Card file of outdoor games for preschool children. Mobile game "Simple traps

Outdoor games for children 4-5 years old

P / and "Owl"

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

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

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

P / and "Homeless Hare"

Purpose: to run fast; navigate in space.

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

P / and "Fox in the chicken coop"

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

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

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

P / and "Run quietly"

Purpose: to learn to move silently.

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

P / and "Airplanes"

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

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

P / and "Hares and the wolf"

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

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

Hares jump hop, hop, hop,

To the green meadow.

Grass is pinched, eaten,

They carefully listen to see if the wolf is coming.

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

P / and "Hunter and hares"

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

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

P / and "Zhmurki"

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

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

- Cat, cat, what are you standing on?

- On Bridge.

- What's in your hands?

- Kvass.

- Catch the mice, not us!

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

P / and "Fishing rod"

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

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

P / and “Who is more likely to the flag?”

Purpose: to develop fast running, agility.

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

P / and "Birds and a cat"

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

Game progress: A “cat” sits in a large circle, “birds” sit behind a circle. The "cat" falls asleep, and the "birds" jump into the circle and fly there, sit down, peck at the grains. The "cat" wakes up and starts to catch the "birds", and they run away around the circle. The cat takes the caught “birds” to the middle of the circle. The teacher counts how many there are.

P / and "Don't get caught!"

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

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

P / and "Traps"

Purpose: to develop dexterity, speed.

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

P / and "Run to the named tree"

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

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

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

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

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

P / and “Who will collect it sooner?”

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

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

P / and "Bees"

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

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

The bear is walking

The bees will take away the honey.

beesanswer:

This hive is our house.

Go away, bear, from us,

W-w-w-w!

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

P / and "Beetles"

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

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

P / and "Find a mate"

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

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

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

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

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

P / and (Russian folk) “Wintering and migratory birds»

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

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

Birds fly, grains are collected.

Little birds, little birds ».

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

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

Purpose: to develop dexterity, speed of reaction.

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

Bees fly, honey is collected!

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

Martin: - The swallow flies and catches the bees.

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

M/p/i “Dragonfly Song”

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

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

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

(Wave hands gently.)

She sat down, sat down, flew again.

(Get down on one knee.)

I found my friends, we had fun .

(Smooth wave of hands.)

She led a round dance, the sun shone.

(They lead a round dance.)

P / and "Cat on the roof"

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

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

Quiet mouse, quiet mouse...

The cat is sitting on our roof.

Mouse, mouse, watch out.

And don't get caught by the cat!

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

Card file of outdoor games for children 6-7 years old

Program content:

To teach children to use a variety of outdoor games (including games with elements of competition), which contribute to the development of psychophysical qualities (dexterity, strength, speed, endurance, flexibility), coordination of movements, the ability to navigate in space; independently organize familiar outdoor games with peers, fairly evaluate their results and the results of their comrades. Learn to come up with game options, combine movements, showing creative abilities. Develop interest in sports games and exercises (towns, badminton, table tennis, hockey, football).
card number 1
Mobile game "Traps"
Target:
Stroke: With the help of a counting rhyme, a driver is selected - a trap and stands in the middle of the hall (platform). On a signal: "One, two, three - catch!" all the players scatter and dodge the trap, which tries to catch up with someone and touch with his hand (tarnish). The one who was touched by the trap steps aside. When 2-3 players are caught, another trap is chosen. The game is repeated 3 times. If the group is large, then two traps are selected.
card number 2
Mobile game "Smart guys"
Target: Develop dexterity, eye and accuracy of movements.
Stroke: The players are divided into threes and stand in a triangle (the distance between the children is 1.5 m). One child in a trio throws the ball up with both hands, the second must pick it up and throw it up again, the third player catches the ball and throws it up, the first player must catch the ball, etc.
card number 3
Mobile game "Catch up with your couple"
Target: Exercise children in running with acceleration.
Stroke: Children stand in two lines; the distance between the lines is 3-4 steps. At the signal of the teacher, a run is performed to the opposite side of the site (distance 15 - 20). The second rank player tries to touch (stain) the first rank player before he crosses the imaginary line. The teacher counts the number of losers. When repeating the game task, the children change roles.
card number 4
Mobile game "Tops and Roots"
Target: To consolidate knowledge about the way vegetables grow, develop attention, visual and auditory perception, memory, exercise the ability to catch the ball.
Stroke: 1. An adult shows a vegetable (dummy or natural) or names it, children call it and show movements where it grows, if on the ground - they pull their hands up, if underground - they squat. A child can also act as an adult, who himself shows vegetables.
2. Children stand in a circle. In the center is the driver with the ball. He throws the ball to the first player and names any vegetable. The player returns the ball to the leader and answers it's tops or roots. The one who never makes a mistake wins.
card number 5
Mobile game "Don't stay on the floor"
Target: Exercise children in uniform running while maintaining distance, develop coordination in jumping.
Stroke: With the help of a rhyme, a driver is selected - a trap. The trap runs along with the children around the hall (platform). As soon as the teacher says "Catch!" all children scatter and try to climb any elevation (gymnastic benches, cubes, gymnastic wall). The trap is trying to show off. The guys he touched step aside. At the end of the game, the number of losers is counted and a new driver is selected.
card number 6
Mobile game "Flies - does not fly"
Target:
Stroke: Children stand in a row. The host calls various items and raises his hands up. Children should raise their hands up only when the named object is flying. At the end, mark those who have never made a mistake.
card number 7
Mobile game "Quickly stand in a column"
Target: Develop attention and speed of movement.
Stroke: The players are built in three columns (in front of each column is a cube of its own color). The teacher offers to remember your place in the column and the color of the cube. On a signal, the players scatter around the hall (site). After 30-35 sec. The signal "Quickly to the column!" is given, and each child must quickly take his place in the column.
card number 8
Mobile game "Owl"
Target: Development of attention, reaction to a verbal command and arbitrary regulation of behavior.
Stroke: An owl's nest is marked on the site. The rest are mice, bugs, butterflies. At the signal "Day!" Everyone is walking and running. After a while, the signal "Night!" sounds. and everyone stops, remaining in the position in which the team found them. The owl wakes up, flies out of the nest, runs around the children, carefully observes, and takes the one who moves to his nest. On a signal: "Day!" - The game continues.
Rules: Stop in the position proposed by the teacher: stand on one knee, on toes, forming pairs, placing the feet in one line.
card number 9
Mobile game "Giants and gnomes"
Target: Encourage children to act on the signal.
Stroke: The driver (most often an adult) explains to the guys that he can only pronounce the words "giants" and "gnomes". At the word "giants", everyone should rise on their toes and raise their hands. And at the word "gnomes", everyone should sit down lower. The one who makes a mistake is out of the game.
Of course, the driver wants to ensure that the players are wrong. To do this, he first pronounces the words "giants!" loud and bass, and "gnomes" - a quiet squeaky whisper. And then, at some point, the other way around. Or, saying "giants", the driver crouches, and saying "gnomes" - rises on his toes.
The pace of the game is accelerating and all the players are gradually dropping out. The last player who has never made a mistake becomes the leader.
card number 10
Mobile game "Rod"
Target: Exercise in jumping with vigorous repulsion with two legs from the ground and bending the legs under you during the jump.
Stroke: Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, a bag of sand is tied at the end. The teacher rotates the bag on a rope in a circle above the ground (floor), and the children jump up, trying to prevent the bag from touching their legs. The teacher rotates the bag in both directions alternately.
card number 11
Mobile game "Quick pass"
Target:
Stroke: The players stand in 3-4 lines and are located half a step from each other. The first player in each line has a large diameter ball. At the signal of the teacher, the children begin to pass the ball to each other from hand to hand. The last player in the line, having received the ball, raises it above his head.
card number 12
Mobile game "Don't get caught"
Target:
Stroke: A circle is drawn on the floor (ground) (or laid out from a cord). All players stand behind the circle at a distance of half a step. The leader is chosen. He becomes in a circle anywhere. Children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are in the circle. The child touched by the driver steps aside. After 30-40 sec. The game stops. Another driver is selected, and the game is repeated with all the children.
card number 13
Mobile game "Circular lapta"
Target: To develop in children dexterity in ball games and speed in running with dodging.
Stroke: Children are divided into two teams. Players of one team stand in a circle, each holding a ball. The players of the second team are inside the circle. The task of the players of the first team is to touch (touch) those who are inside the circle. Children inside the circle try to dodge. When at least a third of the players are tagged, the teams change places.
card number 14
Mobile game "Shapes"
Target: The development of attention, orientation in space, the ability to act on a signal.
Stroke: At the signal of the teacher, all the children scatter around the hall (platform). On the next signal, all the players stop at the place where the team found them and assume a pose. The teacher notes those whose figures turned out to be the most successful.
Options: At the signal: "Stop! Two!" - build a figure in pairs. On the next "Stop! Three!" - in the top three, etc. up to five.
card number 15
Mobile game "Ball over the head"
Target: Develop speed and accuracy of movements when passing the ball.
Stroke: The players are divided into threes. Two guys throw the ball to each other, and the third one stands between them and tries to touch the ball. If he succeeds, he changes places with the player who threw the ball.
card number 16
Mobile game "Pass on the go"
Target: Development of attention, speed and accuracy of movements when passing the ball.
Stroke: The players are divided into pairs, and stand on the starting line. In the hands of one player of each pair of balls of large diameter. At the signal of the teacher, the children, throwing the ball to each other along the way, move to the opposite side of the hall (platform) to the designated line (distance 10m). A pair is celebrated, which quickly and without losing the ball reached the finish line.
card number 17
Mobile game "Bird flight"
Target: Exercise in climbing, developing agility and strength.
Stroke: On one side of the hall are children - birds. On the other side there are various aids - gymnastic benches, cubes, etc. are trees. At the signal "Birds fly away!" children, waving their arms like wings, scatter around the hall. At the signal "Storm!" all the birds run to the trees and try to take any place as quickly as possible. When the teacher says "The storm has stopped!". Children descend from the hills and again scatter around the hall - "the birds continue their flight."
card number 18
Mobile game "Echo"
Target: Exercise in the development of phonemic hearing and the accuracy of auditory perception.
Stroke: Before the game, an adult addresses the children: Have you ever heard an echo? When you travel in the mountains or through the forest, pass through an archway, or are in a large empty hall, you may encounter an echo. That is, you, of course, will not be able to see it, but you can hear it. If you say: "Echo, hello!", then it will answer you: "Echo, hello!", Because it always repeats exactly what you say to it. Now let's play echo.
Then they appoint a driver - "Echo", who must repeat what he is told.
card number 19
Mobile game "Jump - don't hit"
Target: Exercise in jumping on two legs, develop strength and agility.
Stroke: The players line up in two columns and stand at a distance of two steps from each other. Two leaders stand in front of each column with a stretched rope in their hands (length 1.5 - 2 m). The drivers raise the rope to a height of 20 cm and, at the signal of the teacher, pass it under the feet of the players, and they must jump over the rope.
card number 20
Mobile game "Hurry up to run out"
Target: To consolidate the skill of walking and running with a change in direction of movement, the ability to act on the signal of the teacher.
Stroke: The players stand in a circle. 5-6 guys go to the center of the circle. Those standing in a circle join hands and start running to the right or left (or fast walking), and the guys in the center of the circle clap their hands. At the signal of the teacher "Stop!" running in a circle quickly stop and raise their clasped hands up. The teacher counts out loud to three. During this time, those standing in the center of the circle must quickly run out of the circle. After the count of three, the children lower their hands. The one who remains in the circle is considered the loser.
card number 21
Mobile game "The ball to the driver"
Target:
Stroke: The players become in 3-4 columns (or 3-4 circles). At a distance of 2-2.5 m from each column, the leader with the ball stands up. At the signal of the educator, the drivers throw the ball to the standing first players, and those, having caught them, return them back and run to the end of their column. Then the drivers throw the balls to the next players, etc.
card number 22
Mobile game "Frogs"
Target: Practice jumping and throwing the ball.
Stroke: Children are built in 3 or 4 columns and stand in front of the wall at the starting line. In the hands of the first players in the column, the ball is of medium or small diameter (depending on the preparedness of the children). The distance to the wall is 1.5 - 2m. The child throws the ball against the wall, and jump over it after bouncing on the floor (ground). The second child in the column picks up the ball, throws it against the wall, jumps over the ball after the bounce, and so on. Each next player, after completing the exercise, stands at the end of his column.
card number 23
Mobile game "Traps with ribbons"
Target: Practice running. Develop dexterity, the ability to quickly navigate.
Stroke: Children are built in a circle; each has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. At the signal of the teacher: "One, two, three - catch!" The children run around the playground. The trap runs after the players, trying to pull the ribbon from someone. At the signal of the teacher: "One, two, three, run in a circle!" everyone is in a circle. The teacher offers to raise their hands to those who have lost the ribbon, that is, lost, and counts them. The trap returns the ribbons to the children, and the game is repeated, with a new driver.
card number 24
Mobile game "Carrying balls"
Target: Develop the ability to perform movements on a signal. Practice fast running.
Stroke: Players are built in two columns and stand on the four sides of the hall (platform). In the center is a large-diameter hoop (or basket) in which small balls are placed according to the number of players. At the command of the teacher, the children standing first in the columns run to the hoop, take one ball, return and stand at the end of their column. The second players start running after the first ones cross the marked line, and so on. The team that completes the task quickly and without errors wins.
card number 25
Mobile game "Quickly take it"
Target: Develop the ability to perform movements on a signal.
Stroke: The players form a circle and walk around objects (cubes, balls, skittles); 2-3 fewer items than players. Suddenly, the teacher gives a signal: “Quickly take it!”. Each player must take an item and raise it above their head. The one who did not have time to take the item is considered the loser.
card number 26
Mobile game "Guess whose voice?"
Target: Strengthen the skill of walking in a circle.
Stroke: The driver stands in the center of the hall and closes his eyes. Children form a circle, without holding hands, go in a circle to the right and say:
We gathered in an even circle
Let's turn back together,
And how do we say: "Skok - skok - skok",
Guess whose voice.
The words "skok - skok - skok" are pronounced by one child (at the direction of the teacher).
The driver opens his eyes and tries to guess who said these words. If he guesses correctly, that player takes his place. If the driver did not guess correctly, then when the game is repeated, he again performs this role. Children walk in a circle in the other direction.
card number 27

Target: Develop accuracy in exercises with the ball.
Stroke: The players line up in front of the wall (fence) and throw the ball against the wall, catching it after bouncing off the ground (with a clap, squatting, etc.)
card number 28
Mobile game "Mousetrap"
Target: To develop in children endurance, the ability to coordinate movements with words. Exercise in running with crawling.
Stroke: The players are divided into two unequal groups. The smaller one forms a circle - a "mousetrap", the rest of the "mice" - they are outside the circle. The players, representing a mousetrap, join hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they gnawed everything. Everyone ate. Beware, cheats, we will get to you! Children stop and raise their clasped hands up, forming a gate. Mice run into and out of the mousetrap. According to the teacher "Hop!" children standing in a circle lower their hands and squat - the mousetrap slammed shut. Players who do not have time to run out of the circle are considered to be caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children switch roles.
card number 29
Mobile game "Entertainers"
Target: To develop the creative abilities of children, orientation in space, attention.
Stroke: With the help of a counting rhyme, an entertainer is selected, who stands in the center of the circle formed by the children. Holding hands, the children go in a circle to the right, then to the left and say:
In an even circle one after another
We go step by step.
Stay where you are! together
Let's do it like this!
The children stop, lower their hands, and the entertainer shows some kind of movement. Everyone must repeat it. The one who repeats the movement best of all becomes the new entertainer.
card number 30
Mobile game "In places"
Target: To form the ability to throw and catch the ball, to be dexterous, attentive, to develop an eye.
Stroke: The players form a circle. In front of each child lies an object (a cube, a bag, a skittle). On a signal, everyone scatters around the hall (site) in different directions, and the teacher removes one object. To the signal "In places!" all players must quickly stand in a circle and take a place near an object. The one who was left without a place is considered a loser.
card number 31
Mobile game "Pass the ball"
Target: Practice with the ball.
Stroke: The players are built in 3-4 columns. The distance between the children in the column is one step. The first player in the column receives the ball (large diameter). At the signal of the teacher, the first players pass the ball back between their legs with both hands and run to the end of their column. The next players pass the balls back and run to the end of their column, and so on. When the first player is again in front of the column, he raises the ball high above his head. Repeat 2-3 times. The teacher marks the winning team.
card number 32
Mobile game "Cunning Fox"
Target: To develop in children endurance, observation. Exercise in fast running with dodging, in building in a circle, in catching.
Stroke: The players stand in a circle at a distance of one step from each other. The teacher invites the players to close their eyes, goes around the circle behind the children and touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and look carefully which of them is a cunning fox, if she will give herself away with something. The players ask in chorus 3 times, at first quietly, and then louder, "Sly fox, where are you?" While everyone is looking at each other. The cunning fox quickly comes to the middle of the circle, raises his hand up, says "I'm here." All the players scatter around the site, and the fox catches them. The captured fox takes it home to the hole.
Rules: The fox begins to catch the children only after the players who play 3 times in chorus ask and the fox says: "I'm here!"
If the fox gave himself away earlier, the teacher appoints a new fox.
The player who ran out of the area is considered to be caught.

Options: 2 foxes are selected. The fox can be chosen by lot.
card number 33
Mobile game "Salki"
Target: Exercise in fast running with dodging, in building in a circle, in catching.
Stroke: All the players run freely around the site, the driver - the tag is trying to tarnish someone. The player who is tarnished becomes a tag; if the lark cannot catch anyone for a long time, then the teacher appoints another driver. If the group is large, then two leaders can be appointed.
card number 34
Mobile game "Stop!"
Target: Exercise in walking with the performance of tasks on a signal, repeat game exercises for balance.
Stroke: The players stand in one line or arbitrarily not far from each other. On the opposite side of the hall, the driver stands with his back to the players. He loudly says: "Walk fast, look, don't yawn, stop!" for each word, the players step forward (rhythmically, in accordance with the spoken text). At the last word, the children stop, and the driver quickly looks around. The one who did not have time to stop takes a step back. The leader turns away and says the text again, and the children continue to move. The player who managed to cross the finish line before the driver says the word "Stop!" becomes the driver.
card number 35
The mobile game "Jumpers - sparrows"
Target: Practice jumping over cords.
Stroke: The teacher lays out a circle of rope on the floor (or draws on the ground) (landmarks can also be sandbags or cubes). The driver is chosen - a kite (or a cat). He stands in the middle of the circle. The rest of the children are sparrows, they stand outside the circle. Sparrows jump in and out of the circle. The kite (or cat) runs in a circle and does not allow sparrows to stay there for a long time. The sparrow, touched by the driver, stops, raises his hand, but does not leave the game. The teacher marks those whom the kite (or cat) has never caught. The game is repeated after a short break.
card number 36
Mobile game "Frogs and Heron"
Target: To develop in children dexterity, speed. Learn to jump back and forth over an object.
Stroke: The boundaries of the swamp (rectangle, square or circle) where frogs live are marked with cubes (side 20 cm), between which ropes are stretched. At the ends of the ropes are sandbags. Away is a heron's nest. Frogs jump, frolic in the swamp. The heron (leader) stands in its nest. At the signal of the teacher, she, raising her legs high, goes to the swamp, steps over the rope and catches the frogs. The frogs escape from the heron - they jump out of the swamp. The heron takes the frogs he has caught to his house. (They stay there until they choose a new heron.) If all the frogs manage to jump out of the swamp and the heron does not catch anyone, she returns to her house alone. After 2-3 games, a new heron is chosen.
Directions: The ropes are placed on the cubes so that they can easily fall if they are touched when jumping. The fallen rope is put back in place. Playing (frogs) should be evenly distributed over the entire area of ​​​​the swamp. There may be 2 herons in the game.
card number 37
Mobile game "Hunters and falcons"
Target: Exercise in fast running, develop speed of reaction.
Stroke: On one side of the hall (platform) are falcons. In the middle of the hall are two hunters. At the signal of the teacher "Falcons, fly!" the children run to the other side of the hall, and the hunters try to catch (tarnish) them before they cross the imaginary line. When the game is repeated, other drivers are selected, but not from among those caught.
card number 38
Outdoor game "Passing the ball in a line (or in a circle)"
Target: Develop speed and accuracy of movements when passing the ball.
Stroke: The players are built in 3-4 lines. In the hands of the first player in each line, the ball (large diameter). At the signal of the teacher, the children begin to pass the ball to each other in a line. As soon as the last player in the line receives the ball, he raises it over his head and all players must turn around and pass the ball in the opposite direction. The first in the line receives the ball, all the children turn again and take their original position. The teacher announces the winning team.
card number 39
Mobile game "Day and night"
Target: To develop in children dexterity, speed.
Stroke: The players are divided into two teams - "Day" and "Night". In the middle of the hall (platform) a line is drawn (or a cord is placed). At a distance of two steps from the line, teams stand with their backs to each other. The teacher says: “Ready!”, Then he gives one of the teams a signal to run, for example, says: “Day”. Children run over the line, and the players of the second team quickly turn around and catch up with the rivals, trying to spot them before they cross the line. The team that manages to tarnish wins large quantity opposing team players.
card number 40
Mobile game "Two frosts"
Target: Exercise in scattered running, develop speed of reaction, the ability to act according to the rules.
Stroke: On opposite sides of the site, two houses are marked with lines. The players are located in one of the houses. Two drivers (Frost - red nose and Frost - blue nose) go to the middle of the site, face the children and say:
We are two young brothers
Two frosts removed,
I am Frost - red nose,
I am Frost - blue nose,
Which one of you decides
On the way - to start the path?
All the chorus players respond:
We are not afraid of threats
And we are not afraid of frost.
After that, the children run to another house, and the frosts try to freeze them (touch them with their hands). The frozen ones remain in the place where the frost overtook them, and stand there until the end of the dash. Frosts count how many guys they managed to freeze. After two dashes, other Morozov are chosen.
card number 41
Mobile game "Spider and flies"
Target: Continue to exercise in running in various directions, in the ability to keep balance. Develop endurance.
Stroke: In one corner of the hall, a web is indicated by a circle (or cord), where the driver lives - a spider. The rest of the children are flies. At the signal of the teacher, all the flies scatter around the hall, "fly", buzz. The spider is in the web. At the signal "Spider!" flies stop in the place where the team found them. The spider comes out and looks carefully. The one who moved, the spider leads into its web. After two repetitions, the number of flies caught is counted. The game is resumed with a different driver.
card number 42
Mobile game "Keys"
Target:
Stroke: The players stand in circles drawn in any order (or laid out from short cords) at a distance of 2 m from one another. The leader is chosen. He approaches one of the players and asks: "Where are the keys?" He replies: "Go to ... (calls one of the children), knock!" At this time, other children try to change places. The driver must quickly take a free circle during the run. If the driver cannot take a circle for a long time, he shouts: "I found the keys!" Then all the players change places, the one left without a place becomes the leader.
card number 43
Mobile game "Carousel"
Target: To develop in children the rhythm of movements and the ability to coordinate them with words. Exercise in running, walking in a circle and building in a circle.
Stroke: The players form a circle. The teacher gives the children a cord, the ends of which are tied. Children holding right hand by the cord, turn to the left and say a poem: "Barely, barely, barely, barely, the carousels spun. And then around, around, all running, running, running." In accordance with the text of the poem, children walk in a circle, first slowly, then faster, then run. During the run, the teacher says: "Be-y-y." Children run 2 times in a circle, the teacher changes the direction of movement, saying: "Turn." The players turn around, quickly intercepting the cord with their left hand and run in the other direction. Then the teacher continues with the children: "Hush, hush, don't write off, stop the carousel. One, two, one, two, the game is over!" The carousel movements are getting slower. At the words "Here the game is over," the children lower the cord to the ground and disperse.
Rules: You can only take a seat on the carousel by calling. Not having time to take a seat before the third call, does not take part in skating. It is necessary to make movements according to the text, observing the rhythm.
Options: Everyone must take their place. Put the cord on the floor, running in a circle after it.
card number 44
Mobile game "Zhmurki"
Target: Improving orientation in space.
Stroke: The educator assigns a rhyme to the driver - blind man's blind man. He stands in the middle of the area, limited by cords. He is blindfolded and asked to turn around several times. All the children scatter, and the blind man's blind man tries to catch someone.
Rules: Do not go beyond the designated border; running away from blind man's buff, you can squat; so that the blind man does not go beyond the site, he is warned with the word "fire".
When the children unwind in the place of the leader - blind man's blind man, then together they say the sentence:
- Cat, cat, what are you standing on?
- On the porch (on the pitcher).
-What are you drinking?
- Kvass!
- Catch the mice, not us.
Here is another version of the sentence:
- Where are you standing?
- On Bridge.
- What are you drinking?
- Kvass.
- Look for us for three years!
card number 45
Mobile game "Handed - sit down (relay with a ball)"
Target: Develop speed and accuracy of movements when passing the ball.
Stroke: The game is played in the hall or on the court. For its implementation, 2-3 volleyballs are required. The players are divided into 2-3 equal teams, which are built behind the line in a column one at a time. Ahead of each team at 6-8 meters is the captain with the ball in his hands. On a signal, the captain passes the ball to the first player of his team. He, having caught the ball, returns it to the captain and crouches. The captain throws the ball to the second player, and so on. Having received the ball from the last player, the captain lifts it up, and the whole team quickly gets up. The team that completes the task first and its captain lifts the ball up wins. The player who dropped the ball must sculpt it, return to his place and continue passing. Also, players should not skip their turn.
card number 46
Mobile game "Polar bears"
Target: Develop speed, agility, endurance.
Stroke: On the edge of the site, which is the sea, a small place is outlined - an ice floe. On it stands the driver - " polar bear". The rest of the "cubs" are randomly placed throughout the site.
"Bear" growls: "I'm going out to catch!" - and runs to catch "bear cubs". Having caught one "bear cub", he takes him to the ice floe, then catches another. After that, two caught "bear cubs" join hands and begin to catch the rest of the players. At this time, the "bear" retreats to the ice floe. Having overtaken someone, two "bear cubs" join their free hands so that the caught one finds himself between the hands, and shout: "Bear, help!" "Bear" runs up, taunts the one he has caught and takes him to the ice floe. The next two caught also join hands and catch the rest of the cubs. The game continues until all the bears have been caught.
The last player caught wins and becomes the "polar bear".
Rules: The caught "bear cub" cannot slip out from under the hands of the couple surrounding him until the "bear" has tagged him. When catching, it is forbidden to grab the players by the clothes, and those who run away run out of the boundaries of the site.
card number 47
Mobile game "Frogs in the swamp"
Target: Exercise in jumping on two legs moving forward, developing strength, agility, speed of reaction.
Stroke: On one side of the hall (beyond the line) there is a driver - a crane. In the middle of the hall is a swamp (a circle made of cord). Children sit around - frogs and say:
Here from the hatched rotten
The frogs splashed into the water.
Kwa-ke-ke, kwa-ke-ke,
It will rain on the river.
With the end of the words, the frogs jump into the swamp. The crane catches the frogs that did not have time to jump. The caught frog goes to the crane's nest. When the crane has caught several frogs, another crane is chosen from among those who have never been caught.
card number 48
Mobile game "Ball against the wall"
Target: Develop children's attention, dexterity. Practice catching the ball with both hands.
Stroke: Children stand in 3-4 columns in front of the wall (shield). The player standing first in the column has a ball of small diameter. The player throws the ball against the wall, then goes to the end of his column. The second player must catch the ball after bouncing on the floor and throw it against the wall, etc. The team that completes the task quickly and without losing the ball wins.
card number 49
Mobile game "We are funny guys"
Target: Get kids to run. Strengthen the ability to act on a signal.
Stroke: Children stand behind the line on one side of the playground (hall). In the center of the site are two drivers. The children say in unison:
We are funny guys.
We love to run and jump.
Well, try to catch up with us!
One - two - three - catch!
After the word "Catch!" children run across to the other side of the playground, and the drivers catch up with them. The one whom the driver has taunted, steps aside. As soon as the children cross the finish line, the number of losers is counted. The game is repeated with other drivers.
card number 50
Mobile game "Hunters and ducks"
Target:
Stroke: Children are divided into two equal teams - hunters and ducks. Ducks stand in the middle of a large circle. The hunters throw a ball (large diameter), trying to hit the ducks with it. The duck touched by the ball is out of the game. When most (about a third) of the ducks are tagged, the teams switch roles.
card number 51
Mobile game "Quiet - Loud"
Target: Develop observation, attention, the ability to listen to the signal and act in accordance with it.
Stroke: With the help of a counting rhyme, the driver is selected, he stands in the center of the circle and closes his eyes. The teacher gives one of the players an object that can be hidden (lace, ribbon). All children except the driver know who has the item. When the driver approaches this child, the children begin to clap loudly, when they move away, the claps become quieter. The game continues until the driver finds the object. If he fails to do this for a long time, then another driver is selected.
card number 52
Mobile game "Wolf in the ditch"
Target: Exercise children in running, jumping. Strengthen the ability to act on a signal.
Stroke: In the middle of the hall (platform) two parallel lines are drawn (or ropes are laid) at a distance of 80-90 cm from one another - this is a moat. On one side of the site beyond the line is a goat house. Choose a driver - a wolf. All goats are located in the house (beyond the line). The wolf gets into the ditch. At the signal of the teacher: "Wolf in the ditch!" the goats run to the opposite side of the hall, jumping over the moat, and the wolf tries to catch them (to touch them with his hand). The wolf takes the captured goats aside. The signal is given again. After two runs, all the captured goats return to their home, and a new driver is selected.
card number 53
Mobile game "Who is faster to the ball"
Target: Exercise children in speed running.
Stroke: Children stand in two lines. Task: run to the object as quickly as possible, pick it up and raise it above your head (distance 10m). At the command of the educator "March!" the exercise is performed by the first line. The teacher marks the first three participants. Then the second group performs the task, the teacher marks the winners.
card number 54
Mobile game "Pass with the foot"
Target: Develop dexterity in ball games.
Stroke: Players stand in circles of 3-4 people. In the center of each circle is the driver, in front of him lies a ball of large diameter. The driver rolls the ball with his foot to the players (foot pass); each child, having received the ball, holds it for a few seconds, taking it with his foot, and again sends it to the driver.
card number 55
Mobile game "Burners"
Target: Practice speed running.
Stroke: The players line up in two columns, holding hands in pairs. Ahead is the driver. The boys say in unison:
Burn, burn bright
To not go out.
Look at the sky
The birds are flying
The bells are ringing!
One - two - three - run!
After the word "Run!" the children standing in the last pair lower their hands and run to the beginning of the column: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he can join hands with his partner again. If the driver manages to do this, he joins hands with the one who was caught and they stand in front of the column. The one left without a pair becomes the leader. To increase motor activity, you can divide the children into two teams.
card number 56
Mobile game "Passing the ball in the column"
Target: To develop in children dexterity, speed in ball games.
Stroke: Children are built in 3-4 columns; the distance between the players is one step. The one standing in the column first has a ball (large diameter). At the signal of the teacher, the children begin to pass the ball back with both hands above their heads (foot stand shoulder width apart). The last player in the column receives the ball, runs to the front of the column and passes the ball in the same way. The task is performed until the first player in the column is the one who stood first before the start of the game. The team that completes the task quickly and without loss wins.
card number 57
Game exercises with football elements
Target: To develop speed while running, agility, coordination of movements, the ability to navigate in space, to instill in children a sense of collectivism, mutual assistance.
"Ball to the wall". The players are located in front of the wall (fence) at a distance of 3 m from it. Each child has a ball, which he beats at an arbitrary pace against the wall alternately with his right and left foot.
"Smart Guys". Players line up in pairs across the court. Each pair has one ball. The distance between children is 2m. Task: send the ball to the partner with the right and left foot alternately.
"Trace it right." Various objects (cubes, stuffed balls) are placed throughout the site. The child circles the ball around the objects with his right and left foot, not letting it go far from himself.
"Goal in goal". With the help of several cubes, gates are indicated. On the starting line (distance from the gate 5m), the players take turns going out and trying to kick the ball into the goal with the exact movement of the foot (right or left).
"Kill the item." Pins are placed on the same line at a distance of 4m from the starting line. Task: after a short run-up, hit the ball with an object.
"Exact pass". The players are divided into pairs. Each pair has one ball. Children move from one side of the playground to the other, hitting the ball to each other with their right and left feet alternately.
"Quick pass". The players become a semicircle (a small group, the distance between the players is 2m), in front of them is the driver with the ball. He kicks the ball with his foot to the first player with a quick and accurate movement, and he returns the ball with the same movement, etc. Then the driver changes places with the first player of the team. The exercise is repeated with another driver.
"Clever and fast." Players in a line dribble the ball on the run to the other side of the court, slightly knocking it with their right or left foot so that it does not roll far.
"Pass in a circle." The players stand in a circle (a small group of children) and, rolling, hit the ball, send it to each other with a slight but precise movement of the right or left foot.
"Pass in a circle." The players stand in a circle, in the center is a teacher with a ball. He sends the ball to the children in turn. Having received the ball, the child stops it and sends it back to the teacher with the same movement.
"Pass in three." Children form threes at a distance of 2m from each other. One player has the ball. The players pass the ball to the right in a circle with one foot, then to the left, and so on several times.
"Get in the gate." Children carry the ball from one side of the playground to the other to the designated line (distance 10m) and, not reaching the goal 2m, try to score the ball into the goal.
card number 58
Game exercises with elements of badminton
Target: Develop agility, speed, coordination of movements.
"don't drop it". The players stand in a circle (semicircle) or line. The legs are slightly apart, each child has a shuttlecock in their hands. Task: toss the shuttlecock up with one hand and catch it in the air.
"Throw - catch." Throwing a shuttlecock with one hand and catching it with the other, standing still and moving (for a short distance).
"Flounce towards". Children stand in two lines; the distance between the lines is 2 m, at a distance of arms extended to the side from each other. Every child has a shuttlecock. At the signal of the teacher, each child throws the shuttlecock to the child standing opposite. The main thing is that the shuttlecocks do not fall and do not collide during the transfer.
"Throw in the ring." The players stand in a column one at a time (a group of 4-6 children) in front of the basketball hoop (height from the floor 2m). Every child has a shuttlecock. At the signal of the teacher, the first child in the column approaches the ring and throws the shuttlecock from the bottom up with his right (left) hand, trying to get into the ring.
"Reflect the shuttlecock." Children stand in two semicircles at a distance of one step from each other. Each child has a racket. The driver is selected; he stands in front of the players and alternately throws a shuttlecock to them, and they beat him off. After a while, another driver is selected.
"Kick the shuttlecock." Children become in a circle (semicircle). Each player has a racket and a shuttlecock. Children toss the shuttlecock with a racket, trying to hit as many times as possible and not let the shuttlecock fall to the ground.
"Come - do not drop." The players line up. Each child has a shuttlecock and a racket. At the command of the teacher, the children toss the shuttlecock with a racket, moving forward with a step. The pace is arbitrary.
"Flounce through the net". In the middle of the site (hall) at a height of 120 cm from the floor, a mesh (or cord) is stretched. Two teams of 5-6 people play. Players stand on either side of the net. Children from one team serve the shuttlecock (3-4 times), and the guys from the second team beat the shuttlecock to the opposite side through the net. Then the teams switch roles.
card number 59
Mobile game "Do not hurt"
Target: Exercise children in walking and running with a snake, enrich motor experience, develop coordination of movements, orientation in space.
Stroke: in parallel in two rows at a distance of 40-45 cm from each other, 6-7 pins are placed from the starting line after 2 m. All players line up in two columns. On a signal, the children run one after another in a "snake" between the pins, running around them from one side and the other, returning to the starting line. The team that does not hit any pins wins.
card number 60
Mobile game "Third extra"
Target: Learn to follow the rules of the game, develop agility and speed of running.
Stroke: The players become pairs in a circle facing the center so that one of the pair is in front and the other is behind him. The distance between the pairs is 1-2 m. Two drivers take a place behind the circle: one runs away, the other catches him. Fleeing from the chase, the evader can get ahead of any pair. Then the one standing behind turns out to be "third wheel" and must run away from the second driver. If the chasing touches the evader, then they change roles. No one should prevent the player from running away from the pursuer.
Options: 1. The “third extra” standing behind in a pair should not run away, but catch up with the second driver.
2. Players stand in pairs facing each other and holding hands. The evader can stand between the hands of any pair. To whom he will stand with his back, that "third extra" and must run away.
3. The players walk in a circle in pairs, hold each other's hands, and free hands on their belts. The escaping, escaping from persecution, can at any moment take someone by the arm. Then the one standing on the other side becomes the one running away. The same game can be played with music.
card number 61
Mobile game "Whoever is named, he catches"
Target: Develop attention, dexterity, speed of reaction to a signal.
Stroke: Children walk or run around the playground. An adult holds a ball in his hands. He calls the name of one of the children and throws the ball up. The named one must catch the ball and throw it up again, calling the name of one of the children. Throw the ball should not be too high and in the direction of the child, whose name is called.
card number 62
The mobile game "Gonder"
Target: Develop attention, coordination of movements, dexterity, tracing the function of the eye.
Stroke: Children stand in a circle at a distance of one step from each other. One of the players has a ball in his hands. At the command of the teacher, the child begins to throw the ball, calling by name the person to whom he throws the ball. The ball must be caught. Whoever dropped the ball stands in the center of the circle and performs any exercise with the ball.
Rules: The ball is thrown through the center of the circle. If the player drops the ball during the exercise, he is given an additional task.
card number 63
Mobile game "Stop!"
Target: Develop auditory attention, orientation in space, visual-motor coordination.
Stroke: The players become in a circle. The driver goes to the middle of the circle with a small ball. He tosses the ball up (or hits it hard on the ground) and says someone's name. The child who was named runs after the ball, the rest scatter in different directions. As soon as the named child picks up the ball, he shouts: "Stop!". All players must stop and stand still where the team found them. The driver tries to hit someone with the ball. The one to whom the ball is thrown can dodge, squat, bounce without leaving the spot. If the driver misses, then he runs after the ball again, and everyone scatters. Taking the ball, the driver again shouts: "Stop!" - and tries to overpower one of the players. Salted becomes the new driver, the game continues.
Rules: The one to whom the ball is thrown must dodge, squat, bounce without leaving the spot.
card number 64
Mobile game "Mice and houses"
Target: To consolidate the ability to quickly change the direction of movement, act on a signal.
Stroke: With the help of a counting rhyme, the driver is selected. The rest of the children stand in rings or circles drawn on the floor and take their places in them - "Mice in houses." The driver comes up to some house and says: "Mouse, mouse, sell the house!" She refuses. Then the driver goes to another "mouse". At this time, the "mouse", which refused to sell the house, calls one of the players and changes place with him. The driver seeks to take the place of one of the running ones. If he succeeds, then the one left without a place becomes the leader. If he fails, he goes from house to house with a request to sell the house. If the driver says: "The cat is coming!", Then everyone should change places, and the driver seeks to occupy someone's house.
card number 65
Mobile game "Four elements"
Target: Develop attention, observation, the ability to make decisions quickly, expand vocabulary.
Stroke: The players stand in a circle. Explain to the children that there are 4 elements: water, earth, air, fire. For example, fish, frogs, crayfish live in water, people, animals, insects, etc. live on earth, but no one lives in fire. If the driver throws the ball and says: "Water", "Earth" or "Air", then the player to whom the ball was thrown must catch it, name the one who lives in this element, and throw the ball back to the driver. If the driver says: "Fire!", then the ball cannot be caught. For an incorrect answer or a ball caught on the word "fire", the player is out of the game. Play until the last remaining player.
card number 66
Mobile game "Shtander"
Target: Development of motor and communication skills, dexterity, speed of reactions and coordination of movements, figurative thinking.
Stroke: Before the start of the game, a leader is selected with the help of a rhyme. All participants in the game stand in a circle, and the driver in the center of the circle. He throws the ball high and shouts loudly "Shtander - Olya!", naming the name of any of the children. Now the one whose name was called becomes the driver. He tries to catch the ball as soon as possible. And all the other children scatter, trying to be as far as possible from the new driver. As soon as they managed to catch the ball, the driver shouts "Shtander-stop!". After that, everyone is obliged to stop in place, and turn to face the driver. The driver chooses any of the children and calls his name: "I'll get to Kolya!" After that, Kolya should fold his hands in a ring in front of him. It is in this "basketball" hoop that the leader must hit the ball. To get into the ring was easier, the driver has the right to come closer. To do this, he announces in advance, without starting the movement, how many and what steps he wants to take. Steps are as follows: "Simple" - an ordinary step
"Giant" - a wide step. "Lilliputian" - a step is taken to the length of the foot, that is, the heel of the other is attached to the toe of one leg. "Umbrellas" - a jump with a turn. "Frog" - a jump from a squatting position. For example, it may sound like this: "There are four Lilliputian, two giant and three umbrellas before Kolya!" After that, the driver begins to move towards Kolya. Here, too, there are rules. Firstly, you need to move along the shortest straight line, and, secondly, you must complete all the above steps and only them. Approaching Kolya, the driver throws the ball, trying to get into the ring from his hands. If he hit, then Kolya will become the new “throw-in” driver, if he didn’t hit, then he will drive himself.
card number 67
Mobile game "Fortification Defense"
Target: The game contributes to the improvement of the skills of throwing, catching, passing the ball, and in the case of playing with the feet - stops, passes, hitting the inside of the foot and lifting, brings up courage, speed of orientation and tactical thinking.
In the center of the hall, a small circle and a large circle are drawn with a diameter (2 and 4 m, respectively). The players are outside. In the center of the small circle, a "fortification" is installed - three maces (skittles). A "defender" is chosen, who stands next to the fortification.
On a signal, they try to hit the "fortification" with the ball. The "Defender" prevents this by hitting and catching balls. The player who knocks down three maces (skittles) at once or the third (the last one) changes places with the "defender".
Rules: 1. Throw (kick) - without going beyond the circle line, otherwise the throw is not counted. 2. "Defender" does not have the right to enter the small circle line, hold with his hands
"strengthening" or to install downed maces again.
Option: Foot play.
Directions: 1. It is necessary to adjust the diameters of the circles in accordance with the capabilities of the players. 2. It is necessary to stimulate collective actions in every possible way, giving preference to passes of the ball, as a result of the combination of which the “defender” got confused and the “reinforcement” turned out to be defenseless.
card number 68
Mobile game "Horses and runners"
Target: Exercise in running, jumping on one leg, develop dexterity, orientation in space.
Stroke: A playground for playing 3x3 or 5x5 m is outlined. Children are divided into two teams: horses and runners. On one side of the site - the house of horses. Runners scatter around the playing area within its boundaries. The horses send one of their team into the field (to the site). The horse catches runners by jumping on one leg. The physical education teacher calls the horse: "Home!". He returns, and instead of him, the next player in turn jumps into the field. And so the horses change all the time. Caught runners are captured by the horses. The game ends when all players in the field have been caught. Then the teams switch roles. The game is repeated.
card number 69
Mobile game "Paints"
Target: Exercise in the ability to run fast, be dexterous, follow the rules of the game.
Stroke: Among the participants, one leading seller and one buyer-monk are chosen, the rest of the children become paints. Paint participants sit in a circle or in a gazebo, sometimes children line up. The seller quietly (in his ear) tells everyone what color of paint suits him. Children remember their color. The monk-buyer should not know the colors of paints. A monk comes to a paint shop and turns to the seller: - I'm a monk in blue pants, I came for paint.
- For what? The monk names the color of the paint (for example, blue). If there is no such paint, then the seller replies: - There is no such paint! Jump along the blue path, on one leg, you will find boots, wear them, but bring them back! Tasks for a monk can be different: to jump on one leg, to pass like a duck, to squat, or in some other way. If the named paint is present in the store, then the seller answers the monk: - There is one!
- What is the price?
- Five rubles (The monk loudly claps the seller's palm five times). At the last clap, the named "paint" jumps up from its place and runs around the arbor or line of other children. The monk tries to catch up with her. If he catches up with the paint, then he himself becomes the paint, and the captured participant-paint becomes the buyer-monk and the game continues. If the monk could not catch the paint, then the game starts over.
A variant of the game "Paints" with the player - "devil": The devil also comes to the store for paints and has the following dialogue with the seller:
- Knock Knock!
- Who's there?
- I'm a devil with horns, with hot pies, a bump on my forehead, and a mouse in my pocket!
- Why did you come?
- For paint!
- For what?
After the paint was named and it was present in the store, the devil paid the seller with claps on the palm of his hand. With the last blow, the paint jumps up and runs away, and the devil at this moment must quickly utter any agreed words.
- Thanks buddy, hold the pie!
As soon as the devil said the last word, the paint stops. The devil must estimate the distance to the runaway paint in steps.
The steps could be:
normal steps,
giant steps,
midget steps,
brick steps (heel to toe).
The devil is told with what steps he should walk towards the paint. If he walked and touched the paint, then the devil himself becomes paint.
card number 70
Mobile game "Birds and cage"
Target: Increasing motivation for gaming activity, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.
Stroke: Children are divided into two groups. One forms a circle in the center of the playground (children walk in a circle, holding hands) - this is a cage. Another subgroup is birds. The teacher says: "Open the cage!" Children forming a cage raise their hands. Birds fly into a cage (in a circle) and immediately fly out of it. The teacher says: "Close the cage!" children throw up their hands. Birds left in the cage are considered to be caught. They stand in a circle. The cage increases and the game continues until 1-3 birds remain. Then the children switch roles.
card number 71
Mobile game "North and South Wind"
Target: Develop endurance and attention; improve your running skills.
Stroke: Choose two leaders. A blue ribbon is tied on one hand - this is the north wind, the other is red - this is the south wind. The rest of the children run around the playground. The north wind tries to freeze as many children as possible, to touch them with his hand. Frozen take any position (hands to the sides, up, on the belt, stand on one leg, etc.). South wind seeks to unfreeze the children, also touching his hand and exclaiming: "Free!" After 2-3 minutes, new drivers are appointed, and the game is repeated.
card number 72
Mobile game "Traps on one leg"
Target: Develop coordination, learn to navigate in space.
Stroke: 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.
card number 73
Mobile game "Traps in pairs"
Target: Exercise in running, in the ability to navigate in space, develop agility, speed.
Stroke: Choose a driver. At the signal of the teacher, the children scatter. The driver catches by touching the escaping with his hand. The one who is caught becomes paired with the driver. They join hands and catch other children. Caught also form a pair and participate in fishing. The game ends when all the children have been caught. The last child caught becomes the leader.
card number 74
Mobile game "Hares in the garden"
Target: Practice climbing and jumping over objects. Develop strength, agility, coordination.
Stroke: Across the site put 2-3 gymnastic benches. This is a fence. On one side of the fence there is a clearing where hares (children) frolic, on the other side there is a garden where cabbage grows. Having frolicked in the clearing, the hares climb over the fence (or crawl) and feast on cabbage. When all the hares got into the garden, the teacher says: "The watchman is coming!" Hares run away to the clearing, jumping over the fence. The loser is the one who performed the jump incorrectly or was the last to leave the garden. The game is repeated 4-5 times.
card number 75
Mobile game "Catching monkeys"
Target: To develop initiative, observation, memory, dexterity in children. Practice climbing, running.
Stroke: Depicting monkeys, children are located on one side of the site near the gymnastic wall. On the opposite side are the monkey catchers (4-6 children). They want to lure the monkeys out of the trees and catch them. The catchers agree on what moves they will make. They go to the middle of the site and show the planned movements. Monkeys at this time quickly climb the wall and watch the movements of the catchers from there. Having done the movements, the catchers go to the end of the site, and the monkeys get down from the trees, approach the place where the catchers were, and imitate their movements. At the signal of the educator, the “catchers” of the monkeys run to the trees and climb on them. Catchers catch those monkeys that did not have time to climb a tree. Captured monkeys they take away to themselves.
Directions: It is necessary to ensure that the children do not jump off the wall, but go down to the last crossbar. When the game is repeated, the movements of the catchers must be new.
card number 76
Mobile game "Ball in pursuit!"
Target: Develop gross motor skills, visual attention, eye.
Stroke: Children become in a circle. An adult gives two children standing in different places a ball. Then he says, "The ball is in pursuit!" - and the children simultaneously begin to pass them on to their comrades. If one ball catches up with the other, that is, both are in the hands of one child, then he leaves the game for a while. The teacher gives the balls to other children and the game continues.
Rules: The ball is passed on a signal, without passing the players.
card number 77
Mobile game "Hunters and hares"
Target: Exercise in the ability to throw at a moving target, climb (jump) over an obstacle, run fast.
Stroke: On one side of the site, a place for hunters is outlined. On the other side are houses for hares. Each house has 2-3 hares. The hunter walks around the site, pretending to be looking for traces of hares, and then returns to his place. On a signal: "Hares!" - run out of their houses to the clearing and jump on two legs, moving forward. On a signal: "Hunter!" - hares run to the houses. And the hunter throws a ball at them. A hare hit by a ball is considered to have been hit. The hunter takes him to himself, he becomes the hunter's assistant. The game is repeated several times, after which a new hunter is chosen.
Directions: The hunter may have several balls in his hands; shooting at hares in the houses is not allowed.
card number 78
Mobile game "Flock"
Target: Improve the ability to keep a distance while moving, develop attention, speed of reaction.
Stroke: Children are slowly running around the playground - this is a flock of birds. Leader ahead. He leads the flock around the area around the sandbox and slide (or other structures) along the path (in full view of the teacher). The flight lasts 0.5-1 min (it is not allowed to overtake the leader). The teacher strikes the tambourine, the flock crumbles. Everyone strives to quickly find some kind of shelter (bush, tree) or flutter onto a branch (stand on a log, boom, sandbox side, etc.). The last bird to hide is out of the game for one repetition. A new leader is appointed, and the flock flies after him in the other direction. The game is repeated 3-4 more times. At the end, the leader is noted who has withstood the required pace of running and chosen the most interesting route.
card number 79
Mobile game "Ice, wind and frost"
Target: Develop agility, endurance, develop speed skills.
Stroke: The players stand in pairs facing each other and clap their hands, saying:
- cold ice cubes
transparent ice cubes,
They sparkle, they ring:
"Ding, ding..."
They clap for each word: first in their own hands, then in the hands of a friend. They clap their hands and say: "Ding, ding" until they hear the signal: "Wind!". Ice children scatter in different directions and agree on who will build a circle with whom - a big ice floe. On the signal "Frost!" Everyone line up in a circle and hold hands.
Rules: The kids with the most players in the circle win. It is necessary to negotiate quietly about who will build the ice floe with whom. Agreed children join hands. You can change movements only at the signal "Wind!" or "Frost!". It is desirable to include different movements in the game: jumps, light or fast running, side gallop, etc.
card number 80
Mobile game "Bumblebee"
Target: Develop attention, speed, the ability to act on a signal.
Stroke: The players sit in a circle. A ball rolls on the ground inside the circle. Those who play with their hands roll it away from themselves, trying to overpower the other (get into the legs). The one who was touched by the ball (stung) turns his back to the center of the circle and does not participate in the game until another child is touched. Then he comes into play, and the stung again turns his back in a circle.
Rules: Roll the ball only with your hands; you can not catch, hold the ball.
card number 81
Mobile game "Blue, red, yellow"
Target: Learn to act on a signal, develop speed qualities.
Stroke: Children take ribbons of three colors, tie them on each other's hand. Then everyone lines up along the line on one side of the court. The teacher says: “Ready!”, and everyone takes a high start position. The signal to start running is the name of the color of the tape, for example: "Yellow!". At this signal, children run only with a yellow ribbon. The rest should stay where they are. Having reached the opposite side of the playground, the children remain there. Then the teacher calls another color, then a third. When repeated, children

Irina Rokhina
Outdoor games and exercises for children of preparatory groups

mobile game"Traps"

With the help of a rhyme, a trap driver is selected and stands in the middle of the hall (sites). At the signal of the teacher "One-two-three-Catch!" all the players scatter and dodge the trap, which tries to catch up with someone and touch it with his hand. The one who was touched by the trap steps aside. When 2-3 players are caught, another trap is chosen. The game is repeated 3 times. If large group, then two traps are selected.

mobile game"Don't Stay on the Floor"

With the help of a rhyme, a trap driver is selected. The trap runs around the hall with the children (site). As soon as the teacher says "Catch!" all children scatter and try to climb any elevation (benches, cubes, gymnastic wall). The trap is trying to show off. The guys he touched step aside. At the end games the number of losers is counted and a new driver is selected.

mobile game"Fishing rod"

Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the bag on a rope in a circle above the ground itself (the floor, and the children bounce, trying to prevent the bag from touching their legs. Beforehand, the teacher shows the children how to bounce: Push off the floor vigorously and bring your legs under you. The teacher rotates the bag in both directions alternately.

mobile game"Don't get caught"

Draw a circle on the floor (or laid out from the cord). All players stand behind the circle at a distance of half a step. The leader is chosen. He becomes in a circle anywhere. Children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are in the circle. The child touched by the driver steps aside. After 30-40 seconds the game stops. Another driver is selected, and the game is repeated with all the children.

mobile game"Owl"

The driver is selected "owl", the rest of the children depict butterflies, birds, etc. On a signal educator: "Day!"- children run around the hall, on command: "Night!"- freeze and stop in the place where their team found them. "Owl" leaves its nest and takes those who move to itself. The game is repeated.

mobile game"Bird Flight"

On one side of the hall are bird children. On the other side there are various aids - gymnastic benches, cubes, modules, etc. - these are trees. At the signal of the teacher "The birds are flying away!" children, waving their arms like wings, scatter around the hall. On signal "Storm!" all the birds run to the trees and try to occupy a place as quickly as possible. When the teacher says "The storm has stopped!", the children descend from the hills and again scatter around the hall - "the birds continue their flight". Teacher insurance is required.

mobile game"Traps with Ribbons"

Children become in a circle; each child has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. On signal educator: "One-two-three-catch!" The children run around the playground. The trap runs after the players, trying to pull the ribbon from someone. On signal teacher: "One-two-three - run around the circle!"- everyone is built in a circle. The teacher offers to raise their hands to those who have lost the ribbon, that is, lost, and counts them. The trap returns the ribbons to the children, the game is repeated with a new driver.

mobile game"Shapes"

At the signal of the teacher, all the children scatter around the playground. (hall). On the next signal, all the players stop at the place where the team found them and take a pose. The teacher notes those whose figures turned out to be the most successful. The game is repeated 2-3 times.

mobile game"We are funny guys"

Children stand on one side of the playground beyond the line. The second line is drawn on the opposite side of the site. There is a trap in the center of the site. Choir players pronounce:

We are funny guys

We love to run and jump

Well, try to catch up with us.

One, two, three, catch!

After the word "catch!" the children run across to the other side of the playground, and the trap catches them. The child that the trap has time to pin down before he crosses the line is considered to be caught, steps aside and misses one run. After two runs, another trap is selected. The game is repeated 3-4 times.

mobile game"In places"

The players form a circle. In front of each child is an object (cube, bag, skittle). At the signal of the teacher, everyone scatters around the room in different directions, and the teacher removes one object. On signal "In places!" all players must quickly stand in a circle and take a place near an object. The one who was left without a place is considered a loser. The game is repeated several times.

mobile game"Sly Fox"

The players stand in a circle. The distance between children is one step. The teacher invites the children to close their eyes, goes around the circle behind them and touches one child - he becomes a fox. The players open their eyes and carefully look at each other, guessing which of them is a cunning fox, if she will give herself away with something. Children ask in chorus, first quietly, then louder: "Cunning fox, where are you?" After pronouncing these words three times, the cunning fox comes to the middle of the circle, raises his hand and pronounces: "I'm here!" Everyone scatters around the site, and the fox catches them. Takes those caught to his house (predetermined location). When the fox catches 2-3 children, caregiver speaks: "In a circle!". All players stand in a circle, and the game resumes.

mobile game"Jumping Sparrows"

The teacher lays out a circle of rope on the floor (or draws on the ground) (landmarks can also be sandbags or cubes). The driver is chosen - a kite. He stands in the middle of the circle. The rest of the children are sparrows, they stand outside the circle. Sparrows jump in and out of the circle. The kite runs in a circle and does not allow the sparrows to stay there for a long time. The sparrow, touched by the driver, stops, raises his hand, but from games are not out. The teacher marks those whom the kite has never caught. The game is repeated after a short break.

mobile game"Catch up with your couple"

Players stand on one side sites: one a group of children in front, the second is behind (the distance between them is at least two steps). At the signal of the teacher, the first ones quickly run away to the other side of the site, the second ones catch them. (salted). Having crossed to the other side of the playground, the children change roles. The game is repeated 3-4 times. The game ends with walking in a column one at a time.

mobile game"Day and night"

The players are divided into two teams - "Day and night". In the middle of the hall (sites) line is being held (or put a cord). At a distance of two steps from the line, teams stand with their backs to each other. The teacher says "Ready!", then gives one of the teams a signal to run, for example, pronounces: "Day". Children run over the line, and the players of the second team quickly turn around and catch up with the rivals, trying to spot them before they cross the line. That team wins, which will have time to tarnish more players of the opposite team.

mobile game"Two Frosts"

On opposite sides of the site, two houses are marked with lines. The players are located in one of the houses. Two drivers (Frost - red nose and Frost - blue nose) go to the middle of the playground, stand facing the children and pronounce:

We are two young brothers

Two frosts removed,

I am Frost - red nose,

I am Frost - blue nose,

Which one of you decides

On the way - to start the path?

All the chorus players answer:

We are not afraid of threats

And we are not afraid of frost.

After that, the children run to another house, and the frosts try to freeze them. (touch with hand). The frozen ones remain in the place where the frost overtook them, and stand there until the end of the dash. Frosts count how many guys they managed to freeze. After two dashes, other frosts are chosen.

mobile game"Spider and Flies"

In one corner of the hall is indicated by a circle (or cord) the web where the driver lives - the spider. The rest of the children are flies. At the signal of the teacher, all the flies scatter around the hall, "fly", buzz. The spider is in the web.

At the signal of the teacher "Spider!" flies stop in the place where the team found them. The spider comes out and looks carefully. The one who moves, the spider leads into its web. After two repetitions, the number of flies caught is counted. The game is resumed with a different driver.

mobile game"Keys"

The players stand in circles drawn in any order. (or lined with short cords) at a distance of at least 2 m from each other. The leader is chosen. He approaches one of the players and asks: "Where are the keys?" He replies “Go to ... (calls one of children knock!”. At this time, other children try to change places. The driver must quickly take a free circle during the run. If the driver cannot take a circle for a long time, he screaming: "Found the keys!" Then all the players change places, the one left without a place becomes the leader.

mobile game"The Frogs in the Swamp"

On one side of the hall (behind the line) there is a crane driver. In the middle of the hall is a swamp (circle laid out of cord). Frog children sit around and pronounce:

Here from the hatched rotten

The frogs splashed into the water.

Que-ke-ke, qua-ke-ke,

It will rain on the river.

With the end of the words, the frogs jump into the swamp. The crane catches the frogs that did not have time to jump. The caught frog goes to the crane's nest. When the crane catches several frogs, a new crane is chosen from among those who have never been caught. The game is restarted.

mobile game"Hunters and Ducks"

Children are divided into two equal teams - hunters and ducks. Ducks stand in the middle of a large circle. The hunters throw the ball (large diameter, trying to hit the ducks with it. The duck that the ball touched is out of games. When the majority (about a third) the ducks will be tagged, the teams change places.

mobile game"Wolf in the Den"

in the middle of the hall (sites) draw two parallel lines (or put ropes) at a distance of 80-90 cm from one another - this is a moat. On one side of the site beyond the line is a goat house. Choose a driver - a wolf. All goats are in the house (behind the line). The wolf gets into the ditch. At the signal of the teacher "Wolf in the Den" goats run to the opposite side of the hall, jumping over the ditch, and the wolf tries to catch them (touch with hand). The wolf takes the captured goats aside. The signal is given again. After two runs, all the captured goats return to their home, and a new driver is selected.

mobile game"Burners"

The players line up in two columns, holding hands in pairs. Ahead is the driver. Guys in chorus pronounce:

Burn, burn bright

To not go out.

Look at the sky:

The birds are flying

The bells are ringing!

One, two, three - run!

After the word "run!" the children standing in the last pair put their hands down and run to the beginning columns: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he can join hands with his partner again. If the driver manages to do this, he joins hands with the one who is caught, and they stand in front of the column. The one left without a pair becomes the leader. To increase motor activity, you can divide children into two teams.

mobile game"Carousel"

Children form a circle, holding the cord with their right hand, walk in a circle at first slowly, then faster and start running. Movements are performed in accordance with the text spoken aloud:

Barely, barely, barely, barely,

The carousels spin

And then, around, around, around,

Everyone run, run, run.

After the children run 2 - 3 circles, the teacher stops them and gives a signal to change the direction of movement. The players turn around and, intercepting the cord with the other hand, continue walking and running. Then the teacher and the children pronounces:

Hush, hush, don't rush!

Stop the carousel!

One-two, one-two

So the game is over!

The movement of the carousel gradually slows down. In words "The game is over!" children stop, put the cord on the ground (floor) and disperse around the site.

Gaming exercises for children of preparatory groups

"Penguins"

The players stand in a circle. Each child has a pouch that he holds between his knees. To the teacher's account "1-8" children perform jumps on two legs in a circle. On signal "Hop!" children jump sideways into the circle, return to their place in the circle. The task is carried out in the other direction.

"Catch up with your couple"

Children stand in two lines; the distance between the lines is 3-4 steps. At the signal of the teacher, a run is performed to the opposite side of the site (distance 15-20 m). The second rank player tries to touch the first rank player before he crosses the imaginary line. The teacher counts the number of losers. When repeating the game task, the children change roles.

"Quickly stand in a column!"

Players line up in three columns. (in front of each column, a cube or pin of its color). The teacher invites the children to remember their place in the column and the color of the cube. At the signal of the teacher (beat on tambourine, whistle) the players scatter around the hall (site). After 30-35 seconds, a signal is given "Quickly in the column!", and each child must quickly take his place in the column. The teacher determines the winning team. Repeat 2-3 times.

"Roll the hoop"

Children are built in two lines, the distance between the lines is 4-5 m. In the hands of the guys in one line, a hoop (diameter50cm). At the signal of the teacher, each child rolls the hoop to a partner from the second line, and he returns the hoop back, and so on several times in a row.

"Precise Pass"

The players are divided into pairs. Each child has a stick, one child in a pair has a puck in his hands. Children stand at a distance of 2-2.5 m from each other and throw the puck with clubs in smooth, gentle movements so that it hits the partner’s stick exactly.

Children make snowballs, line up and put snowballs near their feet, standing near the starting line. Exercise: throwing snowballs at a distance. Several colored objects (skittles or cubes, at a distance of 10-12 m from children.

"Glide down the path"

Children are distributed in threes, approach the conditional line and hold hands. After a short run, two continue to run on the snow (compacted, and the third (standing in the middle) glides along an icy path, standing on two or one foot. The players take turns changing places.

"Who is faster"

The players form a circle with a snowman in the center of the circle. Each child has a snowball in their hands. At the signal of the teacher, the children jump (like bunnies) advance to the snowman and place their snowballs about a meter away. They turn around and jump back to the starting line. After a short rest, the children again go to the snowman, take the snowballs and return to their place. The teacher marks the first three participants. Depending on the physical readiness of children repeat the game.

"Slip - don't fall"

Children take turns running and sliding along the ice track (length 2.5-3 m, starting the run only when the previous child leaves the track. Everyone who completes the task must quickly step aside. For insurance, the teacher is on the side of the track (approximately in the middle). Second group of children at this time they are sledding each other (pairs are determined in advance children, approximately equal in physical capabilities).

"Hockey players"

The players line up in two lines. Each player has a puck and stick in their hands. The first line goes to the starting line; children are freely located in 2-3 steps from each other. Exercise: pass the puck from one side of the court to the other (distance 10 m, trying not to tear the stick from the puck, and then drive the puck into the goal (several gates are built from snow in advance). Then the second group is exercising. And so alternately several times.

"In places"

Sleds are placed in a circle or in two lines one opposite the other. Children sit on the sled in pairs (If small group, then one by one). At the signal of the teacher, the children get up and scatter all over the site, circling in different directions. On signal "In places!" all players must quickly take their places on the sled. The game is repeated 2-3 times.

"Precise Delivery"

Children are divided into pairs; each child has a stick and one puck per pair. One player stands at a distance of 1.5 m from the goal, and the other - 2 m from the first. The task of the second player is to throw the puck to the first, and he must hit it into the goal. After a while, the children change places.

"Jumpers"

Sledges are placed in a circle, players stand sideways to them. At the signal of the teacher, the children jump on two legs for about a third of the circle, then stop and continue jumping on two legs in a circle. Turn around and repeat the task.

"Pass to a friend"

Children become pairs, in the hands of each child a stick and one puck per pair. The child, with a slight movement, gives the puck to the partner on the stick, he, having caught it, returns it back with the same movement. The puck should not be tossed like a ball, but passed with a sliding motion to each other.

"Ball against the wall"

Children stand in 3-4 columns in front of the wall. The player standing first in the column has a ball of small diameter. The player throws the ball against the wall, then goes to the end of his team. The second player must catch the ball after it bounces on the floor and throw it into the wall. And so on. The team that completes the task quickly and without losing the ball wins.

"Foot pass"

The players stand in a circle of 3-4 people. In the center of each circle is the driver, in front of him lies a ball of large diameter. The driver rolls the ball with his foot to the players (foot pass); each child, having received the ball, holds it for a few seconds, taking it with his foot, and again sends it to the driver.

"Dimble Bunnies"

The teacher puts two cords on the floor (length 3m) parallel, the distance between the cords is 2m. At a distance of 1 m from the cords lies a hoop in which the ball is located. Exercise: stand sideways to the cord and on two legs jump over it to the right and left, and so on to the end of the cord, then go to the hoop, stand in it and raise the ball over your head. It is performed in two columns, the winner is determined in each pair. Repeat 2-3 times.

"Spend - do not hurt"

Along the hall (sites) skittles are placed on both sides (or cubes, stuffed balls); (6-8 pieces; distance between objects 30 cm). Children line up one by one and, at the signal of the teacher, walk along one side of the hall between the pins at an average pace on their toes, hands on their belts (or behind their heads, maintaining good posture). (keep head and back straight); run on the other side "snake" between pins. Repeat 2-3 times.

"Catch the ball"

The players are divided into threes. Two guys stand at a distance of 2 m from each other, each of them has a ball in their hands (large diameter); between them is a third player. Children throw the ball to each other, and the player who is between them tries to touch the ball. If he succeeds, he changes places with the player from whom the ball was directed.

"Nimble jumpers"

On the site, hoops are laid out in two lines in a checkerboard pattern (6-8 pieces each). Children in two columns perform jumps into hoops on two legs - now to the right, then to the left (no pause) cross the line and turn around. Exercise repeats backwards (3-4 times). The teacher marks the winning team.

"Pass the ball"

The teacher puts the cubes in two lines (4-5 pieces; distance between them 1.5 m). Exercise: hold the ball with your feet, not letting it go far from you, passing between the cubes.

"The ball to the driver"

The players form 3-4 circles, stand in a circle at a distance of one step from each other. In the center of each circle is the driver, who alternately throws the ball to the players, and they return it back. Once all players have completed exercise, the driver raises the ball high above his head. The game is repeated 2-3 times with a change of drivers.

"Who is more likely to skittles"

The players line up in two columns and stand at a distance of one step from each other. At the signal of the teacher, the children take turns jumping from the starting line on two legs through the cord, to the right and left of it, moving forward, and so on to the end (distance 3-4 m, running around the object and bypassing the column from the outside to stand at its end The next child in the column starts jumping after the first one has covered a third of the distance.Repeat 2-3 times.

P / and "Mousetrap"

Purpose of the game : Improve movement coordination and agility.

Game progress: The players are divided into two unequal groups. A smaller group of children, holding hands, form a circle. They represent a mousetrap. The remaining children (mice) are outside the circle. Those representing the mousetrap begin to walk in a circle, saying:

Oh, how tired the mice are,

They ate everything, they ate everything,

Beware, cheaters

We will get to you.

Here we put mousetraps,

Let's get everyone now!

Children stop, raise their clasped hands up, forming a gate. Mice run into the mousetrap and run out of it. At the signal of the teacher “Clap”, the children standing in a circle lower their hands, squat - the mousetrap slams shut. Mice that do not have time to run out of the circle (mousetraps) are considered to be caught. Those caught become in a circle, the mousetrap increases. When most of the children are caught, the children switch roles and the game resumes. The game is repeated 4-5 times.

m/p "Who has the ball?"

Purpose of the game: develop mindfulness; to consolidate the ability to perform game actions in accordance with the rules.

Game progress:

The players form a circle, the leader is chosen. He stands in the center of the circle, and the rest of the children move tightly towards each other, hands behind everyone.

The teacher gives someone a ball (6-8 cm in diameter), and the children pass it around behind their backs. The driver tries to guess who has the ball. He says: "Hands!" - and the one who is being addressed should put both hands up, palms up, as if showing that he does not have the ball. If the driver has guessed correctly, he takes the ball and stands in a circle, and the player who has the ball is found starts to drive. The game is repeated.

p / and "Lovishka" (with ribbons)

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

Game progress:The players are built in a circle, each receives a ribbon, which he lays behind the belt or behind the collar. In the center of the circle is a trap. At the signal “One, two, three - catch,” the children scatter, and the trap seeks to pull the ribbon from someone. The one who has lost the ribbon steps aside. At the signal “One, two, three - quickly run into a circle!”, The children are built in a circle. The teacher offers to raise their hands to those who have lost the ribbon, that is, lost, and counts them. The trap returns the ribbons to the children. The game starts with a new driver.

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

p / and "Figures"

Target:Cultivate creativity.

Game progress:At the signal of the teacher, all the children scatter around the playground (hall). On the next signal, all the players stop at the place where the team found them and take some kind of pose. The teacher notes those whose figures turned out to be the most successful.

m/p "Find and keep silent"

Target:Develop attention in children.

Game progress:The teacher hides an object in advance and invites the children to find it. The one who saw the object comes up to the teacher and quietly reports the find. The teacher notes the children who turned out to be the most attentive.

p / and "We are funny guys"

Target: .

Game progress:Children stand on one side of the playground beyond the line. The second line is drawn on the opposite side of the site. There is a trap in the center of the site. The trap is assigned by the teacher or chosen by the children. The children say in unison:

We are funny guys

We love to run and jump.

Well, try to catch up with us.

One, two, three - catch!

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

Directions. If after 2 - 3 runs the trap does not catch anyone, a new trap is still selected

p / and "Fishing rod"

Target:Improve coordination abilities, strengthen leg muscles.

Game progress:The players stand in a circle, the teacher will stand in the center of the circle. He holds a rope in his hands, at the end of which is tied a bag of sand. The teacher rotates the rope with the bag in a circle just above the floor (ground), and the children jump up on two legs, trying to prevent the bag from touching their legs. Having described 2-3 circles with a bag, the teacher pauses, counts the number of those who hit the bag and gives instructions on how to perform jumps.

p / and "Quickly take it"

target:Improve signal responsiveness.

Game progress: Children form a circle and, at the signal of the teacher, walk or run around objects (cubes, cones, pebbles), which should be one or two less than children. On the signal: “Quickly take it!” - Each player must take an object and raise it above his head. The one who did not have time to pick up the item is considered the loser.

p / and "Empty place"

Target:Develop the ability to navigate in space and speed

Run.

Game progress:The players stand in a circle, putting their hands on their belts - windows are obtained. The leader is chosen. He walks behind the circle and says: I walk around the house

And I look through the windows

I will go to one

And I'll knock softly.

After the word “I’ll knock,” the driver stops, looks into the window against which he stopped, and says: “Knock-knock-knock.” The one in front asks: "Who came?" The leader says his name. Standing in a circle asks: "Why did you come?". The driver replies: “We run to the races,” and both run around the players in different directions. There is an empty space in the circle. The one who reaches it first remains in the circle; the latecomer becomes the driver, and the game continues.

m/p "Classes"

Target:Teach kids to jump.

Game progress:Classics (5 - 6) are painted on the asphalt.
The child takes a flat stone and throws it into the first class. Then he jumps on two legs to the first class, picks up a stone and jumps back. He throws a pebble into the second class, and he himself jumps first into the first class, and from it to the second. Just the same raises a stone and jumps through the first class. Then he throws into the third class and so on until he goes beyond the class line. After that, the rest of the children begin to jump. When the turn comes again to the first child, he takes his pebble and throws it into the class that he did not get into before. So all the children take turns playing. The child from the group who passes all classes first wins.

p / and "Don't get caught"

Target:Develop dexterity and coordination of movement.

Game progress:The players are located around the cord, laid out on the floor in the form of a circle. There are two leaders in the center of the circle. At the signal of the teacher, the children jump on two legs into the circle and back out of the circle as the traps approach. The player who managed to "tarnish" receives a penalty point. After 50 sec. The game stops, the losers are counted, the game is repeated with new drivers.

p / and "Bird flight"

Target:To fix climbing on the gymnastic ladder.

Game progress:At one end of the hall are children - "birds". At the other end of the hall there are aids on which you can “fly up” (gymnastic benches, cubes, etc.) - “trees”.

At the signal of the teacher: “The birds are flying away!” - children, waving their arms like wings, scatter around the hall; to the signal: "Storm!" - run to the hills and hide there. When the teacher says “The storm has stopped!”, the children descend from the hill and again scatter around the hall (“the birds continue their flight”). During the game, the teacher without fail provides insurance for children, especially when descending from the gymnastic wall.

m/p "Don't Stay on the Floor"

Target:Develop the ability to act on a verbal signal, quickly navigate the situation.

Game progress:A driver is selected - a trap that runs with the children throughout the hall (platform). As soon as the teacher said: “Catch!” - everyone runs away from the trap and tries to climb onto some kind of elevation (bench, cube, stump, etc.). The trap tries to pin down the escaping before they have time to stand on the dais. Children touched by the trap step aside. At the end of the game, the number of caught players is counted and another driver is chosen. The game is restarted.

p / and "The ball to the driver"

Target:Develop dexterity and speed of reaction, the ability to play in a team.

Game progress:The players are divided into 2-3 teams. Each team is built in a circle, in the center of each circle is the leader with the ball in his hands. The drivers throw the ball to the players of their circle in turn and get it back. When the ball goes around all the players, the driver raises it above his head and says “Done!”. Whose team is faster.

p / and "Geese - swans"

Target:to educate children in endurance, the ability to perform movements on a signal. Practice running with dodge.

Game progress:On one side of the hall (platform) the house in which the geese are located is indicated. On the opposite side of the hall stands a shepherd. To the side of the house is a lair (approximately in the middle of the hall), in which a wolf lives, the rest of the place is a meadow. Children are chosen to play the role of a wolf and a shepherd, the rest portray geese. The shepherd drives the geese out into the meadow, they graze and fly.

SHEPHERD: Geese, geese!

Geese: (stop and answer in chorus). Ha, ha, ha!

SHEPHERD: Do you want to eat?

GOOSIE: Yes, yes, yes!

SHEPHERD: So fly!

Geese: We can't:

Gray wolf under the mountain

He won't let us go home.

SHEPHERD: So fly as you like,

Just take care of your wings!

Geese, spreading their wings (spread their arms to the sides), fly home through the meadow, and the wolf, running out of the den, tries to catch them (stain). Caught geese go to the lair. After two runs, the number of geese caught by the wolf is counted. Then new drivers are selected - a wolf and a shepherd.

m/n "Flies - does not fly"

Target:Develop the ability to distribute attention, teach concentration.

Game progress:The children stand in a circle with the teacher in the center. He calls animated and inanimate objects that fly and do not fly. For example, the teacher says: “The plane flies, the chair flies, the sparrow flies,” etc. Children should raise their hands up if a flying object is named.

p / and "Entertainers"

Target:Develop motor activity of children.

Game progress:A leader is chosen - an entertainer who stands in the center of the circle formed by the children. Holding hands, the children walk in a circle to the right and left, saying:

In an even circle one after another

We go step by step.

Stay where you are! together

Let's do this………..

Children stop, lower their hands; the entertainer shows some movement, and all players must repeat it.

p / and "Firefighters in training"

Target:To consolidate the ability to climb the gymnastic wall without missing the rails.

Game progress:Children are built in four columns facing the gymnastic wall - these are firefighters. On each span of the gymnastic wall, bells are hung at the same height (on a rail).

At the signal of the teacher: "March!" - the children standing first in the columns run to the gymnastic wall, climb it, ring the bell, go down and return to the end of their column. The teacher marks the child who completed the task the fastest. Then the signal is given again and the next group of children runs, and so on.

Target:Develop mindfulness, activity of sensory systems.

Hodge games:The players stand in a circle, in the center of the circle is the driver blindfolded. One of the children approaches the driver, the driver must recognize his friend by touch. The game continues 5-6 times, each time a new driver is chosen.

p / and "Frost Red Nose"

Target: Cultivate speed and agility

move: On the opposite side of the site, two houses are marked, the players are located

In one of the houses. Leading - Frost Red Nose becomes in the middle of the site facing the players and says:

I'm Frost Red Nose.

Which one of you decides

On the way - to start the path?

The players respond in unison:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost”, the children run across the playground to another house, and the driver catches up with them and tries to touch them with his hand, “freeze”. "Frozen" stop at the place where they were touched, and until the end of the dash they stand without moving. The teacher, together with Frost, counts the number of "frozen". After each dash, a new Frost is chosen. At the end of the game, they compare which Frost froze more players.

p / and "Hunters and hares"

Target : Cultivate dexterity

Stroke:A hunter is chosen from among the players, the rest of the children are hares. On one side of the hall (platform) there is a place for a hunter, on the other - a house for hares. The hunter walks around the hall, pretending to be looking for traces of hares, and then returns to his house. Hares jump out of _ behind the bushes and jump (on 2 legs, on the right or left - whoever wants) in different directions. At the signal: "Hunter!" - hares run away into the house, and the hunter throws balls at them (he has 2-2 balls in his hands). The hares he hit are considered shot, and he takes them to his house. After each hunt for hares, the hunter changes, but is not selected from among those caught.

p/i "Bold Sparrows"

Target : Cultivate speed and agility

Stroke:Children are built in a circle, in front of each playing two snowballs. In the center of the circle, the driver is a cat. Children pretend to be a sparrow and, at the signal of the teacher, jump into the circle through the snowballs and jump back out of the circle as the cat approaches. A sparrow touched by a cat. Receives a penalty point, but is not out of the game. After a while, the teacher stops the game and counts the number of "pegged"; a new driver is selected.

p / and "Sly fox"

Target: Cultivate speed and agility

Stroke:The players stand in a circle at a distance of one step from each other. To the side, outside the circle, the fox's house is indicated. At the signal of the teacher, the children close their eyes, and the teacher goes around them from the outside of the circle and touches one of the players, who becomes the leader - a cunning fox. Then the children open their eyes, in chorus 3 times (with a short interval) ask (quietly at first, then louder): “Cunning fox, where are you?” After the third question, the cunning fox quickly runs out to the middle of the circle, raises his hand and says: “I'm here!”. All the players scatter around the site, and the fox catches them (touching them with his hand). After the fox catches 2-3 children and takes them to his house, the teacher says: “In the circle!”. The game is restarted.

m/p "School of the ball"

Target : development of dexterity, quick reaction, attention

Target:A small ball is given for the game. Children play one at a time, two at a time, and in small groups. The player performs the task of movement in order. Having successfully coped with one, he moves on to the next. If a child makes a mistake, he passes me x to another. When the game continues, he starts with the move in which he made a mistake.

p / and "Bears and bees"

Target: Cultivate speed and agility

Stroke:On one side of the hall is a beehive, and on the opposite side is a meadow. To the side is a bear den. At a prearranged signal from the educator, the bees fly out of the hive (get off the hill (it can be a gymnastic bench, wall, etc.)) fly to the meadow for honey and buzz. The bees fly away, and the bears run out of the den and climb into the hive (fly up the hill) and feast on honey. As soon as the teacher gives a signal: “Bears!”, the bees fly to the hives, and the bears run away to the den. The bees that did not have time to hide sting (touching it with their hand). The stung bears miss one game. The game resumes, and after it is repeated, the children change roles.

p / and "Owl"

Target: Build creative imagination

Stroke:On one side of the hall, an owl's nest is indicated. A driver is placed in the nest - an owl. The rest of the children depict birds, butterflies, beetles - they fly around the hall. After a while, the teacher says: “Night!” - and all the players stop on the spot in those positions in which the night caught. The owl flies out of its nest, flaps its wings and looks at who is moving. The one who moved, the owl takes him to his nest. The teacher says: "Day!" - and butterflies, bugs, birds come to life and again begin to fly, spin. After two sorties of an owl for hunting, the number of those caught is counted and a new driver is selected.

p / and "Pair running"

Target: Learn to run in pairs

Stroke:"Change the subject." Children (two children, each with a cube in their hands), at the signal of the teacher, run to the hoop (35 m), change the cube for a ball and return back to the team. Pass the ball to the next players. The next children change the ball for a cube. The task for children is to change one object for another as quickly as possible.

m/n "Who will get to the flag sooner"

Target: improve crawling skills

on all fours and the ability to navigate

in space

Stroke:All players sit on chairs. At a distance of 5-6 steps from the edge of the site, a line is drawn, beyond which there are 4-5 children. On the opposite side of the site, at a distance of 18 - 20 steps, the lines against each place a chair, on which a flag is placed. The chairs are in line. At the signal of the teacher, the children run to the flags, take them, lift them up, then put them back. The teacher notes which of the children raised the flag before the others. Then all those who fled sit on chairs, and the next 4-5 people take their place beyond the line. The game ends when all the children run 1 time to the flag.

p / and "Burn, burn clearly!"

Target: Develop speed and agility

Stroke:The players stand in a column of two, holding hands, in front of the column is the leader. The children say in chorus:

Burn, burn brightly so that it does not go out.

Look at the sky, the birds are flying

The bells are ringing!

One, two, three - run!

At the end of the words, the players of the last pair lower their hands and run to the beginning of the column - one to the right, the other to the left of it. The driver tries to tarnish one of the players before he has time to join hands with his pair. If the driver has stained the player, then he becomes a pair with him in front of the column.

m / and "Get in the hoop"

Target: Develop eye and accuracy of motor actions

Stroke:3 teams participate, building children in a column behind the throw line facing the wall (3-4 m from the throw line). Opposite each team there is a hoop on the floor (1.5-2 m from the throw line). The first players hold the ball in their hands. On a signal, the first players throw the ball against the wall so that, having rebounded, it hits the hoop, then into their hands. Having caught the ball, the children pass it to the next one, and they themselves stand at the end of the column. For each accurate throw, the team is awarded one point. The team with the most points wins.

p / and "Homeless Hare"

Target: Improve the speed of response to a sound signal

Stroke:A hunter and a homeless hare are selected from among the players. The rest of the players - hares draw circles for themselves (at home), and everyone stands in it.

The "homeless hare" runs away, and the "hunters" catch up with him. "Hare" can escape from the "hunter" by running into any circle; then the “hare” that has flocked in the circle must immediately run away, because now he is becoming homeless and the “hunter” will catch him. As soon as the “hunter” has caught (stripped) the hare, he himself becomes a “hare”, and the former “hare” becomes a “hunter”.

p / and "Carousel"

Target:to develop in children the rhythm of movements and

The ability to coordinate them with words

Stroke:Children form a circle, holding the cord with their right hand, walk in a circle at first slowly, then faster and start running. Movements are performed in accordance with the text spoken aloud:

Barely, barely, barely, barely

The carousels spin

And then around, around, around,

Everyone run, run, run.

After the children run 2-3 circles, the teacher organizes them and gives a signal to change the direction of movement. The players turn around and, intercepting the cord with the other hand, continue walking and running. Then the teacher together with the children says:

Hush, hush, don't rush!

Stop the carousel!

One, two, one, two

Here the game is over.

The movement of the "carousel" is gradually slowing down. To the words "That's the game over!" children stop.

m/p "Knock down the skittle"

Target: Train accuracy, strengthen arm muscles

Stroke:Players stand in a line behind the starting line for 6-8 people. On a signal, children change snowballs, trying to knock down the skittles (distance 4-5 m from the starting line). The players who managed to hit the targets are marked.

p / and "From bump to bump"

Target: develop the ability to jump on two legs with

moving forward

Stroke:The teacher lays out flat hoops in a checkerboard pattern (6 pieces in two lines). The players line up in two columns and, on command, jump on two legs from hoop to hoop. The distance between children in jumps is 2-3 hoops, in order to prevent injuries. The team that completes the task quickly and correctly wins.

p / and "Oncoming dashes"

Target: Strengthen the ability of children to run for distillation

Stroke:The group is divided in half. The players stand on opposite sides of the court behind the lines in a line at a distance of at least one step from each other. Each group of children has ribbons of their own color on their hands - blue, yellow. At the signal of the teacher “blue”, children with blue ribbons run to the opposite side. The children standing opposite stretch out their palms forward and wait for the running ones to touch them with their hands. The one who was touched runs to the other side of the site, stops behind the line, turns and raises his hand up. Etc.

p/i "Serso"

Target: Develop attention, eye, coordination

movement, accuracy

Stroke:Two children stand opposite each other at a short distance (2-3 m). One of them throws towards the other ring, and he catches them on a stick.

At large numbers participants, the children, divided into pairs, stand opposite each other at a distance of 3-4 m. One of them (by agreement) has a stick in his hands, the other has a stick and several rings (at first 2, later 3-4). The latter puts rings on the tip of the stick and sends them one at a time towards his partner, who catches the rings on his stick. When all the rings are thrown, the rings caught are counted, after which the children change roles. Whoever catches the most rings wins.

p / and "K&

CARD FILE OF MOBILE GAMES

SENIOR GROUP

Running games:

"Traps"

"Trap, take the tape!"

"Corners"

"Pair run"

"Third wheel"

"Mousetrap"

"We are funny guys"

"Swan geese"

"Make a Figure"

"Carp and pike"

"Running"

"Oncoming Runs"

"Sly Fox"

"Empty place"

"Entertainers"

"Homeless Bunny"

"Two Frosts"

Jump games:

"Don't Stay on the Floor"

"Who will jump better?"

"Fishing rod"

"From bump to bump"

"Classes"

Climbing, crawling, climbing games:

"Who is more likely to the flag?"

"Bears and Bees"

"Firefighters in training"

"Bird Flight"

"Rabbits"

Folk games:

"Burn, burn bright"

"Sun"

"Crow"

"Baba Yaga"

"Centipede"

"Churilki"

"Guess who's calling?"

"Ring"

Throwing and catching games:

"Hunters and Hares"

"Throw to the flag"

"Get in the Hoop"

"Knock down the pin"

"The ball to the driver"

"School of the ball"

"Serso"

"Kick the ball"

Relays:

"Relay race in pairs"

"Throw the ball into the ring"

"Obstacle Track"

"Quick Team"

Games with competitive elements:

"Who is faster?"

"Who is higher?"

"Ring Throwers"

RUNNING GAMES

"Traps"

Target: develop agility, agility, speed.Game progress:
Children line up behind the line on one side of the playground. They must run to the opposite side so that the trap standing in the middle does not catch them. Whom they touch is considered floodplain. After 2-3 runs, the catches are counted. Choose a new trap.

"Trap, take the tape"

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

Game progress:

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

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

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

"Corners"

Target: to teach children to run from place to place quickly, unnoticed by the leader. Develop dexterity, speed of movement, orientation in space.

Game progress:

Children stand near trees or in circles drawn on the ground. One of the players, remaining in the middle, comes up to someone and says: “Mouse, mouse, sell me your corner.” She refuses. The driver goes with the same words to another. At this time, the rest of the children change places, and the driver in the middle tries to take the place of one of the running ones. If he succeeds, the one left without a corner stands in the middle.

Options: if the driver fails to take a seat for a long time, the teacher says: “Cat!”. All children change places at the same time, the driver manages to take a corner. You can't stand in your corner for long.

"Pair run"

Target: to teach children to run in pairs, without disengaging their hands, to bend around objects. Develop dexterity, attention.

Game progress:

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

Options: run with an overhang of the shin. Running between objects with a snake to a landmark.

"Third wheel"

Target: learn to follow the rules of the game, develop agility and speed of running.

Players stand in pairs one after another, facing the center of the circle. The driver, chosen by the rhyme, runs around the circle and stands in front of one of the pairs. The player who is third in this pair is superfluous and runs away to take a place in another pair. During the game you can not run through the circle. A player in a pair may become ahead of the same pair and the driver will have to take a different place.Options: Introduce a second driver into the game, who catches third, extra players.

"Mousetrap"

Target: to teach children to run under clasped hands in and out of the circle, without bumping into each other, to act on a signal. Develop dexterity, speed, orientation in space.

Game progress:

The players are divided into two unequal groups, the smaller group forms a circle - a mousetrap, the rest represent mice and are outside the circle. Children, depicting a mousetrap, hold hands, walk in a circle and say:

“Oh, how tired the mice are,

Divorced their just passion.

They ate everything, they ate everything,

Everywhere they climb - that's an attack.

Beware the cheats

We will get to you.

Here we put mousetraps,

Let's catch everyone at once!

At the end of the words, the children stop and raise their clasped hands up. Mice run into the mousetrap and immediately run out the other side. At the signal of the educator "clap!" the children standing in a circle lower their hands and squat - the mousetrap is slammed shut. Mice that did not have time to run out of the circle are considered to be caught, they become in a circle.

"We are funny guys"

Target : to teach children to act on a signal, to run from one side of the site to the other quickly with dodging. Develop dexterity, speed, orientation in space.

Game progress:

Children stand on one side of the playground beyond the line. The second line is also drawn on the opposite side. There is a trap in the center of the site. The players say in unison:

"We are funny guys,

We love to run and jump

Well, try to catch up with us.

One, two, three, catch!"

After the word “catch”, the children run to the other side of the playground, and the trap catches them. The one whom the trap has time to pin down before he crosses the line is considered caught, steps aside and misses one dash.

Options: Children walk in a circle and pronounce the text. Trap in the center. scatter different types running.

"Swan geese"

Target : teach children to run from one side of the playground to the other so as not to stain. Develop the ability to act on a signal, dexterity, speed.

Game progress:

On one side of the hall, a house is indicated, in which there are geese, on the opposite side of the hall there is a shepherd. To the side of the house is a lair in which a wolf lives, the rest is a meadow. Children are chosen to play the role of a wolf, a shepherd, the rest of the children portray geese. The shepherd drives the geese out into the meadow, they graze and fly.

Shepherd: geese, geese!

Geese: stop and answer in chorus: ha-ha-ha.

Shepherd: you want to eat!

Geese: yes, yes, yes!

Shepherd: so fly home.

Geese: we can’t, the gray wolf under the mountain doesn’t let us go home, it sharpens its teeth and wants to eat us.

Shepherd: so fly as you want, just take care of your wings!

The geese, spreading their wings, fly home through the meadow, and the wolf, running out of the lair, tries to catch the geese. Then, after 2-3 runs, a new shepherd and a wolf are selected.

"Make a Figure"

Target : teach children to run loosely around the hall, area. To teach to change movement on a signal, to develop balance, the ability to keep motionless prose.

Game progress:

At the signal of the teacher, all the children scatter around the room. On the next signal (hitting a tambourine), all the players stop at the place where the team found them and take a pose. The teacher notes those whose figures turned out to be more interesting, the most successful.

Options : you can choose a driver who will determine whose figure is more interesting and more difficult, those who come up with new figures every time.

"Carp and pike"

Target: to teach children to walk and run in all directions, on a signal to hide behind pebbles, squatting down. Develop dexterity, speed, orientation in space.

Game progress:

One child is chosen as a pike, the rest are divided into two groups. One of them forms a circle - these are pebbles, the other - crucian carp that swim inside the circle. The pike is outside the circle. At the signal of the teacher - a pike - she quickly runs into the circle, trying to catch carp. Carp rush to take a place behind one of the players and sit down at the pebbles. Caught crucians leave the circle and are counted. The game is repeated with another pike.

Options: crucian carp swim not only in a circle, but also between stones, pike is on the sidelines. You can choose two pike.

"Running"

Target : development of endurance of children, training of the respiratory system (the slower the run, the better), training of the muscular-articular apparatus.

Game progress:

At a distance of 40-50 m from each other, two lines are drawn (or two trees / poles are selected). Players start running at an average pace from one line (tree). Having reached the other line, the players turn around and run back to the first line. So they run from line to line until the most enduring player remains - he is the winner. Gradually, the weakest participants will drop out of the game.

Note : since no one wants to be considered weak or among the weakest - the players will be “squeezed out” completely, each to the best of their ability,
which is difficult to achieve when running certain distances against the clock.

"Oncoming Runs"

Target: teach children to run from one side of the playground to the other at a fast pace. Develop attention, speed of movement.

Game progress:

Two groups of children, with an equal number of players, stand on opposite sides of the playground behind the lines in lines (the distance between children in a line is at least 1 meter). Each group of children has ribbons of their own color on their hands - blue, yellow. At the signal of the educator: "Blue"! - children with blue ribbons run to the opposite side, standing opposite - stretch their hands forward and wait for those running to touch them with their hands. The one who was touched runs to the other side, turns and raises his hand up.

Options: You can add two more colors - red, green.

"Sly Fox"

Target: to teach children to run without bumping into each other, to act on a signal, to navigate the playground. Develop agility and speed.

Game progress:

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

Rules : the fox begins to catch the children only after the third time the players ask in chorus, and the fox says: “I'm here!”

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

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

Options : 2 foxes are selected.

"Empty place"

Target : teach children to run fast in opposite directions. Develop speed of reaction, attention.

Game progress:

The players become around, putting their hands on their belts - windows are obtained. The leader is chosen. He walks outside the circle and says:

"I walk around the house

And I look in the windows

I will go to one

And I'll knock softly."

After the words “I’ll knock,” the driver stops, looks out the window and says: “Knock, knock, knock.” The one in front asks: “Who came?”, - the driver calls his name. The one standing in the circle asks: “Why did you come?”, - the driver replies: “We are running a race,” and both run around the players in different directions. There is an empty space in the circle. The one who reaches him first remains in the circle, the latecomer becomes the driver, and the game continues.

Options: the driver simply walks around the circle and puts his hand on someone’s shoulder, and they run with him in different directions, trying to take an empty place.

"Entertainers"

Target : teach children to walk in a circle, holding hands to the right, to the left. Repeat the movements for the driver. Develop attention, memory, creativity.

Game progress:

A leader-entertainer is chosen, who stands in the center of the circle formed by the children. Holding hands, the children walk in a circle and say:

"In an even circle one after another

We go step by step.

Stand still together

Let's do this…”

The children stop, lower their hands, and the entertainer shows some kind of movement, and everyone must repeat it. The game is repeated with another entertainer.

"Homeless Bunny"

Target : teach children to run fast, trying to occupy the house. Develop attention, speed of reaction to a signal.

Game progress:

A hunter and a homeless hare are chosen. The rest of the hares draw circles for themselves and each stands in his own. A homeless hare runs away from the hunter, he can escape from the hunter by running into any circle, then the hare standing in the circle should immediately run away, because he is now a homeless hare and the hunter will catch him. As soon as the hunter taunted the hare, he himself becomes a hare, and the former hare becomes a hunter.

Options : children form a circle, holding hands for 3-4 children, and in the center of such a circle there are hares.

Children stand in circles drawn on the ground. At the signal of the teacher, the hares change houses - they run from one to another, and the hunter occupies any vacant house, who is left without a house becomes a hunter.

"Two Frosts"

Target : to teach children to run in all directions from one side of the site to the other, dodging the trap, act on a signal, maintain a motionless posture. Develop endurance, attention. To fix the run with an overlap of the lower leg, a side gallop.

Game progress :

On opposite sides of the site, two houses are indicated, in one of them there are players. In the middle of the site, the driver becomes facing them - Frost is a red nose, he says:

“I am Frost - Red Nose.

Which one of you decides

Set off on the path?

Children answer in chorus:

“We are not afraid of threats and we are not afraid of frost”

After that, they run across the site to another house, the frost catches up with them and tries to freeze them. The frozen ones stop at the place where the frost overtook them, and stand like that until the end of the run. Frost calculates how many players managed to freeze at the same time. It is taken into account that the players who ran out of the house before the signal or remained after the signal are also considered frozen.

Options : the game proceeds in the same way as the previous one, but there are two frosts (Frost-Red Nose and Frost-Blue Nose). Standing in the middle of the playground facing the children, they say:

We are two young brothers, I am Frost - Blue nose.

Two distant frosts, which of you will decide

I'm Frost-Red Nose, To set off on a path?


JUMP GAMES

"Don't Stay on the Floor"

Target: to teach children to run scattered around the hall, jump onto cubes, benches without the help of hands, jump off them easily on toes, half-bent legs. Strengthen the ability to act on a signal. Develop agility and speed.

Game progress:

A trap is selected, which runs around the hall with the children. As soon as the teacher says: “Catch!” - everyone runs away from the trap and climbs on objects - benches, cubes, stumps. The trap tries to overpower the fleeing. The children touched by the trap move to the appointed place.

Options: 2 traps are selected, they run different types of running, use a musical signal.

"Who will jump better?"

Target b: develop speed of movement, dexterity, learn to jump exactly to a certain place.

Game progress:

Children approach the line drawn on the ground and jump as far as possible. Who jumped further, he won.

Rules : you should jump on two legs, land on your toes.

"Fishing rod"

Target : teach children to bounce on two legs, standing still, landing on toes, half-bent legs. Develop dexterity, speed, eye.

Game progress:

The children stand in a circle with the teacher in the center. He holds a rope in his hands, at the end of which is tied a bag of sand. The teacher rotates the rope just above the floor, the children jump up on two legs so that the bag does not touch their legs. Having described 2-3 circles, a pause is made, and the caught ones are counted.

Options : those children who are caught are out of the game. The game continues until the smartest ones remain.

"From bump to bump"

Target : teach children to move from one side of the site to the other by jumping from bump to bump on two or one leg. Develop pushing power, the ability to maintain balance on a bump, agility.

Game progress:

Two lines are drawn on the ground - two banks, between which there is a swamp. The players are distributed in pairs on one side and the other. The teacher draws bumps (flat rings) in the swamp at different distances from each other: 30, 40, 50, 60, 70, 80, 90 cm. Two children, on a signal, jump from bump to bump, pushing off with two legs or one, without standing between the bumps, trying to get over to the shore. The one who stumbles remains in the swamp. The next couple comes out. When everyone completes the task, the teacher appoints who will take the children out of the swamp. He gives the bogged child a hand and shows by jumping the way out of the swamp.

Options : competition: "Who will quickly get over the swamp."

"Who will make the fewest jumps?"

Target : teach children to long jump, making a strong wave of their hands, pushing off and landing on both feet. Develop pushing power, strengthen leg muscles.

Game progress:

Two lines are marked on the site at a distance of 5-6 meters. Several children stand up to the first line and, on a signal, jump to the second line, trying to reach it in fewer jumps. Feet slightly apart and land softly on both feet.

Options : increase the distance to 10m. (this is an average of 8-10 jumps).

"Classes"

Target : develop the ability to jump on one (right or left) leg, pushing an object in front of you; navigate in a limited area, measure your jumps with the size of the cells. Develop eye, accuracy.

Game progress:

On the ground, the usual “classes” of 6-8 cells are drawn (in 2 rows of 3-4 cells), a semicircle is drawn at the last cell - “fire”. The child throws a flat pebble, a tile into the first cell, and then jumps into it on one leg. He must stop here, take a pebble and continue to jump to the end. Then the jumps begin by throwing a pebble into the second cell, and so on. Several people play classes, in turn.

If the child did not manage to hit the desired cell with a pebble, or during the jumps he stepped on the line, then the next player continues the game. If the pebble falls into the “fire” or the child steps on the “fire” line with his foot, then he must start the game from the beginning - throw the pebble, starting from the first cell.

First option games "Classes" can be complicated due to the fact that children do not pick up a pebble (or tile) thrown by them, but move their foot from cage to cage. If the child did not manage to move the pebble across the line, then the game continues with another. The game ends when the child successfully hits all the cells with a pebble.

Cells-"classes" can be arranged in a different way, for example, in alternation one and two, or in a circle "snail". The principle of the game remains the same.

GAMES WITH CLIMBING,

Crawling and climbing

"Who is more likely to the flag?"

Target b: teach children to act on a signal, jump on two legs moving forward, crawl under the arc in a convenient way, run a race. Develop the ability to compete, pass the baton.

Game progress :

Options

"Bears and bees"

Target : to teach children to climb the gymnastic wall, climb benches, cubes without the help of hands, jump on toes, on half-bent legs, run in all directions. Develop dexterity, courage, speed.

Game progress :

Children are divided into two equal groups: one is bees, the other is bears. On the gymnastic wall, bench, cubes there is a beehive, on the other side there is a meadow, on the side there is a bears' den. At a prearranged signal, the bees fly out of the hive, buzz and fly to the meadow for honey. As soon as the bees fly to the meadow for honey, the bears run out of the den, climb into the hive and feast on honey. The teacher gives a signal: "Bears!". The bees fly to the hives, trying to sting the bears, they run away to the den. The stung bears miss one game. After 2-3 repetitions, the children change roles.

"Firefighters in training"

Target: to teach children to climb the gymnastic wall in a convenient way, without skipping the rails and without jumping off. Develop coordinated work of arms and legs, speed, agility.

Game progress:

Children are built in 3-4 columns facing the gymnastic wall - these are firefighters.

On each span, bells are hung at the same height. At the signal of the teacher - a blow to the tambourine or the words: “March!”, - the children standing in the column first run to the wall, climb it, ring the bell, go down, then return to their column and stand at its end. The teacher marks those who complete the task the fastest. Then, on a signal, the second, standing in a column, run. Make sure that the children do not miss the rails, do not jump off.

"Bird Flight"

Target: to improve the skills of children to climb the gymnastic wall up and down, without missing the crossbars, using an alternating step.

Game progress:

Children stand freely on one side of the playground opposite the gymnastic wall with several spans. At the signal "the birds have flown" - they run around the site, at the signal "storm" - they climb the stairs. If there are few flights, the number of children playing is limited so that everyone has enough space on the stairs (3-4 children per flight).Rules: run all over the site, do not stand against the wall; climb into an empty seat, yielding to each other; get down to the end without jumping off.

"Rabbits"

Target: to consolidate the ability of children to climb into a hoop raised from the floor by 10 cm, to develop dexterity.

Game progress:

Children are rabbits. Three or four of them stand in a circle drawn on the ground (in a large hoop) - this is a cage. In front of each cage, a hoop on a stand or tied to two chairs (the height of the lower edge above the ground is 10 cm) or a large chair. The teacher alternately approaches the cages and releases the rabbits - they crawl into the hoop or run and jump under the chair. On a signal: "Rabbits in cages!" - come back, climbing into the hoop.

Rules: rabbits come out only when a teacher approaches them; climbing into the hoop, they must give way to each other, do not push.


FOLK GAMES

"Burn, burn bright"

Target: to exercise children in the ability to independently change the direction of movement with a change in the timbre of the music. Cultivate organization, develop dexterity, speed.

Game progress: Children line up in pairs. The driver gets ahead. He is not allowed to look back. Everyone sings:Burn, burn brightTo not go out.Look at the skyThe birds are flying, the bells are ringing!When the song ends, the children in the last pair separate and run around those in pairs (one on the left, the other on the right). They try to grab hands in front. The driver, in turn, tries to catch one of the running ones. The one who is caught becomes the driver in the first pair, and the one who is left without a pair becomes the new driver. If a pair of runners manages to connect before the driver has time to catch someone, then this pair gets ahead, the game continues with the previous driver.

"Sun"

Target : learn to act in accordance with the lyrics of the song. Walk in a circle, holding hands, with a calm, round dance step. Be able to expand and narrow the circle. Learn to run fast.

Game progress:

Children stand in a circle. In the center of the "sun" is a child.

Burn the sun brighter Children walk

Summer will be hotter. round.

I am winter warmer They go to the center.

And spring is sweeter back from the center.

And the winter is warmer To the center.

And spring is sweeter. Back.

After the words "sun" (trap) catches children.

"Crow"

Target: learn to move in accordance with the dance character of the music and convey the content of the lyrics of the song. Be able to expand and narrow the circle. Work out the fractional step and a variety of familiar dance movements.

Game progress:

Children stand in a circle. One child is selected in advance - a raven (he stands in a circle with everyone).Oh guys, ta-ra-ra!There is a mountain on the mountain( children walk to the center of the circle with a fractional step ) And on that mountain there is an oak tree,And on the oak funnel.( with the same step, the children go back, expanding the circle, and leave the “crow” in the center) Raven in red bootsWith gilded earrings.
(crow dances, the children repeat his movements)Black raven on oakHe plays the trumpet.Turned pipe,gilded,The pipe is fineThe song is complex.With the end of the song, the “raven” runs out of the circle, everyone closes their eyes. The raven runs around the circle, touches someone's back, and he himself becomes in a circle. As the song begins, the touched child becomes a raven.

"Baba Yaga"

Target: continue to teach fast running, develop creativity, conveying a game image.

Game progress:

The players choose Baba Yaga. She is in the center of the circle. Children walk in a circle and sing:

Baba Yaga, bone leg, - Children walk

She fell off the stove and broke her leg. - round.

Went to the garden, frightened the people. - Go to the center.

I ran to the bath - From the circle back.

Scared the bunny.

After the song, the children scatter, Baba Yaga catches the children.

"Centipede"

Target: to improve the ability of children to walk with a spring step, raising their legs high, to run easily, to walk with a stomping step. Movement to convey in the nature of the music

Game progress:

Children stand with each other and sing:

There was a centipede

On a dry track.

Suddenly it started to rain: drip!

- Oh, forty paws will get wet!

Easy run.

I don't need a runny nose

I'll go around the puddles.

I will not bring dirt into the house,

I shake every paw.

They walk with their feet high

Standing, shaking right foot

Left foot

There was a centipede

On a dry track

And then sank

- Oh, what thunder from paws!

They walk like a “train” with a spring step.

They walk with a stomping step

"Churilki"

Target : educate organization, develop dexterity, speed.

Game progress:

The players choose two children. One is blindfolded with a handkerchief, the other is given a tambourine (or a bell); then they lead a round dance around them and sing:

Bells, bells,

The bastards called.

Digi digi digi dong

Guess where the call is from?

After these words, the player with a tambourine begins to call and walk in a circle, and the blind man's blind man tries to catch him.

As soon as the blind man's blind man catches him, other players change them. Game continues.

"Guess who's calling?"

Target : to develop timbre hearing in children. Exercise in the ability to independently start a movement and finish it.

Game progress:

Children stand in a circle. In the center, the driver is a “bear”. Children walk in a circle and sing:

bear, bear,

We came to you

We came to you

They brought honey.

"Bear" walks around.

Children stretch their hands forward, palms up, offer honey to the bear.

bear, bear,

Get some honey

Get some honey

Guess who's calling?

"Bear" eats honey.

The bear closes his eyes. The adult offers (pointing to the child) to call the bear. The chosen child says: “Bear!”. "Bear" tries to guess the one who called him.

"Ring"

Target : to cultivate love for folklore, to develop self-regulation and arbitrariness of behavior.

Game progress:
The host takes the ring in his hands. All other participants sit on a bench, fold their hands like a boat and put them on their knees. The host goes around the children and puts his palms in each of his hands, while he says:
“I’m walking along the mountain, I’m carrying a ring! Guess guys where the gold fell?To one of the players, the host imperceptibly puts a ring in his hands. Then he moves a few steps away from the shop and sings the words:Ring, ring,Get out on the porch!Who will come down from the porchHe will find the ring!The task of the player who has the ring in his hands is to jump off the bench and run away, and the children sitting nearby must guess who has it hidden and try, holding it with his hands, not to let this player in. If the player with the ring fails to escape, he returns the ring to the leader. And if he manages to escape, he becomes the new leader and continues the game.


THROWING AND CATCHING GAMES

"Hunters and Hares"

Target: to teach children to jump on two legs with forward movement in all directions, to act on a signal. Strengthen the ability to throw the ball, trying to hit the hares. Develop dexterity, eye.

Game progress:

A hunter is chosen, the rest of the children are hares. On one side of the site there is a place for a hunter, on the other a house for hares. The hunter walks around the hall, pretending to be looking for traces of hares, and then returns to his place. Hares jump out on two legs or on the right, on the left alternately in different directions. At the signal: "Hunter!" - hares run into the house, and the hunter throws a ball at them. Those he hits are considered shot, and he takes them to his house.

Option s : there can be 2-3 hunters, and the hares do not have a home, they just dodge the ball.

"Throw the flag"

Target: teach children to throw bags into the distance with their right, left hands over their heads, try to make the bag fly as far as possible. Develop throwing power, eye. Strengthen the muscles of the shoulder girdle.

Game progress:

Children stand in two lines one after another, in the hands of the first line sandbags. Ahead at a distance of 4-5m. several flags are at the same level. Children simultaneously throw bags from behind their heads with both hands or with one hand, trying to throw them over the line of flags. Then the children pick up the bags, run and pass them to their couple. Throws the next rank, the results are compared.

Options: you can transfer bags to your pair by throwing.

"Get in the Hoop"

Target : teach children to throw sandbags at a horizontal target, aiming with their right and left hands. Develop an eye, the accuracy of the throw.

Game progress:

Children stand in a circle with a diameter of 8-10m. through one, in the hands of a bag of sand. There is a hoop in the center of the circle. At the signal of the teacher, the children who have bags in their hands pass them to their comrades on the right or left by agreement. Having received the bags, the children throw them, trying to get into the hoop. Then the children pick up the bags and return to their places in the circle. The signal sounds again, and the children pass the bags to their neighbors - the second numbers, etc.

Options: throw bags with two, with one hand from behind the head, sitting, kneeling.

"Knock down the pin"

Target: teach children to roll the ball, trying to knock down the skittle from a distance of 1.5-2m, run after the ball, betraying other children. Develop an eye, the strength of the throw.

Game progress:

On one side of the hall, 3-4 circles are drawn, skittles are placed in them. At a distance of 1.5-2m. from them designate a cord line. 3-4 children come to the line, stand opposite the pins, take the ball and roll, trying to knock down the pin. Then they run, put the skittles, take the balls and bring them to the next children.

Options : throw the ball with the right, left hand, push off with the foot.

"The ball to the driver"

Target: to teach children to catch the ball thrown by the leading hands, without pressing it to the chest. Throw the ball with both hands from the chest. Develop the eye, motor skills of the hands, speed, accuracy of the throw.

Game progress:

Children are divided into 2-3 groups and line up in a circle, in the center of each circle there is a leader with a ball in his hands. At the signal of the teacher, the drivers alternately throw the ball to the children with both hands from the chest and get it back. When the ball goes around all the players, he raises it above his head and says: “Done!”.

Options: The driver throws the ball out of order, but in discord, the group that never drops the ball wins.

"School of the ball"

Target: to consolidate the ability of children to perform different actions with the ball. Develop coordination of movements, eye, dexterity.

Game progress:

Throw the ball up and catch it with one hand. Hit the ball on the ground and catch with one hand. Throw up, clap your hands and catch it with both hands. Hit the wall and catch it with one hand. Hit the wall, catch him with one hand after he hits the ground. Hit the ball against the wall, clap your hands and catch with one hand. Hit the ball against the wall so that it bounces at an angle towards a partner who must catch it. Hit the ball against the wall, throwing it from behind, from behind the head, from under the foot and catch it.

"Serso"

Target: to teach children to throw wooden rings, trying to throw them on a “cue” (wooden stick), to develop dexterity, an eye.

Game progress:

Two are playing. One throws wooden rings with a cue, and the other catches them on a cue, you can first toss them with your hand and catch them on your hand, and then use the cue. The one who catches the most rings wins.

Options: with a large number of players, children are divided into pairs and stand opposite each other at a distance of 3-4m.

"Kick the ball"

Target: to consolidate the ability of children to throw a bag at a horizontal target with their right and left hands, observing the throwing technique.

A line is drawn on one side of the site, 3-4 stools (or boxes) are placed on it at a distance of 1 m from each other. A cerso ring is placed on each stool, and a large ball is placed on it. At a distance of 2 m, one line is drawn, at a distance of 3 m, the second line. The players are divided into 3-4 subgroups and line up at the second line in columns facing the ball. Each column is given two bags of the same color (the players must remember the color of their bags). On a signal: "Knock the ball!" - those standing in the columns are the first to throw a bag into their ball with their right hand, and then from the near line, the second bag with their left hand. After that, they run after the bags and pass them on to the next, and they themselves stand at the end of the column. For each successful throw (hitting a ball), the player receives a flag of the same color as the bags. The column with the most flags wins.


RELAYS

"Relay race in pairs"

Target: to teach children to run in pairs, holding hands, trying to run to the finish line ahead of their rivals. Develop endurance and agility.

Game progress:

Children stand in 2 columns in pairs behind a line on one side of the playground. Landmarks on the opposite side. On a signal, the first couples, holding hands, run to the landmarks, run around them and return to the end of the column. That column wins, the players of which complete the task faster and do not separate their hands while running.

Options: children stand with their backs to each other and clasp their elbows.

"Pass the ball without hitting the pin"

Target: continue to teach children to jump on two legs as they move forward.

Game progress:

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

Rules: if the ball fell to the floor, you need to pick it up, clamp it with your feet and only then continue the relay.

"Throw the ball into the ring"

Target: continue to teach children to throw the ball at a vertical target (ring). Develop an eye, the accuracy of the throw.

Game progress:

TOteams are built in one column one by one in front of the basketball backboards at a distance of 2 - 3 meters. At the signal, the first number throws the ball around the ring, then puts the ball down, and the second player also takes the ball and throws it into the ring, and so on. The team that gets into the ring the most wins.

"Obstacle Track"

Target : continue to teach children to jump on two legs as they move forward; improve the skills of crawling under arcs; improve coordination of movements.

Game progress:

Children stand in two columns and perform the tasks of the teacher in turn. When the task is completed to the end, the player passes the baton to the next one by slapping him on the palm of his hand.

1) Walk along the log.
2) Crawl under the arcs.
3) Jumping from hoop to hoop.

Rules: the next player must wait until the previous player completes the relay to the end.

"Quick Team"

Target: development of agility and speed, the ability to move different ways along a limited winding path, maintaining balance and speed of movement, the formation of team playing skills, enrichment of motor experience.

Game progress:

Two teams, equal in number of participants, are built at the start. The race is started by the participant number 1. As soon as he reaches the finish line, the next player starts, etc. The relay ends when the whole team is at the other end of the track.

COMPETITION GAMES

“Who is more likely to crawl through the hoop to the flag?”

Target: to teach children to act on a signal, to jump on two legs moving forward, to crawl under an arc in a convenient way, to run a race. Develop the ability to compete, pass the baton.

Game progress:

Children are divided into three columns equally. At a distance of 2m from the starting line, arcs or hoops are placed, you can pull the cord, then at a distance of 3m. flags are placed on the stand. The task is given: at the signal of the teacher, crawl under the arc, then jump on two legs to the flag, go around it and run back to the end of your column.

Options : a complication is introduced: the rope is pulled at a height of 60 cm, the children should crawl under the cord without touching the floor with their hands.

"Who is faster?"

Target : development of dexterity, speed, coordination of movements, the ability to act in a team; practice jumping in different ways.

Game progress :

2-4 teams participate in the relay race. Everyone lines up on one side of the ball, each team is opposite a certain geometric figure. At the signal of the leader, the first members of the team begin to jump around their figures in order - from the number 1 to the number 5; after completing the task, they jump out of the ball from the opposite side. At this time, the next team member enters the competition, etc. After finishing the relay, the teams line up on the opposite side of the ball. The relay race is repeated - the children perform jumps in reverse order.

Options: jumping on one leg; jumping on 2 legs with a ball (bag) between the knees.

"Who is higher?"

Target : jumping training, strengthening the musculoskeletal system.

Game progress:

Playing children stand in a circle, in the center of which stands the teacher, or in one line at arm's length from each other in front of the teacher. At the signal or command of the teacher, the children take turns, pushing off with both legs, trying to jump as high as possible. The winner is determined by several jumps.

"Ring Throwers"

Target: teach children to throw rings on pegs, trying to throw as many rings as possible. Develop eye, dexterity, endurance.

Game progress:

The children agree on how many rings each will throw, stand in order of priority for the first line, throw the rings on the pegs. After all the players complete the task, they count who threw the most rings on the pegs.

Options : children stand at the second line and throw rings from there. Ring throwers can be desktop, small sizes.