shaggy dog

19.07.2019

Mobile game "Round dance"

Target: teach children to dance; practice squatting.

Children behind the teacher pronounce the words. Holding hands, they walk in a circle.

Around rose bushes, among herbs and flowers

We are circling, we are circling a round dance, oh, we are a cheerful people!

Before we started spinning, we fell to the ground.

Wow!

When pronouncing last sentence doing squats.

Mobile game "Carousel"

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

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

Barely, barely, the carousels spun,

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

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

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

The children stop.

Mobile game "Sparrows and a car"

Target: teach kids to run different directions, without bumping into each other, start moving and change it at the signal of the teacher, find your place.

Description. Children - "sparrows" sit on a bench - "nests". The teacher depicts a "car". After the words of the teacher: “Flew, sparrows, onto the path,” the children rise and run around the playground, waving their arms - “wings”. At the signal of the teacher: “The car is driving, fly, sparrows, to your nests!” - the “car” leaves the “garage”, the “sparrows” fly into the “nests” (sit on the benches). The "car" returns to the "garage".

The mobile game "One, two, three - run!"

Target: to exercise children in the ability to act on a signal; develop speed of running, coherence of collective actions.

Description. Children stand near the teacher and listen to what he says. If the teacher says: “One, two, three, run to the tree,” the children run to the tree and wait for the teacher. If the teacher says: “One, two, three, run to the sandbox,” the children run to the sandbox and wait for the teacher.

Mobile game "Wave, wreath"

Target: teach children to dance; practice running.

Description. Children and the teacher stand near a tree, around which you can form a circle and dance. The teacher says: “You guys are the leaves from which I will weave wreaths. A breeze blew, the leaves scattered ”(children run around the playground). At the signal of the educator: “Wave, wreath! Curl, wreath! Don't get confused!" (children run to the teacher). The teacher helps to form a circle. Together with the teacher, the children dance around the tree, saying rhyming lines:

Let's go out, let's go for a walk, take a walk in the garden,

We will collect leaves, make a wreath.

We will pick up a lot of leaves, yellow and red,

And we will weave wreaths from different leaves.

Mobile game "Shark and fish"

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Target: development of children's ability to run in a certain direction; navigate in space.

Children - "fish" "swim". At the signal of the teacher: "Shark" - the children hide, "swim away" into the shelter (rope house).

The mobile game "White Bunny is sitting"

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

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

Little white bunny sitsChildren move their hands

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

Like this, like this mimicking rabbit ears.

He moves his ears.

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

Gotta warm up the paws

Clap, clap, clap, clap,

You need to warm up your paws.

It's cold for a bunny to standbouncing on both

Bunny needs to jump.legs in place.

Jump-jump, jump-jump,

Bunny needs to jump.

(Toy name) scared the bunny Specifically, it is stated

who scared the bunny

Bunny jumped and galloped away.(educator shows

toy).

The children run to their seats.

Instructions for carrying out. The game can be played with any number of children. It is imperative that before the start of the game it is necessary to prepare the places where the children will run away - “bunnies”. At first, you can not single out the driver, all children simultaneously perform movements in accordance with the text. After repeated repetition of the game, you can select the child for the role of "bunny" and put him in the middle of the circle. Having finished reading the text, one should not quickly run after the children, one must give them the opportunity to find a place for yourself. It is not necessary to demand from children that they must sit down in their place; everyone occupies a free space on the bench. With the systematic conduct of the game, children remember their places well and quickly find them.

Mobile game "My cheerful sonorous ball"

Target: teach children to jump on two legs, listen carefully to the text and run away only when the last words are spoken.

Description. Children stand on one side of the playground, next to them is a teacher with a ball in his hands. He shows how easily and high the ball bounces if it is beaten off with the hand, accompanying the actions with the words:

My cheerful ringing ball

Where did you jump off to?

Red, yellow, blue,

Don't chase after you.

Then the teacher invites the children to jump, while hitting the ball on the ground. After reading the poem again, he says: “Now I’ll catch up!” Children stop jumping and run away. The teacher pretends to catch them. The teacher, without using the ball, invites the children to perform jumps, while he himself raises and lowers his hand above the heads of the children, as if hitting the balls.

Mobile game "It's snowing"

Target: to teach to correlate their own actions with the actions of the participants in the game; exercise children in running, making turns around themselves.

The teacher reads the poem:

White snow fluffy in the air is spinning,

And quietly falls to the ground, lies down.

Children run around in circles.

Mobile game "Sun and rain"

Target: to teach children to walk and run in all directions, without bumping into each other, to teach them to act on the signal of the teacher.

Description. Children squat down behind the line indicated by the teacher. The teacher says: “The sun is in the sky! You can go for a walk." Children run around the playground. To the signal: “Rain! Hurry home!” - run for the designated line and squat down. The teacher says again: “Sunny! Go for a walk" and the game is repeated.

Mobile game "Airplanes"

Target: teach children to run in different directions without bumping into each other; teach them to listen carefully to the signal and start moving on the verbal signal.

Description. The teacher invites the children to prepare for the “flight”, having previously shown how to “start” the engine and how to “fly”. The teacher says: “Get ready for the flight. Start the engines!" - children make rotational movements with their hands in front of the chest and pronounce the sound: “Rrr”. After the teacher's signal: "Let's fly!" - children spread their arms to the sides (like the wings of an airplane) and “fly” - scatter in different directions. At the signal of the educator: "To land!" - The children sit on the bench.

Mobile game "Bubble"

Target: to teach children to become in a circle, to make it wider, then narrower, to teach them to coordinate their movements with the spoken words.

Description. Children, together with the teacher, hold hands and form a small circle, standing close to each other. The teacher says:

Inflate, bubble, inflate, big,

Stay like this and don't break.

The players step back and hold hands until the teacher says: “The bubble has burst!”, Then they lower their hands and squat down, while saying: “Clap!” You can also invite the children after the words: “Bubble burst” to move to the center of the circle, still holding hands and pronouncing the sound: “Shhh” (air comes out). Then the children “inflate” the bubble again - they step back, forming a large circle.

Mobile game "Snowflakes and wind"

Target: development of children's imagination, attentiveness, ability to play in a team; exercise in running, making turns around yourself, in squats.

The teacher says the words:

Now I'll take a look:

Who knows how to have fun

Who is not afraid of frost.

The teacher - "wind" imitates the blow of the wind, and the children - "snowflakes" move around the site, depicting the flight of snowflakes. Children hide (sit down) when the teacher stops blowing.

Mobile game "Train"

Target: teach children to walk and run in a column one by one, speed up and slow down movement, make stops on a signal; to teach children to find their place in the column, not to push comrades, to be attentive.

Description. Children stand in a column one at a time (not holding each other). The first is a “locomotive”, the rest are “cars”. The teacher gives a whistle, and the “train” begins to move forward slowly at first, then faster, faster, and finally, the children start running. After the words of the educator “The train is approaching the station”, the children gradually slow down the movement - the train stops. The teacher invites everyone to go out, take a walk, pick flowers, berries in an imaginary clearing. On a signal, the children again gather in a column - and the train begins to move.

Mobile game "Sparrows and a cat"

Target: to teach children to jump gently, bending their knees, to run without hitting each other, to dodge a catcher, to run away quickly, to find their place, to teach children to be careful when taking a place, not to push their comrades.

Description. Children - "sparrows" sit in their "nests" (in circles marked on the ground, or drawn on the asphalt) on one side of the site. On the other side of the site - "cat". As soon as the “cat” dozes off, the “sparrows” “fly out” onto the road, “fly” from place to place, looking for crumbs, grains (children squat, tap their knees with their fingers, as if pecking). But here the “cat” “wakes up”, “meows” and runs after the “sparrows”, which “fly away” to their “nests”. First, the role of the "cat" is played by the teacher, and then one of the children.

Mobile game "Hares and the wolf"

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

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

Bunnies jump: lope, lope, lope -

To the green meadow.

Grass is pinched, eaten,

Listen carefully

Is the wolf coming?

Children follow the text. With the end of the text, a "wolf" appears and begins to catch "hares". At first, the role of the “wolf” is performed by the educator.

Mobile game "Shaggy dog"

Target : teach children to move in accordance with the text, quickly change direction, run, trying not to get caught by the catcher and not pushing.

Description. Children stand on one side of the playground. One child, located on the opposite side, depicts a "dog". The children quietly approach him, and the teacher at this time says:

Here lies the shaggy dog,

Burying your nose in your paws,

Quietly, quietly he lies,

Not dozing, not sleeping.

Let's go to him, wake him up

And let's see: "Something will happen?"

Children are approaching the "dog". As soon as the teacher finishes reading the poem, the “dog” jumps up and “barks” loudly. The children scatter, the "dog" tries to catch someone. When all the children hide, the "dog" returns to its place.

Mobile game "Catch me"

Target:

Description. The children are sitting on the bench. The teacher invites them to catch up with him and runs in the opposite direction from the children. Children run after the teacher, trying to catch him. When they run up to him, the teacher stops and says: “Run away, run away, I’ll catch up!” The children run back to their seats.

Instructions for carrying out. The teacher should not run away from the children too quickly: they are interested in catching him. You should also not run too fast after the children, as they may fall. At first, the run is carried out in only one direction. When the children run up to the teacher, it should be noted that they know how to run fast. When the game is repeated, the teacher can change direction, running away from the children.

Mobile game "Frost Red Nose"

Target: development of the ability to perform characteristic movements; get kids to run.

The teacher stands in front of the children at a distance of 5 meters and says the words:

I am Frost Red Nose. The beard is all overgrown.

I'm looking for animals in the forest. Come out quickly!

Come out, bunnies! Girls and boys!

(Children go towards the teacher.)

Freeze! Freeze!

The teacher is trying to catch the guys - “bunnies”. The children run away.

Mobile game "Chickens in the garden"

Target: develop coordination of movements, speed of reaction; exercise in running, squatting and crawling.

Description. In the middle of the site they limit a small area - a "garden". Not far from him, on one side of the platform, they put a chair - this is the “house” of the watchman, on the other hand, at the level of the chest of the child, a rail is strengthened on the racks or a tape is pulled - the “house” for chickens. The role of the "watchman" is first performed by the educator, and then by more active children. The rest are chickens. At the signal of the educator: “Go, chickens, for a walk” - children - “hens” crawl under the “fence” (rail), make their way into the “garden”, run, “look for” food, “cackle”. The "watchman" notices the "hens" and drives them out of the "garden" - claps his hands, saying: "Shoo, shoo!" Children - "hens" run away, crawl under the rail and hide in the "house". The "watchman" goes around the "garden" and sits down again. The game is repeated. If the game is played for the first time, then the area of ​​\u200b\u200bthe "garden" is not indicated. Children run around using the entire playground.

Mobile game "Birds in nests"

Target: to teach children to walk and run in all directions, without bumping into each other; teach them to act quickly on the signal of the educator, to help each other.

Description. On one side of the playground, hoops (“nests”) are freely laid out according to the number of children. Each child (“bird”) stands in its own “nest”. At the signal of the teacher, the children - "birds" run out of the hoops - "nests" - and scatter all over the site. The teacher imitates the feeding of “birds” either at one or the other end of the playground: the children squat down, hitting their knees with their fingertips - they “peck” the food. "The birds flew into the nests!" - the teacher says, the children run to the hoops and stand in any free hoop. The game is repeated. When the game is mastered by children, new rules can be introduced: lay out 3-4 large hoops - "several birds live in the nest." At the signal: “The birds flew into the nests” - the children run, 2-3 children stand in each hoop. The teacher makes sure that they do not push, but help each other to stand in a hoop, use the entire area allocated for the game.

Mobile game "On a flat path"

Target: to develop coordination in the movement of arms and legs in children; teach to walk freely in a column one at a time; develop a sense of balance, orientation in space.

Description. Children, freely grouped, go along with the teacher. The teacher pronounces the following text at a certain pace, the children perform movements according to the text:

On a flat pathGo step by step.

On a flat path

Our feet are walking

One - two, one - two.

By pebbles, by pebblesJump on two legs

moving forward.

Stones, stones...

In the hole - boom!To squat.

Climb.

The poem is repeated again. After several repetitions, the teacher says another text:

On a flat path, on a flat path

Our legs are tired, our legs are tired

This is our home, this is where we live.

At the end of the text, the children run to the "house" - a predetermined place behind a bush, under a tree, etc.

Mobile game "Shepherd and flock"

Target: to consolidate in children the ability to play according to the rules of the game, exercise in walking and running.

Description. Children depict a "herd" (cows, calves, sheep). They choose a "shepherd", give him a pipe and a "whip" (jump rope). The teacher pronounces the words, the children perform movements in the text:

Early - early in the morning

Shepherd: "Tu-ru-ru-ru",

("The Shepherd" plays the pipe.)

And the cows are in harmony with him

Tightened: "Moo-mu-mu."

Children - "cows" moo. Then the "shepherd" drives the "herd" into the field (to the agreed lawn), everyone walks along it. After a while, the "shepherd" snaps his whip (jump rope), drives the "herd" home. The game is repeated.

Mobile game "Horses"

Target: to teach children to move together one after another, to coordinate movements, not to push the one running in front, even if he is not moving very fast.

Description. Children are divided into two groups: some depict "horses", others - "grooms". Each "groom" has "reins" - jump ropes. At the signal of the teacher, the “grooms” catch the “horses”, “harness” them (put on the “reins”). At the direction of the teacher, children can ride (run in pairs) quietly, trot or gallop. After some time, the “horses” are unharnessed and released into the meadow, the “grooms” sit down to rest. After 2-3 repetitions of the game, the children change roles. In the game, children alternate movements: run, jump, walk, etc. You can offer different plots of trips: to the races, for hay, to the forest for firewood. If the "groom" cannot "catch" any of the "horses" for a long time, other "grooms" help him.

The mobile game "Hen - Corydalis"

Target: exercise children to quickly respond to the signal of the teacher; exercise children in walking.

The teacher depicts a "chicken", the children - "chickens". One child (older) - "cat". "Cat" sits on a chair on the sidelines. "Chicken" and "chickens" walk around the site. The teacher says:

A hen came out - a Corydalis, with her yellow chickens,

The chicken cackles: "Ko-ko, do not go far."

Approaching the “cat”, the teacher says:

On a bench by the path, a cat lay down and dozes ...

The cat opens its eyes and catches up with the chickens.

The "cat" opens its eyes, meows and runs after the "chickens", which run away to a certain corner of the site - the "house" - to the mother chicken. The teacher (“chicken”) protects the “chickens”, spreading his arms to the sides, and at the same time says: “Go away, cat, I won’t give you chickens!” When the game is repeated, the role of the “cat” is entrusted to another child.

Mobile game "Find your color"

Target: to teach children to act quickly on a signal, to navigate in space; develop dexterity.

Description. AT different sides playground, the teacher puts hoops (made of cardboard) and puts one pin of a different color in them. One group of children stands around the red pins, the other - yellow, the third - blue. At the signal of the teacher: "For a walk!" - children disperse or scatter throughout the site in different directions. On the second signal: "Find your color!" - the children run to their places, trying to find the skittle of their color. The game is on repeat .

Mobile game "Hatchling and chickens"

Target: to teach children to crawl under the rope without touching it, to dodge the driver, to be careful and attentive; to teach them to act on a signal, not to push other children, to help them.

Children depicting chickens, together with the teacher - the "hen" - are behind a rope stretched between chairs at a height of 35-40 cm - the "house". On the opposite side of the site sits a large "bird". The “hen” leaves the “house” and goes in search of food, she calls the “chickens”: “Ko-ko-ko-ko”. At her call, “chickens” crawl under the rope, run to the “hen” and walk with her, looking for food. On a signal: "Big bird!" - "chickens" quickly run into the house. The role of the “brood hen” is initially performed by the educator, and then this role can be given to children, first at their request, and then at the direction of the educator. When the “chickens” return to the “house”, running away from the big “bird”, the teacher can raise the rope higher so that the children do not touch it.

Mobile game "Mice in the pantry"

Target: to develop in children the ability to perform movements on a signal; exercise children in crawling, running and squatting.

Children - "mice" are on one side of the site. On the opposite side, a rope is stretched at a height of 50 cm from ground level - this is a "pantry". To the side of the players is a “cat” (her role is played by the teacher). The "cat" falls asleep, and the "mice" slowly run into the "pantry". Penetrating into the "pantry", they bend down so as not to touch the rope. There they sit down and seem to “nibble” crackers. The "cat" wakes up, meows and runs after the "mice". They quickly run into their burrows. The game is restarted. In the future, as the rules of the game are mastered, the role of the “cat” can be played by one of the children.

Mobile game "Taxi"

Target: to teach children to move together, to measure movements with each other, to change the direction of movements, to be attentive to partners in the game.

Children stand inside a small hoop, hold it in their hands down: one on one side, the other behind the other. The first child is the "driver" of the taxi, the second is the "passenger". Children run around the playground (track). After a while they switch roles. 2-3 pairs of children can play at the same time, and if the area allows, then more. When children learn to run in one direction, the teacher can give the task to move in different directions, make stops. You can mark the stopping place with a flag or a taxi rank sign. At the bus stop, the “passengers” change, one gets out of the taxi, the other sits down.

Mobile game "Mice and a cat"

Target: to teach children to run easily, on toes, without bumping into each other; navigate in space, change movements at the signal of the educator.

Children sit on benches - these are “mice in minks”. On the opposite side of the site sits a "cat", whose role is played by the teacher. The "cat" falls asleep (closes his eyes), and the "mice" scatter around the site. But then the “cat” wakes up, stretches, meows and starts catching “mice”. "Mice" quickly run away and hide in "minks" (take their places). Caught "mice" "cat" leads to itself. When the rest of the "mice" hide in the "minks", the "cat" once again passes through the area, then returns to its place and falls asleep. "Mice" can run out of the "minks" when the "cat" closes its eyes and falls asleep, and return to the "minks" when the "cat" wakes up and meows. The teacher makes sure that all the "mice" run out and scatter as far as possible from the "minks". "Minks", in addition to benches, can serve as arcs for crawling, and then the children - "mice" - crawl out of their "minks".

Mobile game "Birds fly"

Target: to teach children to jump from low objects, to run in all directions, to act only on a signal; teach kids to help each other.

Children stand on a small elevation - a board, cubes, bars (height 5-10 cm) - on one side of the site. The teacher says: “The sun is shining outside, all the birds fly out of their nests, looking for grains, crumbs.” Children jump from elevations, “fly” (run around, waving their arms - “wings”), squat, “peck” grains (knock their fingers on the ground). With the words of the teacher: “The rain has gone! All the birds hid in their nests! The children run to their places. Before the game, the teacher must prepare low benches or such a number of cubes, bars, so that everyone who wants to play is enough. They should be placed on one side of the playground at a sufficient distance from each other so that the children do not push and can freely take their places. You need to show the children how to gently jump off, help them climb to the dais after running. When repeating the game, the signal can be given in one word: "Sun!" or "Rain!" Children need to know what to do at what signal.

Mobile game "Horsemen"

Target: to teach children to run without bumping into each other, to speed up or slow down movements, to navigate in space.

A group of children (5-6 people) stand at one edge of the playground. The teacher gives each a stick 50-60 cm long. Children sit on a stick and jump to the opposite side of the site, depicting "horsemen", trying not to bump into each other and not to touch objects, equipment located on the site. During the game, the teacher can offer the “horsemen” to go fast and slowly, as well as in different directions. When children learn to run fast, you can arrange competitions. A task is proposed: who will most likely ride a horse to a certain place on the site or track.

Mobile game "Tram"

Target: to teach children to move in pairs, coordinating their movements with the movements of other players; teach them to recognize colors and change their movement in accordance with them.

3-4 pairs of children stand in a column, holding each other's hand. With their free hands, they hold on to the cord, the ends of which are tied, that is, some children hold on to the cord with their right hand, others with their left. These are trams. The teacher stands in one of the corners of the site, holding three flags in his hands: yellow, green, red. He explains to the children that the “tram” moves to a green signal, slows down to a yellow one, and stops to a red one. The teacher raises the green flag - and the "tram" goes: the children run along the edges of the site. If the teacher raises a yellow or red flag, the "tram" slows down and stops. If there are many children in the group, you can make 2 trams. The plot of the game can be more detailed: during stops, some "passengers" get off the "tram", while others enter, while lifting the cord. The teacher introduces the children to the rules of the road. He makes sure that all the players are attentive, do not miss stops, follow the change of flags and change the movement.

Mobile game "At the bear in the forest"

Target: the development in children of the speed of reaction to a verbal signal, the development of attention; get kids to run.

Of all the participants in the game, one driver is chosen, who is designated the "bear". Two circles are drawn on the playing field. The first circle is the "bear's" lair, the second is the house for all other participants in the game. The game begins, and the children leave the house with the words:

At the bear in the forest

Mushrooms, I take berries.

The bear doesn't sleep

And growls at us.

After the children say these words, the "bear" runs out of the den and tries to catch one of the children. If someone does not have time to escape into the house and the “bear” catches him, then he himself becomes a “bear”.

Mobile game "Crows and a dog"

Target: to teach children to imitate the movements and sounds of birds, to move without interfering with each other.

A “dog” is chosen, the rest of the children are “crows”.

Near the green Christmas treeThe kids are jumping

Crows jump, croak: “Kar! Kar! Kar!portraying

crow.

Here comes the dogChildren run away from

And the raven dispersed everyone: “Aw! Aw! Aw!""dogs".

The game is repeated 2-3 times.

Mobile game "Geese - geese"

Target: development in children of coordination of movements, speed of reaction, ability to play in a team.

Children stand at one wall of the room. Driver (adult) in the middle.

The host says: "Geese, geese."
Children: "Ha, ha, ha."
Host: "Do you want to eat?"
Children: "Yes, yes, yes."
Leading: “Well, fly - if you want, just take care of the wings ».


The children run to the opposite wall (their house is there), and the leader must have time to knock down as many children as possible.


Outdoor games.

P / I "Shaggy dog".

Here lies the shaggy dog
In your paws, sticking your nose.
Quietly he lies
Whether dozing, or sleeping.
Let's go to him, wake him up
And let's see if something happens.

P / I "Brave mice".

The mice came out once
See what time it is.

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

(the cat is chasing the mice-children)

F/N "Run to me!"

Game material: flags of four colors.

Children take the flag of the color they like. The teacher has flags of all colors. The teacher shows 1 flag and says: “Run to me!”

(Only those children whose flags match the color of the teacher's flag run up to the teacher).

P / I "Hares and the wolf".

Children depict hares with the words:

Jumping hares hop-hop-hop
To the green, to the meadow.
Grass pinching, listening
Is the wolf coming?

At the end of the words "wolf" tries to catch the hares, and they run away into the "minks".

P / I "Mice and a cat."

Children lead a round dance, in the middle the cat “sleeps”.

Mice dance
A cat is napping on a couch.
Hush, mice, don't make noise,
Don't wake the cat Vaska.
How Vaska the cat wakes up
Will break our round dance.

The cat wakes up, catches mice. The mice run into the houses.

P / I "Rooster".

Ruh- tuh- tuh! Ruh-tuh-tuh!
A rooster walks around the yard.
Himself with spurs, a tail with patterns.
It's under the window. Screams all over the yard.
Who will hear. He's running!

P / I "Birds-small".

We are little birds
We love to fly in the sky
You try
Catch us!

P / I "Bear-couch potato".

Teddy bear, couch potato
Stop sleeping, stop sleeping.
We want to play with you bear, play.
You catch up with funny kids, catch up!

P / I "Mice".

That's how tired the mice are
They chewed everything, ate everything.
Beware, cheaters
We will get to you.
How to put mousetraps
We'll catch it at the same time!

Burners

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

The other of this pair becomes the leader.

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

Funny boys

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

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

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

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

astronauts

Holding hands, the children walk in a circle and say:

Fast rockets are waiting for us
For planet walks.
What we want
Let's fly to this one!
But there is one secret in the game:
There is no room for latecomers!

As soon as the last word is said, everyone scatters around the “rocket sites” and tries to take their places in any of the pre-drawn rockets as soon as possible. Up to 5 circles are marked inside each rocket. This is the place for the participant. But there are fewer circles in rockets than participants. Latecomers to the rocket become in a general circle.

owl

From among the players stands out "owl". Her nest is away from the site. The players on the court are randomly placed. "Owl" - in the nest.

At the signal of the host: “The day is coming, everything comes to life!” - children begin to run, jump, imitating the flight of butterflies, birds, bugs, etc. At the second signal: “The night is coming, everything freezes - the owl flies out!” - the players stop, freeze in the position in which they were caught by the signal. "Owl" goes hunting. Noticing the moving player, she takes him by the hand and takes him to her nest. In one exit, she can get two or even three players.

Then the “owl” returns to its nest again and the children again begin to frolic freely on the playground.
After 2-3 exits of the “owl” to hunt, it is replaced by new drivers from among those who have never caught it.

The rules forbid the "owl" to watch the same player for a long time, and the caught one to escape.

Carousel

The players become in a circle. A rope is lying on the ground, forming a ring (the ends of the rope are tied). The guys pick it up from the ground and, holding on to it with their right (or left) hand, walk in a circle with the words:

Barely, barely, barely
Carousels spun, and then around,
And then around and around
All run, run, run.

Children move slowly at first, and after the words "run" they run. At the command of the host "Turn!" they quickly take the rope with the other hand and run in the opposite direction.

Hush, hush, don't sleep!
Stop the carousel.
One and two, one and two
So the game is over!

The movement of the carousel gradually slows down and with last words stops. The players put the rope on the ground and scatter around the site.

Fisherman and fish

The teacher stands in the center of the circle, holds the rope at one end - this is a fishing rod, the children are fish. Passing the rope across the floor, circling, he “catches” a fish. In order not to be caught, the fish jump up and down when the rope approaches. Whoever did not have time to jump is caught and out of the game.

Find your place

Geometric figures stand on chairs, children have cards with various shapes. On a signal, the children take their places at the appropriate chair.

Similarly, you can play a game to fix colors, classify animals, etc.

Flying - not flying

Children move freely around the room: running, skipping, circling. The host calls any words (fish, plane, tree ...). If what is named can fly, the children imitate flight; if what is named can swim, they imitate swimming; if it doesn’t swim, doesn’t fly, then the children stop. The most attentive is the one who has never made a mistake.

Whose link is more likely to gather

Children have different colors and different sizes. geometric figures. AT different places group placed symbols. Children must determine their place (by color and size).

Trap

The players form two circles. The inner circle, holding hands, moves in one direction, and the outer circle in the other direction. At the signal of the leader, both circles stop. Those in the inner circle raise their hands to form a gate. The rest then run into the circle, passing under the gate, then run out of it. Suddenly, the leader gives the next command, and the players of the inner circle abruptly lower their hands down. Players who are inside the circle are considered trapped. They join those in the inner circle and join hands. After that, the game is repeated.

Stop

At one end of the court, the players line up. At the other end, with his back to the players, the leader becomes, covers his face with his hands and says: “Walk quickly, look, don’t yawn! Stop!" while the driver pronounces these words, all the players become closer to him as quickly as possible. But with the command "Stop!" they must stop and freeze in place. The driver looks around quickly. If he notices that one of the players did not have time to stop in time and made at least a small movement, the driver sends him back beyond the starting line. After that, the driver again takes the starting position and pronounces the same words. This continues until one of the players manages to approach the driver and stain him before he has time to look back. After that, all the players run for their line, the driver pursues them and tries to tarnish someone. The stained becomes the driver.

Carp and pike

On one side of the site there are "carp", in the middle - "pike". At the signal "carp" run across to the other side. "Pike" catches them. Caught "carp" (four, five) join hands and. standing across the site, form a network. Now the "carp" should run across to the other side of the site through the net (under the arms). "Pike" stands behind the net and lies in wait for them. When there are 8-10 "carp" caught, they form "baskets" - circles through which you need to run. There can be only one such basket, then it is depicted, holding hands, 15-18 participants. "Pike" takes a place in front of the basket and catches "carp".
When there are more “crucians” caught than not caught, the players form a corridor of the “crucians” caught, through which the uncaught ones run. "Pike", located at the exit catches them. The winner is the one who remains last. He is given the role of the new "pike".

snake

Hey hey hey
Blue snake!
Show up, show up
Spin the wheel!

The teacher invites all children to portray a snake. Children put their hands on each other's shoulders and slowly “snake” move forward after the teacher. Obstacles (cubes, arcs, etc.) can be placed in front of children, which the snake must go around without knocking over.

Round dance game Bunny

Children stand in a circle holding hands. In the center of the circle is a sad bunny. Children sing:

Bunny, bunny! What happened to you?
You are sitting very sick.
You get up, get up, jump!
Here's a carrot! (2 times)
Get it and dance!

All the children come up to the bunny and give him an imaginary carrot. The bunny takes a carrot, becomes cheerful and begins to dance. And the children clap their hands. Then another bunny is selected.

Round dance game Cucumber

The teacher chooses Cucumber, who sits in the center of the circle. Children, together with the teacher, walk in a circle and sing:

Cucumber, cucumber,
You are just like a human.
We fed you
We fed you
They put them on their feet (they approach the cucumber and pick it up)
Forced to dance.
Dance as much as you want
Choose who you want.

Cucumber dances, children clap their hands. After the dance, Cucumber chooses another child to take his place, and the game continues.

Hen and chickens

Children under the guidance of a teacher at one end of the playroom arrange chairs. The number of chairs must correspond to the number of participants in the game. The driver-cat is selected. The teacher acts as a mother chicken. The rest of the participants are her chicken children.
The mother hen invites all her chicks to hold hands. Together they walk in a circle and say the following words:

The chicken came out
With her yellow chicks,
The chicken cackles: ko-ko,
Don't go far.

The hen and chicks gradually approach the cat sitting on a separate chair.

On a bench by the path
The cat lay down and dozes.
The cat opens its eyes
And the chickens are chasing.

After these words, the chickens scatter, each trying to take his chair. Mother chicken worries about them, waving her winged arms. A captured chicken becomes a cat. The game restarts from the beginning.

Bold mice

The leader is chosen. He will be a cat. The mice stand on the opposite side of the room from the cat, who is sitting on a chair. Mouse children slowly move towards the cat during the following words:

The mice came out once
See what time it is.
One two three four,
The mice pulled the weights. (Teacher claps his hands loudly)
Suddenly there was a strange sound...
The mice ran away.

The cat wakes up and tries to catch the mice. They, in turn, run away to their place. Mice that are touched by a cat are considered to be caught.

outdoor games

On one leg along the path

Children stand on the edge of the playground. They are invited to jump to the middle of the site on their right foot (3-4 m). The children are running back. Then jump on the left foot.

Traps on one leg

Choose a trap. At the signal of the teacher: “one, two, three! Catch! children run around the playground. Traps catch them by touching them with their hands. Those caught move away. The game is repeated 3-4 times. You can’t catch someone who managed to stand on one leg in time and wrap his arms around his knee. When 3-4 children are caught, a new trap is chosen.

Salki on one leg

Children disperse around the playground, close their eyes, hands behind everyone. The host goes around them all and imperceptibly puts a handkerchief in the hands of one. On the account of "One, two. Three! Look!" children open their eyes. Standing in place, they carefully look at each other: “Who is the lark?” A child with a handkerchief suddenly lifts his top and says: "I'm a tart!" The participants of the game, jumping on one leg, try to get away from the tag. The one whom he touched with his hand goes to drive. He takes a handkerchief, lifts it up, quickly says the words "I'm a salt!" The game is repeated.
Rules: you can jump alternately on the right, left foot; When the tags are changed, the players are allowed to stand on both feet; the tag must also jump, like all the players, on one leg.

Two Frosts

Two cities are marked on opposite sides of the site. The players, divided into two groups, are located in them. In the middle of the site are the Frost brothers: Frost Red Nose and Frost Blue Nose. They address the players with the words:

We are two young brothers
Two Frosts removed:
I am Frost Red Nose,
I am Frost Blue Nose.
Which one of you decides
To go on a path?

The boys respond in unison:
We are not afraid of threats
And we are not afraid of frost.

And they begin to run from one "city" to another. Frost catches them. Anyone they manage to catch is considered frozen. He remains in the place where he was caught, and must, spreading his arms, block the path of the players during the next dashes. When there are so many frozen that it becomes difficult to run, the game stops. The winners are those who have never been frozen.

Together one rope (fun competition)

Two players sit on chairs with their backs to each other, at a distance of 2-3 m. A rope is stretched under the chairs. On a signal, you need to jump up, run around both chairs, making two full circles around them, then sit on your chair, bend over and pull out the rope. Whoever grabs the rope faster wins. Everyone should run right side. Do not touch chairs while running.
First you need to do a rehearsal. In order for the players not to make a mistake and grab the rope ahead of time, the teacher counts the turns aloud: “One, two!”. After counting "Two", you can sit on a chair and try to pull the rope.

Traffic light

Mugs are made (diameter 10 cm) of red, green and yellow color that are attached to sticks. Children stand in a line and perform exercises according to the leader’s signals: they squat on a red signal, stand on a yellow signal, and march in place on a green one.
While moving in a column, one at a time, bypassing the site, the exercises change: red - everyone stands still, yellow - they move in a crouch, green - they jump on their toes.
Penalty points are awarded for each mistake. The one with the fewest penalty points wins.

Third wheel

The players are divided into pairs and, holding hands, walk in a circle. The distance between pairs is at least four steps. Two players assigned by the teacher run in any direction (it is allowed to cross the circle). One of them, running away, can join any pair. To do this, he must run up to her on the right or left and take the last one by the hand. The player who turned out to be the third extra (on the other hand) runs away from the driver. The rules provide for a change in the driver if he taunted the evader.

Five Names (low mobility game)

Two players, a boy and a girl (representatives of two teams), stand in front of two lines. On a signal, they must go forward (first one, then the other), taking five steps, and for each step without the slightest mistake, hesitation (without breaking the rhythm) say some name (boys - the names of girls, girls - the names of boys). At first glance, this is a simple task, in fact, it is not so easy to complete. The winner is the one who copes with this task or manages to name more names.
You can name five other words (by topic: animals, plants, household items, etc.). There are many such words, and not everyone will be able to pick up 5 words and pronounce them one after another without delay in the rhythm of the step.

Physical culture January

Lesson 17

Tasks. Repeat walking with the task; exercise in maintaining balance on a limited area of ​​\u200b\u200bsupport; jumping on two legs, moving forward.

1st part. Walking in a column one at a time. At the signal of the teacher: "Giants!" - children perform walking on toes, arms straight up, transition to normal walking, then running in a column one at a time, with a turn to the other side. Walking and running in alternation.

2nd part. general developmentalhandkerchief exercises.

1. I. p. - feet on the width of the foot, a handkerchief in both hands at the chest. Straighten your arms forward - show the handkerchief, return to the starting position (4-5 times).

2. I. p. - feet shoulder-width apart, a handkerchief in both hands below. Bend over and wave the handkerchief to the right - to the left, straighten up, return to the starting position (5 times).

3. I. p. - feet on the width of the foot, a handkerchief in both hands below. Sit down, bring the handkerchief forward. Rise, return to the starting position (4-5 times).

4. I. p. - legs slightly apart, handkerchief in right hand. Jumping on two legs, waving a handkerchief over your head (at the expense of the teacher or musical accompaniment), alternating with walking in place.

The main types of movements.

Balance "Pass - do not fall." Children in two columns perform walking on the board (width 15 cm) at a moderate pace, freely balancing with their hands (2-3 times). The teacher makes sure that the children keep their heads and backs straight and look forward, and provides insurance (Fig. 12).

Jumping from hole to hole. Flat hoops (made of thick cardboard) are laid out in parallel in two rows (5-6 pieces each, at a distance of 40 cm from each other) - these are "pits".

Children line up in two columns and jump on two legs from hole to hole (without stopping or with a short pause before the hole), landing on half-bent legs (2-3 times).

Mobile game "Kite and chickens". On one side of the hall there is a cord - behind it are "chickens" - this is their "house". On the side of the house on a chair is a "kite" - the driver, who is appointed by the teacher. Children-"chickens" run around the hall - "courtyard", sit down - "collect grains", wave their "wings". At the signal of the teacher: "Kite, fly!" - "chickens" run away to the "house" (for the cord), and the "kite" tries to catch them (to touch). When the game is repeated, the role of the kite is played by another child (but not from among those caught).

Lesson 18

Tasks. Exercise children in walking in a column one at a time, running in all directions; in jumping on two legs between objects; in rolling the ball, developing dexterity and eye.

1st part. Game exercise "In the clearing". Children walk along the perimeter of the hall (for reference, you can put cubes or skittles in the corners) - along the "edge of the clearing". At the signal of the educator, the children move on to walking in all directions throughout the "clearing" and running in all directions, trying not to hurt each other.

2nd part. general developmentalhoop exercises.

1. I. p. - feet on the width of the foot hoop in bent arms at the chest. Raise the hoop up, arms straight. Lower the hoop, return to the starting position (5 times).

2. I. p. - feet shoulder-width apart, hoop in bent arms at the chest. Lean forward, touch the rim of the floor hoop. Straighten up, return to the starting position (4-5 times).

3. I. p. - feet on the width of the foot, hoop in both hands below. Sit down, bring the hoop forward. Stand up, straighten up, return to the starting position (4-5 times).

4. I.p. - standing in a hoop, legs slightly apart. Jumping on two legs in place with a short pause between series of jumps (2-3 times).

5. Walking in a column one at a time (hoop in right hand).

The main types of movements.

Jumping "Hares - Jumpers". The teacher puts cubes or stuffed balls of 4-5 pieces in two lines, at a distance of 50 cm from one another - "hemp".

Children- "bunnies" perform jumps on two legs - "paws" between the "stumps", vigorously pushing off the floor with their feet and waving their arms. The teacher monitors the coordination of movements of the legs and arms (2-3 times). After performing the jumps, the children line up in a column one at a time, and, passing by the basket, each takes one ball (a ball of large diameter). Rebuilding in two columns, after showing and explaining, the children perform an exercise - rolling the ball between objects. After completing the task, straighten up, raise the ball over your head and return to your column.

Mobile game "Bird and chicks".

3rd part. Walking in a column one at a time.

Lesson 20

Tasks. Repeat walking with tasks. Exercise in crawling under an arc, without touching the floor with your hands; maintaining a stable balance when walking on a reduced area of ​​​​support.

1st part."Frogs and Butterflies". Walking in a column one at a time, at the teacher's signal: "Frogs" - the children stop, squat, put their hands on their knees (you can say "kva-kva-kva"). Get up and continue normal walking. At the signal: "Butterflies!" - the children stop and wave their hands, "like wings." Running in a column one at a time in both directions.

2nd part. general developmentalexercises.

1. I. p. - feet shoulder-width apart, arms bent at the elbows in front of the chest, fingers clenched into a fist. Circular movements of the arms in front of the chest, one arm rotates around the other (5 times).

2. I. p. - legs slightly apart, hands behind the back. Sit down, grab your knees with your hands. Get up, put your hands behind your back. Return to starting position (4-5 times).

3. I. p. - sitting, legs apart, hands on the belt. Hands to the sides, lean forward, touch the toes with your hands. Straighten up, arms to the sides, return to the starting position (4 times).

4. I. p. - sitting, legs straight, hands in support behind. Bend the right (left) leg, lower, return to the starting position (4 times).

5. I. p. - legs slightly apart, arms along the body arbitrarily. Jumping on two legs in place, alternating with a short pause. It is performed at the expense of the teacher or beats on a tambourine, musical accompaniment.

The main types of movements.

Crawling under an arc without touching the floor with your hands (Fig. 14). Along the hall, the teacher puts two lines of 3-4 arcs. Gives a demonstration and explanation of the exercise: “You need to approach the arc, sit down, fold into a ball “like a sparrow” and go under the arc without touching the floor with your hands. Then go to the next arc and so on. The exercise is performed in two columns.

Equilibrium "On the path". Two boards (20 cm wide) lie parallel to each other on the floor at a distance of 1–1.5 m. Children walk in two columns along the “path” boards, freely balancing with their hands. The teacher reminds them that the back and head should be kept straight (Fig. 15).

Mobile game "Shaggy dog".

One child pretends to be a dog. He is located in the center of the hall - lies on the floor (preferably on a soft rug) and puts his head on his arms outstretched forward. The rest of the players are located throughout the hall and, at the signal of the teacher, quietly approach the "dog" as the following text is pronounced:

Here lies the shaggy dog,

Burying your nose in your paws.

Rice. fourteen

Quietly, quietly he lies,

Not dozing, not sleeping

Let's go to him and wake him up.

And let's see what happens

Children begin to wake up the "dog", lean towards him, pronounce his nickname (Sharik), clap their hands, wave their hands. Suddenly the "dog" rises and barks loudly. The children scatter, the "dog" chases after them, trying to catch someone. When all the children run away, hide in their "house" (behind the line marked on the floor), the "dog" returns to its place. The game is repeated.

3rd part. Walking in a column one at a time.

material to repeat

1st week. Game exercises: crawling without touching the floor with your hands (height 40-50 cm) - "the mice crawled out of the mink", "puppies crawled under the fence"; walking on a board (width 15–20 cm), along a snow bank; rolling balls to each other in the forward direction; jumping through the cord, from hoop to hoop. Outdoor games with running, jumping.

2nd week. Exercises: plank walking, bench jumping, jumping in place. With the ball - rolling into the goal; in the forward direction, around objects (skittles, cubes, chairs). Outdoor games: "The mother hen and chickens", "Shaggy dog", "Find your house".

3rd week. Game exercises: jumping moving forward; jumping off the bench; jumping around objects. Game exercises with the ball - skating between objects, around objects. Outdoor games: "Find your color", "Sparrows and a cat", "Bubble".

Rice. fifteen

4th week. Game exercises: rolling the ball between two lines, into each other's goal; climbing under the cord without touching the floor with your hands - "mouse" ("kittens", "chickens"). Outdoor games "Frogs", "Catch a snowflake", "Catch the ball", "Run to the cube (skittles)".



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