck

Team members line up in columns one at a time. In front of each team at 10-12 meters, they put a flag (or a chair). The first numbers in the teams receive a stick and a puck. On a signal, they must, knocking the puck with a stick, circle it around the flag and return it back to the start line. The stick is then passed to the second player, who in turn circles the puck around the flagstick, and so on. The first team to complete the game wins.

When repeating the game, you can set the task of driving not one, but two pucks at the same time and returning both to the start line.

jump after jump

Players in columns are divided into pairs, each has one short rope. Teams stand in 3-4 steps from each other, the distance in them between the players is 1 step. A pair of players hold the rope by the handles, pulling it 50-60 cm from the floor.

On a signal, the first pairs put the rope on the ground and both players run (one to the left, the other to the right) to the end of their column, and then sequentially jump over the ropes of all the pairs in front. Having reached their places, both players stop and again take their rope by the ends.

As soon as the first rope is lifted from the ground, the second pair puts their rope on the ground, jumps over the rope of the first pair, runs past the column to its end and jumps over the ropes to their place. Then the third pair enters the game, and so on. The relay continues until all the players in the teams have finished jumping.

The team whose players finished jumping first and without violating the rules wins.

relay race with rope

It is carried out as a linear relay race: the players move by rotating the rope. Can be done in pairs. The players move around holding hands, and rotate the rope with their free hands.

Stick jumping

Players become a line or columns at a step distance from each other. The distance between the columns (teams) is 4-5 steps. At 10-12 meters, flags are placed in front of the teams. The first numbers hold in their hands a gymnastic stick 90-100 cm long. At the command "Attention, march!" the player with the stick rushes forward, goes around the flag and, returning to his column, holds out one of the ends of the stick to the second number (usually in his right hand). Then both players, lowering the stick, carry it to the end of the column under the feet of all the players. They closely monitor the progress of the stick and jump when they need to miss the stick.

The first number remains at the end of the column, and the second player runs with a stick to the flag, goes around it and, returning back, also carries the stick (together with the third number) under the feet of all players, etc.

The game ends when all team members complete the exercise and the stick is again in the hands of the team captain.

If the player did not jump, but stepped over the stick, or when carrying the stick, the players released one end or dropped it, a penalty point is awarded for each such violation.

The team that finishes the relay first and has the fewest violations wins.

Don't drop the stick

It is carried out as a linear relay race. Players run along the distance, carrying a vertically standing stick in their palms.

hoop running

Players line up in pairs. The first pair has a gymnastic hoop in their hands, and in front of the teams there is an object (a stuffed ball, a flag, a town) that needs to be run around. On a signal, the first two players in the teams move forward inside the hoop, holding it with both hands. Having run around the object, the first couple hands the hoop to the next couple, and she herself stands at the end of the column.

The relay race ends when all the players have completed the exercise and the first pair has the hoop again.

If there are a lot of people who want to play, you can arrange a run in hoops in threes, while the sequence of changing threes remains the same.

Relays with a hoop

a) Conducted as a linear relay race. The players overcome the distance by jumping through a hoop that rotates like a skipping rope;

b) two or three players put on a hoop and run a relay race;

c) the players run along the distance and roll a hoop in front of them. If the hoop falls, it must be picked up and the baton continued from the same place.

Run through the hoop

The relay is held in pairs. The first half of the distance before the turn, one player runs and rolls the hoop in front, the other must slip through it on the move an agreed number of times (3-4). Having reached the mark, they change roles.

Relay with running

Children are built in two teams behind the start line, Opposite each team is a hoop. Before the start of the relay, a team captain is selected. On a signal, the player must run to the hoop, stand in the middle of the hoop and throw it over himself, then return to the team, pass the baton to another.

At the end of the relay race, the team captain must report this to the leader by raising his hands.

Relay with hoops

For the game you need hoops and baton according to the number of teams. A flag is placed in front of each team 20-15 steps from the start line. In the middle of the distance is placed on the hoop. The first numbers in the teams receive baton.

At the leader’s signal, the first numbers run to the hoops lying on the ground and, without releasing the sticks, raise the hoops, crawl through them, put them in their place (it should be indicated) and run further to the flags. Having rounded the flags, they return, again crawl through the hoop and hand over the baton to the second numbers, and themselves stand at the end of their column. The second numbers do the same and pass the baton to the third, etc. The team that finishes the game first wins.

penguin run

Teams line up in columns in front of the starting line. The players standing first pinch a volleyball or stuffed ball between their legs. In this position, they must reach the flag standing 10-12 steps from them and go back, passing the ball with their hands to the second number of their team.

If the ball fell to the ground, you need to pinch it with your feet again and continue the game. Those who finish the run stand at the end of the column.

The team that manages to complete the relay faster and without errors wins.

With and without ball

Having lined up in columns, the guys can perform the following tasks.

1. Participants carry and then pass three volleyballs to the next player. If in the course of carrying one or two balls fell, they need to be picked up and the relay race continued.

2. Participants in a linear or oncoming relay race (10-12 m) simultaneously two balls (left and right hand).

3. Players alternately run with the ball 8-12 meters to the line, from which they perform five passes against the wall, then return to their team. The next player repeats the exercise.

4. In teams, the players stand three steps apart (in circles that they outline themselves). The guide alternately bypasses all the players with a snake, and back to his place in a straight line leads the ball by hitting the ground, then passing it to the second number. Everyone moves one circle forward, and the one who comes running takes the last vacant circle.

5. During the oncoming relay, the players standing opposite lead the balls moving forward. Having reached the middle in a zone 2 m wide, they exchange balls and continue to lead to the line where the next players stand,

6. The players dribble the ball, moving backwards to the flag, and then back. On the start line of the relay, the next player receives the ball, turns around and so leads it back to front.

7. Players (boys) sit on a basketball and move forward, bouncing on the ball. The ball is held with both hands on the side.

8. Relay participants dribble a soccer ball with their feet, skirting standing players or flags (maces). As an option, the participants of the relay race alternately with a gymnastic stick (or club) roll (lead) a small ball to the rotary flag and back.

9. Players in pairs stand close to each other. One of them is holding a short rope. During the relay, players move forward by running, jumping over a rotating rope. In another relay, the player folds the rope in half and runs, spinning it horizontally under their feet. You can, moving forward, rotate the hoop and jump over it, like over a rope.

10. The participants in the game move forward with a racket in their hand, on which lies a tennis ball (big or table). During the run in both directions, they try not to drop the ball to the ground.

11. Players move forward, holding a gymnastic stick in the palm of their hand, trying not to let it fall; players run forward, knocking an inflated balloon with their hand, without letting

him to sink to the ground; the players run with one or two cups of water, being careful not to spill it.

12. The first players in columns carry the second from the start line to the opposite line (10-12 m) and remain there, while the second run back and carry the third, etc. Carrying one together - in this option, the first remains behind the line, and two they run after the next player, then the second one remains, etc.

Relay with hanging ball

The formation is the same as in the linear relay, only the players run to the suspended ball, touch it with their right hand while jumping, run further, run around the rack on the right side and touch the ball with their left hand on the way back.

Relay with balls

For the game you need volleyballs according to the number of teams. A chair is placed in front of each team 6-7 steps from the start line. The first numbers, having received the ball, run to their chairs, stand behind them and from this place throw balls to the second numbers, after which they return and stand at the end of their column. The second and subsequent numbers, having caught the ball, do the same. If the next player did not catch the ball, he must run after it, return to his place and only after that continue the game. The team that wins the ball, having bypassed all the players, will return to the first number earlier.

Players can throw the ball while standing, or sitting on a chair, or lying down, depending on how they agreed.

Relay with dribbling

It is carried out, as well as a linear relay race. The ball is dribbled: a) with the right hand; b) left hand.

Relay with ball throws melting dribbling

The players of each team, after dribbling the ball, throw it into the basket, then pass the ball to their column (by dribbling or passing). A player who does not hit the ball in the basket brings his team a penalty point. The team with the fewest penalty points wins.

Teams are built in columns in front of a common starting line to the left of the posts or flanks. At the command of the head (judge), the headmen with relay baton in their right hand run around the flags set at a distance of 15-30 m (depending on age), and return to their team, pass it second in the column to the right hand, and themselves stand at the end columns. The second and other team members take turns doing the same. The team in which the last one passes the baton to the one standing first first wins. Option: teams are also built in front of the starting line in columns (here you can do without racks). Each participant taking over the relay becomes to the right of his team in a high start position behind the starting line and waits for his friend not in front, but behind. A participant returning to his team after going around the flag, runs around his team on the right, passes the baton, and stands at the end of the column. This option has a number of advantages: firstly, it reduces the possibility of violating the rule prohibiting the crossing of the starting line by the receiver before receiving it; secondly, the participants acquire skills in passing and receiving the baton.

The one passing the baton during the run shifts the baton to the left hand and passes it to his friend in the right. The transfer can also be made without shifting the baton from one hand to the other. To do this, participants must agree that if odd numbers carry it in their left hand, then even numbers take it in their right hand and vice versa. Only then the odd numbers to receive the relay in the left hand should stand even more to the right (by 0.5 m) of their team than the even numbers.

Relay race with overcoming various obstacles (one or more): ditches, barriers, logs for balance, climbs, etc. When organizing such relay races, they take into account, firstly, that the teams must be in the same conditions; secondly, safety when overcoming obstacles. They are arranged so that the most dangerous must be overcome at low speed. For example, the balance was switched on at the start, after a turn, or after crawling.

Relay with dribbling. Building teams, as in previous relay races. The task of the players: when entering the competition, to dribble a basketball (volleyball) ball with one hand by hitting the ground around the flank, then around their column, as in relay variant 1; it is allowed to pass the ball to the person in front only from behind his team.

Relay race with throwing a small ball. Instead of a baton, the first ones run with a tennis or hockey ball. Having reached the flags standing at a certain distance (girls - 20-25 m, boys - 30-40 m), they do not return back, but throw the ball to the second, the second repeats the actions of the first, etc. The balls from the latter are taken by the judges standing around each team. Teams gain an advantage if the players catch the ball without letting it bounce far.



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