Collection of outdoor games for children of primary school age. Sports events, relay scenarios, children's outdoor games

10.10.2019

Description: participants move freely around the hall in the basketball stance: straight, right side, left side, back forward, trying not to hit each other. At the signal of the teacher, they perform a two-step stop and assume the basketball player's stance.

The one with the correct stance wins.

Notes: Players who complete the exercise correctly can further evaluate other participants.

"Brother Rabbit, Brother Fox"

Venue: small hall or any venue.

Description of the game: all participants in the game are built in one line. The teacher walks along the line behind the backs of the students and touches one of them - this is a “fox”. Then all the participants (“rabbits”) disperse around the hall and say the following words: “If you drop the bowl, the bowl will break, if the fox’s tail is close, then Lisk is close.”

After these words, the “fox” loudly shouts “Here I am!”, while simultaneously jumping up and raising his arms, after which he catches the “rabbits”. The one whom the “fox” has caught goes to the “fox house”. After the game stops, all its participants are again lined up, and a new “fox” is selected. Game continues.

Note:

  • when choosing a “fox”, students stand with their eyes closed and hands clasped in a “boat” behind their backs. Whom the teacher touches by the hands is the “fox”;
  • if the child does not want to be the driver, he puts his hands on his stomach;
  • if during the first period of the game the participant was caught, then in the next period he cannot be a “fox” (when choosing “fox”, he puts his hands on his stomach);
  • as the game is mastered, the teacher must explain that the “fox” is not only fast, but also cunning, so she must deceive the “rabbits” - not give herself away ahead of time and choose a place in the hall where there are most of the game participants (so that you can immediately hurt one of them)
  • if the “fox” did not shout “Here I am!”, or did not raise her hand (that is, she was not seen or heard), the game stops and a new “fox” is selected;
  • the score is given to the fastest "fox" - she hunted well; to the “cunning fox” herself - for cunning; “rabbits” who have not been caught during the entire game or have been caught, but before that for a very long time and deftly dodged the “fox”.

“Swift deer”

Venue: Sports ground or large hall.

Description of the game: the teacher chooses four drivers - these are "wolves", the rest of the participants are "swift deer". “Wolves” are divided into two groups: two “wolves” are “beaters”, the other two are in “ambush”. At the signal of the teacher, the “deer” run away from the “wolves” to the other side of the site. "Beater wolves" catch "deer" throughout the site, and "wolves in ambush" - only on the middle line of the hall. After each run, the number of “deer” caught is counted, after which they can again take their place on the site. Game continues.

Note:

  • the number of runs and "wolves" depends on the size of the site and on the number of participants in the game;
  • the caught "deer" can drop out of the game and stay in a specially designated place. They enter the game when a new group of “wolves” is selected;
  • “wolves” are selected from those participants who were not tagged;
  • the score is given to the best group of “wolves” and those “deer” that were not caught during the entire game.

“Bouncers squared”

Venue: sports hall, any lined area.

Description: the participants of the game are divided into two teams, one of which will be in a square of 10 x 10 m, and the other outside it. On a signal, the members of the outside team begin to kick their opponents with the ball.

Notes: The player who has been knocked out must sit on the bench.

Options:

  1. The team that knocks out all opponents in the shortest time wins.
  2. The team that eliminates the most players in a given time wins.

"Jugglers"

Description: participants with small balls in their hands are located throughout the hall. At the command of the teacher, the children perform tossing and catching the ball: with one hand, with two, transferring from hand to hand, etc. The participant(s) who stays on the court the longest wins.

Notes: the player who dropped the ball sits on the bench or goes “backstage” (a part of the hall specially designated for this), and continues to perform exercises with the ball there.

"Swift Team".

Venue: Sports Hall.

Description of the game: two teams are located on the volleyball court, each on its own side. Participants are built in a column or line. On each side of the court there are posts, one or two in each of the areas of the volleyball court, the total number of posts corresponds to the number of players in the team. Each member of the team knows to which zone he should move on the signal. The participant must run to the counter and return back. The first team to line up at the start line wins. The start line, as well as the location of the team on it, can be changed. It is also possible that participants perform certain exercises near the counter. In addition, at each stage of the game, players change zones.

"Team relay on the ground."

Venue: Playground around the school.

Description of the game: participants are divided into two teams. Then both teams conduct an inspection of the terrain along which the relay path will pass, as well as the obstacles that they will need to overcome. If possible, a judge is placed at each stage. After that, the teams draw lots, and one of the teams goes to the start. The finish is determined by the last player. Then the second team starts. The results of both teams are recorded by a stopwatch and at the end of the relay are compared, taking into account penalty points.

Obstacles in the relay race are determined taking into account the sports equipment located on the site.

Between obstacles, the team moves at a run.

"Curl Mice".

Venue: Gym or any venue.

Description: Participants are divided into two teams, each of which forms a circle. A prerequisite for the game is that the participants hold hands tightly and do not disengage until the end of the game. Both teams are in the middle lane. The teacher or a specially selected leader says the following words: “ears, drying, buns, mice, curls”. For each of these words, the team members must “twist”, crawling under each other's arms. The result is a circle-“curl”. Then the driver begins to keep score, and the teams take one step towards the score towards the wall or some landmarks. The first team to reach the goal wins.

Notes:

  • the score is kept slowly so that each of the participants has time to take a step
  • a reference point can be a student (or two students) released from the lesson, who stand with outstretched arms. As soon as he touches one of the approaching team, he raises his hands up, i.e. this team wins.

“Fox hunting”

Venue: The game is played near the school or in any restricted area.

Description of the game: all participants are divided into 2 teams, after which a draw is held. One of the teams becomes "hunters", the other - "foxes". At the signal of the teacher, the "foxes" run away and hide in the area. After 30-40 seconds, “hunters” run after them. The task of the “hunters” is to catch up or find the “fox”, taunt it and lead it by the hand to the “hunting lodge”. The game ends when the “hunters” catch all the “foxes”.

Note:

  • members of the “fox” team put on bibs;
  • “hunters” are in the so-called “hunting lodge” and always stand with their backs to the “foxes”;
  • the starting line for the “foxes” team is 5-10 meters from the “hunting lodge”;
  • “Foxes” are prohibited from: going beyond the boundary lines (fence, etc.), climbing trees, hiding in the school building and refusing to go with the “hunters” if they taunted him. In all these cases, the “fox” player is punished with penalty points and is considered to be caught;
  • "hunters" are forbidden to fight with the "fox" if she does not want to go. In this case, you need to run to the start line and call the number of the “fox” that violated the rules;
  • if the “hunter” taunted the “fox”, then he needs to take her by the hand and bring her to the “hunting lodge”. You can also transfer the “fox” to another “hunter”, and run further to “hunt” yourself. In the same way, you can transfer the number of the “fox” that violated the rules;
  • the winner is the team that, being a team of "hunters" caught all the "foxes" in less time;
  • penalty points are converted into seconds and subtracted from the time taken to catch the “foxes” by the opposing team.

"Hunters, wolves and fir-trees".

Venue: Gym or any venue.

Description of the game: one or more drivers are selected (depending on the size of the site and the number of participants), which are located in the corner of the hall or on the edge of the site - these are hunters. The rest of the participants are wolves. On a signal, the hunters run out of their shelter and try to overpower the wolves (with a ball or hand). The captured wolf does not leave the game, but “transforms” into a Christmas tree - it stops in place and raises its arms like branches. Trees standing nearby can move towards each other, join hands and form a forest. Those wolves that have not yet been tagged can hide behind fir trees or behind the forest, but even in this case they can be tagged. The wolf wins or several wolves, the last ones to be tanned (they become hunters).

"Ginger cat"

Venue: Gym or Playground.

Description of the game: the teacher chooses one driver - this is the “Red Cat”. He becomes in the center of the hall, and the rest of the participants in the game (“mice”) are located around the “cat” and hold hands. Then the “cat” crouches and covers his eyes with his hands, as if he were sleeping. “Mice” refers to “cat” with these words:

“A sluggish red cat was resting his stomach.

I want to eat, but too lazy to toss and turn.

So the red cat is waiting - maybe the mouse will crawl up!

After these words, the “mice” scatter, and the “cat” catches them. Caught "mice" sit on the bench and "mourn" because the "cat" ate them. The game lasts 10-20 seconds, after which the "cat" chooses a new "cat" from the "mice" that have not been caught!. Then the “eaten mice” re-enter the game, and it continues. The game is played 3-5 times.

Note:

  • The “cat” closes his eyes with his hands so that he does not look in advance at the “mouse” he is about to catch. But the “cat” is allowed to spread his fingers and surreptitiously spy on the “mice”;
  • you can choose two “cats” and even three if the game is played in a large hall (in this case, they are located with their backs to each other);
  • as the game is mastered, the actions of the “mice” become more complicated - they can walk in a circle (on their heels, on their toes, etc.) or perform some attention exercises in a circle;
  • the score is given to the “cat” that caught a lot of “mice”, or to the “cat” that ran out very quickly and immediately caught several “mice”; or “mice” that have not been caught during the entire game

"The most accurate team."

Venue: Gym or any venue.

Description: Participants are divided into two teams. Then they are rebuilt in two columns, while taking a stand with legs apart, hands on the shoulders of the person in front. The very first participant holds the ball in his hands. On signal, that player leans forward and rolls him back as hard as possible. The last player receives the ball, runs forward with it and continues the action of the first participant. The team in which the captain with the ball in his hands is again in front of the team wins. A team is awarded one point for a win. After that, other captains are selected, but the scheme of the game changes: the participants close their eyes (either themselves or the player standing in front), and the players with the balls change their location, but at the same time try to be close to each other. On a signal, the rest of the participants open their eyes, run to their captains, line up in the same order and repeat the previous exercise.

The game is repeated 5-6 times, with the captains changing each time. There is no limit to how far the ball carriers can run, but they must be within sight of the other players.

The team with the most points wins.

Notes: the ball is passed only after the last member has entered the column. This player must give some sound command or password to the person in front: for example, “rocket is ready” or any other command.

"Detectives"

Venue: Gym or any sports ground.

Description: all participants are facing the wall. The teacher or the driver hides a small object anywhere (for example, a key). On a signal, the participants begin to look for a hidden object. Whoever finds it first becomes the “best detective”.

Notes: "best detective" can be further driving.

"Round dance"

Venue: Gym or any venue.

Description: All participants are divided into groups, each of which must include both boys and girls. The group joins hands and forms a round dance, while trying to remember each other. Then the participants disperse to opposite edges of the hall (separately: boys and girls) and line up. Then, at the command of the teacher, everyone performs turns or some other exercises, possibly with their eyes closed. At the command “Round dance”, the participants must join their groups. The team that does it faster than the others wins.

Notes: it is advisable to mark the place where the participants of the “Round Dance” are built with chips.

Methodical collection "Games for primary school students"

Physical education teacher - Sazonov Alexey Sergeevich
School - MBOU lyceum No. 26, Shakhty, Rostov region

Collection of outdoor games for children of primary school age.

INTRODUCTION This collection includes outdoor games that can be used in sports activities and during walks in kindergarten, in physical education classes in elementary school, as well as in the preparation of various scenarios for sports holidays in the form of competitions and relay races. In the first part of the collection you can find games of any orientation, both for the hall and for the sports ground. Many games can be included in the calendar-thematic planning as outdoor games in cross-country training, track and field training, gymnastics and when planning the variable part of the work program.
The second part of the collection presents only those games that were included in my calendar-thematic planning for physical education for grades 1-4 (3 hours).

FIRST PART

grandpa horn
By purpose and character, it is a kind of game "Trap".
Two lines are drawn on the playground at a distance of 10-15 m. A circle with a diameter of 1-1.5 m is drawn between them in the middle to the side.
From among the players, a leader is chosen (“fifteen”), but he is called “grandfather-horn”. He takes his place in the circle. The rest of the players are divided into two teams and stand in their houses behind both lines.
The driver loudly asks: “Who is afraid of me?”
Playing children answer him in chorus: “No one!”
Immediately after these words, they run from one house to another across the playing field, saying:
"Grandfather-horn,
Eat a pie with peas!
Grandfather-horn,
Eat a pie with peas!”
The driver runs out of his house and tries to “spot” (touch with his hand) the running players. The one whom the driver "tarnishes" goes with him to his house-circle.

Don't drop the ball
Purpose of the game: learning in a playful manner jumping and running, agility and coordination of movements.
On the playground, two parallel lines are drawn at a distance of 4-6 m (depending on the age of the children playing).
Playing children are divided into 3-4 teams with an equal number of participants. Teams line up in a column at the first line at a distance of 1.5 m from each other. Everyone standing first receives the ball and pinches it between the legs.

Free place
The purpose of the game: the development of speed qualities, dexterity, attention.
A leader is chosen from among the players. The rest of the children stand in a circle, also outlining a small circle (40 cm in diameter) around their legs. The driver runs up to one of those standing and touches him with his hand. After that, the driver runs in one direction, and the player in the other. Each of them tends to go around the circle faster and take the vacant place. The remaining of the two without a place becomes the driver, and the game continues.

Outdoor games are the most accessible and effective method of influencing a child. Thanks to them, the ordinary becomes unusual, and therefore especially attractive. The game uses natural movement, mostly in an unobtrusive form of entertainment. The game is a companion of the child, and it meets the laws laid down in them by nature itself - an irrepressible need for movement. The main feature of outdoor games is the presence of active motor actions, due to which they are a recognized means and method of physical education and development. The use of outdoor games allows you to develop not only physical, but also intellectual qualities: observation, memory, logical thinking, quick wits. In games that have a story form, there is room for imagination and artistry, elements of dance and singing. In addition, games can be played with musical accompaniment. All this forms an aesthetic worldview. Being carried away by the game, children very clearly show character traits and other individual characteristics.

For children with a mental and physical retardation, play is a vital need, as it contributes to the development of understanding of instructions and orientation in space. Along with insufficiently formed general motor skills, there are deviations in the organization of fine motor skills, which provide fine, differentiated movements, for example, when modeling, constructing, writing, etc. Children with mental retardation have practically no ability to work out and consolidate motor actions. This takes a lot more time and repetition.

The most important result of the game is joy and emotional uplift. Thanks to this remarkable property, outdoor games, especially with elements of competition, more than other forms of physical education, meet the needs of children with mental retardation. In addition, outdoor games, selected taking into account age, state of health, the degree of their physical fitness, contribute to recovery, hardening, strengthening the body.

The game develops

When organizing outdoor games, it is necessary to carefully monitor the sanitary and hygienic conditions of the classes, in particular, the cleanliness of the gym and the air temperature. Equally important is the cleanliness of the body and clothing of the practitioners themselves. During the game, metabolism increases significantly, gas exchange and heat transfer increase. In this regard, children need to develop the habit of systematically washing their hands and feet, wiping the body with a damp towel and dousing with water, using the generally accepted rules of hygiene and hardening.

If the problem is solved in the lesson strength development, then it is very beneficial to include in his program auxiliary and lead-up games associated with short-term speed-strength tensions and the most diverse forms of overcoming the opponent's muscular resistance in direct contact with him. The main content components of such games include various tugs, pushes, holds, pushes, elements of wrestling, weightlifting, etc. Exercises with available weights are also very effective for solving this problem - tilts, squats, push-ups, lifts, turns, rotations, running, jumping with a load that is feasible for students. This should also include throwing various objects at a distance.

For speed development games should be selected that require instant responses to visual, sound or tactile signals and include physical exercises with periodic accelerations, sudden stops, rapid jerks, sprinting and other motor actions aimed at consciously and purposefully getting ahead of the opponent.

For development of dexterity use games that require precise coordination of movements and quick coordination of their actions with the actions of teammates, a certain physical dexterity.

For endurance development it is necessary to use games associated with a deliberately large expenditure of strength and energy, with frequent repetitions of exercises or with prolonged continuous motor activity, due to the rules of the game.

The game teaches

Outdoor games are best used in close relationship with other means of physical education through complex use with general developmental, leading and special exercises. When planning, you need to take into account the overall load of the lesson and determine the purpose, time and place among other exercises and learning activities used. The level of its difficulty and duration should be accessible to those involved and increase smoothly and gradually.
When conducting games, serious attention must be paid to strict observance of generally accepted norms and safety rules for both the players themselves and the spectators.

In gymnastics lessons

Keep your balance

Purpose of the game: development of coordination abilities, courage. It is used as an auxiliary exercise for teaching motor actions in balance.

Organization: the class is divided into equal teams, which line up in a column one by one behind the common starting line. The distance between the columns is 2–3 m. In front of each team there is a gymnastic bench with 3 stuffed balls on it, and 10 m after it there is a reversal stand.

Conduct: on a signal, the first numbers rush forward, run along the bench, jumping over the balls lying on it, then run to the rack, go around it to the left and return back, where they pass the baton to the second numbers by touching the outstretched hand, and they themselves stand at the end of the column. If a player loses balance while running and leaves the bench, he must resume movement from the beginning of the bench. If a player knocks the ball down, he must replace it. The team that finishes the relay first wins.

Crossing the narrow poles

Target: development of dexterity, vestibular apparatus.

Organization: the class is divided into equal teams, which line up in a column one by one behind the common starting line. The distance between the columns is 3 m. After 10 m in front of each team there are two inverted benches parallel and close to each other.

Conduct: on a signal, each team, holding hands, runs up to its crossing and begins to cross the river along the narrow rails of an inverted bench in a chain, without breaking their hands. The team that crosses the fastest without losing balance or breaking the chain wins.

Wrestling on the balance beam

Target: development of coordination abilities, perseverance and tactical thinking. It is used as a lead-in exercise for teaching motor actions on the balance beam.

Organization: the class is divided into equal teams, which line up in a column one at a time: the boys are in front, and the girls are behind them - from different ends of the log. Gymnastic mats are laid directly under the log and near it.

Conduct: on a signal, one player from each team climbs the log from their end and, converging in the middle, try to unbalance the opponent with the help of deceptive movements and push them off. The player who succeeds earns 1 point for his team. The team with the most points wins.

Acrobatic relay

Target: development of dexterity, speed, courage. It is used as an auxiliary exercise for teaching acrobatic elements.

Organization: the class is divided into three teams that line up in columns one at a time behind the starting line. At 2–3 m in front of the columns, three benches are installed 3 m apart from one another; behind each of them lay gymnastic mats. At a distance of 15 m from the start line, reversal stands are installed.

Conduct: on a signal, the first numbers run to their reversal stands, perform three long somersaults from a run through three benches standing in their way, run around the reversal stand and return back, where they pass the baton to the second numbers. The team that finishes the relay first wins.

Medicine ball medley relay

Target: development of dexterity, speed-strength qualities, flexibility. It is used as a lead-in exercise for teaching acrobatic elements.

Organization: the class is divided into two teams, which, in turn, are divided into two groups and line up in opposite columns at a distance of 10 m from each other. Each player assumes a wide stance position. The distance between the players is 70 cm. A gymnastic mat is laid in the middle between the columns. The captains (guides) of one of the subgroups receive a stuffed ball.

Conduct: on a signal, the captain passes the medicine ball overhead to his partner backwards, bending over. He, having received the ball, leans forward and gives it back between the legs of the third participant, etc. The last player, having received the ball, runs forward with it; having reached the mat, he does a somersault forward with the ball in his hands, then continues to run and passes the ball to the guide of the other column, and he steps aside. The players of the second column perform the same task. The team that completes the task first wins.

Don't let the hoop fall

Target: development of dexterity, speed. It is used as a lead-in exercise for teaching motor actions with a hoop.

Organization: the class is divided into teams that line up one after the other on the start line; the interval and distance between the players is 1 m. Three lines are drawn at 6, 8 and 10 m from the start line. Players in the first rank receive a hoop.

Conduct: The game is played in three rounds.

First tour. On a signal, the players of the first line should roll their hoop forward, and when it crosses the 6-meter mark, run out and catch it before it falls to the floor. A participant who does not have time to catch his hoop or runs out ahead of time is out of the game.

In second round the same task must be completed when the hoop reaches the 8-meter mark, and in the third - 10-meter. The team that retains the most players after the final round wins.

Ten rope jumps

Target: development of dexterity, speed, attention. It is used as a lead-in exercise for learning to jump rope.

Organization: The class is divided into four teams that line up in columns. The interval between students is 1.5–3 m. The first numbers receive a rope. The method of jumping is negotiated in advance.

Conduct: on a signal, the first numbers perform 10 jumps in place in the agreed way and pass the rope to the second numbers. The last participant, having completed the task, raises the rope above his head. The team that completes the task first wins.

Catching "frogs"

Target: development of agility, speed, strength. It is used as an auxiliary exercise for teaching vaults.

Organization: the class is divided into two teams that line up in two lines: one is on the starting line and takes emphasis crouching, the other is 1.5 m in front of them. At a distance of 10-12 m from the start line mark the finish line.

Conduct: on a signal, all participants in the game begin to perform jumps in an emphasis, crouching relying on arms extended forward (“frog”), pushing off with their arms and legs. The task of the standing team behind is to catch up and knock down the players in front of the standing team until they reach the finish line. Then both teams return to the starting point and change places. The team whose members catch the most "frogs" wins.

In athletics lessons

Downhill running

Target:

Organization: on a free meadow with a slope of up to 10–12 °, the class lines up in one line behind the common starting line. Ahead, after 20 and 50 m, two control lines were drawn.

Conduct: on a signal, all players run forward downhill, and for the first 20 meters they must run evenly, without overtaking each other, but when they reach the first control line, start racing. The winner is the participant who first crosses the 50-meter line without violating the rules. The scores for boys and girls are separate.

Relay race with obstacles

Target: development of speed and agility. Used as an introductory exercise for learning to pass the baton.

Organization: the class is divided into two teams that line up in a column one behind the starting line. The interval between the columns is 3 m. The first numbers receive a baton. A reversal stand is set 15 meters from the teams, and a hoop is placed in the middle of the distance, in the center of which a small white circle is drawn with chalk.

Conduct: on a signal, the first numbers run to the reversal post, having reached the hoop lying on the way, climb through it, then put it in place so that the white circle is in the center, and run further, run around the reversal post and come back, climbing through the hoop again, after which they pass the wand to the second numbers. The team that finishes the relay first wins.

Jumping on one leg

Target: development of strength, agility, jumping ability. It is used as an auxiliary exercise for teaching long jumps.

Organization: the class is divided into two teams that line up in columns one at a time behind the start line.

Conduct: on a signal, the first numbers, standing on one leg, perform 5 jumps in a row as far as possible and stop. The second numbers begin the execution of the same task from where the first ones stopped, and so on. The winner is determined by the total length of jumps of all team players.

jump over the stream

Target: development of speed, jumping ability. It is used as an auxiliary exercise for teaching long jumps.

Organization: the class is divided into two teams that line up in columns one at a time behind the start line. After 8 m from the starting line, two parallel lines indicate a conditional stream 2 m wide, and after another 8 m, reversal racks are installed.

Conduct: on a signal, the first numbers run to the reversal counter, jump over the stream with a run, run around the counter, come back, overcoming the stream in the same way, and pass the baton to the second numbers. If the player could not jump over the stream, then the team is awarded 2 penalty seconds. The team that finishes the relay in the shortest time, including penalty seconds, wins.

Accurate throwing

Target: development of dexterity. It is used as an auxiliary exercise for learning to throw at a target.

Organization: the class is divided into pairs, who receive a small ball and a gymnastic mace. The players of each pair stand facing each other at a distance of 8 m from each other, marked with intermediate lines 1 m apart. Maces are placed in the middle between the players.

Conduct: on a signal, the players in pairs take turns throwing the ball into the mace, trying to knock it over. The participant who succeeds moves it one line closer to him, and the game continues. The winner is the one who, as a result, moves the mace closest to himself.

Dodge the ball

Target: development of speed and dexterity, operational thinking. It is used as a lead-in exercise for learning to throw the ball at a target.

Organization: the participants of the game disperse around the site, in the center of which is the leader with a tennis ball in his hands.

Conduct: on a signal, the players begin to randomly move around the court, dodging the ball that the driver throws at them. The participant who was hit by the ball goes into the support group of the driver and, together with him, tries to knock down the players; ball passes can be used. The winner is the player who does not have time to knock down.

Throwing with the ultimate rebound

Target: development of dexterity, strength. It is used as an auxiliary exercise for learning to throw a ball and a grenade at a target and at a distance.

Organization: 8 m from the basketball backboard, a control line is drawn, after it, every meter - parallel lines indicating the footage. The class is divided into two teams that line up in a column one behind the control line. The first numbers get the ball.

Conduct: on a signal, the first numbers throw the ball at the shield so that it bounces as far as possible, then they pick it up and pass it to the second numbers. The further the rebound, the more points the participant brings to his team. The number of points corresponds to the footage of the applied lines. The team whose players score the most points wins.

catch up with the front

Target: development of speed, agility and attention. It is used as a lead-in exercise to complete training tasks for practicing low or high start techniques.

Organization: The class is divided into two teams, which line up in two lines. The distance between the lines is 2–3 m. A control line is drawn 30–40 m in front of the first line.

Conduct: on a signal, both teams from a high (low) start run to the control line. Players in the back rank strive to catch up and, with a touch of the hand, tarnish those running in front. Players who have been tarnished before the control line must stop and raise their hand. Their number is counted. Then the teams change places. The team that manages to tarnish more players from the other team wins.

penguins

Target: development of speed and agility, jumping ability. It is used as a lead-in exercise for long jump training.

Organization: the class is divided into two teams that line up in a column one behind the starting line. At 15 m from it, reversal racks are installed. The first numbers take a basketball and pinch it between their legs.

Conduct: on a signal, the first numbers in long jumps, holding the ball between their knees, rush to the bar, go around it and return to their teams, where they pass the ball to the second numbers, etc. The player who lost the ball must pick it up, return to the place where he dropped it, and continue from there. The team that finishes the relay first wins.

Throw the ball higher

Target: speed development. It is used as an auxiliary exercise for learning to run short distances.

Organization: participants line up in one line in front of a circle with a diameter of 3 m, in which lies a small ball. The treadmill starts from the circle. Two judges are appointed: one at the circle, the other at the treadmill. The second referee has flags of different colors in his hands.

Conduct: on a signal from the line, the first participant enters the playing circle, takes the ball and throws it up. While the ball is flying, the player accelerates along the treadmill, trying to run as far as possible during the flight of the ball. At the moment the ball lands, the judge at the circle says loudly: “Stop!” - and the judge at the track puts a flag in front of the place where the runner was at the time of landing. Then the same task is performed alternately by all participants. The winner is the one whose flag will be farthest from the circle.

Running with obstacles

Target: development of speed, jumping ability and attention. It is used as an auxiliary exercise for learning to overcome vertical and horizontal obstacles.

Organization: the class is divided into 2-3 teams, which line up in a column one at a time on the start line at a distance of 5 m from one another. At 20 m from them, reversal racks are installed, and on the way to them at an equal distance there are two barriers, between which a gymnastic mat is placed.

Conduct: on a signal, the first numbers run to the racks, jumping over the barriers along the way, run around the racks and come back, jumping over the mat with a run, then with a touch of the hand they pass the baton to the second numbers, etc. For each mistake - for example, if the player did not jump over the barrier or the mat - 2 penalty seconds are added. The team that completes the task in the shortest time, including penalty seconds, wins.

Caterpillar

Target: development of speed, dexterity, tactics of joint actions.

Organization: the class is divided into two teams that line up in a column one at a time at the start line. A stuffed ball is placed 10 meters in front of each team.

Conduct: all participants take a gray-haired position, bending their legs. Each player grabs the partner sitting behind him by the ankles. Thus, the whole column resembles a caterpillar. On a signal, both teams, alternately moving either their legs or their buttocks, move to stuffed balls, go around them and come back in the same way. The team that completes the task first without disengaging wins.

Handicap Pursuit

Target: development of speed, agility and attention.

Organization: With an interval of 3–4 m, two parallel lines are drawn from one another - A and B. The finish line C is drawn at a distance of 8–10 m from line B. The players are divided into two teams and line up in two lines on lines A and B, respectively. The participants of the second team occupy an uncomfortable position - crouching emphasis, lying emphasis, sitting down, standing with their backs in the direction of movement, etc.

Conduct: on a signal, the participants rush to line C, and the players standing on line A try to catch up and spot the players who are on line B. 1 point is awarded for each tagged one. Then the teams change places. The team with the most points wins.

In the lessons of sports games

ball flight

Target: development of speed and agility. It is used as a lead-in exercise for learning to catch and pass the ball in basketball.

Organization: the class is divided into several teams that perform the task in turn. The game is played in several rounds.
The team lines up in one line at a distance of 1 m from a cord with flags stretched across the hall, the height of which is 2.5 m. Each player has a ball in his hands.

Conduct: on a signal, the members of the first team must throw the ball over the cord and, quickly running under it, catch the ball on the other side. A player who does not have time to catch the ball before it lands is out of the game. Then the second team does the same task. In the second round, the distance increases to 1.5 m, in the third - up to 2 m, and so on. The team with the most players left after the final round wins.

Race balls in a circle with side steps

Target: development of speed, agility and attention. It is used as an auxiliary exercise for learning to dribble and pass the ball in basketball.

Organization: the class is divided into two teams that line up opposite each other on the front lines of the basketball court. At 2 m in front of each line, a circle with a diameter of 6 m is drawn with chalk. The first numbers receive a basketball.

Conduct: on a signal, the first numbers begin to dribble the ball with side steps in a circle, making the first turn with the right side forward, and the second with the left side, after which they pass the ball to the second numbers and step aside. The team that completes the task first wins.

Interception of the ball

Target: development of speed, agility and operational thinking. It is used as an auxiliary exercise for learning to catch and pass the ball in basketball.

Organization: The participants in the game receive the ball and line up in a circle. A ball interceptor is selected that goes to the center of the circle.

Conduct: on a signal, the players begin to pass the ball, and the interceptor, running in a circle, tries to intercept it in flight, on the floor or pull it out of the hands of the participants. Having mastered the ball, he takes the place of the player who lost the ball. Players who have not made a single mistake in catching and passing the ball win.

Throws into the basket from the spot

Target: development of dexterity, attention and accuracy. It is used as an auxiliary exercise for teaching basket shots in basketball.

Organization: The class is divided into two teams. Team members occupy their half of the basketball court and line up in a column one by one behind the free throw line. The first numbers - on the ball.

Conduct: on a signal, the captains throw into the ring, then run to the backboard, pick up the ball and pass to the second numbers, and they themselves return and stand at the end of the column. The team with the most balls in the basket within the time limit wins.

Volleyball pass relay

Target: development of speed, accuracy of movements, attention. It is used as a lead-in exercise for teaching ball passes in volleyball.

Organization: The class is divided into two teams. The members of each team line up on their half of the volleyball court in two opposite columns on opposite sides of the net behind the attack lines. The captains get the ball.

Conduct: on a signal, the captains pass the ball with both hands from above through the net to the guide of the opposite column of their team and run to the end of their column. The one to whom the ball is addressed sends it through the net to the next player in the same way, and so on. The team that finishes the relay first wins.

Single combat at the shield

Target: development of speed, dexterity, attention. It is used as an auxiliary exercise for learning to fight for the ball in basketball.

Organization: the class is divided into two teams, which line up in a column one by one behind the middle line of the basketball court and are calculated in order. The distance between the columns is 2–3 m.

Conduct: the teacher throws a basketball at the backboard and calls any number of the participant in the game. Players of both teams under this number run out of formation and rush to the ball, trying to take possession of it before the opponent. The one who succeeds brings his team 1 point and immediately makes a long pass to the leading player of his column, and he, having received the ball, quickly passes it with both hands back along the column from hand to hand to the last player in the ranks, who, having received the ball , lifts it up. The participant who lost the fight for the ball runs with side steps to his original place in the column, trying to overtake the ball, which is passed over the heads of the players of the opposing team. If the runner with side steps is in his place earlier, then his team is awarded 1 point; if not, the opposing team gets 1 more point. The team whose players score the most points wins.

In ski lessons

On one ski

Target: development of repulsion force with sticks, balance, attention. It is used as a lead-in exercise for learning to move with a sliding step.

Organization: The class lines up in one line. The interval between students is 2 m. Each participant builds a ski track for himself, and the teacher marks the start and finish lines at a distance of 20–50 m from one another.

Conduct: on a signal, all participants in the game try to slide as quickly as possible along their ski track to the finish line on one ski, lifting the other top and pushing off with sticks. A player who touches the snow with a raised ski is out of the game. The winner is the one who finishes first.

Now on the right, then on the left

Target: development of repulsion force with sticks, balance, speed, dexterity. It is used as an auxiliary exercise for learning to move on skis with a sliding step.

Organization: The class lines up in one line at the start line. The interval between students is 2 m. After 20–30 m from the start line, the turn line is marked.

Conduct: on a signal, the players, pushing off with sticks, slide to the turning line on the right ski, and back on the left. The winner is the one who completes the task first, never stepping on the snow with his free foot.

Down the snow slope

Target: development of dexterity and courage. It is used as an auxiliary exercise for learning to ski.

Organization: on a hill with a slope of 15–18°, the class is divided into two teams.

Conduct: on a signal, the players of both teams alternately ski down the slope in a high stance, trying not to fall. For each fallen team a penalty point is awarded. The team with the fewest penalty points wins.

Descent together

Target: development of dexterity and courage, attention. It is used as a lead-in exercise for learning to ski.

Organization: on the slide, the class is divided into two teams that line up in a column two behind the starting line. Each pair of participants has one pair of skis.

Conduct: on a signal, the players, trying not to fall, alternately slide down the slope, standing together on one pair of skis. The partner standing behind holds the front partner by the belt. A pair that makes a descent without falling brings their team 1 point. The team with the most points wins.

summit assault

Target: development of agility and speed. It is used as a lead-in exercise to teach skiing technique.

Organization: the class is divided into two teams that line up in one line in front of the slide.

Conduct: on a signal, all players rush forward, trying to climb to the top of the snowy mountain as quickly as possible. The team wins, all the players of which will gather at the top before the other.

Vacancy

Target: development of speed, coordination abilities and attention. It is used as a lead-in exercise to teach the technique of turning on skis.

Organization: in the clearing, the class lines up in two circles. The interval between students is 2 m. Girls are in one circle, boys are in the other. The distance between the circles is 10 m. In each circle, a leader is chosen.

Conduct: on a signal, the drivers begin to detour their circle from the outside and, having chosen one of the players standing in it, touch it with their hand, while they themselves continue to move. The tanned skiers immediately turn around and run in the opposite direction, trying to go around the circle as quickly as possible and take their former (vacant) place. The driver is trying to do the same, moving in his previous direction. The player who did not have time to take a place becomes the driver.

Descent with snowball throwing

Target: development of dexterity, courage. It is used as an auxiliary exercise for learning to ski.

Organization: the class is divided into two teams, which line up in a column one at a time on the top of the mountain behind the starting line. All players prepare two snowballs. At the end of the descent, 5 m to the side of the finish line, a portable shield measuring 1 × 1 m is installed.

Conduct: on a signal, the players take turns rolling down the slope and, passing by the shield, throw two snowballs at it. For each snowball hitting the target, the team is awarded 1 point. The team whose players score the most points wins.

Pick up the flag

Target: development of coordination abilities. It is used as an auxiliary exercise for learning to ski.

Organization: the game is played without sticks on a small slope. The class is divided into two teams, which line up in a column one at a time. On one of the sections of the descent, a control flag is placed on the right side, a judge with spare flags is also located here.

Conduct: on a signal, the players of the first team one by one with an interval of 10 seconds. start from the hill and try to pick up the flag on the descent without delaying the next participants. The judge immediately replaces the taken away flag with a new one - for the next participant. After the task is completed by the first team, all flags are returned to the judge. Then the second team does the same task. The team whose players pick up the most flags wins.

Don't get behind the gate

Target: development of coordination abilities and courage. It is used as a lead-in exercise for learning to ski.

Organization: The game is played on a long gentle slope, along which gates made of ski poles are placed. Opposite the gate are judges. The class is divided into two teams that line up in a column one behind the starting line.

Conduct: on a signal, the players take turns skiing down the slope, trying to pass through all the gates in the way, crouching so as not to hit them. For each gate that is hit or overturned, a penalty point is awarded. The team with the fewest penalty points wins.

Mutual Pursuit

Target: development of speed endurance, coordination abilities. It is used as a training exercise in preparation for passing training standards in cross-country skiing.

Organization: the class is divided into two teams that line up opposite each other in lines, the distance between which is 100 m. A reversal flag is set to the left of each player.

Conduct: on a signal, the players rush forward to the flag of the opposing player of the oncoming team, and, bypassing the flag on the right, turn back, trying to catch up with the opponent and touch him with his hand. The one who manages to do this in the time indicated by the teacher brings his team 1 point. The team with the most points wins.

Tatiana Kreminskaya,
physical education teacher, Special correctional boarding school No. 11, Mezhdurechensk, Kemerovo region

for children of primary school age.

1-4 grade

INTRODUCTION

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

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

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

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

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

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

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

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

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

Purpose and nature repeats the game ».

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

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

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

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

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

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

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

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

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

After changing the driver, the game starts over.

Purpose and nature "(salka, ).

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

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

Geese answer:

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

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

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

Purpose and nature reminiscent of the game ».

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

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

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

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

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

The winner is the last carp caught.

Purpose and nature » (« »).

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

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

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

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

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

Purpose and nature is a kind of game ».

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

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

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

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

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

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

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

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

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

Purpose and nature is a kind of game ».

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

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

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

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

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

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

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

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

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

Game options:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Purpose and nature reminiscent of the game ».

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

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

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

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

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

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

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

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

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

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

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

Purpose and nature is a type of game ».

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

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

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

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

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

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

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

Game option:

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

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

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

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

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

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

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

Game options:

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

    the ball is passed back down between legs wide apart;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

You can use rhyme:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Children in a column say a rhyme:

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

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

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

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

Purpose and nature it reminds me of a game ».

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

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

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

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

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

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

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

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

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

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

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

The team that finishes the relay first wins.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Game options:

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

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

Purpose and nature is a kind of game ».

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

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

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

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

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

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

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

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

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

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

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

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

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

Rules of the game:

    captains start on signal;

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

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

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

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

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

Rules of the game:

    the team that finishes the relay first wins;

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

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

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

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

Rules of the game:

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

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

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

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

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

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

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

Purpose and nature the game is a kind of ».

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

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

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

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

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

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

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

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

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

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

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

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

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

Purpose of the game: development of dexterity, attention.

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

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

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

Purpose of the game: development of speed, attention.

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

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

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

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

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

».

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

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

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

Purpose of the game: development of dexterity.

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

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

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

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

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

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

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

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

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

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

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

"Pike" is outside the circle.

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

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

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

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

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

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

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

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

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

Rules of the game:

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

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

    the “crane” uterus changes by agreement.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Methodical collection "Games for primary school students"

Physical education teacher - Sazonov Alexey Sergeevich
School - MBOU lyceum No. 26, Shakhty, Rostov region

Collection of outdoor games for children of primary school age.

INTRODUCTION This collection includes outdoor games that can be used in sports activities and during walks in kindergarten, in physical education classes in elementary school, as well as in the preparation of various scenarios for sports holidays in the form of competitions and relay races. In the first part of the collection you can find games of any orientation, both for the hall and for the sports ground. Many games can be included in the calendar-thematic planning as outdoor games in cross-country training, track and field training, gymnastics and when planning the variable part of the work program.
The second part of the collection presents only those games that were included in my calendar-thematic planning for physical education for grades 1-4 (3 hours).

FIRST PART

grandpa horn
By purpose and character, it is a kind of game "Trap".
Two lines are drawn on the playground at a distance of 10-15 m. A circle with a diameter of 1-1.5 m is drawn between them in the middle to the side.
From among the players, a leader is chosen (“fifteen”), but he is called “grandfather-horn”. He takes his place in the circle. The rest of the players are divided into two teams and stand in their houses behind both lines.
The driver loudly asks: “Who is afraid of me?”
Playing children answer him in chorus: “No one!”
Immediately after these words, they run from one house to another across the playing field, saying:
"Grandfather-horn,
Eat a pie with peas!
Grandfather-horn,
Eat a pie with peas!”
The driver runs out of his house and tries to “spot” (touch with his hand) the running players. The one whom the driver "tarnishes" goes with him to his house-circle.

Don't drop the ball
Purpose of the game: learning in a playful manner jumping and running, agility and coordination of movements.
On the playground, two parallel lines are drawn at a distance of 4-6 m (depending on the age of the children playing).
Playing children are divided into 3-4 teams with an equal number of participants. Teams line up in a column at the first line at a distance of 1.5 m from each other. Everyone standing first receives the ball and pinches it between the legs.

Free place
The purpose of the game: the development of speed qualities, dexterity, attention.
A leader is chosen from among the players. The rest of the children stand in a circle, also outlining a small circle (40 cm in diameter) around their legs. The driver runs up to one of those standing and touches him with his hand. After that, the driver runs in one direction, and the player in the other. Each of them tends to go around the circle faster and take the vacant place. The remaining of the two without a place becomes the driver, and the game continues.



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