Scenarios of events in the summer health camp. Fun event at summer camp fun fair

16.10.2019

Scenario of the event for the summer camp "Day of Miracles"

(Transfers - 699)

I. Organization of the camp.

At the morning line it is announced that today after breakfast for everyone there will be a hike to the miracle tree. But getting to this tree is not so easy. Only the one who completes all the proposed tasks will get to him. Squad,...

Ecological holiday in the summer camp. Dramatization "Visiting Berendey".

(Transitions - 1385)

Berendey.
Oh my forest, my wonderful forest,
Full of fairy tales and wonders!
In worries and labors my life passes,
I hope you recognize me.
Defender of the forest, friend of animals,
I am a king from a fairy tale...
Children. Berendey.
Berendey.
Well done my friends!
I invite everyone to...

Scenario of the event in the camp. Summer Mysteries

(Transitions - 2369)

Leader. Today we are embarking on a difficult but entertaining journey through the realm of summer. Our route (show map) will pass through the art workshop of the summer, the stations "Poslovitsyno", "Krokodilovo", "Compositor", "Zagadkino".
Artistic...

Small Olympics Scenario "Faster, Higher, Stronger"

(Transitions - 2035)

All units line up on the camp square. The teams participating in the Olympiad are ahead of the squads. Fanfare sounds.
Part I
Presenter 1. It's time, it's time to fulfill everything that is ordered by the gods. O people! You are incredibly lucky. Today the gods of Olympus will seem to you ...

Scenario of an environmental event for the summer camp "Less and less environment, more and more environment"

(Transitions - 2278)

Lead 1.
June 5 - World Environment Day.
Every flower and every blade of grass,
Birds that fly into the blue sky
All the nature that surrounds us
Our protection, my friend, is expected.
The sound of the tocsin sounds against the background of disturbing music.
Reader 1.
What...

Game on stations for a summer health camp. Scenario "Day of Neptune"

(Transitions - 1102)

Cheerful music plays on the beach. Skomorokh runs out.
Buffoon.
Come out, people, to the beach -
The sand is hot here.
Get undressed, get tanned
But don't take off your hat.
Summer time has come
Shout out to her...

Children. Hooray!

We have every reason
To open...

The scenario of the light "Dating" in the summer camp

(Transitions - 623)

The most important thing here is to create an atmosphere of trust, on the first evening it is good to establish a future tradition: not everyone spends the evening on their own, but all together. The sincere tone of the conversation, songs, and legends will help in this. The first camp evening is easy to spend, ...

Elena Ushakova
Plan of activities in the summer health camp at the school

MBOU "NSh No. 7"

Summer health camp with day stay

ACTION PLAN

1st shift June 2014

date Planned events

2. Organizational event"Let's get acquainted". Acquaintance with plan work and rules of conduct. Instruction on safety, fire safety and traffic rules.

3. Operation "Cosiness" (The design of attributes camps) .

4. 10.30. "Hello summer!"- holiday program dedicated to Children's Day.

2. "Door to Childhood"- entertainment

3. Day of creativity "Hello we are looking for talent". learning camp song, chants.

4. Outdoor ball games.

2. Competition of drawings on asphalt "Magic crayons - We are against tobacco!",

4. Learning new outdoor games.

June 6 1. Children's drawing competition "The earth is our home on World Environment Day".

2. Information hour "What is going on in the world?"

3. Watching cartoons.

4. Minute of health "Health Book"

2. Ecological landing on school site.

12.00. "My family, my home and me"- competition of drawings on asphalt.

1. Prevention of child road traffic injuries.

2. Conducting training sessions for the evacuation of children and personnel in extreme situations.

3. Conversations about the safe behavior of children in water bodies.

4. Competition of children's drawings on fire-fighting topics.

2. Raid in the library "Book we'll save you!"

3. 12.00. Fun starts.

14.00. Competition of proverbs and sayings

2. Protection of fantastic projects "The country where I would like to live".

12.00. Contest "Hello we are looking for talent" dedicated to the Independence Day of Russia.

10.00 Minute of health "Sunburn. First aid"

Riddles contest "Guess it"

Relay race with obstacles.

2. Competition "Delicious Stories"

3. Dance marathon.

4. Outdoor games

1. Anti-drug action "Health is your wealth"

2. Minute of health "My height and my weight".

3. Small Olympics

11.30. "Come on, boys!"- competitions of strong, dexterous, courageous.

14.00. "Russian birch is a symbol of my Motherland"- conversation.

"Multi-Pulti-Carnival" watching a cartoon "Cat house"

Drawing competition "Caution the fire".

1. Minute of health "Posture is the basis of a beautiful gait"

2. Conversation on how to behave in the theater, the house of culture.

3. "Do, re, mi, fa, sol"- a concert of future artists.

4. Outdoor games.

10.30. "Memory of the Heart"- a memory lesson for the Day of Remembrance and Sorrow.

Laying flowers.

Production of mosaic panels. Application.

Designing an exhibition of products. Awarding the best works.

"Magic Wheel"- on road safety

Competition program "Miss Summer 2011"

June 27 10.30. "International Day Against Drug Abuse and Illicit Traffic" - conversation

"Rope competition"- sport program.

“We read smart books and respect nature”- walk around the native land.

Contest "Think, dare, guess"

Conversation quiz "Nature in summer"

June 30 10.30. "Let's go, friends!" Drawing competition "It's nice in summer", profile "What did you like?"

Concert program. "You don't forget me". closure camps.

What activities are held in the camp for all units?

1. Concert

Usually in this case, squads and leaders are required to have numbers that are connected by a common idea.

2. Competitive game program

These are contests united by a common idea:

  • Competitions can be individual, for example, the program "Let's get to know each other." It is carried out on the first or second day. Those who wish are called.
  • Or group. For example, a team of counselors plays against a team of children.

3. Excitement

The word agiotage means (French agiotage) - a strong excitement, excitement, a struggle of interests around some business, issue.

In the camp, this is a matter in progress, which you need to collect as much as possible of something (coins, tokens, points) and win.

The excitement happens:

  • Individual. Here everyone is for himself. Children run at the station to the leaders and complete tasks, for which they receive a reward. According to the results of the excitement, the winners are awarded.
  • Command. The squad must run to free stations, complete tasks and receive rewards. Based on the results, the teams are awarded.

4. Round the world

These are station games. They are of different types:

  • "Minibus". The order of passage of the stations is determined by the route sheets. In this type of circumnavigation of the world, the time allotted for each station is clearly defined. With accurate work, there is no pandemonium at the stations, and all detachments finish at the same time.

  • "Star". In this case, the stations are located in two circles: a small complex and a large easy one. The children themselves decide which way to go. Starting stations are defined for each squad, but it's up to the squad to start with easy or difficult. Tasks are completed within a certain time, but if the guys completed it earlier, they can run to the next station. If the children did not cope with the difficult task, then they run to the easy station.

  • "Be ready!". Route sheets are not used here. Instead, there is a single field on which all stations and units are depicted. A captain is selected in the squad, who runs up to the distributor near the field and receives a card for the next station. There is no clearly defined time. While the station is occupied, no squad can run to it.

5. Starter.

This is a dance program. From the detachments, teams are nominated that perform dance tasks. The winner is determined.

"The ABC of camping activities" is more than 80 different traditional, innovative, familiar and new forms of leisure activities. The names of events with a brief explanation are written for each letter. This "cheat sheet" is convenient for drawing up a work plan, the plan is a shift grid. Perhaps the proposed names are already being used in a different context, or they will push you to come up with your own form of holding.

Event title and summary

  1. Hello, we are looking for talents Concert of children and adults with the aim of displaying creative talents; or a game program where everyone has the opportunity to show their talents in any field: sports, creativity, intelligence (tasks are selected from the complex "Weak" to the simple "Who whistles louder").
  2. Auction Can be used as a form of closing event in the context of camping, where units "buy" prizes with points earned or play money. It is also possible to "sell" work for units during the shift. For example, you can earn 50 points for cleaning the territory, the units are "bargained", who is ready to do this work for fewer points.
  3. Excitement A lot of competitions of varying complexity, held on a large territory. The main condition: fulfilled - did not fulfill. For example: push out 10 times; collect signatures of all experts; sit down 10 times with a pencil on your nose and many others.
  4. Come on, girls A stage game program for girls, held with the aim of displaying creative talents and with the assignment of various nominations.
  5. ABC of professions A game program (stage or errand), where each competition corresponds to a certain profession, for example, a military one: execute commands - right, left, around, etc .; doctor: to determine the diagnosis according to the proposed symptoms and other tasks.
  6. Brain-ring An intellectual event that is held according to well-known (or simplified) television rules. Teams from each squad take part.
  7. Ball "Ball of flowers", "Ball of fairy-tale heroes" "Ball" in the style of the 19th century. Appropriate costumes, games, dances (which can be learned in advance), an indescribable atmosphere.
  8. Grandma's get-togethers A squad or camp-wide event for girls, which is held outdoors, preferably in a forest or a clearing, with seeds, heartfelt conversations, advice, interesting stories, etc. You can invite an interesting person. This person will be asked questions by the participants. For the most interesting question, a prize from the guest.
  9. Paper fantasy Competition - an exhibition of origami - paper crafts. It is possible with a given theme (zoo, city of the future, etc.).
  10. Dating exchange All-camp or detachment event held for the purpose of acquaintance. Each player is a broker who makes a deal with any other by correctly answering the broker (expert - counselor) a few questions (are there any brothers, sisters, favorite subject at school, is there a pet, favorite singer, favorite holiday, etc. .). The task is to conclude as many deals as possible (i.e., get to know the largest number of people).
  11. Bureaucrat A large general event in which each expert acts as a "bureaucrat". The task of the players is to collect the largest number of signatures. Signatures are put according to a certain principle, known only to the "bureaucrat" himself, without any logic. For example, one "bureaucrat" puts his signature only to the player who guessed to say hello; the other only to those with brown eyes; the third only to every third; the fourth only to those who praise themselves, etc.
  12. Merry starts Team competitions are held according to traditional rules in order to demonstrate the sports talents of children and adolescents, taking into account the age category of participants.
  13. Water fair All-camp event, which is held on the coast: lakes, rivers, seas, pools. First, each squad (2-3 people from the squad) prepares 1-2 games or a competition, inviting all interested guys from other squads to take part and earn tokens. For a victory 3 tokens, for a loss -1, for a draw - 2. For example, tug of war in the water; who will jump out of the water higher; Who can swim a certain distance faster? After 40-50 minutes, each child can receive "benefits" for the earned tokens, which are also organized by squads. For example, massage. The task of the squads is to come up with interesting games and benefits. Earn the most points.
  14. Important event A calendar, professional holiday, or a big event of camp (city) significance, which has its own traditions, rituals and is celebrated at a certain time.
  15. Meeting ... Meeting with interesting people, meeting with guys from another camp, meeting with the director of the camp (house of culture, representative of the authorities), etc.
  16. Evening... A themed evening dedicated to a certain theme: an evening of bard songs, an evening of unsolved and unsolved mysteries, an evening of acquaintances, an evening of unconventional fashion, etc.
  17. Vernissage Exhibition of paintings, drawings, cartoons, where you can buy your favorite work for play money; or have the opportunity to draw your portrait or cartoon with a specialist; try to draw yourself.
  18. Waltz of Flowers A big bright holiday with a contest of costumes, bouquets, games, riddles, presentations and interesting stories about flowers.
  19. Around the World A game program in which each competition task corresponds to a certain side of the world, continent, country, etc. It can be carried out both stage and "turntable" form.
  20. Gostevins An event for inter-team (inter-team) communication. Detachments (teams) agree in advance who goes to visit whom. Both teams are preparing creative surprises, games, contests, etc.
  21. City of Masters A large all-camp event in which everyone demonstrates their abilities in sports, creativity, needlework, etc. With games, master classes for those who wish, useful tips.
  22. Heroes of favorite works A theatrical costumed event on a specific topic: fairy-tale heroes, or heroes of specific works. With the evaluation of costumes, competitions, games.
  23. Guinness show An event to reveal the most - the most. Due to the variety in the degree of complexity and direction of tasks, any player can find himself in a "success situation".
  24. Talker show An event for "talkers" and "talkers" with a certain selection of tasks: pronounce a tongue twister; in 30 seconds, develop a specific topic, about the correct pronunciation of words, etc.
  25. Gentleman show Competitions that are held only for boys: sports, strength, intellectual, etc. Girls act as active cheerleaders who can help the boy choose a style, image, and prepare an appropriate costume.
  26. Day... A thematic day dedicated to a certain topic, respectively, with its contests, games, tasks, dressing up: "boys' day", "girls' day", "self-government day", "Verse versa day", "day of love and beauty", day birth.
  27. Defile Demonstration of costumes made of non-traditional material (paper, plastic bags, candy wrappers, etc.). Competition of original gaits of the whole detachment, or individual, dance; gait in certain circumstances: a cowardly person, a beauty queen, etc.
  28. Yes, no. Interesting riddles that anyone can guess. The task of the players is to solve it. At the same time, they can ask leading questions to the guesser, but in such a way that he can answer them only "Yes", "No", "Doesn't matter".
  29. Dog show An event related to your favorite animals with full-time or absentee participation. Questions, games, contests, watching videos, expert advice, etc.
  30. Yeralash Humorous competition, for which each squad or willing child prepares a dramatization of an anecdote, or shows a funny scene, etc.
  31. Natural selection A large game program in which everyone begins to take part, then the best of the best remain in the course of the competitive tasks.
  32. Capacious word Literary competition, all tasks are related to knowledge of the Russian language. Synonyms, catchphrases, riddles, puns, etc.
  33. Living Writing An activity that evaluates the ability to shape one's thoughts into an interesting, engaging story. The same topic, for example, "How I live in the camp" is addressed to mom, or a friend, or a teacher.
  34. Women's intuition Competitive game program for girls, where each task is not for knowledge and skills, but for intuition, for example, guess which card has a certain mark, etc.
  35. Gold Rush An event similar to a television program. All tasks are performed by the team, at the end there is an opportunity to get "gold" (game tokens).
  36. Zarnitsa A big military - sports game in which all units are divided into "teams" or "armies", they guard their flag, they try to capture the headquarters of rivals.
  37. Finest hour Concert - a game program in which pre-prepared creative numbers are diluted with contests and games for those who do not have a special creative talent, but would like to experience their "highest hour".
  38. Call of the Jungle A themed game program similar to a TV show.
  39. Entertaining puzzles The name speaks for itself. The children are offered various entertaining puzzles from various fields of knowledge.
  40. Game programs Game programs are stage (the presenter is on the stage, he invites those who wish to participate); circular: the presenter and the players are on the same site; theatrical: with a plot in the context of which games are inserted, contests and participants in the game program become participants in theatricalization, etc.
  41. Intellectual casino A beautiful all-camp event in which each counselor prepares a board game. Each child receives game "chips", which he plays with the counselor. He puts on the line, in case of winning he earns 2 times more, if he loses, he loses what he put. Contests and games are elementary (tic-tac-toe, who will be the first to draw a chip with a certain label, etc.).
  42. Ideal couple A general camp stage game program for 1-2 couples from each group with original contests, games, tasks, introducing each other.
  43. Game kaleidoscope Everyone who wants to take part in various playgrounds, held according to the declared theme, earn game tokens. #Playgrounds: yard games; ball games; games of the peoples of the world; games with the hall; dance games; mobile; sports games, etc.
  44. Intellectual mosaic Each team is invited to go through a certain route, with stations where questions are asked on a given topic: questions from fairy tales, economic, environmental issues, etc. The task of the team is to answer in a row without making a mistake on the maximum number of questions. Only 3 mistakes are allowed, for each mistake the squad performs a creative task (for example, sings a song) and only after that it is asked the next question. After the 3rd mistake, no questions are asked, the squad goes to the next station.
  45. Yoghurt show The event is related to one of the most useful sour-milk products: an auction of yogurt names, costumes from yogurt packages, yogurt advertising, etc.
  46. Yo-go-go An event for the manifestation of unusual talents: yogis, weak competitions and others.
  47. Catania Each squad is invited to come up with and make their own type of transport, overcome a certain distance on it. For the victory, it is proposed to ride the children on: a horse, a boat, a bicycle, etc.
  48. Show Captain A large game program in which the captain receives a task and completes it with the help of the entire squad. For example, make as many airplanes as possible from A4 sheet.
  49. Karaoke Show A song event with optional song performance, songs at random, songs on a specific theme with points earned.
  50. Movie glitch Each squad is asked to come up with an idea for a movie, write a script, and shoot it on camera. Viewing and discussion takes place at a certain time.
  51. Squad bonfire or all-camp bonfire with songs, "eagle" circle, interesting stories, etc.
  52. Subculture competition Each squad is invited to choose a specific subculture (punks, rockers, etc.). Costumes, dances, music are being prepared. Throughout the dance competition, music of a certain direction is turned on, the teams introduce the rest to dances, features, etc.
  53. Crooked Mirror A humorous event in which each unit is asked to present a familiar camp situation "problem" in a humorous style.
  54. Tic-tac-toe A large game program in which teams from squads take part. The move is made as in the famous game of tic-tac-toe. Each cell is a certain sector: song, creative, sports, dance, etc. The team that won the competition has the right to put a cross (or a zero) in the cell in which it considers it necessary. The winner is the one that puts its own pre-agreed signs vertically, horizontally or diagonally.
  55. KVN The well-known form of the Club of cheerful and resourceful is held on a shift between teams from squads.
  56. Boxed Encounters All competitions are related to boxes. Starting from matchboxes, ending with large ones (from under TVs, refrigerators).
  57. Cooking Show Each squad is invited to cook their signature dish, as well as come up with and write a menu for the entire camp for a week. As part of the competition, a song auction, a competition of proverbs and sayings about food are held.
  58. KVG Who is into what much. The concert, where everyone shows their creative abilities, demonstrates what exactly they are into.
  59. KTD Collective creative work. Each squad performs a certain area of ​​work: decorating the hall, advertising the event, developing a scenario, etc.
  60. Thematic concert, shift opening concert, closing concert, leader's concert. It can be held as a multi-genre, and one genre: a concert of vocalists; choreography concert, etc.
  61. Love at first sight Competitive - game program for couples. It is aimed at good relations between boys and girls with interesting, original tasks (competition competition, original presentation of gifts to each other) and others.
  62. Labyrinth This form of work is possible in various directions: sports, creativity, intelligence. The main condition: the task is completed when the team has overcome a certain obstacle, has passed part of the labyrinth.
  63. Leisya song This is a song contest, which consists of several stages. Each stage is dedicated to a certain theme (songs about summer, children's songs, love songs, etc.). Participants sing songs, gain points, a winner is chosen.
  64. Literary and Musical Lounge Secluded venue, candles, music. Only lovers of poetry are invited. Here you can read and listen to poems by your favorite poets and poems of your own composition.
  65. Literary and musical composition A stage action dedicated to a certain topic, for example, a literary and musical composition dedicated to the victory in the Great Patriotic War.
  66. Line Solemn line, line of opening, closing shifts, daily working line.
  67. Leadership course Games, competitions, tasks aimed at uniting the squad. The event can be general camp and detachment.
  68. Miss, Mr. Beauty and talent contest for girls or boys, with the title of "Miss Camp", "Mr. Camp".
  69. Musical ring A team of several people is invited from the detachment, and musical competitions are held with them. Support groups are also involved.
  70. Mini - maxi The proposed event is attended by: the tallest, the smallest, the longest-haired, the loudest, the most well-read, for all relevant competitions are held.
  71. Folk holidays Folk holidays "Maslenitsa", "Ivan Kupala", "Ilyin's Day", "Kuzminki" with elements of folklore, folk traditions, with games related to the theme.
  72. Lights Daily detachment form summing up the results of the day. The lights are also themed. The main condition: a place where no one and nothing will distract. Give everyone the opportunity to speak on a given topic or issue.
  73. Journey through the stations This is a form, but the content can be anything. The main thing: a route list, interesting tasks at the stations and a game task.
  74. Salons Each group organizes the work of 2-3 salons with the provision of certain services. Those who play in a free order visit the salons for free, on the self-recording sheet they evaluate the work of the salon according to a 5-point system. At the end, the number of visitors is counted. The most demanded salons are awarded. Salons: beauty salon, massage, fortune-telling, gaming and others.
  75. Fairy tale quiz All questions and tasks are related to fairy tales, as part of this competition, you can organize a drawing contest, a costume contest, dramatizations from fairy tales.
  76. Adventure Festival A tried and tested form of work that can last from a few hours to several weeks.
  77. Flag show Each squad has its own flag. The game program "Flag Show" is designed in such a way that each competition is associated and performed with a flag. For the victory in each competition, the squad receives a sticker on the flag. The squad that has collected the most stickers has the right to raise its flag on the flagpole.
  78. Forfeits Each unit receives a forfeit (a creative task) and completes it in order to receive their unit symbol.
  79. Artistic relay race All tasks are performed in order, the participants are distributed to the stages in advance, the route sheet serves as a baton. Accordingly, the task can begin to be executed when a person came running from the previous stage and brought the route sheet.
  80. Show... Double show, dance show, vocal show, etc.
  81. Soap bubble show A camp-wide event where each unit is given a container of soapy water, the children themselves invent devices for blowing bubbles (cocktail straws, straws, etc.). Further, in a large open area, the children are offered various competitions in which they take part in a free order, earning points. Approximate competitions: the biggest soap bubble, the smallest bubble, the most rising bubble, the longest-living bubble, etc.
  82. Relay races Sports, tourism, artistic, etc. The point is to complete tasks in stages (in order).

Introduction to the camp

Children are divided into teams. All teams are given the same tasks. Whoever completes everything faster, he wins. Task examples:

  • - Calculate the number of brick buildings in the camp.
  • - Count the number of benches, gazebos, verandas.
  • - Count the number of trees on the linden alley.
  • - Count the number of tiles to the spring.
  • - Find out the length of any paths, paths (in anything).
  • - Count the number of lights.
  • - Count the number of cars in the camp, note their color and numbers.
  • - Count the number of windows of any building, chairs in the club.
  • - Find out the favorite hobby (dish, book, flower, ...) of one of the counselors.

Inventory: pens, paper, envelopes with assignments.

Run by numbers and pictures

10 cards with numbers and 10 with pictures are drawn in advance. First, numbers are posted in any sequence, then they remember which picture corresponds to any number out of ten. Children run through the numbers and memorize their sequence. Then remember which picture corresponds to the number. At the finish, a sequence of pictures is drawn. They run in teams and on time.

Trail: 2 1 3 1 2 3 Finish:

Inventory: 20 cards with numbers and pictures.

The counselor was stolen

Children run through the stages:

1. Letter from the kidnappers.

2. Near the body is a counselor's thing with a note.

3. The 1st bomb (ball) is hidden in the haunted house, there is also a note about the 2nd bomb.

4. 2nd ball on the tree. 3rd near the lake.

5. With these balls, we are looking for a bandit glued to a tree. Each one throws 3 bombs and must hit them from a certain distance. The bandit is considered dead after several hits.

6. We are looking for traces that lead to a minefield - there are jumps over bumps.

  • A man hanged himself in an empty barn, a barn without windows, the door was closed from the inside under the corpse of a puddle of water. How could he do it? Answer: there was a large piece of ice.
  • The boat is rocking on the water. A ladder was thrown out from it along the side. Before high tide, water covered only the bottom step. After how much time will water cover the 3rd step from the bottom, if at high tide the water arrives at 20 cm per hour, and the distance between the steps is 40 cm? Answer: never (a boat is understood together with water).
  • In the ancient castle where the prison was located, there were 4 round towers in which prisoners were imprisoned. One of the prisoners decided to escape. And then one fine day he hid in a corner, and when a guard came in, he stunned him with a blow to the head, and he ran away, changing into other clothes. Could this be? Answer: no, because the towers were round and there were no corners, respectively.

8. After the answer, the children receive the key to the door behind which the counselor is hidden. Inventory: letter, 3 balls, bandit, footprints, bumps, hints, notes, key.

"Jungle"

The players are divided into three teams: blue, green and red. Each member of the team has a bandage of the corresponding color on his head. The game is played in a limited area, but not indoors, the bandages (color) cannot be changed, if you taunted, then give the bandage without resistance.

Blues catch greens, greens catch reds, reds catch blues. Commands should be issued at intervals to allow the previous team to escape. Give the selected bandages to the leader. The team that catches their victims the fastest wins. Equipment: bandages. "Hunting for Mammoths"

Mammoths (leaders) hide for a certain time in the camp. At this time, someone is watching the children so that they do not peep. After that, the children are divided into teams and they are given a certain time to catch the "mammoths". The team that is the first to catch the "mammoths" and take them to their "lair" wins. Mammoths, by the way, can try to break free and run away, and they can also scatter various funny notes. Inventory: none (the event is intended for the rest of the counselor).

Tour relay

Children run through the stages, in teams, for a while. Launched at regular intervals. At the start, a route map is given.

1. Light a fire. 2. Crawl in a plastunsky way under the branches. 3. Cut firewood. 4. Climb down a steep slope holding on to a rope. 5. Monkey across the river. 6. Log across the ravine. 7. Tram across the ravine. 8. Solar orientation. 9. Pack your backpack and tent.

Each team is given a sheet with the names of the participants and the start time, where the grade for the stage and the time of arrival at the finish line are affixed. Each team must arrive at the stage in full force.

alp relay

Children run alone. Everyone must collect 3 tokens (), which give the right to climb one of the mountains (trees). Tokens are issued at stages. The stages can be completed in any order. In a conspicuous place hangs a map of the camp with the location of stages and mountains (trees).

1. Running up the stairs. 2. Fold the picture. 3. Work in conjunction. 4. Physical exercises for tenacity and strength of arms and legs. 5. Running in crampons with an ice ax around the pond. 6. Compose words from the phrase: "Mountaineering is a school of courage." 7. Wind up the rope.

Inventory: tokens, camp map and stage preparation.

Scrapbook running

Children are divided into teams. Each team is given the first note, which indicates the location of the next note, and so on. Ultimately, the teams must come to one place and find something (for example: jungle bandages). Whoever does it faster or just who finds more notes wins. Examples of notes: shooting range - the Tatar yoke of Rus'

Sauna - without heavy ice (changeling: "with light steam"). A veranda is a house without walls. Spring – r a r e o a r e d a r e n a r e i a r e k a r e

(you can also use puzzles, and come up with notes on topics: forest, pirate, Indian, etc.)

Making beds

Take out 2 beds. Shows how to make a bed. The number of people competing corresponds to the number of beds. Better 2. Beds are made on time and quality. In the final, you can remove the bed linen and refill from the very beginning, i.e. with dressing pillowcases and duvet covers.

Search for pieces of paper at the stage

Papers are cut in advance. Then they hide on the floor of the building: in the suitcase, in the corridor, in the wards, in the shower, in the 5th meal room, on the dryer. Then the children are divided into two teams and look for these pieces of paper, each on its own side. The team that finds the most papers wins. Cavemen Competitions for teams:

1. Drought (drink as much water as possible). 2. Bumps (we jump along the drawn circles from line to line). 3. Catching (from the window with fishing rods we catch objects on the street). 4. Traps for the mammoth (each ward comes up with a trap). 5. Search for food (drawn vegetables and fruits), like searching for pieces of paper at the stage. 6. Dance of the cavemen (each team comes up with its own). 7. Strategy for catching a mammoth (shout, squeal, build, weapon, etc.).

"Know Ours"

Competitions for children and counselors:

1. A blindfolded child recognizes his counselor by touch. 2. The counselor recognizes his child by his voice. 3. The child and the counselor with their hands tied must eat an apple hanging on a string. 4. Children draw their leaders, and they recognize his portrait. 5. Teams of children are given cards with the names of people working in the camp, and cards with their positions. It is necessary to determine what name corresponds to the position. 6. The counselor must portray his child, and the squad must guess who it is.

creative quiz

Competitions for teams:

1. Cut out as many legs as possible from magazines and stick them on a piece of paper. 2. Sign (find in a magazine) whose legs these are. 3. Compose an ideal person, i.e. cut out different parts of the body and glue them together. 4. Make up a story from the headings (cut and paste). 5. From clippings, compose any hero, character, specific person. 6. Make up a city and come up with a story about it. 7. Glue the upper part of the person (several) on one sheet, and stick the lower part of this person (several) on the other sheet. The other team must correctly dock both parts. 8. Stick a body part on a piece of paper, and the other team must find in the journal the one to whom it belonged.

Knight Tournament

1. Pillow fight in the arena. 2. Show your strength (by any means) 3. Carry or hold the girl in your arms 4. Make and give the lady jewelry. 5. Ladies and knights write on notes the characteristic features of their chosen ones (chosen ones). After

both choose from the notes the one that applies to them.

6. Horse fight. 7. Determine your lady by hand. 8. Come up with a song, verse, or something else for the lady. 9. Moving towards the lady, compliment each step.

Acting Competition

1. Demonstrate with actions a poem read aloud.

2. Depict: a hot iron, a boiling kettle, an alarm clock, a telephone.

3. Walk the way you walk: a person who has eaten well; fell into the forest at night; a baby who has just started walking; ballet dancer; a lion.

4. Depict with facial expressions, gait, gestures: an alarmed cat, a sad penguin, an enthusiastic rabbit, a gloomy eagle.

6. Depict the proverb: "For someone else's loaf ...", "For 2 hares ...", "For a gift horse ...", "One head is good ...".

7. Make a cartoon on: Titomir, Pugacheva, Koroleva, "Dune".

8. Come up with 10 new uses:

An empty tin can, a holey sock, a burst balloon, a burnt out light bulb, an empty pen refill.

9. Make (cut and paste) a story from newspaper headlines.

10. To the tune of “little ducklings”, come up with and perform a dance of little puppies, foals, piglets, monkeys.

11. To say differently (without repeating a single word, but keeping the meaning): the fly sat on the jam, there is a glass on the table, the clock strikes 12 times, a sparrow flew in through the window, a detachment walked along the shore.

12. Make up a story from the film titles.

13. Come up with a new end to the fairy tale: "Turnip", "Teremok", "Gingerbread Man", "Rocked Hen".

14. Before compose 2 more lines to a funny quatrain:

  • Have you heard? At the bazaar / Miracle bird was sold ...
  • An elephant is crying in the zoo, / He saw a mouse ...
  • The people are surprised, / Why is Fedot angry ...
  • The tsar issued the following decree: / All the boyars the same hour ...

15. Come up with a new name for the lessons: mathematics, music, physics, labor, chemistry, Russian.

16. Remake any fairy tale in a modern way and tell it. Others must guess the original tale.

17. Some depict some kind of scene (telling in advance who is who), others voice this scene.

18. Staging a song (not a clip).

19. Cut some famous poem into lines, from which the teams need to restore the verse.

20. Come up with as many rhymes as possible for one word.

21. Give children a fairy tale in verse. They must compose a poem from different lines of the fairy tale.

birthday day

1. Compose a poem for the birthday man using the given rhymes: flowers, cats, book, bump; pie, boots, guests, bones; bowl, old woman, jam, cookies; count, table, cup, Sasha.

2. Remember as many birthday songs as possible.

3. Who will remember songs with the names of birthdays more.

4. Dress up (dress up) the birthday boy.

5. Hide the birthday boy.

6. On the ears made in advance, write congratulations to the birthday people.

7. Draw a birthday boy.

8. Each team draws the birthday of the other team, and then everyone looks for their birthday.

9. Birthday people "grab the stars from the sky"

Day of riddles, charades, puzzles, etc.

1. Charades, riddles, puzzles. 2. Come up with charades, riddles, puzzles and guess the other team. 3. Show (act) the riddle to the other team so that they guess it. 4. Draw a riddle. The other team guesses.

Memorina

1. 16 cards with identical pictures in pairs. One team opens one card, then another. If they match - the next one, if not, then this pair closes and the move goes to the other team. (L-club).

2. Each team remembers their items and their location (on the shelves, on the table, etc.). Then, in a certain time, they must select their items from the pile and arrange them in a mirror order.

3. 16 cards. It is necessary to open the face, profile, handcuffs to one team. If it doesn't work, the move goes to the other team. (First, all pictures are opened for a while).

4. 16 cards with identical pictures in pairs. Each card has a hint. It says, then the team must choose the desired card, and then the second of the same. (First, all pictures are opened for a while). Make up a word (one of the variants of Fort Bayard)

The player runs through the stages (it is possible as a team relay, one player per stage) and collects letters. At the end, you need to make a word. A certain time is allocated for each stage.

1. Inflatable toys in the pond, one of them has a letter on it.

2. On one of the balls in the basket.

3. On one of the branches of the tree.

4. The first letter of the riddle.

5. On one of the overturned pieces of paper at the top of the stairs.

6. Collect a picture from the pieces, which has a letter on the back.

7. Blindfolded among several objects, find a cube. It has a letter on it.

8. Climb somewhere, climb, swim, jump, etc. to get a letter.

9. Throw balls at the target. Behind one of them is a letter.

10. Catch an object with a fishing rod on one of which is a letter.

11. Burst the balls, one of which has a letter.

12. According to the objects presented to the child from some work (fairy tale), the child must guess what kind of work it is and find a book with it. There is a bookmark with a letter in the book.

call of the jungle

1. "Sticky ass." Wrap duct tape (sticky side out) around participants. They need, rolling on the floor, stick balls (balls) on themselves.

2. Pillow fight.

3. "Get in the bottle." Crouching, with a pencil that is tied at the back, you need to hit the bottle.

4. Use your mouth to take an apple floating in a dish of water.

5. Bite off a piece of a pear hanging on a string (with hands tied behind).

6. Carry a glass of water through the obstacle course, trying to spill as little water as possible. The results are summarized by the volume of water brought.

7. Pop the booty ball and put the remaining tail in a bowl. Whoever has the most tails wins.

Who is in what much Two teams:

1. For 1 min. Show proverb. Your team guesses.

2. Draw on the topic. (Drink). Your team guesses.

3. Compose a story with a rope. Each team is given 2 keywords. One of which must be the last.

4. Subject: "...". Guess as many words as possible (in 1 minute) that were previously said by a player from his team.

hunters day

Morning: "Preparing for the hunt" 1. Determination of traces (pictures).

2. Who will name more hunting tools.

3. Invent and make a trap for the beast. What are the traps?

4. Target shooting.

5. Collect as many rabbits as possible in the grass.

6. Tell about the red book and the animals listed in it.

Day: "Hunting for the beast" (See above the game - "hunting for mammoths").

Evening: Bonfire.

Boys Day

Morning: Boys make armor out of paper and other materials. Girls make congratulatory letters, gifts.

Evening: Girls gather flowers before the tournament.

1. Representation: draw a coat of arms, a shield, come up with names, a motto. 2. Draw horses, give them names. 3. Knock down pins with a spear. 4. Shoot from a bow. 5. Pillow fight (on horseback or on a log). 6. Compliments to the lady of the heart. 7. From the word "fencing" to make words. 8. Horse riding. Ride a balloon and ride it a certain distance. 9. Swimming (lung test): inflate a balloon. List swimming styles. 10. Poems for ladies of the heart. 11. Questions about knights (book 1, p. 16).

girls day

Contests:

1. Who will hold the girl in her arms longer. 2. Compliments. 3. Compose poems for girls. 4. By hand to find out whose. 5. Shoe the girls. 6. Dancing with tied hands. 7. Read a poem with expression. 8. Draw the knight of your dreams. 9. Will explain to the knight in love.

Miss Squad

1. Tell about yourself, introduce yourself. (Questions: What kind of flowers do you like?, Favorite dish?, Do you like to dance?, sports?, walk?, What time of day do you like best?).

2. Curtsey.

3. Draw an ikebana.

4. Walk like: fashion model; you go on a date for the first time, harmful Shapoklyak, an athlete.

5. Housewives: - If there is no hot water in the tap, in what order should you wash the dishes in the basin (spoons, cups, plates)?

In what order do you clean up? (dusting, sweeping, mopping the floor).

6. Sing a song.

7. Dance dance: fast and slow.

8. Salad (fruit, olivier, vinaigrette, with crab sticks).

9. Make a cake out of colored paper.

10. Blind a carafe or jug.

11. Table setting with napkins.

12. Hairstyles.

Love at first sight

  • Introduce yourself a little.
  • situations.
  • Choosing the perfect couple.
  • Questions about each other (6 pcs.).

Situations for girls:

1. You are at a football match with a young man you like. To show how you root for him - you:

a) Shout the loudest, risking being left without a voice.

b) Put on your best evening dress and buy tickets for 100 seats in the area so that you can be seen better.

c) Run out in front of the stands and do the cheerleaders' dance with the "whiskers".

d) Runs onto the football field and help him score a goal.

2. You are going on a date and suddenly a passing car throws mud at you. You:

a) Run after the car, swearing loudly and waving your arms.

b) Tear off the dirty piece of the dress, pretend that this is how it should be, and move on.

c) Come home and do laundry instead of going on a date.

d) Go on a date without paying attention to what happened.

3. You're dancing in a disco with a guy who constantly steps on your feet. You:

a) Start scolding him.

b) Endure pain courageously.

c) You decide that you won't dance with him anymore.

d) Start teaching him how to dance.

4. Your young man, trying to show how dexterous he is, jumped unsuccessfully and broke his leg. You:

a) Laugh at him, but call an ambulance.

b) Give him an ambulance, and then visit him in the hospital.

c) Get angry at how clumsy he is and decide not to see him again.

d) Finish off so that you don’t suffer.

5. At the disco you hope that one pier. a person invites you to dance, and he suddenly invites another. You:

a) Get upset and leave the disco.

b) Approach them, give him a slap in the face and pinch her painfully on the sly.

c) Pretend that you don't care and try to become the center of attention of the whole disco.

d) Hide yourself in a corner and cry quietly there.

Situations for boys:

1. You come to visit a girl, and suddenly a leg breaks at the chair on which you were offered to sit. You:

a) You start shouting: “What are you slipping me?”.

b) Immediately repair the chair and all other broken things, if you find any.

c) In frustration, you break a chair and throw it out of the window.

d) Say: “Ai-yay-yay, how bad it turned out” and change to another chair.

2. You and your girlfriend are on a tour in a cave, and suddenly a collapse begins. You:

a) In horror, you rush out of the cave, forgetting about the girl and everything else.

b) Grab the girl by the hand and run to freedom together.

c) Call all the people to calm and organize an evacuation from the cave.

d) Shout to your girl "Get down!" and cover it with your body.

3. The girl everyone likes is guilty of something, and her counselors are not allowed to go to the disco. You:

a) Ask the counselors to forgive her.

b) You stay with her in the building and entertain her, although you really want to go to the disco.

c) Go to a disco and have fun there, as if nothing had happened.

d) Go to the disco alone and be sad without it, however, without missing a single dance.

4. The girl you like has a birthday. You:

a) Get up before dawn and pick up a bunch of flowers, put it on the nightstand.

b) Gather all your gifts and give them to her.

c) Just shout together with everyone: “Congratulations!”.

d) Wait until she brings a big cake for everyone and eat the most.

5. The girl you like has her hat blown off by the wind. You:

a) You will laugh together with everyone and cheer with shouts: “Faster! Hurry!" - you will watch how she catches up with her.

b) Run the fastest to catch it.

c) Say: “And why do you need this hat, forget about it!”.

d) Make her a panama hat out of the newspaper and give it to her.

Questions about each other:

M: What color are her eyes?

D: Does he like to play football?

M: Does she have a dog?

D: What kind of ice cream does he like? (chocolate, popsicle, ice cream)

M: Does she like to dance?

D: How does he do in school? (exc., good, double).

Ford Bayard

1. Pillow fight.

2. Blindfolded determine the taste: Coca-Cola, Apple juice, Water, Sprite, Milk.

3. Two communicating vessels. Pour water into one, the key on the foam rubber rises in the other.

4. Pyramid of cubes. The player and the master of the game alternately put the cubes on top of each other. After whose move the pyramid falls, he lost.

5. Pull the key (on the table). The player must catch it.

6. Arrange the cubes by color

7. Hand in the ring. The master puts pressure on the player's hand, then abruptly lets go. The player cannot touch the ring.

8. Sticks. The player and the master take turns taking sticks (1,2 or 3). Who last took, he lost.

9. Paired pictures lie upside down. For a certain time, open all the pictures in pairs.

10. Launch airplanes into a hoop.

11. Leaves are scattered. One of them says where to look for the key.

12. Elder Fura (Riddles).

13. Use a fishing rod to catch a key.

14. Reach the key in objects without stepping on the floor (chair, swing, rope, net, etc.).

15. A type of giveaway in chess. Own coin to / m closer to the center, but not on the black side.

16. Lasers. Crawl under the stretched threads.

17. Hammer a nail.

18. Climb up the grid to the key.

19. Burn paper. Who will release the sheet first.

20. Crawl "through the pipe" (under the chairs) and back.

Hints (for code word - GUITAR):

1. Elder Fura: part of the instrument is a bird (vulture).

2. Mud buckets, one of them has a clue. (music).

3. Find the letters from which to make a hint word (strings).

4. Paper keys are hung around the room. On one of them is a hint (tree).

5. Knock down skittles. One of them has a hint (sound).

sea ​​day

We knit sea knots

Morning: relay race

1. Make a sail.

2. Save a drowning man (throw a hoop on a stick).

3. Fight with a pirate.

4. Rigging (climbing the ropes).

5. Put out the fire. Put out a paper boat from a tube.

6. Catching fish with a net.

7. Fairway. Blindfolded, walk between the chairs.

8. Crossing. Use the rope to jump from the meta to the place.

Day: quiz

1. Ring of songs about the sea.

2. Guessing the flags of countries.

3. Marine terms. Guess the word by definition.

4. Secret message.

  • Send a message encrypted in Morse code.
  • Receive the message, and decrypt it, send it with the help of flags.
  • Receive and decode the message.

5. Compose the name of cities from two words (Som + Kva = Moscow).

6. Knit sea knots.

7. Questions on a geographical theme.

fun train

Teams run through the stages and call as many as possible in a certain time

1. Flowers. 2. Songs from cartoons. 3. Diseases. 4. Dances. 5. Sports 6. Steam type: butterfly - flower, cow - meadow, bird - sky, etc. 7. Pictures.

hunting relay

1. Identify traces. 2. Find animals or parts of them (ear, horns, tail, etc.). Determine who it is. 3. Ringing of animals living in our forests. 4. Find "hares" in the grass. 5. Examples of animals that change in winter (hares, squirrels, snakes, birds, bears, deer, etc.). 6. Use the compass to find a slingshot. 7. Shoot at the target.

For each stage, pebbles are issued - bullets for the seventh stage.

Little Baba Yaga

1. Collect brushwood. 2. Make a list of good things to do. 3. Make a nest and place it on a tree. 4. Shoot at the target. 5. Draw a lasso. 6. Make a mark. 7. Get the "children" out of the "forest" (maze). 8. Light a fire.

fairy tale relay

1. A letter from Vasilisa's kidnappers (the first search item is indicated).

2. On the 1st point, record commands. A route sheet of a fairy-tale country is given and the rules are announced.

n. (Final stage):

Of all the keys, find the one that opens Vasilisa's dungeon.

n-1. (penultimate stage)

Fight with the Gorynych Serpent.

Remaining steps:

1. Cat scientist: tell a story or sing a song. 2. Ivan: target shooting. 3. Name magic items for a certain time. 4. Answer questions. 5. Magic words, spells. 6. According to Pushkin's fairy tales: from where the passage was read. 7. Name all the heroes of a certain fairy tale. 8. From a bunch of things, choose what belongs to this fairy-tale character.

1. Make paper toys. 2. Color them in. 3. Presentation of toys (aircraft launch, boat swim, etc.).

Star quiz By teams:

1. Preparation for the flight (questions about stars, planets, etc.) 2. Preparation of astronauts (The game "one extra" - run around the chairs to the music). 3. Preparation of the rocket. (Rocket application). 4. In flight. (Weightlessness: write the name on a piece of paper pinned to the ceiling). 5. On a new planet meeting with aliens. (Guess what is drawn on the drawing paper, opening the glued squares one by one).

Constellation Evening

A flashlight is pushed into the box on one side, a wall is cut off on the other side, and paper is placed in its place, with a constellation punched out on it. Several blanks are made with constellations that are changed (inserted instead of the cut off wall) and all this is projected onto a light surface (wall).

Winter contests

1. A bunch of pairs of mittens and gloves are hung out, everyone takes one mitten (glove) for himself. The task is to find the second of the pair. 2. Tug of war over a snowman. 3. Find a way out through the trodden labyrinth in the snow. 4. Construct someone higher than a pyramid of snowballs. 5. Two frosts. Frosts stand between two heaps of people.

Blue salit running to the right, red - to the left. Which one will hurt more.

Relay race on winter fairy tales. Relay on snowdrifts.

Building a fortress and further battle.

Winter Tales: G.Kh. Andersen "The Snow Queen", A.N. Tolstoy "Frost", T. Janson "Magic Winter", S. Marshak "12 Months", P. Bazhov "Silver Hoof"

Who is what much (to relieve excitement)

1. Who will shout louder. 2. Who will jump higher (jump further). 3. Who will pass more smoothly after the promotion. 4. Who will hit the target. 5. Who will pass under the stick below. 6. Then throw something. 7. Ringing something.

Understand me

Round 1 (oral): Winter, Sun, quiet hour, lights out, finish line, restaurant. Round 2 (in writing): Locomotive, horse, stairs, TV, hockey, Easter cake. Round 3 (associations): Performance, signaling, forest spring, hike, post office, first-aid post, bathhouse.

Journey to the Forest (Forest Day)

Morning: 1. Walk with the detachment in the forest. Ask questions along the way:

  • tree age
  • Name of trees
  • Where is north, where is south
  • Medicinal herbs
  • If there is a river, what is it called, where it originates, where it flows.

(It turns out in advance which plants in the forest, birds, animals)

1. Zoological quiz (forest) (see below)

2. The operation of cleaning the territory (cleaning)

Campfire (Lessons of survival in the forest: pick up brushwood, light a fire, etc.)

Zoological Runs (Forest Day)

1. Squirrels - crack nuts. 2. Bears - Two with tied versatile legs. 3. Hares - jump with tied legs. 4. Foxes - tightrope walkers on the ground 5. Centipede - a train (arms clasped between legs) 6. Frogs - frog jumping 7. Wolves - simple run 8. Single file 9. Butterflies - two carry one 10. Beetles - wheelbarrow run 11. Hedgehogs - to drag something on themselves 12. Mice - in small steps 13. Ants - an increasing train 14. Lani - leapfrog together 15. Push-pull - together with their backs to each other 16. Mountain goats - jump from circle to circle

forest quiz

1. Recognize traces of animals 2. Find herbs (medicinal) from the pictures. Or match pictures and titles. 3. Riddles of the forest. Puzzles 4. Intellectual questions 5. Crossword puzzles 6. Mixed drawings of flowers, stems and leaves. It is necessary to collect each flower, respectively, its stem and leaves.

comic circus

The task for the teams is in balloons. The team pops one of the balloons, reads the task and prepares

  • Trained Predators
  • clowns
  • magicians
  • tightrope walkers
  • jugglers
  • Math Dogs
  • acrobats
  • riding riders

Leads the program clown-entertainer. Circus orchestra: you can use a tape recorder.

Night relay

Numbers with "+" and "-" signs are hung on the trees (along the familiar route). A team with a flashlight must run in time and calculate the total amount.

Orientation with tasks

1. Rebus 2. Cipher 3. Following the footsteps further 4. Pictures in the clearing (divided by topic) 5. Find letters and make a word 6. Determination of traces 7. Compose other words from one word 8. Guess the riddle. 9. Count 2 to the power of 8 10. Guess the animal, incomprehensibly drawn (disguised). 11. Answer the question.

Who is the most considerate

One person comes out, performs some actions (sketch), leaves. Facilitators ask questions such as:

1. What was the presenter wearing? 2. What did the presenter do before putting on her hat? 3. How many things did she put out of the bag? 4. The name of which city was written on the clothes? 5. On which leg did she adjust her sock? etc.

Another option: the leader leads the children along a certain route (path), noticing the features and details (sights) of the path. Questions like:

1. What was the inscription on the board near the bridge? 2. Was the bottom of the stream visible? 3. Which store was on the left side of the road? etc.

The children write their answers on the handed out sheets of paper. The one with the most correct answers wins.

Contests (mobile)

1. Find an object buried in the sand 2. Pull a log out of the ditch with a rope 3. 4 people stand at different ends of the bench. For a certain time, you need to change places without falling 4. 2 people hold on to the ends of the rope. You need to bend over and reach for the object 5. Push the object out of the basin with water with your nose 6. There are 2 cubes in a circle. Knock out the opponent's cube from the circle with a stick 7. Carry the ball on 2 sticks 8. At a distance from the hoop, release the ball so that it rolls into the hoop and stays there. 9. Booty learn the subject. 10. Wind the rope around the stick from different ends. Who will reach the middle faster

dure race

1. "Archery". Onions at a distance to get into the bucket. 2. "Running on skates." Running in big galoshes 3. "Badminton". With a racket, mint a balloon to a bucket 4. "Scuba diving". Running in fins, with a glass raised up. 5. "Jumps". Jump on a chair (stool). 6. "Running on skis." Run along the ski track drawn in chalk with sticks, stepping strictly on the track ruts. 7. "Night orientation". Blindfolded, the player reaches the chair, walks around it 3 times and returns. The team directs him with exclamations: “To the right !!!”, “To the left !!!”. 8. Race walking. Walk the midgets. 9. "Long jump". One jumps from a place in length, the other from the place of his landing jumps further, etc. 10. "Jumping into the water." Jump into a basin of water. 11. "Tug of war." Rope between legs, teams with their backs to each other.

Scout in the camp

The leader secretly determines the scout (good runner). Then he hangs the flag in a prominent place and informs that the flag must be protected, but in such a way that the main activities are not violated. At the very flag, no one should sit and look at it.

Suddenly, the scout rips off the flag and tries to run with it to a predetermined point (500-600m).

I. Verbal relay.

Two teams line up in two lines. Players are at the same distance from each other. The word is given to the first in the ear, he runs and speaks to the second, and so on. Task: - so that the other team does not hear the word; say the word correctly; do everything quickly.

II. The same, only rewritten:

The messenger verbally conveys the message and runs back, and those to whom the message was conveyed write it down and send their messenger, who also verbally brings the message. Compile a report. The words of the same report are written on different sheets. Then they are hung in different places. Teams must find and draw up a report. Determining the distance in steps Determine by eye the distance in steps to a certain landmark, write it down. Then measure and compare with the recorded. 10 steps or more. Estimate in meters: number of steps * by ¾.

Thematic days (examples)

Spy Day Morning (Spy School) Divide the children into 2-3 teams. These teams will run through the stages from one to another, at the stages the teams first listen to their instructor (counselor), who runs with them, then they perform training tasks for evaluation.

1) Solve fingerprints - a card index of fingerprints of several counselors is being prepared; then the children are given “an imprint taken from the handle of the AKM machine gun, which was found near the fence”, whose machine gun is it? And so on...

2) Crawling in a plastunsky way (for a while)

3) Tail - the children line up in a “tail” behind  and follow him in a chain, as soon as the counselor turns around, the children disperse to the sides, start reading newspapers (or books), pretending that no one is being watched (quickness and artistry are estimated)

4) Morse code - give the team Morse code and a radiogram (guess for a while)

A B C D --. L -.. E. F...- Z -.. I.. K -.- L.-.. M - N -. Oh --- P.--. R.-. S... T - U..- F..-. X.... C -.-. H ---. Ш ---- Щ --.- b -..- S -.-- E..-.. Y..-- Y.-.- b -..- J.--- 1 .-- -- 2 ..--- 3 ...-- 4 ....- 5 ..... 6 -.... 7 --... 8 ---.. 9 ----. 0 ----- / ------ . ...... , .-.-.- ? ..--.. - -....- “ .-..-. ; -.-.-. ! --..-- (-.--.- : ---... + .-.-. No. -..-.

5) Encryption (decrypt for a while). For example, you can make such simple ciphers: , B2, B3, ... I33 THE ATTENDANCE FAILED  33.3.12.1 17.18.16.3.1.13.10.13.1.19.30 and so on

6) Throwing a knife at a target - accuracy is assessed

7) Learning to navigate the map - draw a map of the camp and overlay a grid on it

Teach children to find the right square by two numbers; each square can be further divided into nine sectors to more accurately indicate the location.

  • What is in box A-5, in boxes B-9 and B-10?
  • In which square is the summer scene located?
  • What is in sector Zh-9(7)
  • In what sector is the northwestern corner of building 1 located?

8) Get close, disguised - the leader walks along the edge and guards the post, the children get close to him, if he notices someone, then he calls out his name and the child remains in place; the closer the team got, the higher its score.

9) We study foreign languages ​​- we translate English words (MAP, SPY, GUN, ALARM, MISSION, SECRET, ...), if the children are small, you must first tell the translation of each of the words, and then show them in random order.

10) We are looking for microphone bugs in the room

11) Covering up traces (can be combined with cleaning the territory) Day (Secret mission or “Spy passions”)

At 4:15 pm, capsules with secret documents were dropped over the territory of the camp (their number corresponds to the number of teams). Each team is given the coordinates of one of these points. Further, all tasks are prepared in several copies (for each team). There is an encryption in the capsule indicating the place where the cache is located (we use the morning cipher). In the cache there is an encryption for which a key is required and it is said that the key is in the possession of agent 007 (one of the counselors from other detachments) who can be found by password (password: ***** review *****). The second encryption describes the signs of the enemy resident (one for all teams). The first team that found the resident takes him prisoner and takes away the cassette on which it is written that a time bomb was planted in the counselor's room under the bed (a brick with an alarm clock and multi-colored wiring will do for a bomb). The team finds and defuses the bomb by cutting off the appropriate wire (to help the children know which wire to cut, you can draw them an intricate diagram of the bomb on a piece of paper).

Evening (Solemn debriefing)

Children are awarded diplomas of the end of the intelligence school, the winning team of the medal for saving the life of the leader, all the rest are awarded the title of Honored Stirlitz of the camp. And in honor of our super-spies, a festive concert is arranged (if another squad is holding a competition “Hello, we are looking for talents” today).

Green Peace Day

In the morning, tell the children what Green Peace is and what they do. Say that they agree to accept us into this wonderful and interesting organization if we prove that we can cope with all the difficulties and dangers, and that we know and are able to protect our nature.

Morning (Green Peace - will save the world) Environmental relay race: several teams run through the stages. Assistants from senior squads can stand at the stages, or you can run as a leader along with the teams.

1) Rescue of the whale - the whale (leader) jumped ashore, it must be taken back to the water

2) Catching an atomic bomb - the leader with the letter A on his stomach “flies” (you need to catch him)

3) Plant a tree on the moon (bury a bump in the sand for each)

4) Collect radioactive waste (wrappers around the body - at the same time they got out)

5) Put out the fire (limited supply of water)

6) Collect sea mines - kayak across the pond and collect all the floating plastic bottles.

7) Wash the dolphin from oil - wash off the black watercolor paint from the counselor (gouache is washed off much worse!)

8) Return the chicks to the nest - climb a tree and put a bird toy in a makeshift nest or hollow

9) Put on a gas mask and run 50 meters

10) Track down and catch poachers in the forest. After that, arrange a competition for the best poster of Grean Peace (you can suggest topics to children). Then you can organize a demonstration on the central alley of the camp with posters and slogans, and then hang the posters in suitable places, for example: “NO OZONE HOLE ABOVE OUR CAMP” on the chimney of the boiler room, “MEDICAL EXPERIMENTS ON ANIMALS - RED LIGHT” at the infirmary and so on. .. (all this will turn out to be interesting if you make it funny and not serious)

Day (Environmental quiz)

You can intersperse questions about the nature and activities of Green Peace, there can also be competitions like: who will quickly collect from the letters the name of the ship on which Green Peace floats (“RAINBOW WARRIOR”)

Evening (Walk in the field) We see off the sun, which every day does not get tired of warming us. You can sing songs to him on the guitar.

Rusanovskaya secondary school

Event development

"Day of travel" Kapitoshek ""

Goals: fostering a sense of friendship and collectivism, the formation of the ability to work in a group, negotiate, jointly solve tasks, foster moral qualities;

expanding the horizons of children, developing cognitive interest, fantasy, imagination of children, mental operations, sports skills

Event progress

"Labyrinth": Each member of the team must go through the labyrinth drawn on the pavement blindfolded, following the orders of his commander ("Right", "left", "forward", etc.). The team receives as many points as the number of people who completed the task. The winning team receives a piece of the map.

"Fly": Participants are offered a playing field of 16 cells. "Fly" is located in the center of the field. It can follow the commands of the players: up, down, left, right. The participant who brought the fly out of the field is eliminated. The winning team receives a piece of the map.

"Stars in the Grass" Players of different teams stand on different groans of a grassy area, on which stars of different colors are scattered. One person from each team is called, they are blindfolded. Their task is to collect as many stars of their color as possible within a certain time. At the same time, team members can shout: “Take it! Do not take!" After 3 minutes, the game stops and the number of stars collected by team representatives is counted. But that is not all. Teams must now answer the questions written on the back of the stars. For each correct answer, the team receives one point, adding it to the number of stars collected earlier. The winning team receives a piece of the map.

"Erudite": The team must answer as many questions as possible in a certain time. For each correct answer, the team receives 1 point. The winning team receives a piece of the map.

"Crocodile": Robinson tells Friday a little story about crocodile hunting with gestures. Friday has not yet learned the language of Robinson. The artistry and clarity of pantomime is evaluated. The winning team receives a piece of the map.

"Raft": Build a raft from scrap materials. The strength and aesthetics of the raft are evaluated. The winning team receives a piece of the map.

"Sleeping Pirate" The team captain becomes the Sleeping Pirate. He is blindfolded, “treasures” are placed at his feet. These "treasures" the pirate must guard for a certain time. The players of the other team are located in a circle around the pirate and try to get the "treasures". Each player can 3 attempts. For each attempt, you can take only one "treasure". The team with the most treasures wins. The winning team receives a piece of the map.

"A spear": Everyone competes in the javelin throw. The spear must be thrown through a loop of rope (rope) suspended from a tree. The team whose players hit the loop the most times wins. The winning team receives a piece of the map.

"Button" (the competition is not announced in advance): Count the buttons of all team members. The team with the most buttons wins. The winning team receives a piece of the map.

"PE": During the voyage, the ship was wrecked. The team must evacuate immediately. Close to the shore, you can swim. The whole team must climb through the paper circle without tearing it. The team with the most completed tasks wins. The winning team receives a piece of the map.

"Rope": Players from different teams pull the rope. 3rd team tug of war with the team that won the first tug of war. The winning team receives a piece of the map.

Questions for the station "Erudite":

1. Cinderella slipper simple or gold? (crystal)

2. How many people pulled the turnip? (3, other animals)

3. Did the bun have a bow or tie around its neck? (nothing, he has no neck)

4. How many kids did the wolf eat in the fairy tale "The Wolf and the 7 Kids"? (6, seventh hid)

5. Masha used to say: “I sit high, I look far away.” Where did she climb: on a tree or on the roof of a house? (she was sitting in a box)

6. On what occasion did the Fly-Tsokotuha gathered guests: a name day or a wedding? (name day)

7. What did Cinderella's carriage turn into: a pumpkin or a swede? (in a pumpkin)

8. Is Malvina brunette or blonde? (she has blue hair)

9. What did the old man ask the Goldfish when he caught it for the first time? (Nothing)

10. Did Little Red Riding Hood wear a wreath of daisies or dandelions? (she only wore a red cap)

11. The balloon that Piglet gave to the Donkey looked like a ball or the sun? (he looked like a green rag)

12. What does the clock show when it strikes 13 times? ( that it's time for them to repair)

13. What did the Fly-Tsokotuha find when she walked across the field: a samovar or a kettle? (money)

14. How many grains did Thumbelina eat a day when she lived with a mole? (She didn't live with the mole)

15. Does Kitty Woof bark or yelp? (he meows)

16. Whose daughter did Morozko give a dowry: an old man or an old woman? (to the old man)

17. When Pinocchio received the golden key, did Barmaley try to take it away? (no, because Barmaley is from another fairy tale)

18. How did Emelya carry firewood on the stove: in bundles or loose? (firewood went by itself)

19. Who did Shapoklyak lead on a string: a cat or a dog? (rat Lariska)

20. Where did the bump hit the bear? (on the forehead)

21. What was the name of the chief wizard of the Emerald City: Bastind or Gingham? (Goodwin)

Municipal state educational institution

Rusanovskaya secondary school

Summer recreation camp "Solnyshko"

Event development

"Creative Wave"

Prepared and conducted by: Deeva O. V.,

Goals: development in children of artistic and aesthetic, theatrical skills, creativity and imagination;

To teach to be aware of their individual capabilities, to instill a desire for creative self-improvement;

Teach children to work in a team, obey certain rules, develop a sense of collectivism and camaraderie.

Event progress

Darkness. Mysterious music. Leading from the hall with two lanterns.

Voice from behind the scene: Radiogram: "For FSB agents Chikita and Nikita. Arrive at the children's health camp" Sun "disguised as leading talents to the holiday to find out the following facts: 1. The reason for the anomaly of this place. 2. Phenomenal work capacity of counselors. 3. Untamed creativity of children. On arrival, telegraph to the center. Code: chiki-brikki spoon-gromki.

At this time, the presenters are on stage. Phonogram of a crashing plane. The light turns on.

C&N: These are not bags, these are cosmetic bags!

C: What should we do? Where to go?

N: I thought about it three times as we corkscrewed into this swampy area.

A girl appears on the stage.

C: Girl, can't you show the way to the "Sunshine"?

D: Yes! No! Don't know! I can't! My name is Ivanka!

N: Yes, even a blank!

D: You misunderstood me. They named me after my grandfather.

C: Yes, at least in honor of my uncle!

D: You don't understand. My grandfather was Ivan Susanin!

Scream. The light is turned off. Pause. The light turns on. C. and N. on the stage shake off the spruce branches.

N: It looks like we are on the stage of the same camp. There are about thirty people in the hall. Apparently, captains.

Encryption: Fish, fish, I'm your basin, arrived at the aquarium, thieves herring, sprats on forks, gobies in tomato sauce. I'm going to spawn, no help is needed. Fish day - Thursday.

C: We must act!

They go behind the curtain. At this time, a fanfare soundtrack.

They come out in a different guise.

N: Today in this hall, in the field of wit and improvisation, in the ring of good mood ...

C: The most talented and resourceful captains will cross their jokes and witticisms!

C: They gave me a test at the center. Let's test it now!

N: Sheets with mysterious signs hang in the hall. You need to attract your imagination - to finish and come up with the name of the future picture.

C: Wait, who will evaluate?

N: Specially trained people are sitting below. Now let's find out who they are.

Looks at the radar.

C: Artists, to the easels!

Music - 3 minutes. One person at a time goes up to the stage. Story about paintings. Jury score.

Mysterious music.

Radiogram: Center. Chiki-briki spoon-gromiki. Arrived at the place. The first talents were revealed. We collect information.

Center. There was a message - they have pagan legends called "Legends". One of them is about Jadai. This is a sculpture of wooden architecture in their main square. There is evidence that Jadai turned into a man and went to the people. Find out if there will be a new sculptural memorial. Submit a project.

C: (Radar) Each unit prepared its own design for the monument.

N: Let's start with 1 squad.

COMPETITION "SCULPTURE". Evaluation of the jury.

Jury: Where are our presenters?

Phonogram "And I like him." Leading dance.

H&N: Yes! Happened! Yes, creativity is contagious!

C: Dancers, on the floor!

N: We already understood that you can move, but dancing on chairs is too tough for you! But still, no fluff, no feather!

Phonogram.

COMPETITION "DANCE SITTING". Evaluation of the jury.

N: Encryption has arrived.

C: Come on, read on!

N: I can't. The instructions don't!

Shows silent greetings. ("Everyone, everyone. Bon appetit everyone!", "Good night!", "Congratulations!")

Chiquita doesn't guess.

N: So, okay, I'm sorry, you'll have to eat the encryption!

Runs behind the curtain.

C: Yes, they won’t guess the encryption, for sure! This is acting skills and they have been studying it for several years.

Nikita comes out. Invites the actors to the stage.

COMPETITION "CROCODIL". (Proverbs). The jury evaluates.

Chiquita comes out in disguise with a big bag.

N: What is this? Grandma from Australia sent?

C: No, this was sent by the center, for conspiracy.

They take turns trying on clothes.

Chiquita wears glasses and a hat.

N: Take it off, the boy from row 5 looks at you suspiciously.

N: And now - the fashion of the summer season!

C: We invite the leading fashion designers of the camp.

FASHION AND HAIR SHOW COMPETITION. Jury evaluation.

N: What to do? What to do? Read Chernyshevsky!

Chiquita starts listing Russian writers.

N: Enough, I know that you are obsessed with the classics. But the question is different (thinking): but who are you like, de-th-chki!

C: What kind of parents are there? What is not a child is a genius!

N: And now we will decide. But we will complicate the task.

Participants are invited to the stage.

C: Children will suddenly become parents, and counselors will fall into childhood.

N: At the same time, we will learn the phenomenal abilities of counselors.

COMPETITION "FATHERS AND CHILDREN". Jury evaluation.

Phonogram of Alla Pugacheva.

N: Bathe in applause the star of the Russian scale!

C: Well, how do you like my gift of reincarnation? (Takes off his hat)

N (surprised): Well, what can I say? Now we can make money from it. You will break the applause, and I will be your administrator and I will take you off the stage.

C: You don't think so. that we are stuck here. All information received.

N: Well. No! I want to see how these super hyper kids handle the parody!

Nikita prepares children behind the scenes. Chiquita reads the cipher.

C: So, now on the stage you will see a hit parade of domestic stars!

COMPETITION "STARS". Evaluation of the jury.

C: Thanks to everyone who helped us collect valuable data!

N: Goodbye! See you soon!

Municipal state educational institution

Rusanovskaya secondary school

Summer recreation camp "Solnyshko"

Event development

"We know the rules of movement, like a multiplication table"

Prepared and conducted by: Deeva O. V.,

Goals and objectives: to develop in children the skills of safe behavior on the streets and roads; promote mastery of traffic rules and knowledge of road signs; to educate attention, the skills of conscious use of knowledge of the rules of the road in everyday life.

Equipment: road signs, traffic lights, pictures. Participants of the game: two teams.

Game plan

1. Quiz "Green Light".

2. The game "Three lights of a traffic light."

3. The attention game "Red, yellow, green."

4. The game "Allowed-forbidden."

5. The game "Pick up the signs."

6. The game "Draw the signs."

7. The game "Collect the signs."

8. The game "Collect the pictures."

9. Role playing.

10. Fun relay races.

Game progress

I. Opening remarks.

Leading. Hello guys! Today we will talk with you about the rules of the road and road signs, we will play games.

Guys, the law of streets and roads, which is called the "Rules of the Road", is strict. He does not forgive if a pedestrian walks down the street and decides to break the rules. But this law is also very kind: it protects people from terrible misfortune, protects their lives. Therefore, only the constant observance of the rules allows all of us to confidently cross the streets.

All of you know very well that road signs are very important and necessary. Without them, it would be simply impossible to move around.

(Songs about road signs)

II. Game tasks.

Leading. So we start the game. Two teams are invited to participate in it.

1. Quiz "Green Light".

What is the name of the walkway?

How should you walk on the sidewalk?

What does a red, yellow, green traffic light mean?

Where can you cross the street?

What should you do before you start crossing the street?

Where on the roadway can you wait out the flow of cars?

Can you play on the pavement?

Where can you ride a bike?

Show traffic signs that allow and prohibit cycling.

2. The game "Three lights of a traffic light."

Teams are given homemade traffic lights.

Leading. Do you know how to follow traffic light commands?

Children: We know! We know!

Leading. Now I will check, as you know. I will read you poems from Oleg Bedarev's ABC of Security, and you turn on the necessary light at your traffic lights.

(The presenter shows how to honk with a homemade traffic light)

Attention! I start:

There are traffic lights

Obey them without argument.

Seething in motion pavement -

Cars are running, trams are hurrying.

Say the correct answer:

What is the light for pedestrians?

(Participants show red light on their traffic lights)

Right! The red light tells us:

Stop! Dangerous! The path is closed!

Special Light - Warning!

Wait for the signal to move.

Say the correct answer:

What kind of light is on?

(Participants show yellow light on traffic lights)

Right! Yellow light - warning!

Wait for the signal to move.

Walk straight! You know the order

You won't get hurt on the pavement.

Say the correct answer:

What is the light for pedestrians?

(Participants show green light on their traffic lights)

Right! Green light opened the way:

Guys can move.

At the end of the game, the host learns poems about traffic lights with the audience:

The red light tells us:

Stop! Dangerous! The path is closed!

Yellow light - warning!

Wait for the signal to move.

Green light opened the way:

Guys can move.

3. The attention game "Red, yellow, green."

Description. If the facilitator shows a red circle, the children clap their hands, a yellow circle - do not move, a green circle - stomp their feet.

4. The game "Allowed-forbidden."

Play on the pavement ... (forbidden!)

Crossing the street at a green traffic light... (permitted!)

Cross the street in front of nearby traffic ... (forbidden!)

Walk in a crowd along the sidewalk ... (permitted!)

Crossing the street through the underpass... (permitted!)

Walk on the highway on the side of the right... (forbidden!)

Crossing the street at a red traffic light ... (forbidden!)

Crossing the street at a yellow traffic light ... (forbidden!)

Help old men and women to cross the street... (permitted!)

Cyclists to cling to passing cars... (forbidden!)

Bypassing vehicles standing at the sidewalk in front ... (forbidden!)

Walk on the sidewalk on the left... (forbidden!)

Run out onto the roadway ... (forbidden!)

Riding a bike without holding the handlebars... (forbidden!)

Wait out the flow of cars on the "safety island" ... (permitted!)

Leading. And these are not traffic rules, but the rules of a respectful relationship between pedestrians, passengers and drivers.

Pulling the pigtails of girls... (forbidden!)

Chatting and laughing out loud in transport ... (forbidden!)

Respect traffic rules... (permitted!)

5. The game "Pick up the signs."

Each team receives the same number of cards shuffled together. The team that quickly and correctly selects their name for the signs wins. For example, to a sign that shows a red circle with a white stripe - "Entry is prohibited", to a white triangle with a red border and silhouettes of running children - "Children".

The selected "pairs" are fastened with paper clips so that there is a picture on one side and text on the other.

6. The game "Draw the signs."

The players are invited to draw traffic signs with felt-tip pens for a certain time.

The team that correctly draws the most signs in the specified time wins.

You can invite the guys to draw signs from one, or even better from two groups in a certain time (for example, warning and prohibition or prescriptive and information-indicative)

7. The game "Collect the signs."

Teams are invited to 3 people who collect a road sign cut into pieces.

8. The game "Collect the pictures."

The guys collect pictures cut into pieces and determine which traffic rules were violated by fairy-tale characters.

9. The game "Road tasks".

Task 1.

The figure shows an unregulated intersection: no traffic lights, no traffic police inspector. A boy is standing on the sidewalk. On the other side is the ice cream kiosk. On the carriageway of the street on the right and left - a bus and a truck. Help the boy cross the street safely to buy ice cream.

Task 2.

Look at the picture and say how the girl and boy should cross the road to meet at the newsstand.

Answer: the boy calmly crosses the street - a green traffic light is on for him. The girl stops at the edge of the sidewalk, as the red light is on for her, and will wait for the green signal to appear.

10. Fun relay races.

1) Attention game: children become in a circle, two leaders are selected, circles of red, green and yellow colors are distributed to children. On command, the children must find their leaders.

2) Assemble warning and prohibition signs on command.

3) Relay race of car drivers.

III. Summarizing.



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