Outdoor games.

29.09.2019

Children turn into mice, which are hunted by an owl. During the day, mice run through the forest, they are not afraid, because the owl is sleeping. At night, the owl flies out to hunt, the mice hide from it (squat and do not move). So the day……. Night!

Several children can play the role of an owl.

4. Task "Pictograms"(on the form)

Select the desired face and stick on a frightened cloud.

Finger gymnastics "Clouds"

See Activity 6

6. Quest "Frightened Tree"(on the form)

Find and color everyone who got scared of the fox and hid in the tree.

7. Musical task(on the form)

We listen to music. What is her mood? A bunny with the same mood will hide in a frightened cloud.

Boyusek competition

Cloud: I have a chest that is not simple, and I store in it not gold or jewelry. And I have gathered here ... fears Cloud opened the lid and began to show his wealth: “Here is a fear of the dark, and this is a fear of injections, I have fears of dogs, and thunder, and many others. Everyone has their own fears: both adults and children. If someone has a lot of boyusek, then they can be brought to me in the chest. I keep them. When you need it, you can pick it up again. Here I will give Pavlik a fear of heights, otherwise he is not afraid to jump from high fences and may be crippled. And fear will save you. And you, if you like, leave your fears in my chest. Who wants to give me some fear?

Pass the ball around the circle. The one who received the ball continues the phrase: “I am not afraid ...” (the psychologist shows an example).

IV stage. reflective

Summing up, reflection, farewell ritual "Clouds"

Now it's time to say goodbye

We say to the cloud: “Goodbye! Bye!"

Do we know this emotion, friends? (children respond in chorus with the name of the emotion)

(cloud): "I will wait for a new meeting!"

(psychologist): “Meet me, cloud again, believe me -

The door to the country of Moods is open to us!”

Goodbye, guys!

Lesson 9

Subject: calmness

Goals:

1. development of communication skills, overcoming tactile barriers;

2. drawing attention to the emotional world of a person.

Materials: a calm cloud, a calm pencil, task forms, colored and pencils, a Pretender toy (or another option for working out a sketchy image of an emotion), calm pictograms, musical accompaniment, an A3-format Logic Square task,

Plan:

I stage. Organizational

Greetings

(stand in a circle)

A light cloud floats in the sky

We have an adventure ahead of us.

Before we set off with you,

Don't forget to greet your friend.

(hello, Nikita! Etc. in a circle)

(The psychologist shows the children a calm cloud)

The cloud "Hello" says to you.

What does it look like guys? (children call the cloud emotion)

A calm cloud is calling us to visit,

And we followed him. Forward!

(children move around the room to slow music)

II stage. Motivational

The cloud introduces the children to their friends and invites them to play calm games with them.

III stage. Practical

Conversation (by cards)

The cloud invites children to consider cards depicting various emotional states of a person and draws attention to “calmness”.

How can we know that a person is calm? (Children's answers.)

The head of a calm person is slightly tilted forward. Eyes, eyebrows and mouth are relaxed. There is no tension in the arms and legs. The voice is even, not loud and not quiet. Breathing is even.

Show each other how you look when you are calm. (Children do the task.)

Now walk the way a calm person sits. (Children do the task.)

Try to calmly say the phrase: "Today it rained." (Children do the task.)

2. Task "I am calm when ..."

A calm cloud introduces children to a calm pencil that will help you write down your answers to the questions: “When I am calm, I ...” “I am calm when ...”. Let's talk when you're calm

“I am calm when ...” (we write children's answers on a calm cloud)

3. Mission "Pretender"(in front of the mirror)

Show how your face looks when you are calm.

Let's make the pretender calm.

We did very well!

Quiet game

Cloudy travels around the classroom with the children, discusses and finds games that can be played calmly (assignment on an easel, assignments on forms, board-printed games)

5. Task "Logical square"(at the easel)

See Attachment.

What icons should be in empty cells. Select and attach.

4. Task "Pictograms"(on the form)

Select the desired face and stick on a calm cloud.

Outdoor games for children 4-5 years old

P / and "Owl"

Goal: learn to stand still for a while, listen carefully.

Course of the game: The players are freely located on the court. To the side (“in the hollow”) sits or stands “Owl”. The teacher says: "The day comes - everything comes to life." All players move freely around the site, performing various movements, imitating the flight of butterflies, dragonflies, etc. with their hands.

Unexpectedly says: "Night comes, everything freezes, the owl flies out." Everyone should immediately stop in the position in which these words found them, and not move. "Owl" slowly passes by the players and vigilantly examines them. Whoever moves or laughs, the "owl" sends to his "hollow". After a while, the game stops, and they count how many people the "owl" took to itself. After that, a new "owl" is chosen from those who did not get to it. The “owl” that has taken the greater number of players wins.

P / and "Homeless Hare"

Purpose: to run fast; navigate in space.

Game progress: A "hunter" and a "homeless hare" are chosen. The rest of the "hares" are in hoops - "houses". The "homeless hare" runs away, and the "hunter" catches up. The "hare" can get into the house, then the "hare" standing there must run away. When the "hunter" has caught the "hare", he himself becomes him, and the "hare" - the "hunter".

P / and "Fox in the chicken coop"

Purpose: to learn to jump gently, bending the legs at the knees; run without hitting each other, dodge the catcher.

Game progress: On one side of the site, a “chicken coop” is outlined. In it, “hens” sit on a perch (on benches).

On the opposite side of the site is a fox hole. The rest of the place is a yard. One of the players is designated as a “fox”, the rest are “hens”. At a signal, the "hens" jump off the perch, walk and run around the yard, peck grains, flap their wings. On a signal: "Fox!" - "hens" run away to the chicken coop and climb onto the perch, and the "fox" tries to drag the "hen" that did not have time to escape, and takes it to its hole. The rest of the "hens" jump off the perch again, and the game resumes. The game ends when the "fox" catches two or three "hens".

P / and "Run quietly"

Purpose: to learn to move silently.

Game progress: Children are divided into groups of 4-5 people, divided into three groups and lined up behind the line. A driver is chosen, he sits in the middle of the site and closes his eyes. On a signal, one subgroup silently runs past the driver to the other end of the site. If the driver hears, he says "Stop!" and the runners stop. Without opening his eyes, the driver says which group ran. If he correctly indicated the group, the children step aside. If they make a mistake, they return to their places. So alternately run through all the groups. The winner is the group that ran quietly and that the driver could not detect.

P / and "Airplanes"

Purpose: to teach ease of movement, to act after the signal.

Game progress: Before the game it is necessary to show all game movements. Children stand on one side of the playground. The teacher says “Ready to fly. Start the engines!" Children make rotational movements with their hands in front of the chest. After the signal "Let's fly!" spread their arms to the sides and scatter around the room. At the signal "To land!" The players go to their side of the court.

P / and "Hares and the wolf"

Purpose: to learn how to jump on two legs correctly; listen to the text and perform movements in accordance with the text.

Game progress: One of the players is chosen as a "wolf". The rest are "hares". At the beginning of the game, the "hares" are in their houses, the wolf is on the opposite side. "Hares" come out of the houses, the teacher says:

Hares jump hop, hop, hop,

To the green meadow.

Grass is pinched, eaten,

They carefully listen to see if the wolf is coming.

Children jump, perform movements. After these words, the "wolf" comes out of the ravine and runs after the "hares", they run away to their houses. Caught "hares" "wolf" takes to his ravine.

P / and "Hunter and hares"

Purpose: to learn to throw the ball at a moving target.

Game progress: On one side - "hunter", on the other in drawn circles, 2-3 "hares" each. "Hunter" goes around the site, as if looking for traces of "hares", then returns to his place. The teacher says: "Hares ran out into the clearing." "Hares" jump on two legs, moving forward. At the word “hunter”, the “hares” stop, turn their backs to him, and he, without moving, throws a ball at them. The “hare” that the “hunter” hit is considered shot, and the “hunter” takes him to himself.

P / and "Zhmurki"

Purpose: to teach to listen carefully to the text; develop coordination in space.

Game progress: Blind man's buff is selected using a counting rhyme. They blindfold him, take him to the middle of the site, and turn around him several times. Conversation with him:

- Cat, cat, what are you standing on?

- On Bridge.

- What's in your hands?

- Kvass.

- Catch the mice, not us!

Players scatter, and blind man's blind man catches them. The blind man's blind man should recognize the caught player, call him by name, without removing the bandages. He becomes a creep.

P / and "Fishing rod"

Purpose: to learn how to bounce correctly: push off and pick up your legs.

Game progress: Children stand in a circle, in the center is a teacher with a rope in his hands, at the end of which a bag is tied. The teacher twists the rope, and the children must jump over.

P / and "Who is more likely to the flag?"

Purpose: to develop fast running, agility.

Game progress: Children are divided into several teams. Flags are placed at a distance of 3 m from the starting line. At the signal of the teacher, it is necessary to jump on two legs to the flag, go around it and run back to the end of your column.

P / and "Birds and a cat"

Purpose: to learn to move on a signal, to develop dexterity.

Game progress: A “cat” sits in a large circle, “birds” sit behind a circle. The “cat” falls asleep, 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 away around the circle. The cat takes the caught “birds” to the middle of the circle. The teacher counts how many there are.

P / and "Don't get caught!"

Purpose: to learn how to jump on two legs correctly; develop dexterity.

Game progress: A cord is placed in the form of a circle. All players stand behind him at a distance of half a step. The leader is chosen. He becomes inside the circle. The rest of the children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are inside. After 30-40 seconds. The teacher stops the game.

P / and "Traps"

Purpose: to develop dexterity, speed.

Game progress: With the help of a counter, a trap is selected. He becomes the center. The children are on the same side. On a signal, the children run across to the other side, and the trap tries to catch them. Caught becomes a trap. At the end of the game, they say which trap is the most dexterous.

P / and "Run to the named tree"

Purpose: to train in quickly finding the named tree; fix the names of the trees; develop fast running.

Game progress: the driver is selected. He names a tree, all children should listen carefully to which tree is named, and in accordance with this, run from one tree to another. The driver carefully watches the children, whoever runs to the wrong tree takes them to the penalty box.

P / and "Find a leaf, like on a tree"

Purpose: to teach to classify plants according to a certain attribute; develop observation.

Game progress: The teacher divides the group into several subgroups. Everyone offers to take a good look at the leaves on one of the trees, and then find the same ones on the ground. The teacher says: "Let's see which team will find the right leaves faster." The kids start looking. The members of each team, having completed the task, gather near the tree whose leaves they were looking for. The team that gathers near the tree first, or the one that collects the most leaves, wins.

P / and “Who will collect it sooner?”

Purpose: to learn to group vegetables and fruits; to cultivate speed of reaction to words, endurance and discipline.

Game progress: Children are divided into two teams: "Gardeners" and "Gardeners". On the ground are dummies of vegetables and fruits and two baskets. At the command of the educator, the teams begin to collect vegetables and fruits, each in their own basket. Whoever collected first raises the basket up and is considered the winner.

P / and "Bees"

Purpose: to teach to act on a verbal signal; develop speed, agility; practice dialogue.

Game progress: All children are bees, they run around the room, flap their wings, buzz: “F-f-f”. A bear (chosen at will) appears and says:

The bear is walking

The bees will take away the honey.

beesanswer:

This hive is our house.

Go away, bear, from us,

W-w-w-w!

The bees flap their wings, buzz, chasing the bear away.

P / and "Beetles"

Purpose: to develop coordination of movements; develop orientation in space; exercise in rhythmic, expressive speech.

Game progress: Beetle children sit in their houses (on a bench) and say: “I am a beetle, I live here, buzz, buzz: w-w-w.” At the signal of the teacher, the "beetles" fly to the clearing, bask in the sun and buzz, at the signal "rain" they return to the houses.

P / and "Find a mate"

Purpose: to teach to run fast without interfering with each other; fix the names of the colors.

Game progress: The teacher distributes multi-colored flags to the players. At the signal of the teacher, the children run around, at the sound of a tambourine they find a mate according to the color of the flag and hold hands. An odd number of children must take part in the game so that one is left without a pair. He exits the game.

P / and "Such a leaf - fly to me"

Purpose: to develop attention, observation; exercise in finding leaves by similarity; activate dictionary.

Game progress: The teacher with the children examines the leaves that have fallen from the trees. Describes them, says what tree they are from. After a while, he gives the children leaves from different trees located on the site, and asks them to listen carefully. Shows a leaf from a tree and says: “Whoever has the same leaf, run to me!”

P / and (Russian folk) "Wintering and migratory birds"

Purpose: to develop motor skills; reinforce the idea of ​​\u200b\u200bthe behavior of birds in winter.

Game progress: Children put on hats of birds (migratory and wintering). In the middle of the playground, at a distance from each other, there are two children in hats of the Sun and Snowflake. "Birds" run in all directions with the words:

Birds fly, grains are collected.

Little birds, little birds ».

After these words, "migratory birds" run to the Sun, and "wintering" - to the snowflake. Whose circle gathers faster, he won.

P / and (Russian folk) "Bees and a swallow"

Purpose: to develop dexterity, speed of reaction.

Game progress: Playing "bee" children squat. "Swallow" - in its nest. "Bees" (sitting in a clearing and humming):

Bees fly, honey is collected!

Zoom, zoom, zoom! Zoom, zoom, zoom!

Martin: - The swallow flies and catches the bees.

Flies out and catches "bees". Caught becomes a "swallow".

M/p/i “Dragonfly Song”

Purpose: to develop coordination of movements; exercise in rhythmic, expressive speech.

Game progress: Children stand in a circle, pronounce words in chorus, accompanying them with movements:

I flew, I flew, I didn’t know I was tired.

(Wave hands gently.)

She sat down, sat down, flew again.

(Get down on one knee.)

I found my friends, we had fun .

(Smooth wave of hands.)

She led a round dance, the sun shone.

(They lead a round dance.)

P / and "Cat on the roof"

Purpose: to develop coordination of movements; develop rhythmic, expressive speech.

Game progress: Children stand in a circle. In the center is a cat. The rest of the children are "mice". They quietly approach the “cat” and, shaking their fingers at each other, say in unison in an undertone:

Quiet mouse, quiet mouse...

The cat is sitting on our roof.

Mouse, mouse, watch out.

And don't get caught by the cat!

After these words, the "cat" chases the mice, they run away. It should be noted as a feature of the mouse's house - a mink, where the "cat" does not have the right to run.

psychological exercises for training

Game "Owl"

Target: formation of a stereotype of correct posture, prevention of posture disorders, development of coherent oral speech.

Number of players: 6-15 people.

Instruction. The driver is chosen - an owl. A circle with a diameter of 1.5 meters is indicated on the site - this is the nest of the owl. An owl stands in a circle, taking the starting position: hands on the belt, elbows back, back straight. Players hold hands, forming a large circle around the owl. On a signal, the children walk sideways with side steps and say:

Oh you, owl - owl,
You are a big head
You are sitting on a tree
You fly at night, you sleep during the day.

The command is given:

The day is coming
Everything comes alive!

Children, depicting mice, stand on their toes and run in different directions, approaching the owl's nest. The leader then says:

The night is coming
Everyone falls asleep!

The mice freeze in place, taking a predetermined position of correct posture. The owl flies out to hunt, vigilantly examines the players and sends to the bench those whose posture is not correct. After 3-6 seconds, the command "Day!" - and the game continues.

As soon as the owl catches three mice, the game stops. A new owl is chosen, and the former players return to the circle. At the end of the game, the players who have never been caught by the owl are called, and the owl that has caught the most mice.

Guidelines. The positions taken by the mice at the time when the owl flies out to hunt:

  1. "Strongmen": hands to shoulders, fingers into fists, shoulder blades to bring together.
  2. "Pistol": half-squat on the right leg, left forward, hands on the belt, elbows back.
  3. "Weathervane": semi-squat, arms to the sides with palms forward, back straight, knees apart, look straight.
  4. "Stork": standing on the right leg, bend the left knee, hands up, palms out.

Senior group

Third wheel

Purpose: to teach to follow the rules of the game, to develop agility and speed of running.

The players become pairs in a circle facing the center so that one of the pair is in front and the other is behind him. The distance between the pairs is 1-2 m. Two drivers take a place behind the circle: one runs away, the other catches him. Fleeing from the chase, the evader can get ahead of any pair. Then the one standing behind turns out to be the “third wheel” and must run away from the second driver. If the pursuer touches the evader, they switch roles. No one should prevent the player from running away from the pursuer.

Varieties of the game

1. The “third extra” standing behind in a pair should not run away, but catch up with the second driver.

2. Players stand in pairs facing each other and holding hands. The evader can stand between the hands of any pair. To whom he will stand with his back, that "third extra" must run away.

3. The players walk in a circle in pairs, hold each other's hands, and free hands on their belts. The escaping, escaping from persecution, can at any moment take someone by the arm. Then the one standing on the other side becomes the one running away. The same game can be played with music.

Purpose: to teach to navigate in space, to develop interest in the game.

They choose the driver - "owl", the rest of the children depict birds.

Birds run freely around the site, waving their arms like wings.

"Owl" sits in a hollow (a place marked on the site).

When the counselor utters the word "Night", the owl flies out of the hollow and runs around the site, vigilantly watching the birds.

Birds on the signal "Night" should stop in place and not move.

Whoever moves, the "owl" takes him to his house, and again runs out onto the site.

When the counselor says "Day", the "owl" hides in a hollow, and the birds, except for those taken away by the owl, begin to fly.

The game is interrupted when the owl takes 3 birds to her.

Then a new owl is chosen and the game resumes.

Who is the most accurate

Purpose: to develop independence, ingenuity, courage.

To play, you need sticks (according to the number of participants) with pointed ends, replacing spears, 0.5–1 m long. A line is drawn on the ground, 10 m from it - a circle with a diameter of a medium-sized plate. The first player throws a "spear", trying to get into the circle. Behind him in turn throw "spears" the rest. The one who hits the target is called "accurate".
With a large number of participants, you can draw 2-3 circles and divide the players into teams.

Whose link is more likely to gather

Purpose: to learn to run at speed.

Children have colorful and different-sized geometric shapes. Symbols are placed in different places of the group. Children must determine their place (by color and size).

Wolf and goats

Purpose: to teach gaming activities with strict adherence to the rules.

Participants join hands and form a chain - they are goats. Ahead is a goat. They are hunted by a wolf, but he can only catch the last goat. The goat tries to prevent him, closes the cub, and the rest of the goats follow her without disengaging their hands.

The wolf grabbed the goat? He takes him to his lair.

The game ends when the wolf catches all the kids.

Needle, thread, knot

Purpose: to develop speed and reaction, to cultivate courage.

Once upon a time there was a fox who wanted to learn how to sew, but a needle and thread and a knot were not given to her.

So, who will be the fox, who will be the needle, who will be the thread, and who will be the knot? Have you chosen?

The rest of the participants stand in a circle and take each other's hands. The needle, thread and knot form a chain and run from the fox. They run in and out of the circle. and the fox behind them. If she manages to catch one of them or someone unhooks her hands, the fox immediately takes his place. The player returns to the circle, and the rest of the participants choose a new fox.

Run and jump

On opposite sides of the site, lines are drawn at a distance of 10 m from each other - these are houses. The players are divided into 2-3 groups and stand at one line. Children assigned as leaders go to the opposite side and stand at the line, each opposite their group.

The first numbers start the game. On a signal, they run to the opposite line, run up to the drivers, hit them on the outstretched palm and quickly return. Drivers try to catch up with those who run away and knock them down.

If the player is offensive, then he goes to the side of the driver and stands in front of him. Players who managed to get away unstained stand at the end of their row. The game ends when the last players in the groups run. The winner is the group with the fewest players in the game.

Instructions for conducting

If the playground area allows, then the distance between the houses can be increased to 30 m. The number of players is not limited. If more than 25 people take part in the game, you need to divide them into 4 groups.

jumpers

Purpose: to develop physical activity, the ability to jump in length.

Rules

Instructions for conducting

Game variant

The deer has a big house

Purpose: to consolidate the ability to correlate movement with text.

The host on the stage pronounces the following words, accompanying them with movements: The deer has a big house, He looks out of his window. The hare ran through the forest, Knocked at his door. Knock - knock - knock - deer, open. There is an evil hunter in the forest. Hare, hare, run, give a paw
The facilitator learns the words with the children and explains that each word is played with the appropriate hand movements. The pace is constantly picking up.

The deer has a big house,

He looks out his window.

The hare runs through the forest.

There is a knock on his door:

"Knock, knock, open the door,

There's an evil hunter in the forest!

Open doors quickly

Give me a paw
Vedas. addresses the guys: In order for us to play one interesting game, we need to learn catch and movement. Repeat after me. Vedas. sings the following words: - The deer has a big house (raises crossed arms above his head, depicting deer antlers). - He looks out his window (imitates a window). - The hare runs across the field (depicts running in place). - There is a knock on his door (knocking on an imaginary door). - Knock, knock, open the door (imitates a knock on the door and pulls the handle of an imaginary door). There is an evil hunter in the forest (points back with his thumb, then imitates a gun). - Hare, hare, run in (they wave their hands over their heads, depicting the ears of a hare, then make an inviting gesture). - Give me a paw (clasp hands in the castle). When the guys memorize the words, they pronounce them and make movements at a faster pace.

one-two

Participants stand in pairs one after another, facing the center of the circle. Two people start the game, one of them is the driver, he stands 3-4 steps behind the one who runs away from him.

The runaway claps his hands three times, after the third clap he runs away from the driver. In order not to be touched, he stands in front of a couple. Before getting up, he shouts on the run:"A lot of three, enough for two". The one who stands last in this game runs away from the driver.

If the driver managed to knock out the runaway, then they change roles.

Rules

1. During the game, you cannot run through the circle.

2. The evader must not run more than two laps.

3. As soon as he runs into the circle, he must immediately stand in front of a couple. Anyone who breaks this rule becomes a leader.

Instructions for conducting

If the driver managed to pin down the evader and they switched roles, then the evader can stand in front of one of the pairs after a short run.

Sometimes the driver cannot catch up with the players running away from him for a long time, as they are stronger than him and run faster. In this case, you need to replace him, but not to blame, but to positively evaluate his efforts.

go silently

Purpose: to teach to walk clearly, rhythmically, with good posture and coordination of movements (to use walking as a means of educating endurance in children).

Several players are blindfolded. They become pairs opposite each other at arm's length. Each pair forms a "gate". The rest of the players, divided into groups (according to the number of gates), try to go through the gate one at a time. It is necessary to pass silently, carefully, crouching or crawling. At the slightest rustle, the players standing at the gate can raise their hands to block the path, to delay the passerby.

Those players who manage to safely pass through the gate win.

Which leaves are more

Purpose: to develop speed of running, thinking, dexterity.

Children disperse through the forest and collect several leaves that have fallen from different trees. Then they all get together and take turns laying out the leaves according to their shape in bouquets, naming what tree they are from. Compare which leaves are the most and which are few. An adult explains why some leaves turned out to be many, while others were few. If the children have found a leaf from a tree that does not grow there, he asks how the leaf could have gotten there.

Who can stand on one leg the longest?

Stand up, hands on the belt, bend the right leg, place the foot on the lower leg of the left. The eyes are closed. The winner is the one who was able to maintain a stable position the longest.

Zhmurki

Purpose: to learn to act quickly when losing balance.

Children often and willingly play hide and seek, especially young ones, since this game is very simple. A large, spacious room or a clean courtyard is chosen as a place for her.

Children choose one from their midst, put a blindfold on his eyes, using a clean handkerchief or the like. At this signal, the participants in the game rush in different directions, and a boy with a blindfold, standing in the middle of the yard or room, tries to catch someone any of the fugitives.
The one who gets caught changes roles with him, that is, he is blindfolded and he, in turn, also tries to catch one of his comrades.
Children must, while running, still make sure that the one who is blindfolded does not stumble upon any object; at the sight of danger, they warn with a cry: “fire!”

From bump to bump

Purpose: to form long jump skills.

It is very important to teach the child to control his body and exercise him in the main types of movements.
Walking in the yard or in the park, draw a large circle on the site with a twig - this is a swamp. In the swamp there are many hummocks-circles (30-35 cm in diameter), located in an arbitrary or staggered order. Frogs are located around the swamp. Mom offers the frog to jump from bump to bump (on two legs) without getting his paws wet. The game can be repeated 3-4 times.

Mousetrap

Two people stand opposite each other, join hands and raise them higher.
Both say in unison:
- How we got tired of the mice, they gnawed everything, everyone ate. We will set up a mousetrap and then we will catch mice!
The task of the players while the presenters are saying a rhyme is to run under their clasped hands. But at the last words, the hosts drop their hands sharply and one of the players is sure to be caught. The one who got into the mousetrap joins the catchers. The mousetrap grows. The game continues until one mouse remains - the winner.

horses

Purpose: to develop speed and endurance.

All participants in the game are divided into threes, in each three there is a coachman and two horses. The driver in the course of the game gives various commands, the horses carry them out, and the coachman manages and carefully watches whether the horses accurately perform all the movements. Horses walk, gallop in circles, turn right, left, etc.

In the words of the presenter:“Horses, in different directions!” - the coachman releases the reins, and the horses quickly scatter around the site. To the words:"Find your coachman!" - they find their coachman as soon as possible. When the game is repeated in each triple, the coachman changes.

Rules

1. Horses must accurately follow all commands.

2. A coachman whose horses make a mistake receives a fine - a blue ribbon is tied to his reins.

Instructions for conducting

The most difficult in this game is the role of the driver, who comes up with various movements for the horses. Therefore, when the game is played for the first time, the role of the driver is played by an adult. At the end of the game, in order for the triplets to come together, you can give a new task:"Coachman, find your horses!"

The game ends as soon as everyone in the top three plays the role of a coachman. At the end of the game, the best three is marked.

cat and mice

Purpose: to continue to teach to follow the rules of the game, to activate physical activity.

Tasks: development of general motor skills; visual attention; optical-spatial representations; coordination of speech, movement and music; melodic hearing; singing and speech breathing; prosodic components of speech; brake installations; patience and speed of reaction; switchability; development of creative abilities.

Material: cat hat or cat costume, mouse hats can be used.

Game progress: Children, with the help of a teacher or on their own, choose a cat with a rhyme, the rest of the children become mice. The cat "lives" in his house (chair, the mice "live" in their houses (chairs). The houses are opposite each other, at a distance of 5 - 6 meters.

The cat reads a poem, performing movements in the text:

I am a beautiful red cat

I have a fluffy tail

I love mice very much

I catch them, I catch them, I catch them.

Then the cat sits on a chair (in the house, “falls asleep”.

"Mice", sitting in the house, sing a lullaby to the cat:

Sleep, sleep, sleep, sleep.

Fluffy cat, sleep - sleep.

/ you can sing to any familiar calm (lullaby) melody or come up with a new one with the children /

Then, the "mice" get up and with the words "Hush, mice, the cat will hear" move to the cat's house.

Children move to the rhythm of the music.

Suddenly, a loud chord sounds (or a beat on a tambourine, the “cat” wakes up and begins to catch up with the “mice.” The “mice” try to escape to their houses.

The captured child becomes the cat or is chosen as at the beginning of the game.

Singing can be replaced by speaking.

corners

Purpose: to consolidate agility, speed of running.

For this game you need to draw a quadrilateral. There are 5 participants, one of them is the driver, and four occupy the corners. The driver approaches one of the players and says: “Gossip, give me the keys!” The one standing in the corner replies: “Go, knock over there!” At this time, the rest of the players run from corner to corner. If the driver manages to take a corner, then the player who was left without a corner takes his place.

Option

The players stand in a circle, each marks his place with a pebble or outlines a small circle. The leader stands in the center of the large circle. He approaches one of the players and says: “Gossip, give me the keys!” They answer him: “Go, knock there!” While the driver goes to the next player, the children change places.

The driver should not yawn and try to take a circle. The player left without a place becomes the driver.

Instructions for conducting

The game had different names: "Keys", "Neighbors", "Corners". The game is good to play on a large platform. At first, the corners should be located close to each other, then it is easier for the driver to take the corner. Then the distance can be increased. If there are trees located close to each other on the site, then the players stand near the trees. The driver can also say the following words:

Find where it's hidden

Purpose: to teach to navigate in space.

Children sit on one side of the playground. The teacher shows the children a toy or a flag that he will hide. The teacher invites the children to stand up, turn to the wall. The teacher himself moves away from the children a few steps and hides the flag, after which he says: “Look!” The kids start looking. Whoever finds the flag first has the right to hide it when the game is repeated. The game ends when 3-5 guys find the flag.

Wolf in the ditch

Purpose: to teach jumping.

Two parallel lines are drawn in the middle of the site at a distance of 1 meter from one another. This is a "moat", one or two "wolves" stand in the moat. All the rest - "goats", are placed on one side of the site - "pasture". On a signal, the "goats" run to the "pasture" and jump over the moat. "Wolves", without leaving the moat, try to tag as many goats as possible. The salted step aside, they are counted. Then, at a signal, the goats again run across to the other side, into the house, and the wolves catch them in the ditch.

After 2-4 runs, new wolves are selected. The goats that have never been caught win, and the wolves that have caught more goats win.

obedient leaves

The teacher reads the poem:

Falling, falling leaves

Falling leaves in our forest

yellow, red leaves

They curl in the wind, fly ...

Then he picks up a light scarf or a ring with multi-colored ribbons of different lengths tied to it, waves it over his head and tells the children: “I am the wind, you are the leaves. The wind is sleeping, and the leaves have fallen asleep (everyone squats, closes their eyes). The wind blew and drove the leaves (children move in different directions - straight, sideways, back to front), the leaves spun in place; the wind has died down, the leaves are resting.

"What do I hear?" Invite the children to listen, closing their eyes, as the leaves fall, the wind rustles. Rustle the foliage while walking, without taking your feet off the ground (“ski step”), circling in place and moving forward, toss the leaves up with your feet.

Independent activities: climbing a tree (provide insurance), bird watching, collecting leaves, acorns.

We are the chauffeurs

Purpose: to teach to listen carefully to the commands of the educator, to develop attention.

On one side of the site there are two "garages" (draw two parallel lines at a distance of 5 - 6 steps from one another). Make places for "cars" on the lines; put cubes. In one garage there are cars with red wheels (red circles on the cubes), and in the other - cars with green wheels (green circles on the cubes). Children - "chauffeurs", are divided into two equal groups, stand facing their cars, each near their steering wheel, which lie on the cubes. The teacher, who plays the role of a policeman, stands at the same distance from two garages and directs the movement of cars. When he takes his left hand to his side, the children - drivers from the garage, standing on the left side, bend down, take the steering wheel with both hands and get ready to leave (column). On a green flag raised up, the children leave the garage and disperse throughout the site. On the red flag they stop, on the green they go further. To the words of the educator: "To the garage," the cars return to their places. The teacher notes the attentive driver, who returned to the garage before everyone else. Then the teacher takes his hand to the side and the children - drivers, who are on the right side, do the same.

Find fungus

Purpose: to teach to listen carefully to the teacher's command, to develop attention, to monitor the correct execution of the task.

In the mushroom season, one of the adults goes to the forest in advance, where the children are going to go for a walk, and around this place makes homemade conventional signs every 5-10 steps: arrow - go straight; arrow with turn - go right or left; two arrows cross - there is no further passage; the image on the plate of the fungus - be careful, the fungus grows very close. Not far from the last sign, a surprise is being prepared for the children - a basket of mushrooms is left in the grass or under a fern leaf.
Children, having learned the conventional signs in advance, come to the forest and, at the suggestion of an adult, go in search of mushrooms. How much joy an unexpected find brings them!

Burners

Purpose: to teach to follow the rules of the game, to act on the signal of the teacher, to develop dexterity.

Children, holding hands, become pairs one after another. Ahead, at a distance of 3-4 meters, the driver becomes. As soon as the guys finish the sentence, the first couple separates their hands and runs forward to reconnect beyond the line, where the driver can no longer catch. He has to catch one of the guys or he'll have to drive again. The driver becomes a couple behind everyone along with the child he caught.

The other of this pair becomes the leader.

oblique, oblique,
Don't go barefoot
And go shod
Wrap your paws,
If you are shod
Wolves won't find a hare
The bear will not find you.
Come out, you're on fire!

Kite and mother hen

Purpose: to teach to run, holding on to each other, listen to the signal of the teacher.

Several children are involved in the game. One of the players is chosen as a kite, the other as a mother hen. The rest of the children are chickens, they stand behind the hen, holding on to each other, and the one standing in front - to the hen. On the opposite side of the site, a circle is outlined - the kite's nest. At the signal of an adult "Kite!" a kite child flies out of the nest and tries to catch the last chick in the column. The mother hen, spreading her wings (stretching her arms to the sides), protects her chickens, does not allow the kite to grab the chicken. All chickens follow the movements of the kite and move after the hen, not looking away from each other, trying to prevent the kite from catching the latter.
The kite takes the caught chicken to itself and the nest. When he catches 2 - 3 chickens, other children are selected for the roles of a kite and a mother hen.
If there are more than 10 people playing, two groups can play in turn. You can play simultaneously (if there is enough space) in two groups.
Rules of the game: the mother hen should not grab the kite with her hands, she can only block his path; the kite flies out of the nest only after the signal of an adult; while catching a chicken, the kite should not grab the hen by the hands.

Target:learn to run, holding each other, listen to the signal of the teacher.

Optional: bottle caps by number of participants
We blow on corks from bottles so that they fly off as far as possible.

Traffic light

Purpose: to consolidate knowledge about the meaning of a traffic light.

Traffic light - a fun outdoor game for children from four years old, develops mindfulness and reaction. It can be played outdoors at any time of the year.

Game description
On the ground, two lines are marked 4-5 meters apart, the leader (traffic light) stands between these lines, and all players must stand behind one of them. The host, turning away from the players, calls some color and all the players who have this color in their clothes move to another line. Those who do not have clothes of this color must run past the "traffic light", and he, in turn, must knock down one of the "violators". Salted by the "traffic light" "violator" becomes the leader.

Rules of the game

    Draw two lines on the ground.

    Assign a leading traffic light, he must stand between these lines. Players stand behind one of the lines.

    "Traffic light" turns away from the players and calls any color, players with this color of clothing move to another line.

    All remaining ones become "violators" and must run past the "traffic light" for another line.

    The "violator" tagged by the leader becomes the next leader.

Circulation

The game begins with the fact that we build the playing guys in pairs. They walk along a forest or field path in pairs, with an even, moderate step. At the command of an adult, whether it is a teacher or a parent, the last pair breaks up: one goes to the left, the second to the right of the column. They overtake everyone and stand in front of the column. Important note: overtakers are allowed to walk quickly, but not to run. The task can be a little more complicated, it is enough just to invite the guys to perform the same task, but while walking in a column. The last two bypass the column. The one who comes first must stand in front of the column. During the game, children learn to act in concert, as a couple, as a team, not to be late, and vice versa, not to overtake their partner in a pair. The game is very useful for children, as it teaches children to distinguish between right and left.

cold hot

Purpose: to achieve the implementation of the correct technique in previously mastered types of walking.

With the help of this game, it is good to give a child a surprise / gift hidden in advance, because. the child's interest in the gift increases in the process of searching (in the same way that a delicious smell from the kitchen increases appetite before dinner).

Game description
A surprise / gift is hidden from the child in advance. He must find it at the prompts of the presenter:

    Completely frozen- means that the surprise is very far away and the child is looking in the wrong direction

    Cold- means that the child is looking in the wrong place

    Winter has come again- means that the child is going in the wrong direction, after the correct

    Already warmer- means that the child turned in the right direction

    warmer- means that the child continues to walk/search in the right direction

    hotter- the child is already close to the surprise

    Hot- baby close-close to surprise

    Quite a fire!- the child is a few centimeters from his gift

It is obvious that the gift found is the reward for the child.

Rules of the game

    In a secluded place (so as not to immediately guess) a surprise / gift is hidden.

    The child is looking for a hidden surprise, according to the facilitator's tips described above.

    The child enjoys the found gift. :)

Notes
If the child is not alone, but with several, then all these children are engaged in the search at once. For this occasion, the gift must be appropriate!

Traps with squats

Purpose: to learn to follow the rules of the game.

In this game, you can not catch the child who managed to sit down.

Catch up with your couple

Purpose: to perform movements at the signal of the teacher, to clearly navigate when finding your partner.

Two children stand one after the other at a distance of 2-3 steps at the edge of the playground. On a signal: "One two, three - run!" - the person in front runs to the opposite side of the site, where a line is drawn, beyond which it is impossible to catch. The one standing behind must catch the escaping before he reaches the line. If the catcher does not catch the evader, they perform the task again, and if they catch, the children change roles.

Cone-pebble

Purpose: to teach clearly and quickly to perform turns without stopping.

Children stand in threes and, holding hands, form a circle. Each of the three has a name: "cones", "acorns", "nuts". The leader is outside the circle. The host says the word "nuts" (or "bumps", "acorns"), and all the players who have this name change places, and the host tries to take someone's place. If he succeeds, then he becomes a nut ("acorn", "cone"), and the one who was left without a place becomes the leader ....

Hourly

Purpose: to teach to walk clearly, rhythmically, with good posture and coordination of movements.

For the game, two rows of chairs are placed with their backs together, one chair less than the number of players. One of the players is appointed sentry and handed him a sword (gun) - an ordinary stick. "Sentry" goes around the chairs, and behind him - in single file - the rest of the players.

"Sentry" with a gun in his hand goes slowly, sometimes quickly, sometimes even running, deceiving the players, and sits down when least expected. Everyone rushes at this moment to their "trenches" - chairs (small holes can be built on the street). The one who is left without a place is taken by the "sentry" into "captivity" (to some corner). The "Sentry" starts the round again, everyone goes after him (and one more of the chairs has already been removed). As a result, next time one place is not enough again. Again, one of the players is captured by the sentry. Finally, when only three players remain, they constitute a "martial court", presided over by a "sentinel" who is appointed by the "military prosecutor".

The "court" sits down and starts calling the "prisoners". One of the "members of the court" raises some kind of "accusation" against them - they defend themselves. The "prosecutor" may reduce the punishment, but there is never a complete forgiveness, and the "judgment of the court" must be carried out immediately.

In this game, there are many cases to joke, and praise, and joke - both to the "judges" and the "accused", and especially to the "prosecutor". "Punishments" should be short, quick, so as not to tire the other players.

Do not fall

Purpose: to consolidate the ability to pass the ball back and forth with straight arms.

In the walking games “We have fun”, “Pairs for a walk”, “Sun and rain”, a short-term slow spinning is introduced in place.

Runaways

Purpose: to teach to coordinate their actions with the actions of comrades.

On opposite sides of the site, two houses are marked with lines, the distance between them is 10-20 m. The participants in the game are divided into two equal groups and occupy houses. In the middle of the site is the driver. Players need to move from one house to another. The driver does not let them through, he tries to overpower those who run across. Salted out of the game. The group with the most players at the end of the game wins.

Monkeys

Purpose: to teach to confidently climb a rope.

You know that monkeys can grab objects not only with their hands, but also with their legs and tail. Of course we don't have a tail, but we do have legs.

Place two children's buckets on the floor and scatter small items (clothes pegs, beans, crumpled paper, etc.). Whoever collects more of them in his bucket with the help of his legs, he won.

friendly couples

Purpose: to teach when walking to observe ease of movement and good posture.

The game is played in winter using sleds. Teams are built in pairs in columns. The first pair of sleds. At the command "Attention!" couples are preparing for the start: one gets into the sled, the other takes the rope and, pulling it, waits for the “March!” command. On this command, the first players take their partners on a sled to the rack (flag), located at a distance of 10-15 m from the start.

At the counter, the partners quickly change places and return to the start line. There they pass the sled to the second pair, which performs the same task, etc. The team that finishes the relay first is the winner. The teacher must ensure that pairs in teams are made taking into account the physical fitness, height and weight of the players.

Break up - don't fall

Target:to teach when walking to observe ease of movement and good posture.

In the walking games “We have fun”, “Couples for a walk”, “Sun and rain”, a short-term slow circling is introduced in place.

Entertainers

Purpose: to teach to follow the rules of the game, to act quickly, dexterously, to exercise in running.

A modern take on the previous game. According to the counting rhyme, an entertainer is chosen. Holding hands, all the other participants move in a circle and sing:
In an even circle one after another
We go step by step.
Stand still, let's say together
Then we do... like this.
After the words "Stay where you are," the guys stop, spread their arms and wait for the entertainer to move. The entertainer shows some movement, and everyone repeats it.
After two or three repetitions of the game, the entertainer appoints a replacement for himself. Each subsequent entertainer comes up with something new to show.

We are fun guysA

Purpose: to teach to follow the rules of the game, to act quickly, dexterously, to exercise in running

Lines are drawn on two opposite sides of the site, and several circles are drawn on the side. This is the leader's house. The players gather behind the line on one side of the court and say in chorus:

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

After the word "catch!" everyone runs to the opposite side of the site. The driver must catch one of the runners before he crosses the second line. Caught becomes in a circle - the house of the driver. Then the children read the verses again and run across the playground in the opposite direction.

After 2-3 attempts, they count how many children are caught, choose a new driver and the game continues.

Paints

Purpose: to learn to run in a chain holding each other, and listen to the leader's signal, develop attention, speed, agility

Children sit in a semicircle in front of the teacher. He tells the content of the game, specifically dwelling on the important elements of the game, then he invites the children to play this game. For this game, you need to choose the owner of the colors and the guesser, the one who will guess the colors, for example, Vanechka Ivanova. All the rest will be paints.

The name of the paint can be given by the owner or they themselves choose.

One says: I'll be white paint!

Another says: I'll be black paint!

The third says: I will be red!

The fourth says: I will be green!

In a word, each of the players chooses a color for themselves. If there are more participants in the game than the main colors of paint, you can call yourself gold, silver, gray, dark blue, light blue - so that there is a name for each participant in the game.

But it is impossible that there are two identical colors. The owner must remember well what color of paint each of the players chose.

When the names are given, the colors and the owner sit down on the chairs and pretend to fall asleep.

Here, with jokes and jokes, Vanechka Ivanov approaches the paints. He comes up, stomps his foot several times or knocks with his right fist on his left palm, as if at the door and says:

Vanechka Ivanov. Knock Knock!

Master( wakes up, gets up ) Who is here?

Vanechka Ivanov.It's me, Vanechka Ivanov.

Master.Why did Vanechka come?

Vanechka Ivanov.I came for paint!

Master.What kind of paint did you come for, Vanechka?

Vanechka Ivanov. I came for red paint!

If there is no such color among the colors, the owner says:

We don't have that color!

And all the colors clap their hands and sentence.

Paints.

Walk the red path

Find red boots

Wear it, wear it

And bring us!

After that, Vanechka Ivanov goes aside, then returns again and continues the previous conversation with the owner.

Vanechka Ivanov.Knock Knock!

Master.Who is here?

Vanechka Ivanov.It's me, Vanechka Ivanov.

Master.Why did Vanechka come?

Vanechka Ivanov.I came for paint!

Master.What paint are you looking for?

Vanechka Ivanov. I came for blue paint.

If there is blue paint, she gets up, and Vanechka Ivanov takes her to his house, and then returns to the owner again for another paint.

So Vanechka Ivanov takes away all the colors from the owner, and the game ends with this.

You can also play it a little differently. If Vanya calls the paint that is among the players (for example, gold), the owner says to him:

There is gold! Take her!

Vanechka Ivanov must now guess which of the colors is gold.

He will approach one, touch her, and she:

I'm not golden!

He will approach another paint, touch it, and she:

I'm not golden!

He will approach the third, touch her, and she:

I'm not golden!

So Vanechka walks from paint to paint until she comes across a gold one. Then he takes the gold paint by the hand and takes her to his house.

You can change the end of the game this way. Vanechka Ivanov names some kind of paint. They answer him:

We don't have one!

He names another. They answer him again:

We don't have one!

And so it continues until Vanya calls the paint that is among the players. The first paint, correctly named Vanechka, “guessed by him”, goes to drive, becomes Vanechka Ivanov, and the former Vanechka goes to paints and playstarts at first.

Firefighters on training

Goals:

Introduce children to the work of firefighters;

To consolidate the knowledge of children about the rules of behavior in case of a fire;

To consolidate knowledge about fire safety rules, fire extinguishing means;

Know the telephone number of the fire department and be able to use it;

To increase personal responsibility for one's actions, to form discipline, a sense of duty; develop attention, memory, speech;

Improve physical qualities: dexterity, speed, endurance, strength, courage; educate respect for the work of firefighters.

Children stand facing the gymnastic wall at a distance of 4-5 steps from it in 3-5 columns (according to the number of spans). On each span, a bell (rattle) is suspended at the top. On a signal, the children standing first run to the wall, climb on it and call. Then they get off and go to the end of the column. Mark the one who called first.

The next kids run. It is calculated which column has more winners.

Rules: climb in the established way (arbitrarily or in alternating steps); do not skip the crossbars; go all the way down, don't jump off.

flight of birds

The platform is the "sea", the staircase is the "fence". Children - "birds" fly across the sea (run in different directions, Inheriting the movements of birds). To the sound “u-u-u!”, which means that the storm is starting, the birds quickly escape from the storm (they climb the gymnastic wall, 2 m high). When the storm subsides, the birds fly out (come down the stairs) and start running around the site again. The game is repeated.

Don't get caught

Purpose: to exercise in running in different directions, to develop slow and fast running.

If you are the tricky type, you will like these games. To prove your superiority, you must be extremely careful not to be caught by your enemy. It could be a school teacher or educator. Sneak so as to be unnoticed!

Pair run

Purpose: to continue to teach to run in pairs.

Children stand in columns in pairs on one side of the playground beyond the line. On the other side of the site, objects (skittles, cubes, etc.) are placed according to the number of links. At a signal from an adult, the first couples of children from the columns, holding hands, run to the standing ones.objects ahead of them, go around them and return to the end of their columns. At the next signal, the second pairs run, etc. The pair that separated the hands is considered the loser.

Get into the hoop

Purpose: to develop accuracy.

Game description

Rules of the game

Children throw a small ball from behind over their shoulder with their right or left hand, trying to hit the hoop (at a distance of 2m).

nimble couple

Purpose: to develop an eye, achieving a good result.

Each pair of children receives a large inflatable ball. Standing next to him, they put him on their shoulders, pressing their heads. On a signal, they go or run to the agreed place and back, trying not to drop the ball. Those who successfully completed the task and returned first win.

Rules: do not hold the ball with your hands, only with your head: if the ball is lost, you must return to the place where it fell, and from there continue running again.

hit the target

Purpose: to teach to follow the direction of a flying object, to calculate and perform movements.

Do you want to test your accuracy and speed of reaction? Then a new game from the category of the best games for two is what you need. This game is sure to appeal to absolutely all players of any age. You can feel like a pilot of a real helicopter. On a special air field you have to take part in an air battle. Choose one of your friends as your opponent. Together you will play much more fun. In addition, you will have a fun time.

Oncoming dashes

Purpose: to continue learning to run and jump without bumping into a friend.

Two groups of children with an equal number of players stand on opposite sides of the playground behind the lines in lines (the distance between children in lines is at least a step). Each group of children has ribbons of their own color on their hands - blue, yellow. At the signal of an adult: "Blue!" - children with blue ribbons run to the oppositeside. Those standing opposite stretch their palms forward and wait for those running to touch them with their hands. The one who was touched runs to the other side, turns and raises his hand up.

two frosts

Purpose: to teach to perform characteristic movements according to the content of the game, to develop dexterity, speed.

Game description
On opposite sides of the site, at a distance of 10-20 meters, the lines "home" and "school" are marked. Two "frosts" are selected. The rest of the guys are located behind the "home" line, in the middle there are two "frosts". "Frosts" appeal to the guys: "We are two young brothers, two frosts are daring." One says: "I am frost - red nose", the other says - "I am frost - blue nose". Together they say: "Who will decide to go on the road, too?" All the guys answer: "We are not afraid of threats, and we are not afraid of frost!" After these words, the guys run from "home" to "school". "Frosts" catch them and "freeze". The rest stop and stand motionless. "Frost" refers to the guys with the same words, and they, running back to the "house", touching the children, "thaw" them. "Frosts" are trying to "freeze" the remaining participants. After two dashes, a new pair of "frosts" are assigned from those not caught, and those who are caught are released. Repeated 3-4 times. The pair that catches the most guys wins.

Rules of the game

    On opposite sides of the site, at a distance of 10-20 meters, the lines "home" and "school" are marked. Two "frosts" are selected. The rest of the guys are located behind the "home" line, in the middle there are two "frosts".

    "Frosts" appeal to the guys: "We are two young brothers, two frosts are daring." One says: "I am frost - red nose", the other says - "I am frost - blue nose". Together they say: "Who will decide to go on the road, too?" All the guys answer: "We are not afraid of threats, and we are not afraid of frost!"

    After these words, the guys run from "home" to "school". "Frosts" catch them and "freeze". The rest stop and stand motionless. "Frost" refers to the guys with the same words, and they, running back to the "house", touching the children, "thaw" them. "Frosts" are trying to "freeze" the remaining participants. After two dashes, a new pair of "frosts" are assigned from those not caught, and those who are caught are released.

    Repeated 3-4 times. The pair that catches the most guys wins.

Horses

Target:to learn to perform characteristic movements according to the content of the game, to develop dexterity, speed.

Game progress. Children pretend to be horses. The teacher collects them at one end of the room or playground and reads a poem:

Hop-hop-hop! You gallop!

You fly, horse, soon, soon

Through the rivers, through the mountains,

All gallop, gallop!

Hop-hop-hop!

With the last words, the children jump, moving forward. At the signal of the educator “home! The guys calmly return to their place. The teacher repeats the text, and the "horses" again jump around the room.,

Instructions for the game. It should be strictly observed that the children do not move from their place until the teacher has finished reading the entire poem.

Skittles

Material. Plastic skittles, balls.

Game progress. Skittles should be set at intervals of 10-15 cm from each other. Children roll one ball at a time from a distance of 1-1.5 m. The teacher notes which of the children hits the skittles; helps those who fail without focusing on the failure.

Roll on target

The goal is to develop coordination of movements.

Material. Multi-colored balls (balls) with a diameter of 6-8 cm; box, basket.

Game progress. The teacher gives the children multi-colored balls or small balls and offers to roll them to the flag (a line located at a short distance from the children. The teacher marks those who roll the ball well, encourages those who have not completed the task, and gives the opportunity to roll the ball again and again. When the children will roll the balls several times, the teacher offers to collect them all in a basket.

Roll the ball to your flag

Material. 2-3 flags of different colors, balls of the corresponding colors (according to the number of participants).

Game progress. On one side of the playground or room, a line is drawn, beyond which the children stand. On the opposite side, at a distance of 1-1.5 m, flags are set, different in color. The teacher distributes balls of 2-3 colors to the children, corresponding to the color of the flags. Then he offers to see what color each ball has, stand against the flag of the same color and roll the ball to it. When all the children have rolled the balls, the teacher asks to put them in a basket, and then distributes them to the children again and the game is repeated.

Traps with a ball

Purpose: to pass the ball, precisely coordinating the movements with the rhythm of the spoken words.

The game proceeds in the same way as the previous ones, but the trap must hit the fleeing ball.

snow carousel

Purpose: to exercise in orientation on the ground.

Game description: Holding hands, the children form a circle, they are snowflakes. At the signal of the teacher "Snowflakes flew!" children speed up the pace, then run at a moderate pace. Having run in one direction on a signal, the children stop and run in the other direction. At the signal "The wind has died down!" , snowflakes slow down, then stop.

Rules of the game: The circle must be even., All children must run at the same pace. The circle cannot be broken.

Bears and bees

Purpose: to teach climbing "pass" over obstacles.

Children are divided into two equal groups, one is bears, the rest are bees. At a distance of 3m from the house of bees, a forest is outlined, where the bears are.

On the opposite side, at a distance of 8-10m, there is a meadow. The bees are located on their domain - on an elevation (wall, bench, low log). At the signal of the teacher, they fly into the meadow with honey and buzz. At this time, the bears climb into the hive and feast on honey. At the signal of the teacher “Bears! » bees fly to their hives and sting (touch) those bears who did not have time to escape into the forest. Then the bees return to the hive and the game resumes. When repeating the game, the children change roles.

Swan geese

Purpose: to continue to learn to correlate their own actions with the actions of the participants in the game, to consolidate the ability to jump.

The participants in the game choose a wolf and a master, all the rest are swan geese. On one side of the site is a house where the owner and geese live, on the other - a wolf under a mountain. The owner releases the geese into the field for a walk, to pinch the green grass. Geese go far from home. After a while, the owner calls the geese:"Geese-swans, home!" Geese answer:"The old wolf under the mountain!" - "What is he doing there?" - “It nibbles on gray, white hazel grouses.” - “Well, run home!” The geese run home, and the wolf catches them. The one caught is out of the game. The game ends when all the geese are caught.

Rules

1. Geese can fly home, and the wolf can catch them only after the words:"Well, run home!"

2. Geese, leaving the field, should disperse throughout the site.

Who better to jump

Purpose: to continue to learn to correlate their own actions with the actions of the participants in the game, to consolidate the ability to jump

Description: Children approach the line drawn on the ground and jump as far as possible. Who jumped further, he won. Rules: You should jump on two legs. Land on toes. Benefits: a ball for drawing a line.

Fox in the chicken coop.

Purpose: to exercise in running, the ability to act on the signal of the teacher, jump off the bench.

The site is limited on four sides by gymnastic benches, forming a "chicken coop". They choose the driver - "fox". The players represent "chickens" that are in the "chicken coop". "Fox" is outside the "chicken coop".

At the direction of the teacher, the game begins. The "fox" is trying to get into the "chicken coop" and catch, tarnish the "chicken". To escape from the "fox", "hens jump on perches" (gymnastic benches).

As soon as the "fox" is removed, the "hens" jump off them. "Fox" at an opportune moment tries to tarnish the players. The stained one changes places with the "fox". Game continues.

You can’t stand on the bench for a long time: as soon as the “fox” moves away, you need to jump off it. You can escape from the "fox" only by jumping on the bench.

The game can be played with two drivers. Before the game, perform a proper landing on the floor, then from the bench.

Aircraft

Target:exercise in running, the ability to act on the signal of the teacher, jump off the bench.

The game is carried out as a sports activity from a series of exercises, with one child or with a group of children, with the organizing participation of an adult.

An adult is a dispatcher, he gives commands and directs the flight of the flight squadron. Children are airplanes, they perform exercises - aerobatics at the command of the dispatcher.

Ex. 1. Let's go on a flight. Run around the court, arms to the sides.

Ex. 2. Wave your wings - lean to the right, to the left.

Ex. 3. Decline. Walking in a semi-squat - arms to the sides. Gaining speed - got up and ran.

Ex. 4. Maneuvering. Turn to the right, to the left - turns of the torso.

Who is faster on the track

Purpose: to teach to perform jumps in series, side jumps.

Lines of different shapes are drawn on the ground - these are paths. The players run along them one after another, make complex turns, while maintaining balance. You need to run along the track, the game can be played with any number of participants. The length of the track can be arbitrary, but not less than 3 m. This game can be played as a competition. Draw several lines of the same shape, put colored flags at the end of each. The one who is the first of the players to reach the flag must quickly raise it above his head, stepping on the line, not interfere with each other and not run into the runner ahead.

Jumpers

Purpose: to teach jumping on two legs with advancement forward by 2-3m.

A circle is drawn on the ground. One of the players stands in the middle of the circle - he is a tag. On a signal, the children jump over the line of the circle and, if there is no danger of being tagged, remain inside the circle for some time. Continue jumping on two feet in place or moving forward towards the center of the circle. The participants of the game try to dodge the tag and jump out of the circle in time. Salted becomes a tag.

Rules

1. Players from the circle are only allowed to jump out. Anyone who runs out of the circle is out of the game.

2. Fifteen pursues the players, also jumping on two legs.

Instructions for conducting

The size of the circle depends on the number of players. Before starting the game, you need to agree on how the children will jump over the line of the circle: on one leg (right or left), straight or sideways on two legs.

Game variant

The game begins in the same way, but the tagged one does not leave the circle, but becomes the assistant of the tag. As soon as the number of tags increases to 5, four leave the circle, and the one who was last taunted remains the tag. The game is repeated.

To checkbox

Game description:

Children receive flags of two colors: one is blue, the other is red.

The teacher stands on one side of the site and holds a blue flag in one hand and a red flag in the other. Children with blue flags are freely grouped near the teacher opposite the blue flag, children with red flags - opposite the red one. Then the teacher invites everyone to take a walk, and the children begin to walk and run around the playground. The teacher at this time goes to the other side of the playground and says: “One, two, three, run here as soon as possible” and stretches out his hands with flags, the children run to him and gather near the hand with a flag of the corresponding color. When all the children have gathered, the teacher offers to raise the flags up and wave them.

The game is played 4-5 times.

Rules of the game:

1. You can disperse around the site only at the word of the teacher "Go for a walk."

2. You can run to the teacher and stand against the flag of your color only after the words: “One, two, three, run here as soon as possible! »

Instructions for playing the game:

The teacher can change the flags, shifting them from one hand to the other, so that the children gather either to the right or to the left of him.

The teacher includes an additional signal "Stop" in the game. At this signal, the players stop and close their eyes. The teacher, meanwhile, silently moves to another place on the site and says: “One, two, three, run here as soon as possible! » children run to the teacher and stand against the flag of their color.

Instead of flags, children can tie a ribbon of the corresponding color on their hand or give a handkerchief of the same color to their hand. With handkerchiefs, children can dance, and then, at a signal, gather near the teacher.

Relay with hoops

Purpose: to exercise in jumping forward, climbing into a hoop, to develop dexterity, purposefulness.

Two lines are drawn on the track at a distance of 20 - 25 m from one another. Each player must roll the hoop from the first to the second line, come back and pass the hoop to his friend. The team that finishes the relay first wins.

Throw a stick

Purpose: to exercise in throwing at a horizontal target, crawling under the cord.

Game description
For this game, two small identical sticks are taken, each player marks his stick and stands at the start line. On a signal, you need to throw your stick as far as possible and immediately run after the opponent's stick. The first person to return with someone else's wand wins.

Rules of the game

    A start line is drawn on the ground, two small identical sticks are marked for distinction.

    On a signal, the players throw their sticks as far as possible (the direction of the throw can be set in advance).

    After the throw, the players run after the opponent's sticks, pick them up and return to the starting line.

    The winner is the one who first comes running with the opponent's stick.

Hares and bug

Target:exercise in throwing at a horizontal target, crawling under the cord.

On one side of the hall (platform) there is a dog named Zhuchka, and on the other side there are Hares (their houses, burrows can be marked with hoops). In the middle of the hall (platform) - "fence" (denoted with a rope stretched at a height of 30-40 cm from the floor; it can be tied to racks or simply held). Behind the fence is a garden, which is guarded by the Bug.

Before the start of the game, the Hares are in holes, and the Bug is at home. If there are a lot of Hares, then they sit in burrows in pairs (threes). The teacher gives the command "Hares, in the garden!" Hares take turns jumping over the fence (you need to land on both legs), and once in the garden, they eat cabbage (run, jump).

When the teacher says: "Bug!" or “Wow-wow!” - The bug begins to catch the Hares (you need to touch the Hare with your hand, and it remains in place). Hares run to burrows where they are safe. The hare must run to its own, and not to the neighboring hole. Those who come running stand behind those waiting in line to run to the garden. The teacher marks the caught Hares and releases them into holes (later they can visit the garden again). The bug goes to its place. According to the rules of the game, she can: run only to the fence; jump over the fence and chase the Hares to their holes. The most dexterous are the guys who have never caught the Bug.

Empty place

The players stand in a circle, choose the driver. Starting the game, he runs past the players, spots one of them and continues to run further in a circle. The stained one quickly runs in the opposite direction from the driver. Whoever of them is the first to reach a free place in the circle, he occupies it, and the latecomer becomes the driver.

Rules

1. Participants run only around the circle.

2. Those standing in a circle should not delay those who are running.

3. If the participants resort to an empty seat at the same time, then they both stand in a circle, and a new leader is selected.

Instructions for conducting

This game is played at any time of the year in a large area where you can run without interference.

The participants of the game stand in a circle at a distance of one step from each other, everyone's hands are lowered. If there are many children, it is better to organize two circles of players.

Make a figure

Purpose: to teach to perform actions on a signal without bumping into each other

At the signal of the teacher, all the children scatter around the hall (platform). On the next signal (a blow to a tambourine), all the players stop at the place where the team found them and take a pose. The teacher notes those whose figures he liked (turned out to be the most successful). The game is repeated 2-3 times (you can assign, choose a driver who will determine whose figure is better).

knock down the flag

Purpose: to teach to throw snowballs at a target, to develop accuracy. Attention.

Children stand in two lines one after another, in the hands of the first line are balls, sandbags. Ahead at a distance of 4-5 m several flags are at the same level. Children simultaneously throw sandbags over their heads with both hands or one, trying to throw them over the line of flags. The teacher counts how many children threw the bags over the flags. Then the children pick up the bags, run and pass them to their partner. Rolls the next rank, then compares the results.

Sly Fox

Purpose: to develop agility, running speed, attention

Children stand in a circle shoulder to shoulder, hands behind everyone. One child leaves the circle. They give him a fox toy. Having run around the circle from the outside, he imperceptibly puts a fox in someone's hands and stands in the center of the circle, saying together with the players:

"Cunning fox, where are you?"

The fox is silent at first, and after repeating the question three times, jumps into the middle of the circle and shouts: “Here I am!” Children scatter and occupy the agreed "houses". Who did not have time, remains in the middle of the site with the fox. All players join these children, forming a new circle. The toy is given to someone else. The game is repeated several times.

Who will make fewer jumps

Goal: continue to teach to jump with giant steps, start the game at the signal of the teacher.

Description: several children (3-5), depending on the availability of free space, stand behind the line and, at the signal of an adult, jump to the opposite side of the site to the place indicated by the line (5-6 m.) Each of the players tries to make the jumps longer. Count jumps. At the end of the jumps, the children say who made how many jumps and determine who has fewer jumps. That one wins. who made fewer jumps. Rules: Jump only on two legs. You can diversify the game by giving the task to jump with one foot forward. All children must jump in the same way.

FISHING ROD. Description: Children stand in a circle. The teacher is in the center of the circle. In the hands of the teacher is a cord, at the end of which a bag of sand is tied. The teacher rotates the rope with the bag in a circle above the ground under the children's feet, and the children jump up, trying to prevent the bag from touching their feet. Rules: Do not step on the rope. Supplies: Cord and sandbag.

Dog and sparrows

Purpose: to exercise in running in different directions, the ability to navigate in space, quickly reach the sled and sit on them.

jump jump
jump jump
Jumping, jumping sparrow
Cries of little children
Chiv, chiv, chiv
Throw the crumbs to the sparrow
I will sing you a song
Chick-chirp!
(Imitate the movements of a sparrow: jumping on two legs, waving your arms.)
Suddenly the dog came running
Sparrow scared.

On the sled

Target:exercise in running in different directions, the ability to navigate in space, quickly reach the sled and sit on them.

Sledges are placed on one side of the site by one less number than the players. Children randomly run, circle on the other side of the playground. As soon as an adult says: “To the sled!”, You must quickly run to the sled and sit on them. A latecomer is left without a seat.

Golden Gate

Purpose: to develop mindfulness.

Game description
In the Golden Gate game, two players stand opposite each other and, holding hands, raise their hands up. Get "gates". The rest of the children stand one after another and put their hands on the shoulders of the one walking in front, or simply hold hands. The resulting chain should pass under the gate.
"Gate" pronounce:

Golden Gate
They don't always miss!
Saying goodbye for the first time
The second is prohibited
And for the third time
We won't miss you!

After these words, the “gates” abruptly lower their hands, and those children who were caught also become “gates”. Gradually, the number of "gates" increases, and the chain decreases. The game ends when all the children become "gates".

Rules of the game

    Two players stand opposite each other and, holding hands, raise their hands up. Get "gates".

    The rest of the children stand one after another and put their hands on the shoulders of the one walking in front, or simply hold hands. The resulting chain should pass under the gate.

    Children who are caught also become “gates”. Gradually, the number of "gates" increases, and the chain decreases.

    The game ends when all the children become "gates"

Get in the box

Purpose: to train accuracy of throws

1st option. At a distance of 2-3 meters from each other, place two boxes filled with different toys (preferably the same size, the number of toys in the boxes is the same). Opposite each box is a team with children (there should be two teams). The distance from the boxes to the children should be 5 meters. Mark the start line (with flags, for example). On a signal, the children one by one (from each team) run as fast as they can to their box, grab any toy and return to their teams. As soon as the child has crossed the line, it is the turn of new participants. And so, until all the toys are near the start line (for this, put empty boxes).

Pass the ball without hitting the pin

The participants are divided into two teams. The start and finish lines are marked at a distance of 14 - 16 m from one another, two or three pins are set along the line in the center. Team leaders hold a volleyball or stuffed ball between their legs (above the knees). On a signal, the guides begin to move forward by jumping around the pins in such a way as not to touch them and, having reached the opposite start line, they pass the balls to the guides of the oncoming columns. This is how all players act. If the ball fell to the floor, you need to pick it up, pinch it with your feet, and only then continue the relay. The participants who finished the relay race stand at the end of the column. The team whose players finish the relay the fastest wins.

knock down the ball

Purpose: to teach throwing the ball on the run, to complete tasks on command.

Place a large ball on a stool.

The kid, standing in front of the stool at a distance of 1.5-2 m, at the signal “Knock the ball!” throws a small ball (diameter up to 10 cm) into a large one, trying to knock it down.

Fifteen

Purpose: to exercise in loose running.

Fifteen games take place either in a spacious room or outdoors, where children gather in any number, from 4-5 to 25 or more.
Having gathered, the children from their midst choose one, and give him the nickname Fifteen; his role is that he carefully follows the children running in different directions and tries at all costs to catch one and stain him, that is, touch him with his hand.
The one caught is held up in this way and turns into a "fifteen" while his name is pronounced publicly so that the comrades know whom they should beware of.
As soon as he, in turn, catches one of the participants, he immediately transfers his role to him, moving himself into a group of children fleeing.
This game should be continued until the children retain a keen interest in it and do not feel tired.
Fifteen games are based primarily on movement; they can, however, be diversified by introducing various elements, such as throwing a ball and the like.

obstacle course

Purpose: to teach to coordinate movements with each other, to develop an eye.

This fun game is good for training muscles, dexterity, coordination and independence of your crumbs. At home, you can arrange a “young fighter course” for your baby: invite him to go through the road with obstacles. At home, use chairs of different heights, rolled blankets, pillows, boards, boxes. Let the kid go through the obstacle course on his own, but support him in difficult places. He will step over something, climb onto something, and then descend, wrap himself in something. Everything in your house will be upside down, but the impressions will be the most unforgettable. By the way, this game can be played with no less success in nature. Use logs, bushes, branches with which you can build a "path". Do not forget to secure the child in difficult and dangerous moments in order to avoid injuries.

Hunters and hares

Target:: learn to coordinate movements with each other, develop an eye.

in the center of the playing area, a place is indicated (a hoop is placed, an already drawn central circle is used) for the hunter, the rest of the hares players scatter throughout the playing area. But they cannot enter the hunter's house. Whoever steps into the designated circle is eliminated (falls into a trap). The hunter has a ball in his hands. At the signal, the game begins. The task of the hunter is to throw the ball at the hares, and the task of the hares is to dodge this ball. The hunter himself runs after his "cartridges" (ball). Threw - ran, took, etc.
These were the usual rules of the game, and now let's see how they can be modified or supplemented:
1. The player in the center can immediately put several balls (5-10), we count how many times the driver hits for all throws, after which we change it. To complicate matters, each ball can be considered to play until the very end, which means that the thrown balls remaining on the playing field are considered a hazard that must not be touched. A player who touches a ball that is lying is considered to be knocked out.
2. Designate several houses throughout the playground (3-8 - depending on the size of the playing area). This is especially true when the playground is large. Since in this case, hares can hide in the farthest corner and calmly dodge balls flying from a long distance.
3. Allow the hares to defend themselves. To do this, you can use the inventory at hand: rubber rings, bumps, balls, etc. In this case, the “hare” into which the ball flies can beat off this ball with its defense. If he succeeded, then he remains in the game. In addition, you can think of it as a "candle" that saves one of the already caught players or remains in reserve for the future. If there is nothing interesting at hand, then you can allow yourself to defend yourself with your hands. He managed to beat with his palm or the back of his hand - he was saved, the ball hit higher (in the forearm, shoulder, etc.) - he was knocked out.

Frost-red nose

Purpose: to teach deftly and quickly run across the site.

Two houses are designated on opposite sides of the site, players are located in one of them. In the middle of the site, the driver stands up - Frost-Red Nose. He says:
I am Frost-Red Nose.

Which one of you decides

To go on a path?

The players answer:

We are not afraid of threats

And we are not afraid of frost.

After that, the children run across the playground to another house. Frost catches up with them and tries to freeze (touch with a hand). The Frozen ones stop at the place where Frost overtook them, and stand until the end of the dash. After several runs, another driver is chosen.


Living maze

Purpose: to develop a sense of balance, agility, speed of movement. To train the coherence of collective actions, speed of reaction and ingenuity

It is always difficult to find the way in the labyrinth, and even if with your eyes closed! Here is the problem. But let's still try to deal with it.

Before you are blindfolded, carefully study the path of your labyrinth - it will pass between various objects placed on the floor: toys, buckets, basins, etc. Have you studied it?

Now blindfold and boldly hit the road. Just don't drop a single item! Did you successfully complete your journey? You are great!!!

Who will stay in the circle.

Purpose: to develop a sense of balance, agility, speed of movement. To train the coherence of collective actions, speed of reaction and ingenuity.

Draw a circle with a diameter of 2 meters. Players stand in a circle in an amount of 3 to 5 people. You need to stand on one leg and, at the command of the leader, start jumping, trying to push the others out. The one who is left alone in the circle wins.

Move items

Purpose: to teach on a signal to carry objects one at a time, to develop accuracy, speed, dexterity.

2–4 circles (50 cm in diameter) are drawn on the ground at a distance of 8–10 m. Several different objects (pins, cubes, toys) are placed in one circle, the other remains free. The child stands at the free circle and, at the signal of the adult, begins to transfer objects here one at a time from another circle. Two teams can play at the same time.
With older preschoolers, this game can be played with an element of competition: who will most quickly transfer objects. In this case, several children or even 2-3 groups take part in the game. Then circles are drawn on the site according to the number of children or groups playing, the same number of objects are placed in each circle. If several children play, then the teacher monitors who will quickly transfer the objects and carefully put them in a free circle. If playing in groups, then the number of children in each group should be the same, and the number of objects in the circles should correspond to the number of children. At the signal of the teacher, the children standing first in their groups start running. The second can run only when the first come running, put the object in a free circle and touch the next player with their hand. In this case, the team that moves the items faster and does not break the rules wins.

geese geese

Target:to teach on a signal to carry objects one at a time, to develop accuracy, speed, dexterity.

Just before the start of the game, it is advisable to choose a suitable site, on which two houses are indicated by a line at a distance of 10 meters. The number of players can be unlimited, as in the Owl mobile game, but there should not be less than 5 participants. One house is needed for the geese, and the other for their owner. A wolf lives between the houses (lines). It is chosen by children on their own or with the help of a teacher, using a counting rhyme. The wolf is the leader. The game begins with the fact that the owner (who is also chosen using a counting rhyme) and the geese must conduct a well-known dialogue in verse among themselves: - Geese, geese! - Ha-ha-ha-ha. - Do you want to eat? - Yes Yes Yes Yes. - So fly, quickly! - But we can’t do it at all: a terrible wolf is waiting under a big mountain and won’t let us go home! Having finished the dialogue, the geese are struggling to run from their house to the owner's house. And at this time the wolf runs out and tries to catch the geese. The game lasts until the wolf can catch the first goose.

Crow and sparrow

Goal: continue to teach children to act on a signal, navigate in space

2 teams are selected: “crows” and “sparrows”. Gerasim slowly says “Crows!” and “crows” children catch “sparrows”, the command “Sparrows!” - vice versa!

Don't get your feet wet

The participants are divided into teams. In front of them is a swamp (the border of the swamp is marked with chalk or a cord). The first players are given two medium-sized beams each (you can use bricks from children's building material).

The task of the players is to use the bars, stepping on them and moving forward one by one, to reach the edge of the swamp and return back, passing the baton to the next participant. It is desirable that the leg from an impromptu bump does not fall into the swamp.

winding path

Purpose: to learn to jump over obstacles and land on both feet.

All children need to be divided into 2-4 teams, depending on the number of group members, to get about 5-7 people in one team.

This outdoor game is played like a relay race in a spacious room or on the street. The guys need to be built on the start line in ranks one after another. To do this, pyramids or other toys are located on the start line, which will be the starting point for each participant.

The field itself, along which the players of this outdoor game have to run, is a few stickers (or arranged toys) on the floor, which the participant must run past without stepping on them (like along a winding path). At the end of the field there is a finish line with soft cubes (or any other toys).

The task of the participant is to run along such a winding path, touch the soft cube and stop. Then the next player of the same team can run. Thus, at the end of this outdoor game, all the guys must run across from the start line to the finish line.

We are droplets

Purpose: to teach to form double rows, to make a wide circle, to train the coherence of collective actions, speed of reaction and ingenuity.

Tasks

Educational:

    To form the ability to run without bumping into each other with the coordination of the movement of arms and legs

    To form the ability to maintain a stable body position and correct posture

    Improve knowledge on connecting in pairs in one line, circle

    Strengthen coordination of movements and orientation in the room

Developing:

    Develop the movement of various forms of physical activity

    Develop speed and agility

    Develop auditory attention and the ability to move according to the words of the text

Educational:

    Cultivate discipline and activity

Integration of educational areas: communication, cognition, game activity

Material: hats: Clouds, suns, CD with music.

Course progress.

Guys, today I want to invite you to play the game "Droplets walk in a circle." I will be your mother - Cloud. And you are all my drops.

(Music turns on and it rains.)

Educator: You flew to travel to earth.

Children: Jump, run, play freely throughout the hall.

Educator: But now they got bored of jumping one by one, they gathered in pairs and flowed in small cheerful streams.

(Change of music. Music of the brook).

Children: droplets connect in pairs and make up streams.

Educator: Brooks met and became a big river.

(Change of music. Music of the river)

Children: Droplets are connected in one chain.

Educator: Droplets float in a big river, travel. The river flowed and flowed and ended up in a big big ocean.

(Change of music. Music of the ocean).

Children: They reorganize in a round dance and circle in a circle, then squat.

Educator: They swam, they swam droplets in the ocean, and then they remembered that their mother, Cloud, ordered them to return home, and then the sun warmed up (I show the sun). The droplets became light, stretched upwards.

Children: Crouched children rise, and then stretch their arms up.

Educator: they evaporated under the rays of the sun and returned to their mother - Cloud.

Children: Droplets approach their mother - Cloud and she hugs them.

Educator: Well done, droplets, they behaved well, they didn’t climb into the collar of passers-by, they didn’t splash, now stay with me. I miss you.

Catch-throw

Purpose: to teach to catch the ball without pressing it to the chest, to throw exactly to the teacher with both hands in accordance with the rhythm of the spoken words.

Move.Children stand in a circle, an adult in the center. He throws the ball and catches it back, saying: “Catch, throw, don’t fall!”.

The text is pronounced slowly in order to have time to catch and throw the ball. The distance gradually increases: from 1 to 2 m or more.

Rules:catch the ball without pressing it to the chest; throw accurately to an adult with both hands in accordance with the rhythm of the spoken words.

Complication:Children stand in pairs and throw the ball to each other.

Salki

Purpose: to teach to move in intermittent steps in different directions, to act on a signal.

A trap is chosen. At the signal of the educator:

One two Three,

One two Three,

Well, hurry up and catch us!

children scatter around the hall (platform). The trap catches them by touching them with his hand. Those caught move away. When 2-3 children are caught, another trap is chosen. The game is repeated 2-3 times.

Trap, take the tape

Purpose: to explain the rules of the game, to learn to act on a signal, to develop dexterity.

The players stand in a circle, choose a trap. Everyone, except for the trap, takes a colored ribbon and lays it behind the belt or behind the collar. The trap stands in the center of the circle. At the teacher's signal: "Run!" children run around the playground. The trap catches up with them, trying to pull the tape from someone. The one who has lost the ribbon temporarily steps aside. At the signal of the teacher: “One, two, three, run in a circle!” the children gather in a circle. The trap counts the number of ribbons and returns them to the children. The game restarts with a new trap.

Reach for the ball

Purpose: continue to exercise to jump with the push of two legs, hit the ball at the same time with both hands.

Attach a cord to the risers 10 - 15 cm higher from the raised arms of the child. Tie large balls (2 - 3) in nets to the rope at a certain distance from one another. Children should be seated so that they can see those who will jump. The teacher calls 2 - 3 children, they come up to the balls, jump at the “one” signal and take out the ball with both hands, after which they return to their places. The teacher marks the children who got the ball at one time. The game ends when all the children have got the balls.

Maritimefigure

Goal: develop attention, logical thinking

The leader is selected. He turns away from the others and says this rhyme:
The sea is worried
The sea is worried two,
The sea is rough three
Marine figure freeze in place
As he speaks, all players move randomly. As soon as they stop talking, all players freeze, depicting "sea" figures.
The host approaches any player, touches him with his hand - the player depicts who exactly he shows. The leader's task is to guess what kind of figure it is. If the player portrays unlike, he becomes water to the next stage.
There is another complication to the rules: if any player moved or laughed during the “performance” of another, then he became water.
Also guessed:
- animal figure
- bird figure
- figure clown
- working figure
- crazy figure
and so on, for which there is enough imagination.

knock down the skittle

Purpose: to develop coordination of movements, the ability to betray the power of the throw.

A line is drawn on the floor or ground or a string is laid. At a distance of 1 -1.5 m from
2-3 large pins are placed on it (the distance between the pins is 15-20 cm).
Children take turns approaching the designated place, picking up those lying nearby
balls and roll them, trying to knock down the pin. Having rolled 3 balls, the child runs, collects them and
passes to the next player.
To knock down a skittle, you have to try
Instructions for carrying out. To complete the exercise, you must first give the balls
15-20 cm in diameter. Then, when the children learn to roll the ball vigorously, hit
skittles, you can give them smaller balls and increase the distance for them
rolling.

sparrows

Purpose: to exercise in loose running, to develop agility, speed.

A circle with a diameter of 4 m is drawn on the floor or ground. The leading "cat" becomes in the middle of the circle, the rest of the participants in the game are "sparrows". They are outside the circle. At the signal of the teacher, the "sparrows" begin to jump into the circle and jump out of it. Caught is in the center. When all "sparrows" are found, a new cat is selected.
The winner is the one who has never been caught, and the cat that managed to catch all the "sparrows" faster than others.

Who is braver

The mice came out once
See what time it is.

One two three four,
The mice pulled the weights.
Suddenly there was a terrible sound!
Bom-bom-bom-bom!
The mice are out!

(the cat is chasing the mice-children)

faster than the wind

Purpose: to develop running speed, climbing skills.

Choose two leaders. The first one is tied with a blue ribbon on his hand - this is the “north wind”, the second - a red one - this is the “south wind”. The rest of the children run around the playground. "Northern Wind" tries to "freeze" as many children as possible (touch them with your hand). "Frozen" children take any position. The "South Wind" "thaws" them, touching them with a hand, exclaiming: "Free!". After 2–3 min. new drivers are appointed, and the game is repeated.

Carp and pike

Before the start of the game, all crucians gather in one hole. On a signal, they swim out of the shelter and try to cross to the opposite side of the river. The pike goes hunting. Caught crucians do not leave the game, they take each other by the hands and stand in the middle of the playing area, form a network. The remaining crucians, swimming from one side of the site to the other, pass through the net. There are more and more people caught, the net is getting longer. Then a basket is made from the net, the players stand in a circle. Participants in the game, when running, must run into the basket. The game ends when the pike catches all the carp.

rule

Pike should not swim into the net and into the basket for crucians.

Instructions for conducting

The more players, the more interesting the game is. Burrows for crucians can be distinguished by a simple line, but it is better to pull a cord under which crucians swim. The places where the pike hides (there may be 3-4 of them) must be made along the edges of the site.

Tagged players can make a net when there are at least 3-4 of them. If the pike at the beginning of the game pissed off, for example, only one player, then he stands aside and waits for there to be more of them. Players representing the network can be placed in two rows.

homeless hare

Purpose: to exercise in running, the ability to act on a signal.

A hunter and a homeless hare are selected from among the players. The rest of the players - hares, draw a circle for themselves, and stand inside. The homeless hare runs away, and the hunter catches up with him. The hare can escape from the hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because he will become homeless, and the hunter will hunt him.

As soon as the hunter catches the hare, he himself becomes a hare, and the former hare becomes a hunter.

Do not be late

Purpose: to teach to crawl under the bench in any way (straight or sideways).

It is necessary to put fewer chairs in a circle than the number of players (one, two). The facilitator puts on a record with music suitable in tempo or plays some rhythmic musical instrument (drum, tambourine, rattle, etc.), and the children run around the chairs. When the music stops, the children should have time to take

place. A child who does not have time to sit on a chair is out of the game. At the same time, the host removes one more or, if he wants to speed up the game, two chairs. The game continues until one player remains. The presenter needs to vary the time during which the music is played. Chairs should not be placed very close to each other.

Don't miss the ball

Purpose: to teach to pass the ball without dropping or stopping, to cultivate friendliness.

You need to run, or rather, jump a certain distance, holding a tennis ball or a matchbox between your knees. Time is being recorded. If the ball or box falls to the ground, the runner picks it up, knees it again and continues running. The one with the best time wins.

catch the ball

Purpose: to exercise the ability to catch and pass the ball.

Stand at a distance of 1.5-2 m from the child. Throw the ball to the child so that he can catch it and throw it back. During this game, you can say the words: "Catch, throw, don't let fall." Each word must be accompanied by a throw of the ball. Say the words slowly so that the baby has time to catch and throw the ball slowly.

As the child masters the skills of catching and throwing, you can increase the distance.

Rope

Purpose: to teach to act on a signal. Work smoothly with your hands, run in a certain direction, develop speed and agility.

Extras: chairs, rope

Two chairs are placed with their backs to each other, a rope is pulled under them. At the command of the host, two participants walk around their chairs. On command, everyone sits down on their own chair and pulls the rope out from under it. The game is played up to three times. Whoever wins twice gets a prize.

forest paths

Purpose: to diversify movements depending on conditions.

At the beginning of the game, children draw multi-colored intersecting lines with chalk on the asphalt - these are the paths along which the participants of the game have to move. But first you need to choose a way to move: squatting, bouncing or backwards. To do this, children draw folded pieces of paper from a forest basket - this is a lot. Then, on command, they begin to move - who will be the first to reach the finish line.

Penguins with a ball

Purpose: to complicate jumping on two legs with forward movement with an object clamped between the feet.

Games aimed at the physical development of preschoolers.

Game "Owl"

The purpose of the game: the development of dexterity, the development of the ability to act on a signal.

Equipment: chalk.

Game progress. One of the players portrays an owl. He sits in a nest - a small semicircle marked on the ground. The rest of the players imitate frogs, bugs, butterflies. They run, jump, wave their arms. On signal The night has come! everyone stops and freezes in an arbitrary position. The owl will fly out to hunt. Noticing the one moving, the owl takes him to his nest. On signal Day! everything starts moving again. According to the rules of the game, you cannot escape from the owl. The most dexterous and cautious are those who do not come across an owl.

Game "Wolf in the ditch"

The purpose of the game; development of the ability to navigate in space, the ability to jump, act on a signal.

Equipment: chalk.

Game progress. Two parallel lines are drawn on the site at a distance of approximately 10-15 m. Behind one of them is a house in which goats live, behind the other is a field. Two more lines were drawn between the house and the field at a distance of 1-1.5 m from one another. They marked the ditch in which the wolf is located. On signal Goats, in the field! the players run out of the house and, jumping over the moat, run into the field. The wolf tries to stain the goats. The player spotted by the wolf stops so the wolf can mark the number of caught. The goats then return to the house and the game continues. The wolf that catches the most goats wins.

Game "Two Frosts."

The purpose of the game: the development of speed of movement, agility, the ability to act on a signal.

Equipment: chalk.

Game progress. Two houses are marked on opposite sides of the site. In one of them are all the players, except for two frosts, who stand in the middle of the site. Frost says:We are two young brothers, two distant frosts: I am frost - a red nose, I am frost - a blue nose. Which of you will dare to set off on a path? Children answer: We are not afraid of threats and
we are afraid of frost- and run to another house. Frosts try to freeze those running by by touching them with their hands. Frozen ones stop on the spot. Frosts count how many players they managed to freeze. Then choose new frosts. The best are those who managed to freeze the most number of players.

Game "Traps"

Purpose of the game: learn to run fast, navigate in space,the ability to act on a signal.

Equipment: the game is played on the court.

Game progress. One of the players is chosen as a trap. Other players scatter around the court. The driver says loudly: I'm a trap These~words serve as a signal to start the game. Lovish-a tries to catch up and touch one of the players with his hand. The player touched by the driver becomes a trap, now everyone runs away from him and dodges. The new catcher is not allowed to immediately touch the former leader with his hand.

Game "Catch the ball"

Purpose of the game: to learn to throw and catch the ball,

Equipment: ball.

Game progress. The game involves three players. Two people stand at a distance of at least 3 m from each other and throw the ball. The third is between them and tries to catch the ball at the moment when it flies over it. Having caught the ball, the driver takes the place of the one who unsuccessfully threw the ball, and he takes the place of the driver.

Game "Chickens and mother hen"

Purpose: to teach children to crawl under an obstacle, act on a signal, develop the muscles of the abdomen, back, legs.

Equipment: a rope stretched at a height of 50 cm from the floor level - a chicken house, yellow caps - masks for each child, balloons.

Game progress: an adult collects children behind a stretched rope in the house, puts chicken masks on them, explains that the chickens will go from the house to the street to look for grains. As soon as they hear that a big bird has arrived, they should quickly hide in the house.

Children and an adult crawl under the rope, begin to collect small balls scattered on the floor. At the command of an adult: "Big bird!" children hide in the house.

The bird can be another adult trying to catch the children, then the child can play the role of the bird.

The game "We go to visit the bear"

Goal: improve walking skills, develop dexterity, balance.

Equipment: gymnastic wall, board 1.5-2 m with hooks, soft toy bear.

Game progress: an adult fixes the board with one end on the gymnastic wall, starting from a height of 20-30 cm, then the steepness of the slide can be increased. He puts a toy on the gymnastic wall and invites the baby to visit the bear. An adult monitors the posture of the child, emotionally approves him.

Game "Carousel"

Purpose: to develop a child's balance in movement, the skill of running, to increase emotional tone.

Equipment: hoop.

Game progress: an adult invites children to take hold of the hoop and run around to the words of the nursery rhyme:

Barely, barely, barely,

The carousels spin

And then, then, then

Everyone run, run, run.

Hush, hush, don't rush

Stop the carousel

One-two, one-two

Here the game is over.

The game can be repeated by changing the movement. You can conduct similar games-exercises for squatting, standing on toes, holding on to the hoop.

Game "Airplane"

Purpose: to develop the skill of running in a child.

Game progress: an adult invites the child to play an airplane - to fly: “Run to me, we will fly!” The kid runs into the arms of an adult, who picks him up under the armpits, lifts him, spins with him, then puts him on the ground. During the movement, the adult imitates the sound of the aircraft and encourages the child to repeat it: “Whoo!”

If whirling causes a negative reaction in the child, then you can simply lift and press the baby to you.

The game "Grey Wolf" (Tatar folk game)

Purpose: to learn to run fast without bumping into each other, to navigate in space, to be able to listen to the text, to follow the rules of the game, to cultivate friendly relations, quick response to a signal.

Game progress. One of the players is chosen as a gray wolf. Crouching down, the gray wolf hides behind the line at one end of the site. The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 meters. On a signal, everyone goes to the forest to pick mushrooms and berries. The host comes out to meet them and asks (the children answer in chorus):

- You, friends, where are you in a hurry?

- We are going to the dense forest.

- What do you want to do there?

- We'll pick raspberries there.

- Why do you need raspberries, children?

We'll make jam.

- If the wolf meets you in the forest?

- The gray wolf will not catch up with us!

After this roll call, everyone goes to the place where the gray wolf is hiding, and in unison they say:

I'll pick berries and make jam

My dear grandmother will have a treat.

There are a lot of raspberries here, you can’t collect all of them,

And wolves, bears are not to be seen at all!

After the words, the gray wolf gets up, and the children quickly run over the line. The wolf is chasing them and trying to tarnish someone. He takes the captives to the lair - to where he hid himself.



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