Outdoor games for children of the kindergarten preparatory group. Card file. Outdoor games Owl - Owl

Children turn into mice, which are hunted by an owl. During the day, the mouse runs through the forest, they are not afraid, because the owl is sleeping. At night, the owl flies out to hunt, the mice hide from it (crouch and do not move). So, the day ... .... Night!

The role of an owl can be visited by several children.

4. Task "Pictograms"(on the form)

Select the desired face and stick on a frightened cloud.

Finger gymnastics "Clouds"

See lesson 6

6. Assignment “Frightened Tree”(on the form)

Find and color everyone who got scared of the fox and hid in a tree.

7. Musical task(on the form)

We listen to the music. What is her mood? A bunny with the same mood will hide in a frightened cloud.

Competition "Boyusek"

Cloud: I have a chest is not simple, and I store in it is not gold or jewelry. And I’ve gathered here ... I’m afraid The cloud opened the lid and began to show its wealth: “Here I’m afraid of the dark, and this is afraid of injections, I have fear of dogs, and thunder, and many others. Each person has their own fears: both adults and children. If someone has a lot of beads, then they can be brought to me in the chest. I keep them. When needed, you can pick it up again. Here I’ll give Pavlik afraid of heights, otherwise he is not afraid to jump from high fences and may be crippled. And I'm afraid you will save. And you, if you want, leave your fears in my chest. Who is afraid of what wants to give me?

In a circle we pass the ball. The person who received the ball continues the phrase: “I'm not afraid ...” (the psychologist shows an example).

IV stage. Reflective

Summing up, reflection, ritual of farewell "Clouds"

So it's time to say goodbye

We say to the cloud: “Goodbye! Till!"

Do you know this emotion, friends? (children answer in chorus the name of emotion)

(cloud): “I will wait for a new meeting!”

(psychologist): “Meet me, cloud again, believe me -

The door to the country of Moods is open to us! ”

Goodbye, guys!

Lesson 9

Subject:Calm

Objectives:

1. development of communication skills, overcoming tactile barriers;

2. Attracting attention to the emotional world of a person.

Materials:calm cloud, calm pencil, letterhead with tasks, colored and simple pencils, a Pretender toy (or another option for working out a sketchy image of emotion), calm pictograms, musical accompaniment, the “Logical Square” task of the A3 format,

Plan:

I stage. Organizational

Greeting

(stood in a circle)

A light cloud in the sky is floating

An adventure awaits us ahead.

Before we hit the road

Do not forget to greet a friend.

(hello Nikita! Etc. around)

(The psychologist shows the children a calm cloud)

The cloud "Hello" tells you.

What guys does it look like? (kids call emotion clouds)

A calm cloud is inviting us

And we flew after him. Forward!

(children moving around the room to slow music)

II stage. Motivational

The cloud introduces the guys to their friends and invites them to play calm games.

III stage. Practical

Conversation (by card)

The cloud offers children to consider cards with the image of various emotional states of the person and draws attention to "calm".

How can we know that a person is calm? (Answers of the children.)

The head of a calm person is slightly inclined forward. Eyes, eyebrows and mouth relaxed. There is no tension in the arms and legs. The voice is even, not loud and not quiet. The breath is steady.

Show each other how you look when you are calm. (Children complete the assignment.)

Now go as you walk, a calm person sits. (Children complete the assignment.)

Try to calmly say the phrase: "Today it was raining." (Children complete the assignment.)

2. The task "I am calm when ..."

A calm cloud introduces the children to a calm pencil that will help you write down your answers to the questions: "When I am calm, I ..." "I am calm when ...". Let's talk when you're calm

“I am calm when ...” (we write down children's answers in a calm cloud)

3. The Pretender Assignment(in front of the mirror)

Show me what your face looks like when you are calm.

Let's make the pretender calm.

We did very well!

Calm game

A cloud travels with children around the office, discusses and finds games that can be played calmly (assignment on an easel, assignment on letterhead, desktop and print games)

5. Task “Logical square”   (at the easel)

See Attachment.

What pictograms should be in empty cells. Select and attach.

4. Task "Pictograms"(on the form)

Select the desired face and stick on a calm cloud.

Games aimed at the physical development of preschoolers.

The game "Owl"

Purpose of the game: the development of dexterity, the development of the ability to act on a signal.

Equipment: chalk.

The course of the game. One of the players depicts a little owl. He sits in a nest - a small semicircle marked on the ground. The rest of the players imitate frogs, bugs, butterflies. They run, jump, wave their hands. On signalThe night has come! everyone stops and freezes in an arbitrary position. The owl will fly to hunt. Noticing the stirring, the owl takes him to his nest. On signalDay!   again everyone starts to move. According to the rules of the game, you can’t escape from the owl. The most dexterous and cautious are those who do not come across a scoop.

The game "Wolf in the Ditch"

Purpose of the game; development of the ability to navigate in space, the ability to jump, act on a signal.

Equipment: chalk.

The course of the game. At the site, approximately at a distance of 10-15 m two parallel lines are drawn. Behind one of them is the house where the goats live, and after the other there is a field. Between the house and the field two more lines were drawn at a distance of 1-1.5 m from one another. They marked the moat in which the wolf is located. On signalGoats in the field!   the players run out of the house and, jumping over the ditch, run into the field. The wolf tries to stain goats. The player spotted by the wolf stops so that the wolf can mark the number of traps. Then the goats return to the house, and the game continues. The wolf who catches more goats wins.

The game "Two frosts."

Purpose of the game: the development of speed, agility, the ability to act on a signal.

Equipment: chalk.

The course of the game. On the opposite sides of the site are two houses. In one of them are all the players, except for two frosts that are in the middle of the court. Frosts say:We are two young brothers, two frosts removed: I am frost - a red nose, I am frost - a blue nose. How many of you decide to embark on a path-way?   Children answer: We are not afraid of threats and are not
the frost is terrible to us   - and run to another house. Frosts are trying to freeze the runners by touching them with their hand. Frozen stop in place. Frosts count how many players they managed to freeze. Then choose new frosts. The best are those who managed to freeze a larger number of players.

Game "Pisces"

Purpose of the game: learn to run fast, navigate in space,ability to act on a signal.

Equipment: the game is played on site.

The course of the game. One of the players is chosen by a trap. Other players scatter around the court. The driver says loudly:I'm a trap!   These ~ words signal the beginning of the game. Lovish tries to catch up and touch one of the players with his hand. The player whom the driver touches becomes a trap, now everyone is running away from him and dodging him. A new trap is not allowed to immediately touch the former driver with his hand.

Game "Catch the Ball"

Purpose of the game: learn to throw and catch the ball,

Equipment: ball.

The course of the game. The game involves three players. Two stand at a distance of at least 3 m from each other and throw the ball. The third is between them and tries to catch the ball at the moment when he flies over it. Having caught the ball, the driver takes the place of the unsuccessfully throwing the ball, and he takes the place of the driver.

The game "Chickens and mother hen"

Purpose: to teach children to crawl under an obstacle, act on a signal, develop muscles of the abdomen, back, legs.

Equipment: rope stretched at a height of 50 cm from the floor - a house of chickens, yellow hats - masks for each child, balls.

Course of the game: an adult collects children over a taut rope in a house, puts on hat-masks for chickens, explains that chickens will go from the house to the street to look for grains. As soon as they hear that a large bird has arrived, they should quickly hide in the house.

Children and an adult crawl under the rope, begin to collect small balls scattered on the floor. At the command of an adult: "Big bird!" children are hiding in the house.

The bird may be another adult, he tries to catch the children, then the child can play the role of the bird.

The game "Go to the bear to visit"

Purpose: to improve walking skills, develop dexterity, balance.

Equipment: gymnastic wall, board 1.5-2 m. With hooks, soft toys.

Course of the game: an adult fixes the board at one end to the gymnastic wall, starting from a height of 20-30 cm, then the slope of the slide can be increased. He puts a toy on the gymnastic wall and invites the baby to visit the bear. An adult monitors the child’s posture and emotionally approves of it.

The game "Carousel"

Purpose: to develop a child’s balance in movement, running skills, increase emotional tone.

Equipment: hoop.

Course of the game: an adult offers children to take up a hoop and run under the words of nursery rhyme:

Barely, barely, barely,

The carousels spun

And then, then, then,

All run, run, run.

Hush, hush, don't rush

Stop the carousel

One-two, one-two

So the game ended.

The game can be repeated by changing the movement. You can conduct similar games-exercises for squatting, standing on toes, holding on to a hoop.

The game "Airplane"

Purpose: to develop a child’s running skills.

Course of the game: an adult offers the child to play a plane - to fly: “Run to me, we will fly!” The kid runs into the arms of an adult, who grabs him under the armpits, lifts him, whirls with him, then puts him on the ground. During movement, an adult mimics the sound of an airplane and encourages the child to repeat it: “Oooo!”

If the whirlpool causes a negative reaction in the child, then you can simply raise and hold the baby to yourself.

Game "Gray Wolf" (Tatar folk game)

Purpose: learn to run fast, without bumping into each other, navigate in space, be able to listen to the text, follow the rules of the game, cultivate friendly relationships, speed of reaction to the signal.

The course of the game. One of the players is chosen by the gray wolf. Squatting down, a gray wolf hides behind a line at one end of the platform. The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 meters. On a signal, everyone goes to the forest to pick mushrooms, berries. The leader comes out to meet them and asks (the children answer in unison):

-You, friends, where are you in a hurry?

- We go into the dense forest.

- What do you want to do there?

- We’ll pick raspberries there.

“Why do you need raspberries, children?”

- We will make jam.

“If the wolf meets you in the forest?”

- The gray wolf will not catch up with us!

After this roll call, everyone comes to the place where the gray wolf is hiding, and they say in chorus:

I will pick berries and make jam,

My grandmother will have a treat.

There are a lot of raspberries;

But you can't see wolves, bears at all!

After the words do not see the gray wolf gets up, and the children quickly run beyond the line. The wolf chases after them and tries to tarnish someone. He takes the prisoners into the den, where he hid himself.

  Heading:

Mobile game "Owl"

The guys are in a circle. One of the players goes to the middle of the circle - he will represent the owl, and all the rest - bugs, butterflies, birds. At the host’s command, “The day is coming, everything comes to life!” All the bugs, butterflies, birds run around in a circle, waving their wings. The owl is sleeping at that time, that is, it is standing in the middle of the circle, closing its eyes, slightly bending down.

When the host commands: “The night is coming - everything freezes!”, The birds, bugs and butterflies stop and stand motionless, hiding, and the owl at that moment runs out to hunt.

She looks out for those who move or laugh, and leads the guilty to her nest - the middle of the circle; they also become owls and, when the game is repeated, they all fly out hunting.

Mobile game "TWOFROST »

On the opposite sides of the site are two cities. The players, divided into two groups, are located in them. In the middle of the site are placed the Frost brothers: Frost - Red nose and Frost - Blue nose. They turn to the players with the words:

We are two young brothers

Two frosts removed:

I Frost - Red nose,

I am Frost - Blue nose.

Which of you will decide

Going on the road?

The guys answer in unison:

We are not afraid of threats

And the frost is not terrible for us! -

and begin to run across from one city to another. Frosts catch them.

The one they manage to tarnish is considered frozen. He remains in the place where he was caught, and must with open arms block the way for the players during the next dashes.

When there are so many “frozen” players that it becomes difficult to run, the game stops. New Frosts are appointed (from among those who have not been "frozen"), and the game begins again.

psychological exercises for training

The game "Owl"

purpose: the formation of a stereotype of correct posture, the prevention of impaired posture, the development of coherent oral speech.

Number of players: 6-15 people.

Instruction manual. The driver is chosen - the owl. On the site, a circle with a diameter of 1.5 meters is indicated - this is a nest of a owl. In the circle there is a owl, taking the starting position: hands on the belt, elbows back, back straight. Players hold hands, forming a large circle around the owl. At the signal, the children walk sideways with added steps and say:

Oh you, owl - an owl,
  You are a big head
  You are sitting on a tree
  The night flies, during the day you sleep.

The command is given:

The day is coming
  Everything comes to life!

Children, depicting mice, get on their toes and run in different directions, approaching the nest of the owl. The facilitator then says:

The night is coming
  Everything falls asleep!

The mice freeze in place, assuming a predetermined position of correct posture. The owl flies out to hunt, vigilantly examines the players and sends to the bench those whose posture is not correct. After 3-6 seconds, the command “Day!” Is given and the game continues.

As soon as the owl catches three mice, the game stops. A new owl is selected, and former players return to the circle. At the end of the game, players are called who have never caught a scoop, and a scoop that has caught the largest number of mice.

Guidelines. The positions taken by the mice at the time when the owl flies out to hunt:

  1. "Strong": hands to shoulders, fingers to fists, shoulder blades to bring together.
  2. “Pistol”: half squat on the right leg, left forward, hands on the belt, elbows back.
  3. “Weather vane”: half squat, arms to the sides, palms forward, back straight, knees apart, look straight.
  4. "Stork": standing on the right leg, bend the left knee, arms upside down.

P / and "Mousetrap"

Game purpose : Improve coordination and agility.

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

Ah, how tired the mice are,

They ate everything, ate everything,

Beware, cheats,

We get to you.

Here we put the mousetraps,

Let's catch everyone now!

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

m / p "Who has the ball?"

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

Game progress:

The players form a circle, the driver is selected. He becomes the center of the circle, and the rest of the children move tightly to each other, hands behind everyone's back.

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

n / a "Lovishka" (with ribbons)

purpose: Develop children's agility, quick wits. 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 signal “One, Two, Three - Catch”, the children scatter, and the trap seeks to draw 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. The teacher offers to raise their hands to those who lost the ribbon, that is, lost, and counts them. A trap returns ribbons to children. The game begins with a new driver.

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

p / and "Figures"

Purpose:   Nurture creativity.

Game progress: At the signal of the educator, all the children scatter around the site (hall). At the next signal, all the players stop at the place where the team found them and take some position. The teacher notes those whose figures were the most successful.

m / p "Find and keep silent"

Purpose:   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 item approaches the tutor and quietly reports the find. The teacher notes the guys who turned out to be the most attentive.

p / and "We are funny guys"

purpose: .

Game progress:   Children stand on one side of the playground below the line. On the opposite side of the site, a second line is drawn. In the center of the site is a trap. A trap is appointed by the caregiver or selected by the children. Children chorus say:

We funny guys

We love to run and jump.

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 up with the runners and catches them. The one to whom the trap will be able to touch before the runner crosses the line is considered to be caught. He steps aside. After 2 to 3 dashes, another trap is chosen. The game is repeated 3-4 times.

Directions   If after 2 - 3 dashes the trap catches no one, a new trap is still selected

p / and "fishing rod"

Purpose:   Improve coordination abilities, strengthen leg muscles.

Game progress:   The players are standing in a circle, the tutor will stand in the center of the circle. He holds in his hands a rope, at the end of which a sandbag is tied. The teacher rotates the rope with the bag in a circle above the floor itself (the ground), and the children jump up on two legs, trying to prevent the bag from touching its legs. Having described the bag with 2-3 circles, the teacher pauses, counts the number of people who hit the bag and gives instructions for jumping.

n / a "Quick take it"

target:   Improve the speed of response to the signal.

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

p / and "Empty space"

Purpose:   To develop the ability to navigate in space and speed

Running.

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

And I look through the windows

I'll go to one

And knock softly.

After the word “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 driver calls his name. Standing in a circle asks: “Why did you come?”. The driver replies: “We are running to the distillation,” and both run around playing in different directions. There is an empty place in the circle. The one who reaches him first remains in the circle; the latecomer becomes the driver, and the game continues.

m / p "Classes"

Purpose:Teach children to jump long.

Game progress:   Classics are painted on the asphalt (5 - 6).
  The child takes a flat pebble and throws it into first grade. Then he jumps on two legs to first grade, raises a pebble and jumps back. Throws a pebble in the second grade, and he jumps first to the first grade, and from it to the second. It also picks up a pebble and jumps through the first class. Then he throws him into third grade and so on until he goes beyond the class line. After that, the remaining children begin to jump. When the line comes back to the first child, he takes his pebble and throws it into the class that he had not previously been in. So all the children play in turn. That child from the group who will pass all classes first wins.

p / and "Do not get caught"

Purpose:   Develop agility and coordination of movement.

Game progress:   The players are arranged around a cord laid out on the floor in the shape of a circle. In the center of the circle are two drivers. At the signal of the educator, the children jump on two legs into the circle and back out of the circle as the traps approach. A player who has been “tarnished” receives a penalty point. After 50 seconds The game stops, losers are counted, the game is repeated with new drivers.

n / a "Flight of birds"

Purpose:Fasten climbing the gymnastic stairs.

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

At the signal of the tutor: “Birds fly away!” - the children, waving their arms like wings, scatter around the room; to the signal: “Storm!” - they 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 necessarily provides insurance for children, especially when descending from the gymnastic wall.

m / p "Do not stay on the floor"

Purpose:   To develop the ability to act on a verbal signal, quickly navigate the environment.

Game progress:The driver is chosen - a trap that runs with the children around the hall (platform). As soon as the teacher said: “Catch!” - everyone runs away from the trap and tries to climb to any elevation (bench, cube, stump, etc.). The trap tries to crush the runaway before they have time to rise to the dais. The children whom the trap touched step aside. At the end of the game, the number of players caught is calculated and another driver is selected. The game resumes.

n / a "Ball to the driver"

Purpose:   To develop agility and quick 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 there is a driver with a ball in his hands. Drivers throw the ball to the players of their circle in turn and get it back. When the ball passes all the players, the driver raises it above his head and says “Done!”. Whose team is faster.

n / a "Geese - swans"

Purpose:to educate children in endurance, the ability to perform movements on a signal. Exercise on the runwith dodging.

Game progress:   On one side of the hall (platform) 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 (approximately in the middle of the hall) where the wolf lives, the rest of the place is a meadow. Children who play the role of a wolf and a shepherd are selected, the rest depict geese. A shepherd drives the geese into the meadow, they graze and fly.

SHEPHERD: Geese, geese!

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

Shepherd: Do you want to?

GUSI: Yes, yes, yes!

Shepherd: So fly!

Geese: We can’t:

Gray wolf under the mountain

Doesn't let us go home.

Shepherd: So fly as you want,

Only take care of your wings!

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

m / p "Flies - does not fly"

Purpose:To develop the ability to distribute attention, to teach concentration.

Game progress:   Children are standing in a circle, in the center is an educator. He calls animate 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 if a flying object is named.

p / and "Zateyniki"

Purpose:To develop motor activity of children.

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

Equal circle one after another

We go step by step.

Stand still! Together

Let's do it like this ........... ..

Children stop, lower their hands; the player is showing any movement, and all players must repeat it.

p / and "Firefighters on the doctrine"

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

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

At the signal of the educator: “March!” - the children who are the 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 notes the child who completed the task faster than anyone else. Then the signal comes again and the next group of children runs, etc.

Purpose:   Develop mindfulness, activity of sensory systems.

Hodge games:   Players stand in a circle, in the center of the circle - a blindfolded driver. One of the children approaches the driver, the driver leading to the touch should recognize his friend. The game continues 5-6 times, each time a new driver is selected.

p / and "Frost Red nose"

Purpose:Foster agility and agility

Move: On the opposite side of the site are two houses, playing are located

In one of the houses. Leading - Frost The red nose becomes in the middle of the court facing the players and says:

I'm Frost Red nose.

Which of you will decide

On the road - the path set off?

The players answer in chorus:

We are not afraid of threats

And the frost is not terrible for us.

After the word “frost”, children run across the playground to another house, and the driver catches up with them and tries to touch with his hand, “freeze”. “Frozen” stop at the place where they were touched, and until the end of the run they stand still. The educator, along with Frost, counts the number of "frozen." After each run, a new Frost is chosen. At the end of the game, they compare which Frost froze more players.

  p / and "Hunters and hares"

Purpose :   Nurture agility

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

n / a "Bold Sparrows"

Purpose :Foster agility and agility

Stroke:Children are built in a circle, before each playing two snowballs. In the center of the circle the driver is a cat. The children depict a little sparrow and, upon a caretaker’s signal, jump into a circle through snowballs and jump back out of a circle as the cat approaches. A sparrow touched by a cat. Gets a penalty point, but does not drop out of the game. After some time, the teacher stops the game and counts the number of “settled”; a new driver is selected.

the sly fox

  Purpose:Foster agility and agility

Stroke:The players stand in a circle at a distance of one step from each other. Aside, outside the circle is the fox's house. At the signal of the educator, 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 lead - a sly fox. Then the children open their eyes, in a chorus 3 times (with a small interval) they ask (first quietly, then louder): “Sly fox, where are you?” After the third question, the sly 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 his hand). After the fox catches 2-3 children and takes them to his house, the teacher says: “In a circle!”. The game resumes.

m / p "School of the ball"

Purpose :development of agility, quick reaction, attention

Purpose:A small ball is given for the game. Children play one at a time, in two and in small groups. The player performs the task of moving in order. Having successfully dealt with one, he proceeds to the next. If the child made a mistake, he passes mex   to another. With the continuation of the game, he begins with the movement in which he made a mistake.

p / and "Bears and bees"

Purpose:Foster agility and agility

Stroke:There is a beehive on one side of the hall, and a meadow on the opposite side. On the side is the den of bears. By a conditional signal from the educator, the bees fly out of the hive (climb down from a hill (this may be a gymnastic bench, a wall, etc.)) fly into a meadow for honey and buzz. Bees fly away, and the bears run out of the den and climb into the hive (fly up the hill), enjoy honey. As soon as the teacher gives a 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 (by touching their hand). Stung bears miss one game. The game resumes, and after it is repeated, the children change roles.

n / a "Sovushka"

Purpose:Foster creative imagination

Stroke:On one side of the hall is the nest of the owl. The driver is placed in the nest - the owl. The remaining children depict birds, butterflies, beetles - scatter throughout the hall. After some time, the teacher says: “Night!” - and all the players stop in place in those poses in which they found the night. The owl flies out of its nest, flaps its wings and looks at who is moving. One who moves, an owl leads into his nest. The teacher says: “Day!” - and the butterflies, bugs, birds come to life and again begin to fly, spin. After two flights of an owl for hunting, the number of those caught is counted and a new driver is selected.

p / and "Pair running"

Purpose:Learn to run in pairs

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

m / p "Who is more likely to get to the flag"

Purpose:improve the ability to crawl on

all fours and ability to navigate

in space

Stroke:all players are sitting on chairs. At a distance of 5-6 steps from the edge of the site, a line is drawn, after which 4-5 children become. On the opposite side of the site at a distance of 18 - 20 steps, lines against each put a chair on which they put a flag. Chairs are on the same line. At the signal of the educator, 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 earlier than others. Then all those who escaped sit on chairs, and in their place the next 4-5 people fall below the line. The game ends when all the children run 1 time to the flag.

p / and “Burn, burn clearly!”

Purpose:Develop speed and agility.

Stroke:Players stand in a column in two, holding hands, in front of the column is the driver. Children in chorus say:

Burn, burn clearly, so as not to go out.

Look at the sky: birds fly

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 and one 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 couple in front of the column.

  m / and "Get into the Hoop"

Purpose:Develop eye and accuracy of motor actions

Stroke:3 teams are participating, 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. At the signal, the first players throw the ball against the wall so that, bouncing off, it falls into the hoop, then into their hands. Catching the ball, the children pass it to the next, and they themselves become at the end of the column. For each accurate throw, the team is awarded one point. The team with the most points wins.

homeless hare

Purpose:Improve sound response

Stroke:From among those playing, a hunter and a homeless hare are selected. The rest playing - hares draw circles for themselves (at home), and everyone gets into it.

The "homeless hare" runs away, and the "hunters" catch up with him. A “hare” can be saved from a “hunter” by running into any circle; then the "hare", who had flocked in the circle, should immediately run away, because now it becomes homeless and the "hunter" will catch it. As soon as the "hunter" caught (osalil) the hare, he himself becomes a "hare", and the former "hare" - "hunter".

p / and "Carousel"

Purpose:develop rhythmic movements in children and

The ability to align them with words

Stroke:Children form a circle, holding on to the cord with their right hand, go in a circle at first slowly, then faster and go on to run. The movements are performed in accordance with the text spoken aloud:

Barely, Barely, Barely, Barely

The carousels spun

And then cru-hom, cru-hom,

All run, run, run.

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

Hush, hush, do not rush!

Stop the carousel!

One - two, one - two,

So the game ended.

The movement of the "carousel" is gradually slowing down. To the words “Here the game is over!” The children stop.

m / p "knock down the pins"

Purpose:Train accuracy, strengthen the muscles of the hands

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

p / and "From hummock to hummock"

Purpose:   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 are built in two columns and, on command, perform two-legged jumps from hoop to hoop. The distance between children in jumping 2-3 hoops, in order to prevent injuries. The team that completed the task quickly and correctly wins.

n / a "Counter-dash"

Purpose:To strengthen the ability of children to run on distillation

Stroke:The group is divided in half. Players become on opposite sides of the court behind the lines in a row at a distance of at least one step from each other. 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. The children standing opposite stretch their hands forward and wait for the running ones to touch them with their hands. The one touched runs to the other side of the site, stops below the line, turns and raises his hand up. Etc.

n / a Cerso

Purpose:Develop attention, eye, coordination

movements, accuracy

Stroke:Two children stand against each other at a short distance (2-3 m). Some of them throws in the direction of another ring, and he catches them on a stick.

With a large number of participants, children, divided into pairs, stand on 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 (first 2, later 3-4) . The latter puts rings on the tip of the stick and starts them one at a time in the direction of his partner, who catches the rings on his stick. When all the rings are thrown, the counted rings are counted, after which the children change roles. The winner is the one who caught the greater number of rings.

p / and "K &