Mobile game “We are funny guys. "We're funny guys." Russian folk game

11.08.2019

Target: consolidate the elements of the game of basketball: passing the ball from the chest with two hands; develop agility, speed, activity, positive relationships with peers.

Game progress.

The players stand in 3 - 4 columns at the line. Ahead, at a distance of 2 - 2.5 m, another line is drawn, at which there is a driver from each column. In the hands of those who drive the balls. At the signal of the teacher, they throw the ball to the children who are the first in the column: they, having caught the ball, return it to the leader and run to the end of their column. The following players approach the line and catch the ball from the leaders. The column in which the children perform the exercises better wins. The game is repeated 2-4 times, each time with a new driver.

Rules of the game: start the game only on the signal "Ball to the driver". If the child does not catch the ball, the driver picks it up and throws it until the ball is caught.

The game "Sparrows and a cat"

Target: to exercise children in jumping on two legs, to cultivate dexterity, speed of reaction, endurance, activity.

Game progress.

A circle with a diameter of 3-4 m is drawn on the ground. One of the children is a cat. The cat sits in the middle of the circle. All the rest - sparrows - stand behind the line, outside the circle. Sparrows, at the signal of the teacher, jump in and out of the circle. The cat suddenly jumps up and tries to catch one of the sparrows that did not have time to jump out of the circle. Caught out of the circle. When the cat catches 2 - 3 sparrows, a new cat is selected from among those not caught, and the game resumes. At the end of the game, mark the most dexterous cat and the best sparrow (who have never been caught).

Rules of the game:

The cat catches sparrows only in a circle. Sparrows jump on only two legs; if any of them ran through the circle, he is considered to be caught. The game is repeated 3 times. First I tell the rules of the game, then the children repeat.

The game "We are funny guys"

Target: to teach to act in accordance with the rules, to contribute to the mastery of spatial orientations, to teach to act in a team, to obey the general rules.

Game progress.

Children stand on one side of the playground beyond the line. On the opposite side of the site, a line is also drawn. To the side of the children or in the center of the playground, there is a trap. The trap is appointed by the teacher. The children say in unison:

We are funny guys

We love to run and jump

Well, try to catch up with us,

One, two, three - catch!

After the word “catch”, the children run across to the other side of the playground, and the trap catches up with the runners, salutes them. The one whom the trap manages to touch before the evader crosses the line is considered stung. He sits down on the bench. After 2-3 runs, the caught ones are counted and a new trap is selected. The game is repeated 4-5 times.

Rules of the game: Only after the word “catch” to run across to the other side of the site, the trap tries to knock everyone down. Those who have been pissed off sit on a bench. You can't push and grab each other." Complete the quatrain. You can not run out of the edges of the site, and run away from the trap ahead of time. The trap should only touch the escaping, and the seized ones sit on the bench.

We came up with this game recently when we received an invitation from you to take part in the competition. And trust me, the kids loved it. Mastered in one day and still play every day. We really like to come up with something new to please children, to make their life in kindergarten joyful and happy. Games serve just that.

1. Original version

(This game is available in several sources. We focused on the game published in the book by V.L. Strakovskaya “300 outdoor games for the recovery of children from 1 to 14 years old”. M .: New school, 1994. - P.142.)

In the middle of the hall or room, two parallel lines are drawn at a distance of 15 steps from each other. Here is the driver. On one side of the hall beyond the line, the children are participants in the game. If the game is played outdoors, on a large platform, then it must be limited to lines from the sides. At the signal of the teacher, the children say in unison:

We are funny guys

We love to run and play.

Well, try to catch up with us!

One, two, three - catch!

Saying the last words, the children run to the opposite side, beyond the line. The driver tries to catch up with them within his zone and touch them. Those whom he managed to touch are temporarily out of the game and rest. After 3-4 runs from one line to another, another leader from among those who have rested is appointed.

2. Modified version

In our version of the game, there are more words and more diverse game actions. We tried, in parallel with the development of movements, to solve the problems of sensory education and design. But these are incidental tasks, this is the integration of cognitive tasks into active motor activity. The kids love it and enjoy playing.

The game is designed for older children preschool age . All children of the group can participate in it, only the teacher must count the children in advance and decide how many people will be in each game subgroup (there may be “triples”, “fours” or “fives”).

Target.

    Create conditions for active motor activity of children and increase positive emotional state children.

    To consolidate the ability to participate in a collective outdoor game and show dexterity, speed, coordination of movements.

    Improve hand-eye coordination; develop fine motor skills hands in actions with the constructor.

Equipment. Details of a large building material three colors. In our case, red, yellow and blue.

Rules of the game.

    Play honestly, do not perform an action until the end of the words.

    Details of building material to take only those whose color was named.

    Build a tower only when all the parts are collected.

    The team with the highest house wins.

Game progress

THE WORDS

GAME ACTION

We are fun guys

We love to run and play

Well, try to catch up with us

One, two, three, catch!

On the floor - the border (can be drawn with chalk). Behind her is the driver. The players are in the "house", about 15 meters away. They go to the border with words. After the end of the words, the children run away to the “house”, the driver catches them, but does not fine them. Everyone continues the game.

Are you fast guys?

Run in the gym, don't be lazy

And now, one, two, three

Get into threes quickly!

At first, everyone runs around the hall scattered.

Gather in triplets.

Are you careful guys?

Run around the hall and see!

And now, one, two, three

Find the red details.

They are running around the hall.

They collect red parts, trying to bring more for their team.

The boys are running again!

One, two, three and one two three.

Be careful, look

Find the yellow details!

They are running around the hall.

Everything is the same as the previous time, but they collect yellow parts.

And the kids are running

In our hall, one, two, three.

Who will be the fastest

Find the blue one?

They are running around the hall.

The movements are repeated, but they collect blue details.

From the parts that we collected

We are building a new house.

Which team has the highest

And he will come out more beautiful

That team won!

That team is a champion!

The team builds a tall house together.

Whichever team has more floors wins.

(We must immediately agree on how many bricks will be at the base of a high-rise building, otherwise you can build a very high, but unstable house. We usually take two bricks).

educator MBDOU CRR - d / s No. 57 of Belgorod





Target: To develop in children the ability to perform movements on a verbal signal. Exercise in running in a certain direction with dodging. Contribute to the development of speech.

Description: Children stand on one side of the playground. A line is drawn in front of them. A line is also drawn on the opposite side. To the side of the children, in the middle, between the two lines, there is a trap appointed by the teacher. The children say in unison: “We are funny guys, we love to run and jump, well, try to catch up with us. One, two, three - catch! After the word “catch”, the children run to the other side of the playground, and the trap catches up with the runners. The one who was touched by the trap before the player crossed the line is considered to be caught and sits near the trap. After 2-3 runs, the caught ones are recalculated and a new trap is selected.

Rules: You can run across to the other side only after the word "catch". The one who was touched by the trap steps aside. The one who ran across to the other side, beyond the line, cannot be caught.

Options: Enter the second trap. On the way of the evaders - an obstacle - running between objects.

Mobile game "The herd and the wolf"

Target: Develop the ability to perform movements on a signal. Practice walking and running fast.

Description: Circles and squares are outlined on one side of the site. These are buildings: a calf barn, a stable. The rest is occupied by "meadow". In one of the corners on the opposite side is the "wolf's lair" (circled). The teacher appoints one of the players as a "shepherd", the other as a "wolf", which is located in the den. The rest of the children depict horses, calves, which are in the barnyard, in the appropriate premises. At the sign of the educator, the "shepherd" in turn approaches the "doors" of the calf house, stables and, as it were, opens them. Playing the pipe, he leads the whole herd to the meadow. He himself goes behind. The players, imitating domestic animals, nibble grass, run, move from one place to another, approaching the wolf's lair. “Wolf,” the teacher says, everyone runs to the shepherd and stands behind him. Those who did not have time to reach the shepherd, the wolf catches and takes them to the lair. The shepherd takes the flock to the barnyard, where everyone is placed in their places.

Rules: The wolf runs out of the lair only after the word "wolf". Simultaneously with the wolf running out, all the players must run to the shepherd. Those who did not have time to stand behind the shepherd, the wolf takes them to him.

Options: Include a “watering hole” in the game, bend down and, as it were, drink water.

Mobile game "Geese - Swans"

Target: To develop in children endurance, the ability to perform movements on a signal. Practice dodging. Promote the development of speech.



Description: At one end of the site, a “house” line is drawn, where the geese are located, at the opposite end there is a shepherd. To the side of the house is the "wolf's lair". The rest of the place is "meadow". The teacher appoints one as a shepherd, another as a wolf, the rest depict geese. The shepherd drives out the geese to graze on the meadow. Geese walk, fly across the meadow. The shepherd calls them "Geese, geese." The geese answer: "Ha-ha-ha." "Do you want to eat?" "Yes Yes Yes". "So fly." "We can not. Grey Wolf under the mountain, does not let us go home. "So fly as you like, just take care of the wings." The geese, spreading their wings, fly home through the meadow, and the wolf runs out, cuts off their path, trying to catch more geese (touch with your hand). The captured geese are carried away by the wolf. After 3-4 runs, the number of those caught is counted, then a new wolf and a shepherd are appointed.

Rules: Geese can fly home, and the wolf can catch them only after the words "So fly as you want, just take care of your wings." The wolf can catch geese in the meadow up to the border of the house.

Options: Increase distance. Enter the second wolf. On the way of the wolf obstacles, which must be jumped over.

Mobile game "Who will quickly remove the tape"

Target: To develop in children endurance, the ability to act on a signal. Children practice fast running, jumping.

Description: A line is drawn on the site, beyond which the children are built in several columns of 4-5 people. At a distance of 10-15 steps, a rope is stretched opposite the columns, the height is 15 cm higher than the hands of the children raised up. Against each column, a ribbon is thrown onto this rope. At the “run” signal, all those standing first in the columns run to their ribbon, jump up and pull it off the rope. The first person to remove the tape is considered the winner. Ribbons are hung up again, those who were first in the column stand at the end, and the rest move towards the line. At the signal, the next children run. Etc. Winnings in each column are calculated.

Rules: You can run only after the word "run". Pull off the tape only opposite your column.

Options: Place obstacles in the way. Stretch the rope at a distance of 40 cm, under which you need to crawl without hitting it. Draw two lines at a distance of 30 cm, through which you need to jump.

Mobile game "Quick to places"

Target: Develop orientation in space, the ability to perform movements on a signal. Exercise in fast running, walking, bouncing.

Description: Children stand in a circle at a distance arms outstretched, the place of each is marked by an object. At the word "run", the children leave the circle, walk, run or jump all over the site. The teacher removes one item. After the words "in places", all the children run in a circle and take empty seats. To the rest, the children say in unison, “Vanya, Vanya, don’t yawn, quickly take a seat!”

Rules: A place in a circle can only be taken after the words “In places”. You can not stay still after the word "run."

Options: At the beginning of the game, do not hide the die so that no one is left without a place. Remove 2 or 3 cubes. In winter, flags are stuck in the snow.

LIST OF MOBILE GAMES

"I'll hide the doll Masha";

"Poultry";

"Bear";

"Carousel";

"Find yourself a mate";

"We are funny guys";

"Owl";

"Game in the train";

"Birds and a cat";

"Bunnies";

"Crows";

"A gray bunny is sitting"

"Hares and the wolf"

"Fox and Bunnies";

"Mousetrap";

"Birds and car";

"At the bear in the forest."

Mobile game " Ravens.

Target: Development of the ability to imitate, the ability to move rhythmically.

Game description: Children depict crows, they stand in a "flock" and imitate

to all the movements of an adult who sings or speaks in a singsong voice:

Here under the green tree

Ravens jump merrily.

"Kar-kar-kar!"

All day they screamed

The children were not allowed to sleep.

"Kar-kar-kar!"

(Children run around the room, waving their arms like wings.)

Only at night they are silent,

Crows sleep, rest.

Quiet. "Kar-kar-kar!"

(A. Anufrieva)

(Squat down, hands under the cheek - "fall asleep".)

Mobile game "Hares and the wolf"

Target:

teach children to listen carefully to the teacher, perform jumps and other actions in accordance with the text; learn to navigate in space, find your place.

Game description:

Children - "hares" hide behind bushes and trees. Away, behind a bush, is a "wolf". "Hares" run out into the clearing, jump, nibble grass, frolic. At the signal of the teacher: “The wolf is coming!” - "hares" run away and hide behind bushes, trees. "Wolf" is trying to catch up with them. In the game, you can use a poetic text:

Bunnies jump: lope, lope, lope -

To the green meadow.

Grass is pinched, eaten,

Listen carefully

Is the wolf coming?

Children follow the text. With the end of the text, a "wolf" appears and begins to catch "hares".

Mobile game "Game in the train."

Target: Workout different groups muscles, the development of the ability to act in concert.

Material: Two long slats (or ropes).

Game description: An adult or one of the children is a "locomotive", all other children depict wagons. On the floor are long slats - rails. Children sit astride chairs one after another. "The locomotive is buzzing", and "the train is moving". Children can move their hands and say:

- "Choo-choo-choo!"

Here is our train

The wheels are rattling

And on this train

The guys are sitting.

"Choo-choo-choo, choo-choo-choo" -

The locomotive puffs.

far, far away

He took the guys.

(A. Anufrieva)

Children follow each other between the rails, "on the rails." At the signal "Faster!" - run, on command "Stop!" The "train" comes to the station and stops. Children go out, walk around the room, run. "Steam locomotive" leaves for water. At the signal: "The train is leaving!" - everyone falls into place and continues the collective movement.

On the way, you need to pass over the bridge, that is, go along the bench, climb the hill and go down from it (climb the inclined board and run along another similar board). Approaching another station, the "train" stops, the children can again take a walk, "pick flowers", then the "train" goes on.

You can finish the game with a big stop: the children walk in place - "wheels knock", they walk more and more slowly - "the train stops."

In this game, you can use other lyrics:

The train is bringing children to us

In the forest and in the meadow,

Children will walk there

Meet a bunny.

"So-so-so, so-so-so"

All wheels are rattling!

"Chu-Chuchu" - we'll meet a squirrel

and fox.

We're going, we're going faster

We are not afraid of animals!

The steam locomotive goes quieter -

So the stop is closer -

"Doo-doo-doo", stop

The mobile game "A gray bunny is sitting"

Target: teach children to listen to the text and perform movements with the text; teach them to jump, clap their hands, run away after hearing the last words of the text; bring joy to children.

Game description: Children - "bunnies" are sitting on a bench. The teacher suggests that the “bunnies” run out to the middle of the site (“clearing”). Children go to the middle of the playground, stand near the teacher and squat down. The teacher says the text:

Bunny gray sitsChildren move their hands

And wiggles his ears. hands, raising them to the head,

Like this, like this mimicking rabbit ears.

He moves his ears.

It's cold for a bunny to sitThey clap their hands.

Gotta warm up the paws

Clap, clap, clap, clap,

You need to warm up your paws.

It's cold for a bunny to standbouncing on both

Bunny needs to jump.legs in place.

Jump-jump, jump-jump,

Bunny needs to jump.

someone scared the bunnySpecifically, it is stated

who scared the bunny

Bunny jumped and galloped away.(educator shows

toy).

The children run to their seats.

Mobile game "Bunnies".

Target: Jump training.

Game description: Children stand in a circle, one in the center. The adult sings, and the children move in accordance with the words of the song:

The children went out to the meadow,

We looked under the bush

We saw a bunny

Beckoned with a finger.

(Children put their right palm to their eyes, "peer." "Bunny" squats in the center, children beckon him with their finger.)

Bunny, Bunny, jump

Your paws are good.

Our hare began to jump,

To entertain small children.

(Clap hands, "bunny" jumps.)

Together with the bunny soon

We will jump more fun!

(All children jump in their places, and the "bunny" is in the center of the circle.)

A "wolf" (adult) appears, all the children run away.

The game "Poultry".

Before the start of the game, a "cat" is chosen, which sits outside the circle. Children - domestic birds - stand in a circle, not holding hands, turn and walk in a circle.
Our ducks in the morning: - Quack-quack-quack, quack-quack-quack! (walk around in a circle)
Our geese by the pond: - Ha-ha-ha, ha-ha-ha! (walk in a circle with their necks stretched out and their hands behind them)
Our chickens in the window: - Ko-ko-ko, ko-ko-ko! (stop facing in a circle, clapping hands on the sides)
- And how does Petya the cockerel sing early in the morning? - Ku-ka-re-ku! (they walk on their toes, stretching their necks, crowing)
And when Vaska the cat comes out, he wipes his muzzle with his paw. Run away in all directions, otherwise the birds will be in trouble! (“cat” goes into the circle, washes, children-the birds scatter, the "cat" catches them)

Caught birds sit on the bench. Then the game is repeated.

Mobile game "Carousel"

Target: to develop children's balance in movement, the skill of running, to increase emotional tone.

Game description:

The teacher invites the children to ride on the carousel. He holds a hoop in his hands (being in the middle of the hoop) with multi-colored ribbons tied to it. Children take up ribbons, the teacher moves with a hoop. Children walk and then run in a circle. The teacher says:

Barely, barely, the carousels spun,

And then, and then everything run, run, run!

Hush, hush, don't run, stop the carousel,

One and two, one and two, the game is over!

The children stop.


Mousetrap

The players are divided into two equal groups.

Children form a circle - a “mousetrap”, the rest of the children depict mice and are outside the circle. Children, depicting a mousetrap, hold hands and begin to walk in a circle either to the left or to the right with words.

Oh, how tired the mice are!

Divorced their just passion

Everyone ate, everyone ate

Everywhere they climb - what a misfortune!

Beware, cheaters

We will get to you.

Here we put mousetraps

Let's get everyone now!

At the end of the poem, the children stop and raise their clasped hands up. Mice run in and out of the mousetrap. At the signal of the teacher “Clap!”, the children standing in a circle lower their hands and squat - the mousetrap slammed shut. Mice that do not have time to run out of the circle are considered to be caught. They sit down on the bench. Then they change places.

Find yourself a mate

For the game, you need to prepare flags according to the number of participants. Half of the flags are one color, the rest are another. Each child receives one flag. At the signal of the teacher (a blow to the tambourine), the children scatter around the playground (room). On another signal (two hits on a tambourine or on the words “find a pair”), children with the same flags stand next to each other.

An odd number of children must take part in the game so that one is left without a pair. Turning to him, all the players say:

Katya-Katya, don't yawn

Pick a couple quickly.

Then, after hitting the tambourine, the children again scatter around the playground, and the game is repeated.

Note. While running, children should keep their flags up.


Mobile game "We are funny guys."

Children stand on one side of the playground beyond the line. A line is also drawn on the opposite side of the site. To the side of the children, approximately in the middle between the two lines, is a trap. The trap is assigned by the teacher or chosen by the children. The children say in unison:

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

After the word “catch”, the children run to the other side of the playground, and the trap catches up with the runners, catches them. The one whom the trap manages to touch before the evader crosses the line is considered to be caught. He steps aside. After 2-3 runs, the caught ones are counted and a new trap is selected. The game is repeated 4-5 times.

Directions. If after 2-3 runs the trap does not catch anyone, a new trap is still selected.Option: children can be divided into two groups and stand on both sides of the site - "Counter Traps".

Mobile game "Fox and Bunnies"

Game description: According to the counting rhyme, the driver is chosen - a fox, the rest are bunnies. On the word "bunnies ran away" - the children scatter, jump.

When the teacher says "here the fox is running" - the bunnies hide, cover their faces with their palms. The chanterelle is looking for that bunny, which did not hide. When the teacher says “the fox has left”, the fox leaves, the bunnies leave their houses and say “Hurrah!”.

Bunnies scattered on the forest lawn,

jumping bunnies, on the forest lawn,

here runs a fox, a cunning sister,

looking for where are the bunnies, jumping bunnies,

no, no bunnies, bunny jumpers,

the fox is gone! Hooray!

Mobile game "Bear » .

Game description: Children stand in a circle. The bear is chosen. He sits down in the middle of the circle and "falls asleep". On the 1st and 3rd lines, the children go to the middle of the circle (4 steps), on the 2nd and 4th lines they go back, from the center (4 steps), on the 5th line they carefully approach the sleeping bear. The bear "wakes up" and catches the children running away. The game is repeated with a new bear.

Like snow under a hill, snow, And on the hill snow, snow, And under the tree snow, snow, And on the tree snow, snow, A bear sleeps under the snow. Hush, hush, don't make noise!

Birds and car

Target: develop attention, the ability to run fast.

Game description:

Children-"birds" "fly" around the room, waving their arms like wings, and the leader sings:

The birds have flown

Little birds.

They flew, they flew

They waved their wings.

(Children-"birds" "fly".)

So they flew

They waved their wings.

Arrived on the track

The grains pecked.

(A. Anufrieva)

("Birds" jump on a bench and squat on bent legs, then jump to the floor, squat down, tap their finger on the floor - "peck".)

The car appears(a child holding a steering wheel in his hands) the horn sounds and the adult-driven vehicle drives. says or sings:

A car is running down the street

Puffs, hurries, buzzes into the horn.

Tra-ta-ta, watch out!

Bird children quickly run away from the car and stand on the bench.

Birds and cat

The teacher draws on the site big circle

(in a room, a hall, a circle can be made with a cord).

Children stand in a circle from the outside.

One child is assigned as a cat, he becomes in the center of the circle;

the rest of the children are birds.

The cat "falls asleep" - closes its eyes,

and the birds jump into the circle and fly there, sit down, peck at the grains.

The cat wakes up and starts to catch the birds, and they run around the circle. The cat takes the caught birds to the middle of the circle.

The teacher counts how many there are.

The game is repeated with another cat.

owl

An owl is chosen, the rest of the children depict butterflies, birds, etc.

At the signal "Day" the children run around the hall,

at the signal "Night" everyone freezes, stopping at that place,

where they found the signal.

The owl leaves its nest and takes those who move to itself.

The game is repeated.


I will hide the doll Masha

Target: Learning to play with a doll, developing attention.

Material: Big doll.

Game progress: The child is sitting on a chair. An adult holds a doll in his hands and says that the doll Masha will now hide, and the children will look for her. Baby is coming into another room, the adult hides the doll. The child returns, the adult sings:

I'll hide the doll Masha,

I'll hide our doll.

Olya will go to the doll

Olya will find the doll.

The child finds the doll, the adult claps his hands.

If the child does not find the doll for a long time, an adult helps him.

At the bear in the forest ...

Target: learn to act according to the words of the text.

Game play description:

One of the players portrays a bear, while others go to the forest for mushrooms and berries, sing:

At the bear in the forest

I take mushrooms and berries!

The bear is disgusted

Frozen on the stove!

At these words, the bear, which until now seemed to be dozing, quietly tosses and turns, stretches, and, as if reluctantly, goes towards the children who are running away from him. The bear is chasing someone. The one who is caught becomes a bear and the game continues.

At the request of the children, the game is repeated 3-4 times, the "bears" can change.

Download:


Preview:

CARD FILE OF MOBILE GAMES SENIOR PRESCHOOL AGE GROUP №2

MBDOU №322

Educator:

Musyagina N.I.

Mobile game "Cunning Fox"

Purpose: To develop in children endurance, observation. Exercise in fast running with dodging, in building in a circle, in catching.

Description: The players stand in a circle at a distance of one step from each other. Outside the circle, the fox's house is drawn. The teacher invites the players to close their eyes, goes around the circle behind the children and says “I’m going to look for a cunning and red fox in the forest!”, Touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and look carefully which of them is a cunning fox, if she will give herself away with something. The players ask in chorus 3 times, at first quietly, and then louder, “Sly fox, where are you?”. While everyone is looking at each other. The cunning fox quickly goes to the middle of the circle, raises his hand up, says "I'm here." All the players scatter around the site, and the fox catches them. The captured fox takes it home to the hole.

Rules: The fox begins to catch the children only after the players ask in chorus 3 times and the fox says "I'm here!"

If the fox gave himself away earlier, the teacher appoints a new fox.

The player who ran out of the area is considered to be caught.

Options: 2 foxes are selected.

Mobile game "Pass - get up"

Purpose: To instill in children a sense of camaraderie, to develop dexterity, attention. Strengthen the muscles of the shoulders and back.

Description: The players are built in two columns, at a distance of two steps from one another. In each stand from each other at arm's length. A line is drawn in front of the columns. Two balls are placed on it. At the signal to “sit down”, everyone sits down cross-legged. At the signal “pass”, the first in the columns take the balls and pass them over their heads behind those sitting, then they stand up and turn to face the column. The one who received the ball passes it back over his head, then gets up and also turns to face the column, etc. The column that passes correctly and does not drop the ball wins.

Rules: Pass the ball only over the head and while sitting. Get up only after passing the ball behind the person sitting. The one who failed to take the ball runs after him, sits down and continues the game.

Options: Pass the ball to the right or left by turning the body.

Mobile game "Find the ball"

Purpose: To develop observation and dexterity in children.

Description: All players stand in a circle close to the center. One player becomes the center, this is the speaker. The players keep their hands behind their backs. One is given a ball. Children begin to pass the ball to each other behind their backs. The driver tries to guess who has the ball. He can ask each of the players to show their hands by saying "hands". The player extends both hands forward, palms up. The one who had the ball or who dropped it, becomes in the middle, and the driver takes his place.

Rules: The ball is passed in any direction. The ball is passed only to a neighbor. You cannot pass the ball to a neighbor after the driver demands to show his hands.

Options: Put two balls into play. Increase the number of drivers. Give the task to the one who had the ball: jump, dance, etc.

Mobile game "Two frosts"

Purpose: To develop in children inhibition, the ability to act on a signal (by word). Exercise in running with dodging in catching. Contribute to the development of speech.

Description: On opposite sides of the site, two houses are marked with lines. The players are located on one side of the court. The teacher selects two drivers who stand in the middle of the site between the houses, facing the children. These are Frost Red Nose and Frost Blue Nose. At the signal of the educator, “Start,” both Frosts say: “We are two young brothers, two frosts are remote. I am Frost Red Nose. I am Frost Blue Nose. Which of you decide to set off on the path? All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. The frozen ones stop where the frost has taken them, and so they stand until the end of the dash for everyone else. The frozen ones are counted, after which they join the players.

Rules: Players can run out of the house only after the word "frost". Those who run out earlier and who remain in the house are considered frozen. Anyone touched by Frost immediately stops. You can only run forward, but not backward and not out of bounds.

Options: Behind one line are the children of the Blue Frost, behind the other are the children of the Red. At the “blue” signal, the blue ones run, and the Red Frost catches and vice versa. Who will catch more.

Mobile game "Carousel"

Purpose: To develop in children the rhythm of movements and the ability to coordinate them with words. Exercise in running, walking in a circle and building in a circle.

Description: The players form a circle. The teacher gives the children a cord, the ends of which are tied. Children holding right hand by the cord, turn to the left and say a poem: “Barely, barely, barely, barely, the carousels spun. And then around, around, all running, running, running. In accordance with the text of the poem, children walk in a circle, first slowly, then faster, then run. During the run, the educator says: “Be-be-y-whether.” Children run 2 times in a circle, the teacher changes the direction of movement, saying: “Turn”. The players turn around, quickly intercepting the cord with their left hand and run in the other direction. Then the teacher continues with the children: “Hush, hush, don’t write off, stop the carousel. One, two, one, two, the game is over!" The carousel movements are getting slower. At the words “here the game is over,” the children lower the cord to the ground and disperse.

Rules: You can take places on the carousel only by calling. Not having time to take a seat before the third call, does not take part in skating. It is necessary to make movements according to the text, observing the rhythm.

Options: Everyone should take their place. Put the cord on the floor, running in a circle after it.

Mobile game "Mousetrap"

Purpose: To develop in children endurance, the ability to coordinate movements with words, dexterity. Practice running and squatting, building in a circle and walking in a circle. Contribute to the development of speech.

Description: The players are divided into two unequal groups. The smaller one forms a circle - a “mousetrap”, the rest of the “mice” - they are outside the circle. The players, representing a mousetrap, hold hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they gnawed everything, everyone ate. Beware, cheaters, we will get to you. We will put mousetraps for you, we will catch everyone now. Children stop and raise their clasped hands up, forming a gate. Mice run into and out of the mousetrap. According to the word of the teacher: "clap", the children standing in a circle, lower their hands and squat - the mousetrap slammed shut. Players who do not have time to run out of the circle are considered to be caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children switch roles.

Rules: Lower clasped hands at the word "clap". After the mousetrap is slammed, you can not crawl under your arms

Options: If there are many children in the group, then two mousetraps can be organized and the children will run in two.

Mobile game "Guess who got caught"

Purpose: To develop observation, activity, initiative. Practice running and jumping.

Description: Children are sitting on chairs, the teacher offers to go for a walk in the forest or in a clearing. There you can see birds, bugs, bees, frogs, grasshoppers, bunnies, hedgehogs. They can be caught and brought to a living corner. The players follow the teacher, and then scatter in different sides and pretend to catch in the air or crouching on the ground. “It's time to go home,” says the teacher and all the children, holding the living creatures in their hands, run home and occupy each of their chairs. The teacher calls one of the children and offers to show who he caught in the forest. The child imitates the movements of the caught animal. Children guess who was caught. Then they go for a walk in the woods again.

Rules: Return at the signal "It's time to go home."

Options: Train ride (sit on chairs, imitate movements and sound of wheels with hands and feet).

Mobile game "We are funny guys"

Purpose: To develop in children the ability to perform movements on a verbal signal. Exercise in running in a certain direction with dodging. Contribute to the development of speech.

Description: Children stand on one side of the playground. A line is drawn in front of them. A line is also drawn on the opposite side. To the side of the children, in the middle, between the two lines, there is a trap appointed by the teacher. The children say in unison: “We are funny guys, we love to run and jump, well, try to catch up with us. One, two, three - catch! After the word “catch”, the children run to the other side of the playground, and the trap catches up with the runners. The one who was touched by the trap before the player crossed the line is considered to be caught and sits near the trap. After 2-3 runs, the caught ones are recalculated and a new trap is selected. Rules: Crossing to the other side is possible only after the word "catch". The one who was touched by the trap steps aside. The one who ran across to the other side, beyond the line, cannot be caught. Options: Introduce a second trap. On the way of the evaders - an obstacle - running between objects.

Mobile game "The herd and the wolf"

Purpose: To develop the ability to perform movements on a signal. Practice walking and running fast.

Description: Circles, squares are outlined on one side of the site. These are buildings: a calf barn, a stable. The rest is occupied by "meadow". In one of the corners on the opposite side is the "wolf's lair" (circled). The teacher appoints one of the players as a "shepherd", the other as a "wolf", which is located in the den. The rest of the children depict horses, calves, which are in the barnyard, in the appropriate premises. At the sign of the educator, the "shepherd" in turn approaches the "doors" of the calf house, stables and, as it were, opens them. Playing the pipe, he leads the whole herd to the meadow. He himself goes behind. The players, imitating domestic animals, nibble grass, run, move from one place to another, approaching the wolf's lair. “Wolf,” the teacher says, everyone runs to the shepherd and stands behind him. Those who did not have time to reach the shepherd, the wolf catches and takes them to the lair. The shepherd takes the flock to the barnyard, where everyone is placed in their places.

Rules: The wolf runs out of the lair only after the word "wolf". Simultaneously with the wolf running out, all the players must run to the shepherd. Those who did not have time to stand behind the shepherd, the wolf takes them to him.

Options: Include a “water hole” in the game, bend down and, as it were, drink water.

Mobile game "Geese - Swans"

Purpose: To develop endurance in children, the ability to perform movements on a signal. Practice dodging. Promote the development of speech.

Description: At one end of the site, a “house” line is drawn, where the geese are located, at the opposite end there is a shepherd. To the side of the house is the "wolf's lair". The rest of the place is "meadow". The teacher appoints one as a shepherd, another as a wolf, the rest depict geese. The shepherd drives out the geese to graze on the meadow. Geese walk, fly across the meadow. The shepherd calls them "Geese, geese." The geese answer: "Ha-ha-ha." "Do you want to eat?" "Yes Yes Yes". "So fly." "We can not. The gray wolf under the mountain does not let us go home. "So fly as you like, just take care of the wings." The geese, spreading their wings, fly home through the meadow, and the wolf runs out, cuts off their path, trying to catch more geese (touch with your hand). The captured geese are carried away by the wolf. After 3-4 runs, the number of those caught is counted, then a new wolf and a shepherd are appointed.

Rules: Geese can fly home, and the wolf can catch them only after the words "So fly as you want, just take care of your wings." The wolf can catch geese in the meadow up to the border of the house.

Options: Increase distance. Enter the second wolf. On the way of the wolf obstacles, which must be jumped over.

Mobile game "Who will quickly remove the tape"

Purpose: To develop in children endurance, the ability to act on a signal. Children practice fast running, jumping.

Description: A line is drawn on the site, beyond which the children are built in several columns of 4-5 people. At a distance of 10-15 steps, a rope is stretched opposite the columns, the height is 15 cm higher than the hands of the children raised up. Against each column, a ribbon is thrown onto this rope. At the “run” signal, all those standing first in the columns run to their ribbon, jump up and pull it off the rope. The first person to remove the tape is considered the winner. Ribbons are hung up again, those who were first in the column stand at the end, and the rest move towards the line. At the signal, the next children run. Etc. The winnings in each column are counted. Rules: You can run only after the word "run". Pull off the tape only opposite your column. Options: Put obstacles in the way of running. Stretch the rope at a distance of 40 cm, under which you need to crawl without hitting it. Draw two lines at a distance of 30 cm, through which you need to jump.

Mobile game "Quick to places"

Purpose: To develop orientation in space, the ability to perform movements on a signal. Exercise in fast running, walking, bouncing.

Description: Children stand in a circle at arm's length, the place of each is marked with an object. At the word "run", the children leave the circle, walk, run or jump all over the site. The teacher removes one item. After the words "in places", all the children run in a circle and take empty seats. To the rest, the children say in unison, “Vanya, Vanya, don’t yawn, quickly take a seat!”

Rules: A place in a circle can only be taken after the words “In places”. You can not stay still after the word "run."

Options: At the beginning of the game, do not hide the die so that no one is left without a place. Remove 2 or 3 cubes. In winter, flags are stuck in the snow.

Mobile game "Trap, take the tape"

Purpose: To develop in children dexterity, ingenuity. Practice running with dodging, catching and building in a circle.

Description: The players line up in a circle, each receives a ribbon, which he lays behind the belt or behind the collar. In the center of the circle is a trap. At the signal “run”, the children scatter, and the trap seeks to pull the ribbon from someone. The one who has lost the ribbon steps aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The trap counts the number of ribbons and returns them to the children. The game starts with a new trap.

Rules: The trap must take only the tape, without delaying the player. The player, having lost the tape, steps aside.

Options: Choose two traps. You cannot take a tape from a crouched player. The players run along the "path", "bridge", jumping over the "hummocks".

Mobile game "Hunters and hares"

Purpose: To improve the skills of jumping and throwing at a target on both legs. Develop dexterity, speed and orientation in space.

Equipment: ball.

Separation of roles: Choose one or two "hunters" who stand on one side of the site, the rest of the children are "hares".

Game progress: Hares sit in their "minks" located on the opposite side of the site. "Hunters" go around the site and pretend to be looking for "hares", then go to their places, hide behind "trees" (chairs, bench).

In the teacher's words:

Bunny jump-jump, jump-jump

Into the green forest

"Hares" go to the site and jump. To the word "Hunter!" The "hares" run to their "minks", one of the "hunters" aims the ball at their feet and whoever hits, he takes with him. The "hares" again go out into the forest and the "hunter" hunts them again, but throws the ball with his second hand. When the game is repeated, new "hunters" are chosen.

Game instructions. Make sure that the "hunter" throws the ball with both the right and left hand. "Hunters" throw the ball only at the feet of "hares". The ball is picked up by the one who threw it.

Mobile game "Bear and bees"

Purpose: To teach children to get off and climb on the gymnastic wall. develop dexterity and speed.

The hive (gymnastic wall or tower) is located on one side of the site. On the opposite side is a meadow. To the side is a bear den. At the same time, no more than 12-15 people participate in the game. The players are divided into 2 unequal groups. Most of them are bees that live in the hive. Bears are in the den. At a prearranged signal, the bees fly out of the hive (get down from the gymnastic wall), fly to the meadow for honey and buzz. As they fly away, the bears run out of the den and climb into the hive (climb the wall) and feast on honey. As soon as the teacher gives the signal “bears”, the bees fly to the hives, and the bears run away to the den. The bees that did not have time to hide sting (touch by hand). Then the game resumes. Stung bears do not participate in the next game.

Directions. After two repetitions, the children switch roles. The teacher makes sure that the children do not jump off, but get off the stairs; help if necessary.

Mobile game "Free place"

Purpose: To develop dexterity, speed; the ability not to collide.

The players sit on the floor in a circle with their legs crossed. The teacher calls two children sitting next to each other. They stand up and stand in a circle with their backs to each other. At the signal “one, two, three - run,” they run in different directions, run to their place and sit down. The players note who first took the free place. The teacher calls two other children. The game continues.

Directions. Can be called for running and children sitting in different places circle.

Mobile game "Wolf in the ditch"

Purpose: To teach children to jump, develop dexterity.

Across the platform (hall) with two parallel lines a ditch is marked at a distance of about 100 cm from one another. It contains a driver - a wolf. The rest of the children are goats. They live in the house (stand behind the line along the border of the hall). On the opposite side of the hall, a line separates the field. To the words "Goats, in the field, the wolf in the ditch!" children run from the house into the field and jump over the ditch along the road. The wolf runs in the moat, trying to overpower the jumping goats. Salted walks to the side. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 runs, another leader is selected or assigned.

Directions. A goat is considered caught if the wolf touched it at the moment when it jumped over the ditch, or if it hit the ditch with its foot. To complicate the game, you can choose 2 wolves.

Mobile game "Frogs and herons"

Purpose: To develop dexterity and speed in children. Learn to jump back and forth over an object.

The boundaries of the swamp (rectangle, square or circle) where frogs live are marked with cubes (side 20 cm), between which ropes are stretched. At the ends of the ropes are sandbags. Away is a heron's nest. Frogs jump, frolic in the swamp. The heron (leader) stands in its nest. At the signal of the teacher, she, raising her legs high, goes to the swamp, steps over the rope and catches the frogs. The frogs escape from the heron - they jump out of the swamp. The heron takes the frogs he has caught to his house. (They stay there until they choose a new heron.) If all the frogs manage to jump out of the swamp and the heron does not catch anyone, she returns to her house alone. After 2-3 games, a new heron is chosen.

Directions. The ropes are placed on the cubes so that they can easily fall if they are touched when jumping. The fallen rope is put back in place. Playing (frogs) should be evenly distributed over the entire area of ​​​​the swamp. There may be 2 herons in the game.

Udmurt outdoor game "Water"

Purpose: to cultivate friendly relations between children.

The driver sits in a circle with eyes closed. The players move in a circle with the words:

Grandfather Water,

What are you doing underwater?

Look out for a glimpse

For one minute.

The circle stops. The merman gets up and, with his eyes closed, approaches one of the players. His task is to determine who is in front of him. The merman can touch the player in front of him, but his eyes cannot be opened. If the Waterman guesses the player's name, they switch roles and the game continues.

Mobile game "Cosmonauts"

Purpose: To develop children's attention, dexterity, imagination. Exercise in quick orientation in space.

The contours of the missiles are drawn along the edges of the site. Total there should be fewer seats in the rockets than the number of children playing. In the middle of the platform, the astronauts, holding hands, walk in a circle, saying:

Fast rockets are waiting for us

Let's fly to this one!

For planet walks.

But there is one secret in the game:

What we want

There is no room for latecomers.

FROM last words children let go of their hands and run to take their places in the rocket. Those who did not have enough space in the rockets remain at the cosmodrome, and those who sit in the rockets tell in turn where they fly and what they see. After that, everyone again stands in a circle, and the game is repeated. During the flight, instead of talking about what they saw, children are invited to perform various exercises, tasks related to spacewalks, etc.

Mobile game "Falcon and pigeons"

Purpose: to train children in dodge running.

On opposite sides of the site, dove houses are indicated by lines. Between the houses there is a falcon (leader). All children are pigeons. They stand behind the line on one side of the court. The falcon shouts: "Doves, fly!" pigeons fly (run) from one house to another, trying not to get caught by a falcon. The one whom the falcon has touched with his hand steps aside. When 3 pigeons are caught, another falcon is chosen.

Mobile game "Birds and a cage"

Goal: increase motivation for gaming activities, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.

Children are divided into two groups. One forms a circle in the center of the playground (children walk in a circle, holding hands) - this is a cage. Another subgroup is birds. The teacher says: “Open the cage!” Children forming a cage raise their hands. Birds fly into a cage (in a circle) and immediately fly out of it. The teacher says: “Close the cage!” children throw up their hands. Birds left in the cage are considered to be caught. They stand in a circle. The cage increases and the game continues until 1-3 birds remain. Then the children switch roles.

Mobile game "Airplanes"

Objectives: to teach children to run slowly, keep their back and head straight while running, keep a distance between each other, develop orientation in space.

Option I: children run around the playground, depicting airplanes (hands apart). Planes must not collide and break their wings. The victims of the accident approach the teacher. After repairs, they are again sent to flight. The game lasts 2-3 minutes.

Option II: children are placed around the teacher in one corner of the site and squat down. These are planes at the airport. At the signal of the educator, the planes take off one after another and fly (slowly) in any direction, trying not to touch each other with wings (arms outstretched to the sides). On a signal, the planes come in for a landing and take their place at the airfield. At the end of the game, the best flying without accidents are marked. The game is repeated 3-4 times.

Mobile game "Who has the ball"

Objectives: to teach to keep the back straight, strengthen the muscles of the back, exercise the ball passing.

Children form a circle. The driver is chosen (becomes in the center of the circle), the rest move tightly towards each other. Children pass the ball in a circle behind their backs. The driver tries to guess who has the ball, he says “Hands!” and the one being addressed should show both hands, palms up. If the driver guessed right, he takes the ball and stands in a circle.

Mobile game "Owl"

Goals: development of attention, response to a verbal command and arbitrary regulation of behavior.

An owl's nest is marked on the site. The rest are mice, bugs, butterflies. At the signal "Day!" Everyone is walking and running. After a while, the signal “Night!” sounds. and everyone freezes, remaining in the position in which the team found them. The owl wakes up, flies out of the nest and the one who moves, takes him to his nest.

Mobile game "Homeless Hare"

Objectives: exercise of short-term fast running and dodging, development of a reaction to a quick decision.

From among the players, a "hunter" and a "homeless hare" are selected. The rest of the children - hares are located in the houses (circles drawn on the ground). A homeless hare runs away from a hunter. A hare can escape by running into someone's house, but then the hare standing in the circle becomes a homeless hare and must immediately run away. After 2-3 minutes, the teacher changes the hunter.

Mobile game "Earth, Water, Fire, Air"

The players stand in a circle, in the middle of it stands the leader. He throws the ball to one of the players, while pronouncing one of the four words: Earth, Water, Fire, Air. If the facilitator says the word "Earth", the one who caught the ball should quickly name some domestic or wild animal. The player answers the word "Water" with the name of a fish, the word "Air" with the name of a bird. at the word "Fire" everyone should quickly turn around several times, waving their hands. Then the ball is returned to the leader.
Rules of the game: the one who makes the mistake is out of the game.

Mobile game "Race in pairs"

Breaking into pairs, the guys run across the playground. Whose pair is ahead of everyone, she will win. You can run in pairs and holding hands crosswise.




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