Card file outdoor games in the older group. The mobile game "Simple traps

Purpose:  Develop children's agility, quick wits. Exercise while running with dodging, catching and building in a circle.

Description:  The players are built in a circle, everyone receives a ribbon, which he puts behind the belt or behind the goal. In the center is a trap. At the “run” signal, the children scatter, and the trap seeks to stretch a ribbon from someone. The ribbon that has lost is sidestepped. By the signal "One, two, three, run in a circle as soon as possible", the children are built in a circle. A trap counts the number of ribbons and returns them to the children. The game begins with a new trap.

Rules:  The trap should take only the tape, not delaying the player. The player, having lost the tape, steps aside.

Options:  Choose two traps. You can’t take the tape from the crouching player. Players run along the "path", "bridge", jumping over the "bumps".

The mobile game "Hunters and Hares"

Purpose:  Improve jumping and throwing skills on both legs. Develop agility, speed and orientation in space.

Equipment:  ball.

Separation of roles: Choose one or two "hunters", who become on one side of the site, the remaining children - "hares."

The course of the game.

Hares sit in their "minks" located on the opposite side of the site. The "hunters" go around the site and pretend that they are looking for "hares", then go to their places, hide behind the "trees" (chairs, bench).

To the words of the educator:

Bunny jump-hop. jumping gallop

Into the green forest

"Hares" go to the site and jump. To the word “Hunter!” “Hares” run to their “minks”, one of the “hunters” aims the ball under their feet and whoever gets into it takes it with him. “Hares” go out into the forest again and the “hunter” once again hunts them, but throws the ball with his second hand. When the game is repeated, new “hunters” are chosen.

Directions for the game.  Make sure that the “hunter” throws the ball with both his right and left hands. "Hunters" throw the ball only under the feet of "hares." The ball is lifted by the one who threw it.



The mobile game "Bear and bees"

Purpose:  To teach children to peel off and fit on the gymnastic wall. develop agility, speed.

The hive (gymnastic wall or tower) is located on one side of the site. On the opposite side is a meadow. Aside - a bear's den. At the same time, no more than 12-15 people participate in the game. Players are divided into 2 unequal groups. Most of them are bees that live in the hive. Bears are in the den. According to a conditional signal, the bees fly out of the hive (get off the gymnastic wall), fly to the meadow for honey and buzz. As they fly away, the bears run out of the den and climb into the hive (climb the wall) and enjoy honey. As soon as the teacher gives the signal “bears”, the bees fly to the hives, and the bears run away to the den. Bees who do not have time to hide sting (they touch with a hand). Then the game resumes. Stung bears do not participate in the next game.

Directions .   After two repetitions, the children change roles. The teacher makes sure that the children do not jump, but climb down the stairs; if necessary, provide assistance.

Mobile game "Free space"

Purpose:Develop agility, speed; ability to not collide.

The players are sitting on the floor in a circle, legs crossed. The teacher calls two children sitting next to each other. They stand up, become behind a circle with their backs to each other. At the signal “one, two, three - run” they run in different directions, run to their place and sit down. Players note who first took the empty seat. The caretaker calls out two other children. The game continues.

Directions   You can call for running and children sitting in different places of the circle.

The mobile game "Wolf in the Ditch"

Purpose:  Teach children to jump, develop dexterity.

Across the site (hall) two parallel lines at a distance of about 100 cm from one another are indicated by a moat. It contains the driver - the wolf. The remaining children are goats. They live in a house (they stand below the line along the border of the hall). On the opposite side of the hall, a field is separated by a line. To the words “Goats, in the field, the wolf in the ditch!” The children run from the house into the field and jump over the road through the moat. The wolf runs into the moat, trying to cope with the jumping goats. Salted walks to the side. The teacher says: “Goats, go home!” Goats run home, jumping along the moat along the way. After 2-3 runs, another driver is selected or assigned.

Directions .   A goat is considered to be caught if the wolf touched her at the moment when she jumped the moat, or if she hit the moat with her foot. To complicate the game, you can choose 2 wolves.

The mobile game "Frogs and Herons"

Purpose:  Develop children's agility, speed. Learn to jump back and forth through the subject.

The boundaries of the swamp (rectangle, square or circle) where the frogs live are marked by cubes (20 cm side), between which ropes are stretched. Sandbags at the ends of the ropes. At a distance the heron’s nest. Frogs are jumping, frolic in a swamp. A heron (leading) is standing in its nest. At the signal of the educator, she, raising her legs high, goes to the swamp, steps over the rope and catches frogs. Frogs escape from a heron - they jump out of a swamp. The heron captures the frogs leads to his house. (They stay there until they select a new heron.) If all the frogs have time 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 selected.

Directions   The ropes are laid on cubes so that they can easily fall if you touch them when jumping. The fallen rope is again put in place. Playing (frogs) should be evenly distributed over the entire area of \u200b\u200bthe swamp. The game can have 2 herons.

The mobile game "Water"

Purpose:  foster friendly relationships between children.

The driver sits in a circle with his eyes closed. The players move in a circle with the words:

Grandfather Watery,

What are you sitting under water?

Look out a little bit

For one minute.

The circle stops. Watery gets up and with closed eyes approaches one of the players. His task is to determine who is in front of him. The watermark can touch the player standing in front of him, but his eyes cannot be opened. If Waterman guesses the name of the player, then they change roles and the game continues.

MOBILE GAMES FILES

SENIOR GROUP

Running Games:

"Lovishki"

“Trap, take the tape!”

"Corners"

"Pair Run"

"Third wheel"

"Mousetrap"

“We are funny guys”

"Swan geese"

“Make a figure”

"Karasi and pike"

"Riding"

"Counter-dash"

"Sly Fox"

"Empty place"

The Intrigue

Homeless Hare

"Two frosts"

Jumping Games:

“Do not stay on the floor”

"Who better to jump?"

"Fishing rod"

"From hummock to hummock"

"Classes"

Games with crawling, crawling, climbing:

"Who is more to the flag?"

"Bears and bees"

"Firefighters for training"

“Flight of birds”

"Rabbits"

Folk games:

"Burn, burn clearly"

"The sun"

Raven

"Baba Yaga"

"Centipede"

Churilki

“Guess who's calling?”

"Little ring"

Throwing and Catching Games:

"Hunters and Hares"

"Throw to the flag"

“Hit the Hoop”

"Knock down the pins"

"Ball to the driver"

"Ball school"

Cerso

"Hit the ball"

Relays:

"Relay in pairs"

"Throw the ball in the ring"

"Obstacle course"

"Fast team"

Games with competition elements:

"Who is faster?"

"Who is taller?"

"Ring-throws"

RUNNING GAMES

"Lovishki"

Purpose: develop dodge, agility, speed.Game progress:
  Children line up below the line on one side of the playground. They must run to the opposite side so that the trap in the middle does not catch them. Whoever is mastered is considered floodplain. After 2-3 runs, the caught ones are counted. Choose a new trap.

"Trap, take the tape"

Purpose:   develop children's agility, quick wit. Exercise while running with dodging, catching and building in a circle.

Game progress:

The players are built in a circle, everyone receives a ribbon, which he puts behind the belt or behind the goal. In the center of the circle is a trap. At the “run” signal, the children scatter, and the trap seeks to stretch a ribbon from someone. The ribbon that has lost is sidestepped. By the signal "One, two, three, run in a circle as soon as possible", the children are built in a circle. A trap counts the number of ribbons and returns them to the children. The game begins with a new trap.

Rules:   The trap should take only the tape, not delaying the player. The player, having lost the tape, steps aside.

Options:   pick two traps. You can’t take the tape from the crouching player. Players run along the "path", "bridge", jumping over the "bumps".

"Corners"

Purpose:   teach children to run from place to place quickly, invisibly to the leader. Develop agility, speed of movement, orientation in space.

Game progress:

Children stand near trees or in circles drawn on the ground. One of the players, left 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 remaining children change places, and the driver in the middle tries to take the place of one of the runners. If he succeeds, the remaining without a corner becomes in the middle.

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

"Pair Run"

Purpose:   teach children to run in pairs, without breaking their arms, to bend around objects. Develop agility, attention.

Game progress:

Children stand in columns in pairs on one side of the playground below the line. On the other side of the site, items (pins, cubes, etc.) were placed, according to the number of links. At the signal of the educator, the first pairs of children, holding hands, run to objects, go around them and return to the end of their column. The next signal runs the second pair. A couple severed hands is considered a loser.

Options:   to run with an overwhelming shin. Run between objects with a snake to a landmark.

"Third wheel"

Purpose: 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 selected by the reader runs around the circle and stands in front of one of the pairs. The third player in this pair is redundant 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 be ahead of the same pair and the driver will have to take another place.Options: Introduce a second driver into the game, which catches third, extra players.

"Mousetrap"

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

Game progress:

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, join hands in a circle and say:

"Ah, how tired the mice are,

Divorced is just their passion.

They ate everything, ate everything,

Everywhere they climb - that’s an attack.

Beware of cheating,

We get to you.

Here we put the mousetraps,

We will catch all 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 from the other side. At the teacher’s signal “clap!”, The children in a circle lower their hands and squat - the mousetrap is shut. Mice that do not have time to run out of the circle are considered caught, they become in a circle.

“We are funny guys”

purpose : teach children to act on a signal, run across from one side of the playground to the other quickly with dodging. Develop agility, speed, orientation in space.

Game progress:

Children stand on one side of the playground below the line. On the opposite side, a second line is also drawn. In the center of the site is a trap. Players chorus say:

“We are funny guys,

We love to run and ride

Well, try to catch up with us.

One, two, three, catch it! ”

After the word “catch”, the children run across to the other side of the playground, and the trap catches them. The one whom the trap manages to take off before he crosses the line is considered to be caught, steps aside and misses one dash.

Options:   children go in a circle and pronounce the text. Trap in the center. Run away with different types of running.

"Swan geese"

purpose : Teach children to run from one side of the playground to the other so that they are not tarnished. Develop the ability to act on a signal, dexterity, speed.

Game progress:

On one edge of the hall is the house where the geese are located, on the opposite side of the hall is a shepherd. On the side of the house is the den in which the wolf lives, the rest is a meadow. Children are selected for the role of a wolf, a shepherd, the remaining children depict geese. A shepherd drives the geese 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, he wants to eat our teeth.

Shepherd: fly as you wish, only take care of your wings!

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

"Make a figure"

purpose : To teach children to run scattered across the hall, site. To accustom to change movement on a signal, to develop balance, the ability to maintain motionless prose.

Game progress:

At the signal of the educator, all the children scatter around the room. At the next signal (a blow to the tambourine), all the players stop at the place where the team found them, and take some position. 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 complicated, those who come up with new figures every time.

"Karasi and pike"

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

Game progress:

One child is selected by a pike, the rest are divided into two groups. One of them forms a circle - these are pebbles, the other - crucians that swim inside the circle. Pike is outside the circle. At the signal of the teacher - a pike - she quickly runs into the circle, trying to catch crucians. Karasi are in a hurry to take a place for one of the players and sit down on pebbles. Caught crucians go around the circle and are counted. The game is repeated with another pike.

Options:   crucians swim not only in a circle, but also between stones, the pike is on the side. You can choose two pikes.

"Riding"

purpose : development of children's endurance, training of the respiratory system (the slower the run, the better), training of the musculo-articular apparatus.

Game progress:

Two lines are drawn at a distance of 40-50 m from each other (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 "squeeze out" completely, each to the best of his ability,
what is difficult to achieve when running at certain distances for a while.

"Counter-dash"

Purpose:   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 the children in the line is at least 1 meter). Each group of children has in their hands ribbons of their own color - blue, yellow. At the signal of the educator: “Blue”! ”- children with blue ribbons run to the opposite side, standing opposite - they stretch their hands forward and wait for the runners to touch them with their hands. The one touched runs to the other side, turns and raises his hand up.

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

"Sly Fox"

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

Game progress:

The players stand in a circle at a distance of one step from each other. Outside the circle, the house of the fox is drawn. The teacher offers the players to close their eyes, goes around the circle behind the children and says, “I’m going to look for a sly and red fox in the forest!”, Touches one of the players who becomes a sly fox. Then the teacher offers the players to open their eyes and look carefully which of them is a sly fox, whether she will betray herself with anything. The players three times ask in chorus, at first quietly, and then louder: "Sly fox, where are you?" At the same time, everyone is looking at each other. The sly 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 caught fox takes home to the hole.

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

If the fox has betrayed itself earlier, the teacher appoints a new fox.

A player who has run outside the court is considered to be caught.

Options : 2 foxes are selected.

"Empty place"

purpose : To teach children to quickly race in opposite directions. Develop responsiveness, attention.

Game progress:

The players become round, putting their hands on the belt - the windows are obtained. The driver is selected. He walks outside the circle and says:

“I walk around the house

And I look through the windows

I'll go to one

And I’ll knock softly. ”

After the words "knock", the driver stops, looks in the window and says: "Knock, knock, knock." The one in front asks: “Who has come?”, - the leader calls his name. A person standing in a circle asks: “Why did you come?”, The driver replies: “Let's run a race,” and both run around playing 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, with him and they run in different directions, trying to take an empty place.

The Intrigue

purpose : Teach children to walk in circles, holding hands right, left. Repeat the movement for the driver. Develop attention, memory, creativity.

Game progress:

A lead driver is chosen, who stands in the center of the circle formed by the children. Holding hands, children go in a circle and say:

"Equal circle one after another

We go step by step.

Stand still together

Let's do it like this ... "

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

Homeless Hare

purpose : Teach children to run fast, trying to occupy the house. Develop attention, the speed of response to the signal.

Game progress:

A hunter and a homeless hare are selected. The remaining hares draw circles for themselves and each gets up 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 must immediately run away, because now he is a homeless hare and the hunter will catch him. As soon as the hunter has settled the hare, he himself becomes a hare, and the former hare becomes a hunter.

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

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

"Two Frosts"

purpose : to teach children to scatter from one side of the playground to the other, dodging a trap, act on a signal, keep a motionless pose. Develop endurance, attention. Fasten the run with the lap of the lower leg, lateral gallop.

Game progress :

On the opposite sides of the court, two houses are indicated, in one of them there are players. In the middle of the platform, people leading them become faces - Frost is a red nose, he says:

“I am Frost - Red nose.

Which of you will decide

Is the road set off? ”

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. Frozen people stop at the place where they were overtaken by frost, and stand there until the end of the run. Frost counts how many players managed to freeze at the same time. It is taken into account that players who run out of the house before the signal or remain after the signal are also considered frozen.

Options : the game proceeds in the same way as the previous one, but there are two frosts in it (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 Frost - Blue nose.

Two frosts removed, which of you will decide

I Frost-Red nose, On the road, start off?


Jumping Games

“Do not stay on the floor”

Purpose: to teach children to run around the hall in a scattering manner, to jump onto cubes, benches without the help of hands, to easily jump off them on socks, bent legs. To strengthen the ability to act on a signal. Develop agility, speed.

Game progress:

A trap is selected who runs around the room with the children. As soon as the teacher says: “Catch!” - everyone runs away from the trap and climb onto objects - benches, cubes, hemp. The trap tries to deceive the runaways. Children who are touched by a trap, go to the appointed place.

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

"Who better to jump?"

Int b: develop speed, agility, learn to jump exactly to a specific place.

Game progress:

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

rules : jump should be on two legs, land on toes.

"Fishing rod"

purpose : teach children to bounce on two legs, standing still, landing on socks, bent legs. Develop dexterity, speed, eye.

Game progress:

Children are standing in a circle, in the center is an educator. He holds in his hands a rope, at the end of which a sandbag is tied. The teacher rotates the rope above the floor, the children bounce up on two legs so that the bag does not touch their legs. After describing 2-3 circles, a pause is made, and the caught ones are counted.

Options : those children who are caught leave the game. The game continues until the most dexterous remain.

"From hummock to hummock"

purpose : To teach children to move from one side of the playground to the other by jumping from bump to bump on two or one leg. Develop push power, ability to maintain balance on a bump, dexterity.

Game progress:

Two lines are drawn on the ground - two banks, between which a swamp. Players are distributed in pairs on one and the other shore. The teacher draws hummocks (flat rings) in the swamp at different distances from each other: 30, 40, 50, 60, 70, 80, 90 cm. Two children, upon a signal, jump from bump to bump, pushing off with two legs or one, not getting between the bumps, trying to get ashore. The one who has stumbled remains in the swamp. The next couple comes out. When everyone completes the task, the teacher appoints whom to take the children out of the swamp. He gives the bogged-up child a hand and shows in leaps the way out of the swamp.

Options : competition: "Who will quickly cross the swamp."

“Who will make fewer jumps?”

purpose : To teach children to jump in length, making a strong wave of their hands, pushing off and landing on both legs. Develop push power, strengthen leg muscles.

Game progress:

On the site indicate two lines at a distance of 5-6 meters. Several children stand up to the first line and jump to the second line at the signal, trying to reach it in fewer jumps. Feet slightly apart and land gently on both legs.

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

"Classes"

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

Game progress:

On the ground, they draw the usual "classes" of 6-8 cells (in 2 rows of 3-4 cells), in the last cell a semicircle is drawn - "fire". The child throws a flat pebble, a tile into the first cage, and then jumps into it on one leg. He must stop here, take a pebble and continue jumping to the end. Then the jumps begin, throwing a pebble into the second cell, and so on. They play classes for several people, in turn.

If the child was not able to get a pebble into the desired cage or during the jumps he stepped on the line, the next player continues the game. If the pebble falls into the "fire" or the child steps his foot on the line of "fire", then he must start the game again - throw the pebble, starting from the first cell.

First option “Classes” games can be complicated due to the fact that children do not pick up a pebble (or tile) thrown by them, but move it with their feet from cage to cage. If the child was unable to move the pebble across the line, then the game continues with another. The game ends when the child gets a pebble in all the cells successfully.

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

CREATING GAMES,

Crawling and climbing

"Who is more to the flag?"

Int b: to teach children to act on a signal, jump on two legs with advance, crawl under an arc in a convenient way, run racing. To develop the ability to compete, pass the baton.

Game progress :

Options

Bears and Bees

purpose : teach children to climb the gymnastic wall, climb benches, cubes without the help of hands, jump on socks, on bent legs, run scattered. Develop agility, courage, speed.

Game progress :

Children are divided into two equal groups: one - bees, the other - bears. On the gymnastic wall, bench, cubes is a beehive, on the other side is a meadow, on the side is a den of bears. By a conditional 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 enjoy honey. The teacher gives a signal: "Bears!". Bees fly to the hives, trying to sting the bears, they run away to the den. Stung bears miss one game. After 2-3 repetitions, the children change roles.

"Firefighters for training"

Purpose:   to teach children to climb the gymnastic wall in a convenient way, without skipping rails and without jumping. To develop the 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 flight at the same height bells are suspended. At the signal of the educator - 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 notes those who will complete the task the fastest. Then, on a signal, the second ones in the column run. Ensure that children do not skip rails, do not jump.

“Flight of birds”

Purpose: to improve children's skills to climb the gymnastic wall up and down, without missing the bars, 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 "birds flew" - they run around the site, at the signal "storm" - they climb onto 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 on the flight).Rules:   run around the site, do not stand against the wall; fit into an empty seat, yielding to each other; get down to the end without jumping off.

"Rabbits"

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

Game progress:

Children are rabbits. In three or four they stand in a circle drawn on the ground (in a large hoop) - this is a cage. In front of each cage there is 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. To the signal: “Rabbits into the cells!” They come back, crawling into the hoop.

Rules:   rabbits crawl out only when the teacher approaches them; crawling into the hoop, must yield to each other, not pushing.


PEOPLE GAMES

"Burn, burn clearly"

Purpose:   to train 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 pair by pair. The driver is in front. He is not allowed to look back. Everyone sings:Burn, burn clearTo not go out.Look at the sky -Birds fly, bells ring!When the song ends, the children in the last pair are disconnected and run around 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 someone running. Caught becomes with the lead in the first pair, and the remaining without a pair becomes the new lead. If a pair of running men has time to connect before the driver has time to catch anyone, then this couple is ahead, the game continues with the previous driver.

"The sun"

purpose : learn to act in accordance with the lyrics. Walk in a circle, holding hands, in a calm, round dance step. To be able to expand and narrow the circle. Teach running 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'm warmer in winter   Go to the center.

And spring is sweeter   From the center back.

And the winter is warmer   To the center.

And spring is sweeter.   Back.

After the words “sun” (trap) catches children.

Raven

Purpose: learn to move in accordance with the dance nature of the music and convey the contents of the lyrics. To be able to expand and narrow the circle. Work out a fractional step and a variety of familiar dance moves.

Game progress:

Children stand in a circle. One child is selected in advance - a raven (he is standing in a circle with everyone).Oh guys, ta-ra-ra!There is a mountain on the mountain( children go to the center of the circle in fractional steps ) And on that mountain an oak tree,And on an oak funnel.( with the same step, the children go back, expanding the circle, and leave the “crow” in the center) Raven in red bootsIn gilded earrings.
(raven   dancing, children repeat his movements)Black raven on an oak treeHe plays the pipe.Chiseled pipeGildedThe pipe is okay,The song is folding.  With the end of the song, “raven” runs out of the circle, everyone closes their eyes. A raven runs around a circle, touches someone's back, and he becomes in a circle. With the beginning of the song, the child touched becomes a raven.

"Baba - Yaga"

Purpose:   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

I fell from the stove and broke my leg.   - round.

I went to the garden, scared the people.   - Go to the center.

I ran to the bathhouse   - From the circle back.

Frightened the bunny.

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

"Centipede"

Purpose:   improve the ability of children to walk in spring steps, raising their legs high, easy to run, walking with a stomping step. The movements convey in the character of the music

Game progress:

Children get up with each other and sing:

There was a centipede

On a dry track.

Suddenly dripped rain: cap!

“Oh, forty paws get wet!”

Easy run.

I don't need a runny nose

I will go around the puddles.

I won’t bring dirt to the house,

Shake each foot.

They walk with their legs high

Standing, shaking right foot

Left foot

There was a centipede

Dry track

And flooded later

- Oh, what a thunder from the paws!

They go with a “train” in spring increments.

Go stomping

Churilki

purpose : cultivate organization, develop dexterity, speed.

Game progress:

The players choose two children. One blindfold the eyes, another is given a tambourine (or bell); then they dance around them and sing:

Bells, bells,

The daredevils rang.

Digi-digi-digi-dong,

Guess where the ringing?

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

As soon as the blind man catches him, they are changed by other players. The game continues.

“Guess who's calling?”

purpose : Develop timbre hearing in children. Exercise in the ability to independently begin the movement and end it.

Game progress:

Children stand in a circle. In the center, the lead is a bear. Children go around and sing:

Bear bear

We have come to you

We have come to you

They brought the medka.

"Bear" walks around the mess.

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

Bear bear

Get honey

Get honey

Guess who's calling?

"Bear" eats honey.

The bear closes its eyes. The adult suggests (pointing to the child) to call the bear. The child whom they have chosen says: “Bear!” The Bear is trying to guess who called him.

"Little ring"

purpose : cultivate a love of folklore, develop self-regulation and arbitrary behavior.

Game progress:
Leading picks up a ring. All other participants sit on the bench, fold their palms with a boat and lay on their knees. The host walks around the children and puts his palms in each hand, while he condemns:
“I'm going down the hill, I’m carrying the ring! Guess where the gold fell? ”To one of the players, the leader imperceptibly puts a ring in his hands. Then he steps back a few steps from the shop and utters the words in chant:Ring, ring,  Get out on the porch!  Who will get off the porch  That little ring will find!The task of the player who has a ring in his hands is to jump from the bench and run away, and the children sitting next to them must figure out who is hidden and try, holding hands, not to let this player go. 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 Fishing Games

"Hunters and Hares"

Purpose: teach children to jump on two legs with a forward scatter, act on a signal. To consolidate the ability to throw the ball, trying to get into the hares. Develop dexterity, eye.

Game progress:

A hunter is selected, the remaining children are hares. On one side of the site there is a place for a hunter, on the other house of hares. The hunter walks around the hall, pretending to look for traces of hares, and then returns to himself. Hares jump on two legs or on the right, on the left, alternately in different directions. On a signal: “Hunter!” - hares run away into the house, and the hunter throws a ball at them. Those whom he fell into are considered to be shot down, and he takes them to his house.

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

“Drop the box”

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

Game progress:

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

Options:   You can transfer the bags to your pair by transferring them.

“Hit the Hoop”

purpose : teach children to throw sandbags at a horizontal target, aiming with their right and left hands. Develop eyeball, throw accuracy.

Game progress:

Children stand in a circle with a diameter of 8-10m. through one, in the hands of a bag of sand. In the center of the circle lies a hoop. At the signal of the educator, children who have bags in their hands pass them on to comrades on the right or left by agreement. After receiving 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 is heard again, and the children pass the bags to their neighbors - the second numbers, etc.

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

"Knock down the pins"

Purpose: teach children to roll the ball, trying to knock down the pins from a distance of 1.5-2m., run after the ball, betraying other children. Develop eyeball, throwing power.

Game progress:

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

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

"Ball to the driver"

Purpose: teach children how to catch a ball thrown by driving hands without pressing them to their chest. Throw the ball with both hands from the chest. Develop eye, hand motility, speed, throw accuracy.

Game progress:

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

Options: the driver throws the ball out of order, but in a mess, the group wins, in which the ball never falls.

"Ball school"

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

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 him with both hands. Hit the wall and catch it with one hand. Hit the wall, catch it with one hand after it 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 the partner who is to catch it. Hit the ball against the wall, throwing it from behind, behind the head, from under your feet and catch it.

Cerso

Purpose: 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 rings wins the most.

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

"Hit the ball"

Purpose:   to consolidate the ability of children to throw a bag into 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. On each stool they put a ring from Serso, and on it - a big ball. At a distance of 2 m, one line is drawn, at a distance of 3 m, the second line. Players are divided into 3-4 subgroups and are built at the second line in columns facing the ball. Each column is given two bags of the same color (players must remember the color of their bags). On a signal: “Shot the ball!” - those standing in the columns are the first to throw the pouch with their right hand into their ball, and then from the middle line — the second pouch 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 that gets the most flags wins.


RELAYS

"Relay in pairs"

Purpose:   teach children to run in pairs, holding hands, trying to run to the finish line ahead of their rivals. To develop endurance, agility.

Game progress:

Children stand in 2 columns in pairs per line on one side of the playground. On the opposite side are the landmarks. At the signal, the first couple, holding hands, run to the landmarks, run around them and return to the end of the column. The column is won, the players of which will complete the task faster and will not separate their hands while running.

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

“Ball the ball without hitting the pin”

Purpose: continue to teach children to jump on two legs with forward movement.

Game progress:

Participants are divided into two teams. Start and finish lines are marked at a distance of 14 - 16 m from one another, two to three pins are installed along the line in the center. The guides of the teams clamp between the legs (above the knees) a volleyball or stuffed ball. At a signal, the guides begin to move forward in jumps, skirting the pins so as not to touch them and, having reached the opposite start line, pass the balls to the guides of the oncoming columns. This is how all players act. Participants who finish the baton are at the end of the column. The team whose players finish the baton faster wins.

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

"Throw the ball in the ring"

Purpose:   continue to teach children to throw the ball at a vertical goal (ring). Develop eyeball, throw accuracy.

Game progress:

TOthe omands are built in one column one at a time in front of the basketball backboards at a distance of 2 to 3 meters. After the signal, the first number throws the ball around the ring, then puts the ball, and the second player also takes the ball and throws it into the ring and so on. The team that wins the most in the ring wins.

"Obstacle course"

purpose :   continue to teach children to jump on two legs with advancement; to improve climbing skills under arcs; improve coordination of movements.

Game progress:

Children stand in two columns and carry out the tasks of the teacher in turn. When the task is completed to the end, the player passes the baton to the next, clapping him in the palm of his hand.

1) Go through the log.
2) Crawl under arcs.
3) Jumping from hoop to hoop.

Rules: the next player needs to wait until the previous player completes the baton.

"Fast team"

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

Game progress:

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

GAMES WITH COMPETITION ELEMENTS

“Who would rather creep through the hoop to the flag?”

Purpose:   to teach children to act on a signal, jump on two legs with advance, crawl under an arc in a convenient way, run racing. To develop the ability to compete, pass the baton.

Game progress:

Children are divided into three columns equally. At a distance of 2m from the original 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 educator to crawl under the arc, then jump on two legs to jump to the flag, round it and run back to the end of your column.

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

"Who is faster?"

purpose : development of agility, speed, coordination of movements, ability to act in a team; exercise in jumping in many ways.

Game progress :

The relay race involves 2 to 4 teams. All are lined up on one side of the ball, each team is opposite a specific geometric shape. At the signal of the host, the first team members jump in order to move in their figures in order - from number 1 to number 5; After completing the task, jump out of the ball from the opposite side. At this time, the next member of the team is included in the competition, etc. Having finished the baton, the teams line up on the opposite side of the ball. The relay is repeated - the children perform the jumps in the reverse order.

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

"Who is taller?"

purpose : training jumps, strengthening the musculoskeletal system.

Game progress:

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

"Ring-throws"

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

Game progress:

Children agree on how many rings each will throw, become in the order of priority for the first line, throw rings on the pegs. After all the players complete the task, they calculate who has thrown the most rings onto the pegs.

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

  Matytsyna Nina Gennadevna
  The mobile game "Lovishki"

Summaries outdoor games« Paws»

in the younger group No. 2.

Location: Street

Dosage: 3-4 times

Equipment: ribbons by the number of participants.

Tasks: Exercise children running scattered, dodging, catching.

Develop in children speed, agility, attention.

Nurture motor independence in children, create a positive emotional attitude.

rules:

1. « Trap»   should take only tape without delaying playing.

2. Playing, having lost the tape, steps aside.

Training: Prepare tapes by quantity playing. Learn with children counting:

Luntik rode on a trolley

He distributed nuts to everyone.

To whom, to whom three

BUT will you be a trap.

Game progress: Guys, want to see what's in this beautiful box? (Answers children). Each pulls out one tape. Look what are they? (Answers children). Do you think you can with these tapes to play? (Answers children). And these ribbons can be made instead of tails, but these will not be simple tails, but which need to be caught and pulled out. Want to try? (Answers children). I explain the rules of the game. Players are built in a circle, everyone receives a ribbon, which he puts behind the belt or the collar. In the center of the circle « Trap» . On signal “Run”  children run away, and « Trap»   seeks to stretch a ribbon from someone. The ribbon that has lost is sidestepped. On signal "One, two, three, run in a circle rather quickly", children are built in a circle. « Trap»   counts the number of ribbons and returns them to children. The game begins with a new« Trapping» .

Directions:

« Trap»   must pull out the tape while running.

The tape cannot be held by hands.

Only run on a signal.

The ribbon that has lost is sidestepped.

We run carefully, do not run into each other.

Summarizing:

Guys, game over. I want to ask you? You i liked the game, everyone understands what needs to be done « Lovishke» . Let's count how many ribbons - caught, each « Trap» . Katya - 3, Sasha - 4, Nastya - 2, Ulyana - 3. Most of all, Sasha caught - he is the most dexterous with us - « Trap» .

During the game, I observe the implementation of the rules. I remind you that you can not run out of the edge of the site. I explain that « Trap»   he only has to pull out the ribbon, and whoever has the ribbon pulled out sits on the bench. New « Trap»   I appoint - the fastest runaway.

Traps - 100 game options

A series of "Let's diversify outdoor games"


Artyom Yurievich Patrikeev

Photographer  Artyom Patrikeev


© Artem Yurievich Patrikeev, 2017

© Artem Patrikeev, photos, 2017


ISBN 978-5-4485-7059-9

Created by Ridero Intelligent Publishing System

“Lovishki” or “Lovishka” are variants of fairly simple games in which the driver’s task is to catch everyone (according to the name), which is what distinguishes them from “Salok”. Games of this kind are usually fun, interesting and fast, as the number of players we are constantly decreasing. In this brochure you will find one hundred variations of this game.

Traps - game options

1. The usual option.

The driver is chosen - a trap. All players scatter across the gaming territory. At the signal, the trap begins to catch players (to bail). Caught out of the game. They play until the driver catches all the players, after which a new driver is selected and the game is repeated.

It is interesting to note the time for which the driver will cope, and then the time of the other drivers. This way you can identify the fastest trap.

If the driver cannot catch the players for too long, then we play for a certain time.


2.   The poem trap.

The reader is selected by the reader, he stands in the center of the playground. The rest of the players stand around him and hold hands. At the signal of the leader, the players begin to move to the right side with the words:

Ay ay aukaem
We are springing to the spring.
Spring! Spring!
Red-red!
Spring came,
Light brought warmth!
We meet spring
We play traps!
One, two, three, catch it!1

On the word “catch” all the players scatter all over the site, the trap begins to catch them. Caught are eliminated from the game.


3.   "Multiple traps."

The usual version of traps, but now everyone caught joins the trap, so that there are more and more drivers. The game goes through until everyone is caught.

This is a very quick version of the game. It can be held on a large platform so that there is a place where players can run.


4.   "A trap with a ball."

The usual option, but the driver now runs with the ball and throws it at the players. A direct hit or hit from the floor is considered.


5.   "A trap is a ball from the wall."

The usual option, but the driver must throw the ball into the wall so that he bounces off the wall at one of the players. Any hit of the ball from the wall is considered, even if it hits the floor, ceiling, another player (which means that with a successful throw you can knock out several players at once), etc.


6.   "A trap with the ball and the return."

A trap also knocks players out with a ball, but for each miss one of the previously knocked out players returns to the game. It is best to ensure that those caught sit on the bench and, in order after a slip, enter the game. That is, after the first miss, the player who was knocked out first enters the game, and so on. So it will be more convenient to track the order of those who were displaced and left the game and those who will come back.

In this version, the trap will be more difficult to retreat, and he will spend a lot of time running after the ball.

Remember that you need to knock out only by throwing the ball. You can’t hold the ball in your hands, run up and touch the player with it.


7.   "A trap with a bag on his head."

The usual option, but each player (including the driver) puts a bag (or any convenient flat object) on his head. Players disperse across the territory, the signal starts the game. The task of the players is becoming more complicated, now they need to run away from the driver and watch the bag. If the player drops the bag, he is eliminated from the game. If the driver drops the bag, then all the caught players return to the game. If no one has been caught, then nothing happens (or you can count one “candle”, that is, the first one who is buried will immediately return to the game).

If it’s hard for the driver, then for each drop of his pouch you can return one seated player, and not all together.

The bag cannot be corrected after the start of the game. This equates to a fall. So the players need to somehow get out if the bag starts to slide - tilt your head, torso, run somehow differently, etc.


8.   "A trap on two halves."

The game area is divided in half. Each half has its own driver-trap. Half of the players are on one side, the other on the other. To avoid confusion, it is advisable to somehow designate the guys - to give bandages of different colors on hands or vests.

The signal starts the game. The task of traps is the same - to catch players. Each caught does not drop out of the game, but goes into the next circle, to the second trap. But if the second driver catches him, then the player is completely out of the game. This is how players change in circles, and then drop out. It will be interesting to compare which trap will cope with its wards faster. But on the other hand, you can imagine drivers as one team and then consider the time that the couple will spend on fishing. At the end, after several games, compare which pair turned out to be the fastest.


9.   "Trap with a lasso."

The trap is given a soft large ring (it can be a hoop wrapped in soft cloth or something like that), with which he must catch the runaway players. That is, the trap should throw a ring so that it is dressed on the player. In this case, fishing is counted, and the player is eliminated.

In this option, you need to remember about security. The guys should be prepared for the fact that the hoop can fall on them, fly to the very feet, and then it will be possible to cling to it.

You can throw a lasso only by throwing. You can’t put on a hoop and hold it (so a player can get injured by crashing into a held "lasso").


10.   "Trap the ball on an elastic band."

For the game, a ball on an elastic band is used, with which the driver pours. Everyone who is sealed is eliminated. This option is convenient for the trap in that, in fact, his hand is extended due to the elastic, and then the ball does not need to be run and caught, it will fly by itself, or it can be pulled with the elastic.


11.   "Trap on all fours."

The usual option, but we play, moving on all fours. You can apply different options: running on your hands and knees; arms and legs; on all fours with his back to the floor.


12.   "Crawling Crawls."

The usual option, but all players move crawling.


13.   "Squats in the squat."

A difficult option for movement, but it helps to work on the muscles of the legs.


14.   "The catches are hands behind your back."

The game takes place according to the usual rules, but the driver holds his hands behind his back in the castle (or they are tied to him). In this way, he tries to get the players together. This option is carried out in small rooms when it is not possible for players to normally escape from the driver.


15.   “Pisces - hands behind the back 2”.

The usual version of the game is the driver runs and catches players. But now, those who have been settled do not drop out, but put their hands behind their back in the castle and continue to play in this way. If they are caught a second time, then they are eliminated. Remember that you need to run carefully with your hands behind your back. If a player accidentally trips and falls, he must have time to disengage his hands and, if possible, amortize his fall (but not substituting straight arms).


16.   "Traps in three sites."

The site is divided into three equal parts. All players are in the first court. Choose three drivers, each goes to his site. The first one does not receive anything, he will salute with his hands. The second gets the ball on the rubber band, which will catch the players. The third receives an average rubber ball, which will knock out the players.

The game is as follows. At the signal, the first driver begins to catch the players. Each salted goes to the second site. The second driver starts to play 15-20 seconds after the first (regardless of how many players will already be on his court). Everyone who is settled in the second platform goes into the third. The third driver joins the game 15-20 seconds after the second. Players are already completely eliminated from the third platform.


17.   "Hop Hoppers."

A hop-ball is issued to the driver (a rubber ball with a handle on which you can sit and jump, it is also called a hopper). The remaining players scatter around the playground. The trap is trying to catch all the players. For him, this task is quite difficult, so you can limit the playing area.


18.   "Hopping Hop-2."

A file cabinet of sedentary games for older preschoolers.

The mobile game "Mousetrap"
  Players are divided into two unequal groups. A smaller part of the children forms a vicious circle - “mousetrap”. The rest of the children are behind the circle - “mice”. Children go around in circles with the words:
  How tired we are of mice
  Their passion just developed.
  (mouse children run outside the circle)
  Everyone ate, everyone ate,
  Here we catch them now!
  (children stop raising their hands up).
  Children - “mice” run in on one side of the circle and run out on the other or nearby. At the command of the instructor: “Slam! "The mousetrap children squat, quickly lowering their hands. The remaining “mouse” children in the circle are considered to be caught. The game continues, the children change places.

Sedentary game "Who has the ball?"
  With the help of the reader, a driver is selected, which becomes the center of the circle. Children stand in a circle tightly shoulder to each other, hands behind their backs. The driver must guess who has the ball. The instructor begins the game, in his hand is a small ball. Walking in a circle, the instructor gives the ball into the hand of one of the players, and the children must pass this ball to one or the other side in a circle so that the driver does not notice.

The mobile game "Lovishki"
  With the help of the account, a driver is selected, which stands in the center of the circle. All other players are standing in a large circle, behind each player a satin ribbon is hung. Children go around in circles with the words:
  We are funny guys, we love to jump and play.
  Well, try to catch up with us! (and run all over the site).
  The driver runs after the children, trying to pull out the tape. Those who were left without a tape at the end of the game are considered losers. At the end, the ribbons of the losing children are counted. The driver who collected the most tapes is noted. The game is repeated 2-3 times with other drivers.
Sedentary game "Find and be silent"
  The game begins with an instructor in physical education. He shows the children a toy, the children remember it. The instructor offers everyone to squat at the end of the court facing the wall, and he quickly hides the toy and warns the children that the one who first finds the toy should not point a finger at it and speak out loud where it is hidden. At the command of the instructor: “We are looking for. "" The children get up, calmly walk and search. Whoever finds the first goes to the instructor and says so that the others do not hear. The game continues until most of the children find the toy. The most attentive and resourceful player who found the toy first is noted He hides it as follows: The game is repeated 2 times.
The mobile game "Make a figure"
At the signal of the physical education instructor, the players take the figure or pose of some fairy-tale hero, animal, insect, etc. Music stops, the instructor notes the most interesting figure. The game is repeated 3-4 times.
The mobile game "Fishing Rod"
  Players stand in a circle, in the center - a physical education instructor. He holds a rope with a sandbag tied to it. At the command of the instructor: “Get started! ”He begins to rotate the rope in a circle above the floor. Players as they approach the rope jump over it with two legs together, jump high so that the rope does not touch their legs. Having described 3-4 circles, the instructor stops and counts the number of players who hit the bag. The game lasts 2-3 times.


  Children stand in a circle or in a row, the instructor stands so that it can be clearly seen and heard by everyone. He begins to call animate and inanimate objects that fly and do not fly. Calls an item and raises his hands up. Children should raise their hands if a flying object is named, for example:

  Children raise their hands up.

  Children raise their hands up.

  Children raise their hands up.



  The quick take mobile game
  The physical education instructor lays cubes, balls, sandbags, small rubber toys, cones, which should be 1-2 less than the number of children playing, all over the site. To the music, children run around, between objects. As soon as the music stops, the children take one item and raise it above their heads. Anyone who did not have time to pick up an item is considered a loser. The game is repeated 2-3 times.

The sedentary game "Intrigue"
  With the help of the calculator, a player is chosen who stands in the center of the circle formed by the children. Holding hands, the children walk in a circle to the right, then to the left and say:
  Equal circle one after another
  We go step by step.
  Stand still!
  Together
  Let's do it like this.
  Children stop, lower their hands, and the entertainer shows some movement. Everyone should repeat it. The one who best repeats the movement becomes a new entertainer. The game is repeated 2-3 times.
  Mobile game: “Flight of birds”
At one end of the hall are children - they are "birds." At the other end of the hall - gymnastic benches, cubes, etc. - these are "trees." At the command of the instructor: “Birds fly away! »The children, waving their arms like wings, scatter around the room. At the command of the instructor: “Storm! »Run to the hills and hide there. When the instructor says: “The storm has stopped! ", The children descend, (" birds "continue their" flight "). During the game, the instructor without fail provides insurance for children, especially during the descent. The game lasts 2-3 times.

  With the help of the reader, a driver is selected, which becomes the center of the circle. Children stand in a circle tightly, shoulder to each other, hands behind their backs. The driver must guess who has the ball. The game begins with an instructor in physical education, in his hand he has a small ball, walking in a circle, he gives the ball into the hand of one of the players, and the children must pass this ball to one or the other side in a circle so that the driver does not notice.
  Mobile game: "Do not get caught"
  Of those who play with the help of the account, 2-3 drivers are selected, they become in the center of the circle. The remaining children stand in a circle and, at the signal of the instructor, begin to jump into and out of it with two legs as they approach the drivers. The fastest driver who caught most of the players and the clever player who has never been caught is noted. The game is repeated with a change of driving 2 times.

Inactive game "Make a figure"
  At the signal of the physical education instructor, the players go to calm music. The instructor says that the children should take the figure of some fairy-tale hero or animal, etc. Music stops, the instructor notes the most interesting figure. The game is repeated 3-4 times.
Mobile game "Do not stay on the floor"
  With the help of the account, a driver is selected who runs with children throughout the hall. As soon as the instructor says: “Catch! ", Everyone runs away from the driver and, as he approaches, they climb to some height (a bench, cubes, stairs, chair, and the driver tries to catch the runners. Those whom he touched step aside. At the end of the game, the players caught are counted. The game continues with the new driver, and the driver who has caught the most players is marked.
  Inactive game “Who has the ball? "
With the help of the reader, a driver is selected, which becomes the center of the circle. Children stand in a circle tightly, shoulder to each other, hands behind their backs. The driver must guess who has the ball. The game begins with an instructor in physical education, in his hand he has a small ball, walking in a circle, he gives the ball into the hand of one of the players, and the children must pass this ball to one or the other side in a circle so that the driver does not notice.

The mobile game "Geese Swans"
  On one side of the hall is the house where the "geese" are located. On the opposite side of the hall is a "shepherd." On the side of the platform is the lair of the "wolf". The rest of the place is a meadow. With the help of the account, “wolf” and “shepherd” are selected, the remaining children are “geese”. "Shepherd" drives out the "geese" to the "meadow", I walk for a run.
  Shepherd: Geese, geese!
  Geese (in chorus): Ha - ha - ha!
  Shepherd: Do you want to?
  Geese (in chorus): Yes, yes, yes!
  Shepherd: So fly here!
  Geese (in chorus): We must not! The gray wolf under the mountain does not let us go home.
  Shepherd: So fly as you want, only take care of your wings.
  "Geese" run home through the lair of the "wolf", and the "wolf" runs out of the den and tries to catch the "geese". "Geese" are noted, who ran away from the "wolf" and safely returned home. The game continues with another “shepherd” and “wolf”.
Inactive game "Flies, does not fly"
  Children stand in a circle or in a row, the physical education instructor stands so that everyone can clearly see and hear him. He begins to call animate and not animate objects that fly and do not fly. Calls an item and raises his hands up. Children should raise their hands if they call a flying object, for example:
  Physical education instructor: Skydiver (raises his hands up).
  Children raise their hands up.
  Physical education instructor: Airplane (raises his hands up).
  Children raise their hands up.
  Physical education instructor: Helicopter (raises arms up).
  Children raise their hands up.
  Physical education instructor: Home (raises his hands up).
  Children do not raise their hands, etc.
  In the end, the instructor counts those players who have never made a mistake and were attentive.
  The mobile game "Firefighters on training"
  Children are built in two columns at the starting line at a distance of 4-5 m from the gymnastic stairs. A bell is hung on the gymnastic stairs above. At the command of the instructor: “March! "The first children run, climb the stairs, ring the bell, go down, run back, passing the baton on the shoulder of the next" fireman ". The team of "firefighters" wins, which will cope with the task faster.
Breathing exercises
1. I. p. Standing, legs shoulder-width apart, arms along the body. At one time - hands slowly raise up with the words: “Tick”, while breathing in through the mouth, two exhale, lowering hands down saying: “So” (8-10 times).
  2. Fig. the same, arms at the chest bent at the elbows at shoulder level. At one time — arms are extended to the sides, inhaling through the nose, at two — a slow exhalation through the mouth, hands in
  and. p. (8-10 times).
  3. I. p, standing, feet shoulder width apart, hands on the belt. At one time - head to the left, inhale through the nose, and. n., exhale through the nose, two - turn the head to the right, inhale with the nose, head in and. item, exhale through the nose (inhale-exhale only through the nose and quickly) (3 times).
The mobile game "Lovishki"
  With the help of the reader, a driver is selected, which stands in the middle of the site. The rest of the players are on the site below the line. After the instructor said: “One! Two! Three! Run! »The children run across the line to the opposite side of the line, and the driver catches the children before they cross the area and get out of line. The fastest children and the clever driver are noted. The game is repeated with a new driver 2-3 times.
Inactive game "Edible - Inedible"
  Children stand in a circle or in a row. In the center of the circle or in front of the line is a physical education instructor with a big ball in his hands. One of the children can also play this game. The driver throws the ball, calling edible-inedible, for example:
  Physical education instructor: Pasta with meat. The child catches the ball and throws back. Physical Education Instructor: Cake. The child catches the ball and throws back. Physical Education Instructor: Ice Cream. The child catches the ball and throws back. Physical Education Instructor: Home. The child does not catch the ball. Physical education instructor: TV. The child does not catch the ball. Physical Education Instructor: Machine. The child does not catch the ball, etc. Children who have never been mistaken are marked.
The mobile game "Third Extra"
  Children are divided into pairs, standing in the back of the head one after another, forming a large circle. Two drivers remain out of the circle, and at the command of the instructor: “Run! "One catches up with the other, running in a circle behind all the standing couples. At the same time, the runaway can come forward at any time, some pair, and the third in this pair runs away from the catcher. If a catcher catches a runaway, then they change roles.
Inactive game "Tops, Roots"
  Children stand in a circle or in a row. In the center of the circle or in front of the line is an instructor with a big ball in his hands. One of the children can also play this game. The driver throws the ball, naming the tops or roots, for example:
  Physical Education Instructor: Eggplant.
Child; Tops (catches the ball and throws back).
  Physical education instructor: Radish.


  Child: Roots (catches the ball and throws back).



  Child: Roots (catches the ball and throws back).
  Physical Education Instructor: Strawberry.
  Child: Tops (catches the ball and throws back).
  Physical Education Instructor: Garlic.
  Child: Roots (catches the ball and throws back).

  Child: Tops (catches the ball and throws back), etc.

The mobile game "Frost - Red Nose"
  With the help of the account, a driver is selected - “frost”, which stands in the center of the site, and on the side is his house. The remaining players stand on one side of the court line.
  Frost: I Frost - A red nose, Which of you will decide On a small path set off.
  Children (in chorus): We are not afraid of threats and we are not afraid of frost!
  After the words, the children must run across to the opposite side of the line where "the frost" does not have the right to run across. The distance from the start line to the finish line is 3-4 m. Whom the “frost” caught during the dash will lead to your home. Those "frosts" are noted that in a single dash caught a larger number of players. The game is repeated with another "frost."
Sedentary game "Vegetables and fruits"
  Children stand in a circle or in a row. In the center of the circle or in front of the line is an instructor with a big ball in his hands. One of the children can also play this game. The driver throws the ball, calling the vegetable or fruit, for example:
  Physical Education Instructor: Carrot.

  Physical Education Instructor: Cabbage.
  Child: Vegetable (catches the ball and throws back).
  Physical Education Instructor: Orange.

  Physical Education Instructor: Grapes.
  Child: Fruit (catches the ball and throws back).
  Physical Education Instructor: Pineapple.
  Child: Fruit (catches the ball and throws back).
  Physical Education Instructor: Cucumbers.
  Child: Vegetables (catches the ball and throws back).
  Physical Education Instructor: Potato.
  Child: Vegetable (catches the ball and throws back).
  Physical Education Instructor: Pear.
  Child: Fruit (catches the ball and throws back).
  Children who have never made a mistake are celebrated.
The mobile game "Hunters and Hares"
  With the help of the account, “hunter” is selected, the rest of the children are “hares”. On one side of the hall is the house of the "hunter", on the other - the house of "hares." At the beginning of the music, a “hunter” comes out and searches for traces of “hares,” then returns to himself. "Hares" jump out of their home and jump across the clearing on two legs in different corrections. At the command of the instructor: “Hunter! "" Hares "run away to their house, and the" hunter "throws small balls at the" hares ", as if shooting a gun. The one in whom the "hunter" hit the ball is considered dead and goes into the house of the "hunter".
  The game is repeated with the new "hunter." The most accurate "hunter" is noted, with most of the killed "rabbits".
  Inactive game "Counting"
Children for the preparatory group know a lot of count-check. All the players are standing in a circle, one of the guys - the driver, who is standing behind the circle, begins to say the count, indicating - in turn, for each player. On whom the counting is over, he becomes the next driver. It is noted that one of the children who correctly divides words into syllables, who has a good memory and who told a lot of counters. The funniest and most interesting reading room.
   Ahi-ah-ah-oh
  Grandma sowed peas.
  He was born thick
  We rush - you're empty!
  A bunny runs along the road
  Yes, my legs are very tired.
  I wanted a bunny to sleep,
  Come out - look for you!
  A heron walks through a swamp
  Will not find a job.
  She sat on the stump,
  Five frogs immediately ate.
  One, two, three, four, five,
  Come out - look for you!
  Our Tom wanted to eat,
  He climbed into the refrigerator.
  Sour cream in the fridge
  Meat, fish, eggplant,
  Cucumbers and grapes.
  Zucchini and lemonade.
  If you want to eat, you too
  So get out soon!
  Jerry is having fun
  Jerry sings songs!
  One, two, three, four, five,
  Come on, Jerry, sing again!

The mobile game "Sorcerer"
  With the help of the account, a "sorcerer" is selected, which stands in the center of the circle, built by the other players. The players go in a circle with the words:
  We are funny guys
  We love to jump and ride
  Well, try to catch up with us!
  All the children scatter. The one whom the "sorcerer" touched is considered to be bewitched. The child who has bewitched
  stands in place, feet shoulder width apart. Other children can bewitch him if they crawl on all fours between the legs of the bewitched. Enchanted children do not have the right to stand close to the wall. The game continues with the change of the "sorcerer" 3 times. Those children who ran away from the "sorcerer" and those who bewitched the most children are noted.

The mobile game "Whoever is called, he catches"
  One driver is selected, who stands in a hoop lying on the floor in the center of the site. At the command of the instructor: “Get started! »Children run, jump, walk. The driver throws the ball up, loudly speaking someone else’s name, for example, Vasya, and runs away. Vasya runs, catches the ball, gets into the hoop, also names. Throws the ball, runs away, etc.
  Mobile game "Mice and houses"
  With the help of the reader, the driver is selected. The rest of the children stand in rings or circles drawn on the floor and take places in them - “mice in houses”. The driver comes 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 its place. The driver seeks to take the place of one of the runners. If he succeeds, then the remaining without a place becomes a driver. If he doesn’t succeed, 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 else's house.

Inactive game “Guess to the touch”
  With the help of the account, a driver is selected, he becomes blindfold in the center of the circle. The remaining children stand in a circle. The instructor slowly turns the driver, who approaches the player and determines by touch who it is. Celebrate the most attentive driver. The game continues with another driver 3-4 times.
  The mobile game "Owl"
  With the help of the account, the “owl” is selected. She sits on one side of the hall: there her other nest, playing birds, grasshoppers, butterflies, bugs, mosquitoes and flies, are located throughout the hall. After some time, the instructor says: “Night! ". The players freeze in the pose in which they found the night. At night, the “owl” flies out and runs between the “birds”, the “butterflies”, the “grasshoppers”, the “flies” and the “mosquitoes”, watching them. If she noticed that someone was moving, then she takes him to her nest. The instructor says: “Day! ". Everything comes to life, and again the "insects" swirl, fly, crawl. The game is repeated 2-3 times.
  Inactive game "Four Elements"
  Players stand in a circle. The physical education instructor explains that there are 4 elements: water, air, earth, fire. For example, fish, frogs, crayfish live in water, people, animals, insects, etc. live on the ground, and no one lives in fire.
  If the driver throws the ball and says: “Water”, “Earth” or “Air”, then the player who threw the ball should catch him, name the one who lives in this element and throw the ball back to the driver. If the driver says: “Fire! ", Then you can’t catch the ball.
  For an incorrect answer or a caught ball to the word “fire”, the player is eliminated from the game. Play until the last remaining participant.

The mobile game "Karasi and Pike"
On the opposite sides of the playing field, the carp line is marked with lines. The reader selects the driver - “pike”. All other children are crucians. “Karasi” are divided into two teams and disperse into their homes, and “pike” becomes in the middle of the site. At the signal of the instructor, all the “crucians” run (swim) to the opposite side. "Pike" catches the runners. The one who is caught stands aside. After 2-3 runs, when the caught “crucian carp” will be 5-6, they form a network: they become in one line in the middle of the site and hold each other's hands. Now, at the signal of the instructor, “crucians” run to the other side through the network (at hand, and the “pike” is standing behind the network and catches those who run out of it. Caught “crucians” also join the network. The game ends when all the “crucians” are overfilled. Then a new driver is chosen or the last caught “crucian” becomes “pike.” After 2-3 runs, the instructor can appoint one of the children as “pike”.
Sedentary game "Season, months and days of the week"
  Children stand in a big circle. The phase culture instructor gives, for example, Olya a big ball and suggests that she name the months of summer. Olya takes the ball, goes to the center of the circle, hits it on the floor with two hands and calls it: June, July, August and passes the ball to whom she wants, for example, Andrei. The instructor offers him to name the days of the week. Yura - 4 seasons, Alina the months of spring, Katya - how many days a week, Pavlik - what time of the year it is, etc., Those who incorrectly answer the question or think for a long time drop out of the game. The one who remains last wins.
  The mobile game "Chander-Mander"
  All players get up in a big circle. With the help of the account, a driver is selected, who becomes in the center of the circle with a big ball in his hands. The driver beats the si ”about the floor with two or one hand and says:
  Chander-Mander Lippopander (children run, but stop at the end of words).
  Twist, spin, whom I want, It will be. (name of player)
  The driver speaks aloud how many steps are to the one he called, for example, to Sasha. Before him there are 3 giant steps (large, wide steps, 5 ordinary, 7 ants (mincing steps) and 2 hare (jumping on two legs). The lead takes these steps and reaches Sasha. He throws the ball to him, Sasha catches and starts the game again. If Sasha doesn’t catch, then the same child remains as the driver. You can call 2 or 3 types of walking, you can all 4.
  Inactive game “What has changed? "
The physical education instructor puts small rubber toys in front of the children, offers to carefully look at and remember them. On command: “They closed their eyes!” »The children close their eyes, and the instructor quickly swaps toys or removes one. On command: “Opened your eyes! »The children open their eyes and answer what has changed or what has died. The most attentive children are celebrated. The game is repeated 2-3 times.
The mobile game "Defense of Fortification"
  Children become in a circle. With the help of the account, a defender is selected, which protects the size of the pins, standing in a small drawn circle in the center of the large one. Players try to knock down the pins with the ball. The ball can be thrown, but it is impossible for the thrower to leave the ball and change the place. The one who manages to knock down the pins becomes the defender.
Inactive game "Trickle"
  Children become couples, holding hands, stand with each other and form a long "corridor", hands raise up. One child left without a pair starts the movement of the brook. He walks into the brook from the end of the “corridor”
  and goes to the beginning of the brook, taking by the hand of a comrade from you a couple whom he wants. Left without a child | away from the stream to the end of the “corridor”, then it enters the stream, taking whatever it wants by the hand, etc. Thus, the stream slowly flows, moving forward.
The mobile game “Race and Runners”
  The area for playing 3x3 or 5x5 m is outlined. Children are divided into two teams: horses and runners. On one side of the site is the horse’s house. Runners scatter across the playing field within its borders. The horses send one of their team to the field (to the site). A horse catches runners jumping on one leg. The physical education instructor calls the horse: “Home! ". He returns, and instead, the next player in turn jumps out into the field. And so the horses change all the time. Captured runners are captured by horses. The game ends when all the players in the field
  caught. Then the teams change roles. The game is repeated.
Sedentary game "Affectionate words"
  Children stand in a circle and, passing the ball in any direction, say affectionate words, for example, Sasha says: “Darling” and passes the ball to Katya, she says: “Sunny” and passes the ball to Kristina, etc. Those who have the words repeated considered losers and exit the game. The winner is the one who pronounces more affectionate words.
Mobile game: "Burners"
  Players become columns in pairs. In front of the column, a line is drawn at a distance of 2-3 steps. With the help of the reading room, they select the driver, he stands on the line, his back to the players and says:
Burn, burn clearly, so as not to go out,
  Look at the sky, the birds are flying, the bells are ringing.
  One, two, three - run!
  With the end of the words, the children standing in the last pair scatter to the sides forward along the column and join again before the driver catches one of the players. If the driver managed to do this, he forms a new pair, standing in front of the column. And the player who is left without a pair becomes a driver. The game continues until each pair runs through.
Inactive game "Colors"
  With the help of the reader, the "owner" and "buyer" are selected. The rest of the players are “paints”. Each paint invents a color for itself and quietly calls it the “owner”, who invites the “buyer”. "Buyer" approaches the players, and there is a conversation:
  - Knock Knock!
  - Who's there?
  - Customer.
  - What did you come for?
  - For the paint.
  - For what?
  - Behind the blue.
  If there is no blue paint, then the “master” replies: “Follow the path, bring me the blue boots, wear it, wear it and bring it back! "If the" buyer "guessed the color of the paint, then the" paint "takes away. When the "buyer" guesses a few "colors", he becomes the "owner", and the new "buyer" is selected from among the "colors".