Outdoor games and exercises for children of preparatory groups. Outdoor games Owl - Owl

Card file outdoor games for children 6-7 years old

Software Content:

To teach children to use a variety of outdoor games (including games with competition elements) that contribute to the development of psychophysical qualities (agility, strength, speed, endurance, flexibility), coordination of movements, ability to navigate in space; independently organize familiar outdoor games with peers, fairly evaluate their results and the results of comrades. Learn to invent options for games, combine movements, showing creative abilities. To develop interest in sports games and exercises (towns, badminton, table tennis, hockey, football).
card number 1
The mobile game "Lovishki"
Purpose:
Stroke:With the help of a reading room, a driver is selected - a trap and stands in the middle of the hall (platform). On a signal: "One, two, three - catch it!" all the players scatter and dodge the trap that is trying to catch up with someone and touch it with their hand (tarnish). The one whom the trap touched steps aside. When 2-3 players are caught, another trap is selected. The game is repeated 3 times. If the group is large, then two traps are selected.
card number 2
Mobile game "Nimble Guys"
Purpose:To develop dexterity, eye and accuracy of movements.
Stroke:The players are divided into triples and stand up in a triangle (the distance between the children is 1.5 m). One child in the top three throws the ball up with both hands, the second - must grab it and throw it up again, the third player catches the ball and throws it up, the first player must catch the ball, etc.
card number 3
The mobile game "Catch Your Couple"
Purpose:Exercise children while running with acceleration.
Stroke:Children stand in two lines; the distance between the rows is 3-4 steps. At the signal of the educator, a run is run on the opposite side of the site (distance 15 - 20). The player of the second rank tries to touch (stain) the player of the first, before he crosses the conditional line. The teacher counts the number of losers. When repeating a game task, children change roles.
card number 4
The mobile game "Tops and Roots"
Purpose:To consolidate knowledge about the method of growing vegetables, develop attention, visual and auditory perception, memory, exercise in the ability to catch the ball.
Stroke:1. An adult shows a vegetable (dummies or natural ones) or calls, children call him and show with movements where he grows, if on the ground they pull his hands up, if under the ground they squat. A child can also act as an adult, who himself shows vegetables.
  2. Children stand in a circle. In the center of the lead with the ball. He throws the ball to the first player and calls any vegetable. The player returns the ball to the lead and answers the tops or roots. The one who never makes a mistake wins.
card number 5
Mobile game "Do not stay on the floor"
Purpose:Exercise children in uniform running with respect to distance, develop coordination of movements in jumps.
Stroke:With the help of the reader, a driver is selected - a trap. A trap runs with the children around the hall (platform). As soon as the teacher says "Catch!" all children scatter and try to climb to any elevation (gymnastic benches, cubes, gymnastic wall). The trap is trying to take off. The guys he touched step aside. At the end of the game, the number of losers is calculated and a new driver is selected.
card number 6
The mobile game "Flies - Does Not Fly"
Purpose:
Stroke:Children stand in a row. The facilitator calls various objects and raises his hands up. Children should raise their hands only when the named object is flying. In the end, mention those who have never made a mistake.
card number 7
Mobile game "Get up in the column"
Purpose:Develop attention and speed of movement.
Stroke:Players are built in three columns (in front of each column is a cube of its own color). The teacher offers to remember his place in the column and the color of the cube. At a signal, the players scatter throughout the hall (platform). After 30-35 seconds A “Fast to Column!” Signal is given, and each child must quickly take his place in the column.
card number 8
Mobile game "Owl"
Purpose:The development of attention, reaction to a verbal command and arbitrary regulation of behavior.
Stroke:An owl nest is designated on the site. The rest are mice, bugs, butterflies. At the signal "Day!" - everyone walks, runs. After a while, the signal "Night!" and everyone stops, remaining in that position in which the team found them. The owl wakes up, flies out of the nest, runs around the children, carefully watches, and takes the one who moves, to its nest. On signal: "Day!" - The game continues.
Rules:Stay in the position proposed by the educator: stand on one knee, on toes, forming pairs, putting feet in line.
card number 9
The mobile game "Giants and Dwarves"
Purpose:Exercise children to act on a signal.
Stroke:The driver (most often an adult) explains to the guys that he can only pronounce the words "giants" and "gnomes". At the word "giants," everyone should rise to their socks and raise their hands. And with the word “gnomes," everyone should crouch down. Anyone who is mistaken leaves the game.
  Of course, the driver wants the players to make mistakes. To do this, he first pronounces the words "giants!" loud and bass, and the “dwarves" - in a quiet squeaky whisper. And then, at some point - the opposite. Or saying "giants", the driver crouches, and saying "gnomes" - rises on toes.
  The pace of the game is accelerating and all players are gradually eliminated. The last player who has never made a mistake becomes the driver.
card number 10
Mobile game "Fishing Rod"
Purpose:Exercise in jumps with vigorous pushing with two legs off the ground and bending the legs under you during the jump.
Stroke:Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, at the end a sand bag is tied. The teacher rotates the bag on a rope in a circle above the ground itself (floor), and the children jump up, trying so that the bag does not touch their legs. The teacher rotates the bag in both directions alternately.
card number 11
Mobile game "Fast pass"
Purpose:
Stroke:The players become 3-4 rows and are located half a step apart. The first player in each line has a large diameter ball. At the signal of the teacher, the children begin to pass the ball from one hand to another. The last player in the line, having received the ball, raises it above his head.
card number 12
The mobile game "Don't Get Caught"
Purpose:
Stroke:A circle is drawn on the floor (ground) (or laid out from the cord). All players become around the circle at a distance of half a step. The driver is selected. He becomes in a circle anywhere. Children jump in and out of a circle. The driver runs in a circle, trying to touch the players at a time when they are in a circle. The child whom the driver touched, steps aside. After 30-40 seconds. The game stops. Another driver is selected, and the game is repeated with all the children.
card number 13
The mobile game "Circular Lapta"
Purpose:Develop children's agility in ball games and speed in running with dodging.
Stroke:Children are divided into two teams. Players of one team stand in a circle, each holding a ball. Players of the second team are inside the circle. The task of the players of the first team is to touch (ruin) those who are inside the circle. Children inside the circle try to dodge. When at least a third of the players are settled, the teams will switch places.
card number 14
The mobile game "Shapes"
Purpose:The development of attention, orientation in space, the ability to act on a signal.
Stroke:At the signal of the educator, all the children scatter around the hall (platform). At the next signal, all the players stop at the place where the team found them, and takes any position. The teacher notes those whose figures were the most successful.
Options:To the signal: "Stop! Two!" - build a figure in pairs. The next "Stop! Three!" - in the top three, etc. to five.
card number 15
Mobile game "Ball over the head"
Purpose:Develop the speed and accuracy of movements when passing the ball.
Stroke:The players are divided into triples. Two guys throw the ball to each other, and the third stands between them and tries to touch the ball. If he succeeds, he changes places with the player who threw the ball.
card number 16
The mobile game "Pass on the go"
Purpose:Development of attention, speed and accuracy of movements when passing the ball.
Stroke:The players are divided into pairs, and stand on the starting line. In the hands of one player of each pair, a ball of large diameter. At the signal of the educator, the children, throwing the ball along the ball to each other, move to the opposite side of the hall (platform) to the indicated line (distance 10m). There is a couple who quickly and without losing the ball reached the finish line.
card number 17
The mobile game "Flight of birds"
Purpose:Exercise in climbing, developing dexterity and strength.
Stroke:On one side of the hall are children - birds. On the other side are various benefits - gymnastic benches, cubes, etc. - these are trees. On the signal "Birds fly away!" children, flapping their arms like wings, scatter around the room. At the signal "Storm!" all birds run to the trees and try to take any place as soon as possible. When the teacher says, "The storm has stopped!". Children descend from the heights and again scatter around the hall - "the birds continue their flight."
card number 18
The mobile game "Echo"
Purpose:Exercise in the development of phonemic hearing and the accuracy of auditory perception.
Stroke:Before the game, an adult addresses the children: Have you ever heard an echo? When you travel in the mountains or through the forest, pass through an arch, or are in a large, empty room, you may encounter an echo. That is, of course, you will not be able to see it, but you can hear it. If you say: “Echo, hello!”, Then it will also answer you: “Echo, hello!” Because it always repeats exactly what you say to it. Now let's play the echo.
  Then they appoint a driver - "Echo", which should repeat what they say to him.
card number 19
The mobile game "Jump - Do Not Back"
Purpose:Exercise in jumping on two legs, develop strength and agility.
Stroke:The players are built in two columns and stand at a distance of two steps from each other. In front of each column are two drivers with a taut rope in their hands (length 1.5 - 2m). Drivers raise the rope to a height of 20 cm and, at the signal of the educator, lead it under the feet of the players, and they must jump over the rope.
card number 20
Mobile game "Run out"
Purpose:To consolidate the skill of walking and running with a change in the direction of movement, the ability to act on the signal of the educator.
Stroke:The players stand in a circle. 5-6 guys go to the center of the circle. Standing in a circle hold hands and start running right or left (or brisk walking), and the guys in the center of the circle clap their hands. At the signal of the educator "Stop!" those running in a circle quickly stop and raise their clasped hands up. The teacher out loud counts to three. During this time, those standing in the center of the circle should quickly run out of the circle. After the “three” count, the children give up. Anyone who remains in the circle is considered a loser.
card number 21
Mobile game "Ball to the driver"
Purpose:
Stroke:The players become 3-4 columns (or 3-4 circles). At a distance of 2-2.5m from each column, the driver gets up with the ball. At the signal of the educator, the drivers throw the ball to the standing first players, and those who catch them, return them back and run to the end of their column. Then the drivers throw balls to the following players, etc.
card number 22
The mobile game "Frogs"
Purpose:Practice jumping and throwing the ball.
Stroke:Children are built in 3 or 4 columns and stand in front of the wall at the original line. In the hands of the first in the column of players is a ball of medium or small diameter (depending on the preparedness of the children). The distance to the wall is 1.5 - 2m. The child throws the ball against the wall, and jump over it after bouncing on the floor (ground). The second child in the column picks up the ball, throws it against the wall, jumps over the ball after the rebound, and so on. Each subsequent player, after completing the exercise, stands at the end of his column.
card number 23
The mobile game "Tricks with ribbons"
Purpose:Exercise while running. Develop agility, ability to quickly navigate.
Stroke:Children are built in a circle; each has a colored ribbon tucked behind the waist. In the center of the circle is a trap. At the signal of the tutor: "One, two, three - catch it!" - the children scatter around the site. A trap runs after the players, trying to stretch a ribbon from someone. At the signal of the educator: "One, two, three, run in a circle!" everything is built in a circle. The teacher offers to raise their hands to those who lost the ribbon, that is, lost, and counts them. The trap returns the ribbons to the children, and the game is repeated, with a new driver.
card number 24
Mobile game "Carrying balls"
Purpose:Develop the ability to perform movements on a signal. Exercise fast run.
Stroke:Players are built in two columns and stand on four sides of the hall (platform). In the center is a large-diameter hoop (or basket), in which lie small balls by the number of players. At the command of the educator, the children in the columns first run to the hoop, take one ball, return and stand at the end of their column. The second players start running after the first cross the marked line, etc. The team that quickly and without errors completed the task wins.
card number 25
Quick Take mobile game
Purpose:Develop the ability to perform movements on a signal.
Stroke:The players form a circle and perform walking around objects (cubes, balls, pins); 2-3 items less than players. Suddenly, the teacher gives a signal: "Quickly take it!". Each player must take an object and raise it above his head. Anyone who did not have time to take the item is considered a loser.
card number 26
Mobile game "Guess whose voice?"
Purpose:To consolidate the skill of walking in a circle.
Stroke:The driver stands in the center of the hall and closes his eyes. Children form a circle, not holding hands, walk in a circle to the right and say:
  We gathered in an even circle
  Let’s turn around at once,
  And as we say: "Lope - lope - lope",
  Guess whose voice.
  The words "skok - skok - skok" are uttered by one child (as directed by the teacher).
  The driver opens his eyes and tries to guess who said these words. If he guesses, this player takes his place. If the driver has not guessed, then when the game is repeated, he performs this role again. Children go in a circle in the opposite direction.
card number 27

Purpose:Develop accuracy in exercises with the ball.
Stroke:The players line up in front of the wall (fence) and throw the ball against the wall, catching it after bouncing off the ground (with clap, squat, etc.)
card number 28
Mobile game "Mousetrap"
Purpose:To develop endurance in children, the ability to coordinate movements with words. Exercise while running with crawling.
Stroke:Players are divided into two unequal groups. Smaller - forms a circle - "mousetrap", the remaining "mice" - they are outside the circle. Those who play, depicting a mousetrap, hold hands, and begin to walk in a circle, saying: "Oh, how tired of the mice, they all chewed. Everyone ate. Take care, cheats, we will get to you! Here we put the mousetraps, we will catch everyone now." Children stop and raise their clasped hands up, forming a gate. Mice run into and out of the mousetrap. According to the teacher "Slam!" children standing in a circle lower their hands and crouch - the mousetrap slammed shut. Players who do not have time to run out of the circle are considered to be caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children change roles.
card number 29
The mobile game "Intrigue"
Purpose:Develop creative abilities of children, orientation in space, attention.
Stroke:With the help of a reading room, a playman is chosen, which 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.
card number 30
The mobile game "In places"
Purpose:To form the skills to throw and catch the ball, to be dexterous, attentive, to develop the eye.
Stroke:The players form a circle. In front of each child lies an object (cube, bag, pin). On a signal, everyone scatter around the hall (site) in different directions, and the teacher removes one object. On the signal "In places!" All players must quickly stand in a circle and take a place with any object. Anyone who is left without a place is considered a loser.
card number 31
Mobile game "Pass the ball"
Purpose:Exercise in tasks with the ball.
Stroke:Players are built in 3-4 columns. The distance between the children in the column is one step. The first player in the column receives the ball (large diameter). At the signal of the educator, the first players pass the ball with two hands back between the legs and run to the end of their column. The following players pass the balls back and run to the end of their column and so on. When the first player is again in front of the column, he raises the ball high above his head. Repeat 2-3 times. The teacher notes the winning team.
card number 32
The mobile game "Sly fox"
Purpose:Develop endurance and observation in children. Exercise in fast running with dodging, in building in a circle, in fishing.
Stroke:The players stand in a circle at a distance of one step from each other. The teacher offers the players to close their eyes, walks around the circle behind the children and 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. Players play 3 times 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 playing 3 times in chorus ask and the fox will say: "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. The fox can be chosen by lot.
card number 33
Mobile game "Salki"
Purpose:Exercise in fast running with dodging, in building in a circle, in fishing.
Stroke:All the players freely run around the court, the driver - Salka tries to spot someone. A tainted player becomes a bullock; if the baby cannot catch anyone for a long time, the teacher appoints another driver. If the group is large, then two drivers can be appointed.
card number 34
Mobile game "Stop!"
Purpose:Exercise in walking with completing tasks on a signal, repeat the game exercises for balance.
Stroke:Players become in one line or arbitrarily close to each other. On the opposite side of the hall, the driver is standing with his back to the players. He says loudly: "Quickly walk, look do not yawn, wait!" for each word, the players step forward (rhythmically, in accordance with the spoken text). At the last word, the children stop, and the driver quickly looks around. Anyone who did not have time to stop takes a step back. The driver turns away and says the text again, and the children continue to move. A player who has managed to cross the finish line before the driver pronounces the word “Stop!” Becomes the driver.
card number 35
The mobile game "Jumpers - Sparrows"
Purpose:Exercise in jumping over the cords.
Stroke:The teacher puts a circle of rope on the floor (or draws it on the ground) (sandbags or cubes can also be guidelines). A driver is chosen - a kite (or cat). He stands in the middle of the circle. The rest of the children are sparrows, they are standing around. Sparrows jump in and out of a circle. A kite (or cat) runs in a circle and does not allow the little sparrows to be there for a long time. Sparrow, to which the driver touched, stops, raises his hand, but does not drop out of the game. The teacher notes those whom the kite (or cat) has never caught. The game is repeated after a short break.
card number 36
The mobile game "Frogs and Heron"
Purpose:Develop children's agility, speed. Learn to jump back and forth through the subject.
Stroke: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) stands 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.
card number 37
The mobile game "Hunters and Falcons"
Purpose:Exercise in a fast run, develop the speed of reaction.
Stroke:On one side of the hall (platform) are falcons. In the middle of the hall are two hunters. At the signal of the teacher "Falcons, fly!" children run across to the other side of the hall, and hunters try to catch (stain) them before they cross the conditional line. When repeating the game, other drivers are selected, but not from among those caught.
card number 38
Mobile game "Passing the ball in a row (or in a circle)"
Purpose:Develop the speed and accuracy of movements when passing the ball.
Stroke:Players are built in 3-4 lines. In the hands of the first player in each line is the ball (large diameter). At the signal of the educator, the children begin to pass the ball to each other in a row. As soon as the last player in the line receives the ball, he raises it above his head and all players must turn around and pass the ball in the opposite direction. The first in the line gets the ball, all the children turn again and take their original position. The teacher announces the winning team.
card number 39
Mobile game "Day and Night"
Purpose:Develop children's agility, speed.
Stroke:The players are divided into two teams - “Day” and “Night”. In the middle of the hall (platform), a line is drawn (or a cord is laid). At a distance of two steps from the line, the teams become their backs to each other. The teacher says: “Get ready!”, Then gives one of the teams a signal to run, for example, says: “Day.” Children run away for a conditional line, and the players of the second team quickly turn around and catch up with rivals, trying to tarnish them before they cross the conditional line. The team wins, which will have time to tarnish a larger number of players of the opposite team.
card number 40
The mobile game "Two Frosts"
Purpose:Exercise scatter in the run, develop the speed of reaction, the ability to act according to the rules.
Stroke:On the opposite sides of the site, lines indicate two houses. Players are located in one of the houses. Two drivers (Frost - red nose and Frost - blue nose) go to the middle of the platform, face the children and say:
  We are two young brothers
  Two frosts removed
  I'm Frost - red nose
  I'm Frost - a blue nose
  Which of you will decide
  On the road - the path set off?
  All playing in chorus answer:
  We are not afraid of threats
  And the frost is not terrible for us.
  After that, the children run to another house, and the frosts try to freeze them (touch them with a hand). Frozen remain in the place where they were overtaken by frost, and stand there until the end of the run. Frosts count how many guys they managed to freeze. After two runs, other Frosts are chosen.
card number 41
The mobile game "Spider and Flies"
Purpose:Continue to exercise while running in different directions, in the ability to keep balance. Develop exposure.
Stroke:In one corner of the hall is indicated by a circle (or cord) the web, where the driver lives - the spider. The remaining children are flies. At the signal of the educator, all flies scatter around the room, “fly”, buzz. The spider is on the web. At the signal "Spider!" the flies stop where the team found them. The spider comes out and looks carefully. The one who moves, the spider leads to its web. After two repetitions, the number of flies caught is counted. The game resumes with another driver.
card number 42
Mobile game "Keys"
Purpose:
Stroke:The players become in circles drawn in any order (or laid out from short cords) at a distance of 2 m from one another. The driver is selected. He approaches one of the players and asks: "Where are the keys?" He replies: "Go to ... (calls one of the children), knock!" At this time, other children try to switch places. The driver should quickly take a free circle during a dash. If the driver cannot take the circle for a long time, he shouts: “Found the keys!” Then all the players change places, the left without a place becomes a driver.
card number 43
Mobile game "Carousel"
Purpose:To develop children's rhythmic movements and the ability to coordinate them with words. Exercise in running, walking in a circle and building in a circle.
Stroke:The players form a circle. The teacher gives the children a cord whose ends are connected. The children, holding the cord with their right hand, turn left and say the poem: "Barely, barely, barely, barely, the carousels spun. And then around, around, running, running, running." In accordance with the text of the poem, children walk in circles, first slowly, then faster, then run. During the run, the teacher says: “By-ja-li”. Children run 2 times in a circle, the teacher changes the direction of movement, saying: "Turn". The players turn around, quickly grabbing the cord with their left hand and running the other way. Then the teacher continues with the children: “Hush, hush, don’t write off, stop the carousel. One, two, one, two, here the game is over!”. Carousel movements are becoming slower. At the words "That game has ended," the children lower the cord to the ground and disperse.
Rules:You can only take a seat on the carousel by phone call. Not having time to take a seat before the third call, does not take part in skating. It is necessary to make movements according to the text, observing the rhythm.
Options:Everyone must take their place. Put the cord on the floor, running in a circle behind him.
card number 44
Mobile game "Blind Man"
Purpose:Improving orientation in space.
Stroke:The teacher appoints the driver as a reading room - a blind man. He stands in the middle of the court, limited by cords. They blindfolded him and offered to turn several times. All the children scatter, and the blind man tries to catch someone.
Rules:Do not go beyond the designated border; running away from the blind man, you can squat; so that the blind man did not go outside the site, he is warned with the word "fire".
  When the children unwind in place of the presenter - the blind man, then together they say the sentence:
  - Cat, cat, what are you standing on?
  - On the porch (on the pit).
  -What do you drink?
  - Kvass!
  “Catch the mice, not us.”
  Here is another sentence option:
  - Where are you standing?
  - On Bridge.
  - What are you drinking?
  - Kvass.
  “Look for us for three years!”
card number 45
The mobile game "Passed - Sit down (baton with the ball)"
Purpose:Develop the speed and accuracy of movements when passing the ball.
Stroke:The game is held in the hall or on the court. To conduct it requires 2-3 volleyballs. Players are divided into 2-3 equal teams, which are built behind the line in the column one at a time. Ahead of each team at 6-8 meters is the captain with the ball in his hands. At the signal, the captain passes the ball to the first player of his team. He, having caught the ball, returns it to the captain and crouches. The captain throws the ball to the second player, etc. Having received the ball from the last player, the captain raises it up, and the whole team quickly gets up. The team that first completes the task wins and its captain raises the ball up. The player who drops the ball must sculpt it, return to its place and continue transferring. Also, players should not miss a turn.
card number 46
The mobile game "Polar Bears"
Purpose:Develop speed, agility, endurance.
Stroke:On the edge of the platform, which is the sea, a small place is outlined - an ice floe. On it stands the lead - "polar bear". The rest of the cubs randomly disperse throughout the site.
  “Bear” growls: “Go fishing!” - and runs to catch the cubs. Having caught one "teddy bear", he takes him to an ice floe, then catches another. After that, the two "teddy bears" caught hold hands and begin to catch the rest of the players. At this time, the "bear" leaves on the ice. Having overtaken someone, two “little cubs” join their free hands so that the caught one is between the hands, and shout: “Bear, help!”. "Bear" runs up, salvages caught and takes to the ice. The next two caught also hold hands and catch the rest of the cubs. The game continues until all the cubs are overfilled.
  The last captured player wins and becomes the “polar bear”.
Rules:The captured "teddy bear" cannot slip out from under the arms of the couple that surrounded it until it has been besieged by the "bear". When fishing, it is forbidden to grab those who play for clothes, and those fleeing to run outside the site.
card number 47
The mobile game "Frogs in the Swamp"
Purpose:Exercise in jumping on two legs with forward movement, developing strength, dexterity, speed of reaction.
Stroke:On one side of the hall (below the line) there is a driver - a crane. In the middle of the hall is a swamp (a circle laid out from a cord). Around the children are frogs and say:
  Here with a hatched rotten
  Frogs plopped into the water.
  Kwa - ke - ke, kwa - ke - ke,
  There will be rain on the river.
  With the words ending, the frogs jump into the swamp. The crane catches frogs that have not had time to jump. The caught frog goes to the crane nest. When the crane catches several frogs, they select another crane from among those who have never been caught.
card number 48
Mobile game "Ball on the wall"
Purpose:To develop attention and dexterity in children. Exercise in catching the ball with two hands.
Stroke:Children become 3-4 columns in front of the wall (shield). The player standing first in the column has a small diameter ball. The player throws the ball against the wall, then goes to the end of his column. The second player must catch the ball after bouncing on the floor and throw it on the wall, etc. The team that quickly and without loss of the ball completed the task wins.
card number 49
The mobile game "We are funny guys"
Purpose:Exercise children on the run. To strengthen the ability to act on a signal.
Stroke:Children stand outside the line on one side of the playground (hall). In the center of the site are two drivers. Children chorus say:
  We are funny guys.
  We love to run and jump.
  Well, try to catch up with us!
  One - two - three - catch it!
  After the word "Catch!" children run across to the other side of the playground, and the drivers catch up with them. The one whom the driver has settled has stepped aside. As soon as the children cross the finish line, the number of losers is calculated. The game is repeated with other drivers.
card number 50
The mobile game "Hunters and Ducks"
Purpose:
Stroke:Children are divided into two equal teams - hunters and ducks. Ducks are in the middle of a big circle. Hunters throw the ball (large diameter), trying to moor them ducks. The duck touched by the ball is out of the game. When most (about a third) ducks are settled, the teams change roles.
card number 51
The mobile game "Quiet - Loud"
Purpose:To develop observation, attention, the ability to listen to the signal and act in accordance with it.
Stroke:With the help of the reader, the driver is selected, he becomes in the center of the circle and closes his eyes. The teacher gives one of the players an object that can be hidden (cord, ribbon). All children except the driver know who has the item. When the driver approaches this child, the children begin to clap their hands loudly, when they move away, the pops become quieter. The game continues until the driver finds an object. If he does not succeed for a long time, then another driver is chosen.
card number 52
The mobile game "Wolf in the Ditch"
Purpose:Exercise children while running, jumping. To strengthen the ability to act on a signal.
Stroke:In the middle of the hall (platform), two parallel lines are drawn (or they put ropes) at a distance of 80-90 cm from one another - this is a ditch. On one side of the site below the line is the house of goats. Choose a driver - a wolf. All goats are located in the house (below the line). The wolf becomes a moat. At the signal of the teacher: "Wolf in the moat!" goats run to the opposite side of the hall, jumping over the moat, and the wolf tries to catch them (touch it with his hand). The wolf takes the captured goats to the side. The signal again. After two dashes, all captured goats return to their home and a new driver is selected.
card number 53
The mobile game "Who's Rather Up to the Ball"
Purpose:Exercise children while running at speed.
Stroke:Children stand in two lines. Assignment: as soon as possible to reach the object, pick it up and lift it above your head (distance 10m). At the command of the educator "March!" exercise performs the first line. The teacher marks the first three participants. Then the second group performs the task, the teacher notes the winners.
card number 54
The mobile game "Pass with the foot"
Purpose:Develop agility in ball games.
Stroke:The players stand in circles of 3-4 people. In the center of each circle is a lead, in front of it lies a ball of large diameter. The driver rolls the ball to the players with his foot (pass with his foot); each child, having received the ball, holds it for a few seconds, taking it with his foot, and sends it to the driver again.
card number 55
Mobile game "Burners"
Purpose:Exercise while running at speed.
Stroke:Players are built in two columns, holding hands in pairs. Ahead is the driver. The guys say in unison:
  Burn, burn clear
  To not go out.
  Look at the sky:
  Birds fly
  The bells are ringing!
  One - two - three - run!
After the word "Run!" the children in the last pair lower their hands and run to the top of the column: one to the right and one to the left of the column. The driver is trying to catch one of the guys before he can again hold hands with his partner. If the driver manages to do this, he holds hands with the caught and they stand in front of the column. Left without a pair becomes a driver. To increase motor activity, you can divide the children into two teams.
card number 56
Mobile game "Passing the ball in the column"
Purpose:Develop children's agility, speed in ball games.
Stroke:Children are built in 3-4 columns; the distance between the players is one step. The first standing in the column is the ball (large diameter). At the teacher’s signal, the children begin to pass the ball back with both hands over their heads (leg stance shoulder width apart). The last player in the column receives the ball, runs to the beginning of the column and passes the ball in the same way. The task is carried out until the first player in the column is the player who stood first before the start of the game. The team that quickly and without loss coped with the task wins.
card number 57
Game exercises with football elements
Purpose:To develop speed while running, dexterity, coordination of movements, the ability to navigate in space, to instill a sense of collectivism in children, mutual assistance.
"Ball into the wall."The players are located in front of the wall (fence) at a distance of 3m from it. Each child has a ball that he beats at an arbitrary pace on the wall alternately with his right and left foot.
"Nimble guys."The players are arranged in pairs throughout the site. Each pair has one ball. The distance between the children is 2m. Assignment: send the ball to the partner with the right and left foot in turn.
"Circle for sure."Various objects (cubes, stuffed balls) are placed throughout the site. The child traces the ball around the objects with his right and left foot, not releasing it far from himself.
"Goal to the goal."With the help of several cubes the gates are designated. Players take turns at the starting line (distance from the goal 5m) and try to accurately score the ball into the goal with the exact movement of the leg (right or left).
"Knock down the subject."At a distance of 4m from the original line, pins are placed on the same line. Assignment: after a small run, hit the ball with a blow to the ball.
"Precise pass."The players are divided into pairs. Each pair has one ball. Children move from one side of the court to the other, beating the ball to each other with their right and left legs alternately.
"Quick pass."The players become a semicircle (a small group, the distance between the players is 2 m), in front of them leading with the ball. He quickly and accurately kicks the ball with the foot of the first player, and he returns the ball with the same movement, etc. Then the driver changes places with the first player on the team. The exercise is repeated with another driver.
"Smartly and quickly."Those playing in a row lead the ball in a run to the other side of the court, slightly knocking it out with their right or left foot so that it does not roll far.
"Pass in a circle."The players stand in a circle (a small group of children) and, rolling, hit the ball, send it to each other with a weak, but precise movement of the right or left foot.
"Pass in a circle."The players are standing in a circle, in the center is a teacher with a ball. He sends the ball to the children in turn. Having received the ball, the child stops it and sends it back to the teacher in the same movement.
"Pass in the top three."Children become triples at a distance of 2m from each other. One player has a ball. The players pass the ball to the right in a circle with one foot, then to the left, and so on several times.
"Hit the gate."Children lead the ball from one side of the court to the other to the designated line (distance 10m) and, not reaching 2m to the goal, try to score the ball into the goal.
card number 58
Game exercises with badminton elements
Purpose:To develop agility, speed, coordination of movements.
don't drop it.The players become in a circle (semicircle) or line. The legs are slightly apart, in the hands of each child a shuttlecock. Task: toss the shuttlecock up with one hand and catch it in the air.
"Throw it - catch it."Throwing a shuttlecock with one hand and catching it with the other, standing still and in motion (a short distance).
"Shuttlecock towards."Children stand in two lines; the distance between the rows 2m, at a distance of arms extended to the side of each other. Every child has a shuttlecock. At the signal of the teacher, each child throws a shuttlecock to the child opposite. The main thing is that the shuttlecocks do not fall and do not collide during the transfer.
"Throw in the ring."The players stand in a column one at a time (group of 4-6 children) in front of the basketball hoop (height from the floor 2m). Every child has a shuttlecock. At the teacher’s signal, the first child in the column approaches the ring and throws the shuttlecock from the bottom up with his right (left) hand, trying to get into the ring.
"Reflect the shuttlecock."Children stand in two semicircles at a distance of one step from each other. Every child has a racket. The driver is selected; he stands in front of the players and alternately throws a shuttle to them, and they beat him. After a while, another driver is selected.
"Hit the shuttlecock."Children become in a circle (semicircle). Each player has a racket and shuttlecock. Children throw a shuttlecock with a racket, trying to hit as many times as possible and prevent the shuttlecock from falling to the ground.
"Go through - don't drop it."The players are in the line. Each child has a shuttlecock and a racket. At the command of the teacher, the children throw a shuttlecock with a racket, moving forward in steps. The pace is arbitrary.
"Shuttlecock through the net."In the middle of the platform (hall) at a height of 120 cm from the floor, a mesh (or cord) is stretched. Two teams of 5-6 people play each. Players stand on either side of the net. Children from one team serve the shuttlecock (3-4 times), and children from the second team beat the shuttlecock to the opposite side through the net. Then the teams change roles.
card number 59
The mobile game "Do Not Back"
Purpose:Exercise children in walking and running with a snake, enrich motor experience, develop coordination of movements, orientation in space.
Stroke:in parallel in two rows at a distance of 40-45 cm from each other are placed 6-7 pins from the starting line after 2 m. All players are lined up in two columns. On a signal, the children run after each other with a "snake" between the pins, running around them on one side and the other, returning to the starting line. The team that did not hit a single pin is the winner.
card number 60
Mobile game "Third Extra"
Purpose:Learn to follow the rules of the game, develop agility and speed of running.
Stroke:The players become pairs in a circle facing the center so that one of the pairs is in front, and the other is behind him. The distance between the pairs is 1-2 m. Two drivers take a place behind the circle: one runs away, the other catches him. Fleeing from the chase, the runaway can stand in front of any pair. Then the one standing behind is the "third superfluous" and must run away from the second driver. If the catch-up touches the runaway, then they change roles. No one should stop a player from running away from a pursuer.
Options:1. Standing behind in a pair of "third superfluous" should not run away, but to catch up with the second driver.
  2. Players stand in pairs facing each other and hold hands. The runner can stand between the hands of any pair. To whom he will stand his back, that "third superfluous"   and must run away.
  3. The players walk in circles in pairs, hold each other's hands, and free hands on the belt. The runaway, fleeing persecution, can take someone's arm at any time. Then, standing on the other hand becomes runaway. The same game can be played to music.
card number 61
Mobile game "Whoever is called, he catches"
Purpose:To develop attention, dexterity, speed of reaction to a signal.
Stroke:Children walk or run around the playground. Adult holds ball in his hands. He calls the name of one of the children and throws the ball up. The named one must catch the ball and throw it up again, saying the name of one of the children. Throw the ball should not be too high and in the direction of the child, whose name is called.
card number 62
Mobile game "Gawker"
Purpose:To develop attention, coordination of movements, dexterity, tracking eye function.
Stroke:Children stand in a circle at a distance of one step from each other. One of the players is holding a ball. At the command of the teacher, the child begins to throw the ball, calling by the name of the one to whom the ball is thrown. The ball must be caught. Who dropped the ball rises in the center of the circle and performs any exercise with the ball.
Rules:The ball is thrown through the center of the circle. If the player drops the ball during the exercise, he is given an additional task.
card number 63
Mobile game "Stop!"
Purpose:Develop auditory attention, spatial orientation, visual-motor coordination.
Stroke:The players become in a circle. The driver goes into the middle of the circle with a small ball. He throws the ball up (or hits it hard on the ground) and calls someone else’s name. The child, who was named, runs after the ball, the rest scatter in different directions. As soon as the named child picks up the ball, he shouts: "Stop!". All players must stop and stand motionless where the team found them. The driver is trying to hit the ball with someone. Those who throw the ball can dodge, crouch, bounce, without leaving the spot. If the driver misses, then he runs after the ball again, and everyone runs away. Taking the ball, the driver again shouts: "Stop!" - and tries to deceive one of the players. Settled becomes the new driver, the game continues.
Rules:The one who throws the ball must dodge, crouch, bounce, without leaving the spot.
card number 64
Mobile game "Mice and houses"
Purpose:To consolidate the ability to quickly change direction, act on a signal.
Stroke:Using the reader, the driver is selected. The rest of the children stand in circles or circles drawn on the floor and take places in them - "Mice in the 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, left without a place, becomes a driver. If it does not succeed, then he goes from house to house with a request to sell the house. If the driver says: “The cat is coming!”, Then everyone should switch places, and the driver seeks to occupy someone else's house.
card number 65
The mobile game "Four Elements"
Purpose:Develop attention, observation, the ability to quickly make decisions, expand vocabulary.
Stroke:Players stand in a circle. Explain to children that there are 4 elements: water, earth, air, fire. For example, fish, frogs, crayfish live in water, people, animals, insects, etc. live on the ground, and nobody 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 the ball cannot be caught. 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.
card number 66
Mobile game "Stander"
Purpose:The development of motor and communicative abilities, agility, quick reactions and coordination of movements, imaginative thinking.
Stroke:Before starting the game, the driver is selected using the reader. All participants in the game stand in a circle, and leading to the center of the circle. He throws the ball high and shouts “Stander - Olya!” Loudly, calling the name of any of the children. Now the one whose name is given becomes the driver. He tries to catch the ball as soon as possible. And all the other children scatter, trying to be as far away as possible from the new driver. As soon as they managed to catch the ball, the driver shouted “Stander-stop!”. After that, everyone is obliged to stop in place, and turn to face the driver. The driver chooses any of the children and calls his name: "I will go to Kolya!" After this, Kolya should fold his hands in a ring in front of him. In this "basketball" ring and the driver must get the ball. To get into the ring was easier, the driver has the right to come closer. To do this, he announces in advance, not starting the movement, how many and what steps he wants to take. The steps are: "Simple" - an ordinary step
  "Giant" is a big step. “Liliputsky” - a step is made to the length of the foot, that is, the heel of the other is attached to the toe of one leg. "Umbrellas" - a jump with a turn. "Frog" - a jump from a squatting position. For example, it may sound like this: "Before Kolya there are four Lilliputian, two giant and three umbrellas!" After that, the driver begins to move to Kolya. Here, too, have their own rules. First, you need to move along the shortest straight line, and, secondly, you must complete all of these steps and only them. Approaching Kolya, the driver throws the ball, trying to get into the ring from his hands. If you hit, then Kolya will become the new “throw-in” driver, if you don’t hit, then drive him yourself.
card number 67
Mobile game "Strengthening Defense"
Purpose:The game helps to improve the skills of throwing, catching, passing the ball, and in the case of playing with legs - stops, passes, kicks of the inside of the foot and lifting, fosters courage, quick orientation and tactical thinking.
In the center of the hall draw a small circle and a large circle with a diameter (2 and 4 m, respectively). Players are located outside. In the center of the small circle they establish a “fortification” - three clubs (pins). A “defender” is chosen, which becomes next to the fortification.
  At the signal, they try to get into the "fortification" with the ball. “Defender" interferes with this, beating and catching balls. A player who knocks down three clubs (pins) at once or a third (last) changes places with the “defender”.
Rules:1. Throw (kick) - without going beyond the circle line, otherwise the throw does not count. 2. "Defender" has no right to step beyond the line of a small circle, to hold hands
  “reinforce” or install downed maces again.
Option:Kicking game.
Directions:1. It is necessary to adjust the diameters of the circles in accordance with the capabilities of the players. 2. It is necessary to stimulate collective actions in every possible way, giving preference to ball passes, as a result of a combination of which the “defender" and "fortification" got confused turned out to be defenseless.
card number 68
The mobile game "Races and runners"
Purpose:Exercise while running, jumping on one leg, develop dexterity, orientation in space.
Stroke: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 teacher 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 are overfished. Then the teams change roles. The game is repeated.
card number 69
The mobile game "Colors"
Purpose:Exercise in the ability to run fast, be agile, follow the rules of the game.
Stroke:Among the participants choose one leading seller and one buyer monk, the remaining children become paints. Participants-paints sit in a circle or in an arbor, sometimes children become in a row. The seller quietly (in the ear) tells everyone what color of paint corresponds to him. Children remember their color. The buying monk should not know the colors of the paints. A monk comes to the paint shop and turns to the seller: - I am a monk in blue pants, I came for paint.
  - For what? Monk calls the color of the paint (for example, blue). If there is no such paint, then the seller replies: - No such! Jump along the blue path, on one leg, you will find boots, swear, bring it back! The tasks for a monk can be different: to jump on one leg, go through a duck, squat, or somehow differently. If the specified paint is present in the store, then the seller answers the monk: - There is one!
  - How much is?
- Five rubles (The monk loudly claps the seller’s palm five times). With the last clap, the name “paint” jumps up from its place and runs around the gazebo or row of other children. The monk is trying to catch up with her. If he catches up with the paint, then he himself becomes the paint, and the caught participant-paint becomes the buyer-monk and the game continues. If the monk could not catch the paint, then the game starts again.
A variant of the game in "Paint" with the player - "hell":The devil also comes to the store for paints and conducts the following dialogue with the seller:
  - Knock Knock!
  - Who's there?
  “I am a devil with horns, with hot cakes, a lump on my forehead, and a mouse in my pocket!”
  - Why did you come?
  - For the paint!
  - For what?
  After the paint was named and it was present in the store, the devil paid the seller with claps in the palm of his hand. With the last blow, the paint jumps up and runs away, and the devil at that moment must quickly utter any negotiated words.
  - Thanks buddy, keep the pie!
  As soon as the devil said the last word, the paint stops. Damn should figure the distance to the runaway paint in steps.
  The steps may be:
  ordinary steps
  giant steps
  Lilliputian steps
  bricks steps (heel to toe).
  To hell they say with what steps he should walk towards the paint. If he walked and touched the paint, then the devil himself becomes paint.
card number 70
Mobile game "Birds and a cage"
Purpose:Increase motivation for playing activities, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.
Stroke:Children are divided into two groups. One forms a circle in the center of the playground (children walk in a circle holding hands) - this is a cage. Another subgroup is birds. The teacher says: "Open the cage!" Children forming a cage raise their hands. Birds fly into the cage (in a circle) and immediately fly out of it. The teacher says: "Close the cage!" children give up. Birds left in the cage are considered to be caught. They stand in a circle. The cage grows, and the game continues until 1-3 birds remain. Then the children change roles.
card number 71
The mobile game "North and South Wind"
Purpose:Develop stamina and attention; to improve the ability to run.
Stroke:Choose two drivers. A blue ribbon is tied to one hand - this is the north wind, the other red - this is the south wind. The remaining children run around the site. The north wind is trying to freeze as many children as possible, to touch them with a hand. Frozen take some kind of pose (arms to the sides, up, on the belt, stand on one leg, etc.). The south wind seeks to unfreeze the children, also touching his hand and exclaiming: "Free!" After 2-3 minutes, new drivers are prescribed, and the game is repeated.
card number 72
Mobile game "Catches on one leg"
Purpose:Develop coordination, learn to navigate in space.
Stroke:Choose a trap. At the signal of the educator: "One, two, three! Catch!" children scatter around the site. The traps catch them by touching the hand. Caught are sidestepped. The game is repeated 3-4 times. You can’t catch the one who managed to get on one leg in time and wrap his arms around his knee. When 3-4 children are caught, a new trap is chosen.
card number 73
The mobile game "Pairs in pairs"
Purpose:Exercise in running, in the ability to navigate in space, to develop agility, speed.
Stroke:Choose a driver. At the signal of the teacher, the children scatter. The driver catches, touching the runner with his hand. Caught paired with the driver. They hold hands and catch other children. Caught also form a pair and participate in fishing. The game ends when all the children are caught. The child caught last becomes a driver.
card number 74
The mobile game "Hares in the garden"
Purpose:Exercise in climbing and jumping over objects. Develop strength, agility, coordination.
Stroke:2-3 gymnastic benches are placed across the court. This is a fence. On one side of the fence is a clearing where rabbits (children) frolic, and on the other hand there is a garden where cabbage grows. Having frolic in the meadow, the hares climb over the fence (or crawl) and enjoy the cabbage. When all the hares got into the garden, the teacher says: "The watchman is coming!" Hares run away into the clearing, jumping over the fence. The loser is the one who incorrectly performed the jump or the last to leave the garden. The game is repeated 4-5 times.
card number 75
The mobile game "Catching Monkeys"
Purpose:To develop initiative, observation, memory, and dexterity in children. Exercise in climbing, on the run.
Stroke:Children depicting monkeys are located on one side of the playground near the gymnastic wall. On the opposite side are monkey catchers (4-6 children). They want to lure monkeys from trees and catch them. Catchers agree on what kind of movements they will make. They go to the middle of the site and show the intended movement. Monkeys at this time quickly climb on the wall and observe from there the movements of catchers. Having made movements, the catchers go to the end of the site, and the monkeys climb down from the trees, approach the place where the catchers were, and imitate their movements. At the signal of the educator, the "catchers" of the monkey run to the trees and climb on them. Catchers catch those monkeys who did not have time to climb a tree. They take the captured monkeys to themselves.
Directions:It is necessary to ensure that the children do not jump from the wall, but go down to the last crossbar. When you repeat the game, the movements of the catchers should be new.
card number 76
The mobile game "The ball after!"
Purpose:To develop large motility, visual attention, eye.
Stroke:Children become in a circle. An adult gives two children standing in different places a ball. Then he says: "The ball is after!" - and the children simultaneously begin to pass them on to their comrades. If one ball catches up with the other, that is, both fall into the hands of one child, then he leaves the game for a while. The teacher gives balls to other children, and the game continues.
Rules:The ball is passed on signal, not missing the players.
card number 77
The mobile game "Hunters and Hares"
Purpose:Exercise in the ability to throw at a moving target, climb (jump) over an obstacle, run fast.
Stroke:On one side of the site there is a place for hunters. On the other side are houses for hares. In each house there are 2-3 hares. The hunter walks around the site, pretending that he is looking for traces of hares, and then returns to his place. On signal: "Hares!" - run out of their houses into the clearing and jump on two legs, moving forward. On a signal: "Hunter!" - hares run to the houses. And the hunter throws a ball at them. A hare hit by the ball is considered to be shot. The hunter takes him to himself, he becomes an assistant to the hunter. The game is repeated several times, after which a new hunter is chosen.
Directions:The hunter may have several balls in his hands; shoot hares in the houses, you can not.
card number 78
Mobile game "Flock"
Purpose:Improve the ability to maintain distance during movement, develop attention, speed of reaction.
Stroke:Children are slowly running around the site - this is a flock of birds. Ahead is the leader. He leads the flock along the site around the sandbox and the slide (or other structures) along the track (in full view of the educator). The flight lasts 0.5-1 minutes (it is not allowed to overtake the leader). The teacher hits the tambourine, the flock disintegrates. Everyone seeks to quickly find some shelter (bush, tree) or flutter on a twig (stand on a log, boom, sandbox side, etc.). The last bird to hide is one repetition out of the game. A new leader is appointed, and the flock flies after him in the opposite direction. The game is repeated 3-4 more times. At the end, a leader is noted who has withstood the desired pace of running and has chosen the most interesting route.
card number 79
The mobile game "Ice, wind and frost"
Purpose:To train agility, endurance, develop speed skills.
Stroke:The players stand in pairs facing each other and clap their hands, saying:
  - Cold ice
  Transparent ice
  Sparkle, ring:
  "Jin, jin ..."
  They make cotton for every word: first in their hands, then in the hands of a comrade. They clap their hands and say: “Jin, jin” until they hear a signal: “Wind!”. Ice children scatter in different directions and agree who will build a circle with whom - a big ice. To the signal "Frost!" all line up and hold hands.
Rules:Those children with the largest number of players in the circle win. It is necessary to negotiate quietly about who will build the ice with whom. Agreed children join hands. You can only change movements by the signal "Wind!" or "frost!". It is advisable to include different movements in the game: jumps, easy or fast running, side gallop, etc.
card number 80
Mobile game "Bumblebee"
Purpose:Develop attention, speed, ability to act on a signal.
Stroke:The players are sitting in a circle. Inside the circle, a ball rolls on the ground. Playing with their hands, they roll him away from themselves, trying to force the other, (to get on his feet). The one touched by the ball (stung) turns his back to the center of the circle and does not participate in the game until another child is settled. Then he enters the game, and again stung turns his back in a circle.
Rules:Roll the ball only with your hands; You can not catch, hold the ball.
card number 81
Mobile game "Blue, Red, Yellow"
Purpose:To learn to act on a signal, to develop speed qualities.
Stroke:Children take ribbons of three colors, tie them on each other's hand. Then all line up on one side of the site. The teacher says: “Get ready!”, And everyone takes a high start position. The signal to start the run is the name of the color of the tape, for example: "Yellow!". On this signal, children run with only a yellow ribbon. The rest should remain in place. Having reached the opposite side of the playground, the children remain there. Then the teacher calls a different color, then a third. When repeating children

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 playing 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 in which the goats live, after the other - 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.

Outdoor games for children 4-5 years old

P / and "Sovushka"

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

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

Suddenly pronounces: "The night is coming, everything freezes, the owl flies."  Everyone should immediately stop in the position in which these words found them, and not move. "Owl" slowly passes by the players and vigilantly inspects them. Whoever moves or laughs, the "owl" sends to his "hollow". After a while, the game stops, and they calculate how many people the “owl” has taken to him. After that, choose a new "owl" from those who did not get to it. That “owl” wins, which took a larger number of players.

P / and "Homeless Hare"

Goal: run fast; navigate in space.

Course of the game: “Hunter” and “Homeless Hare” are selected. The rest of the "hares" are in hoops - "houses". The "homeless hare" runs away, and the "hunter" catches up. The “hare” can get into the house, then the “hare” standing there must run away. When the “hunter” caught the “hare”, he himself becomes him, and the “hare” - the “hunter”.

P / and "Fox in the chicken coop"

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

Course of the game: On one side of the site, a chicken coop is outlined. In it perched (on benches) sit “chickens”.

On the opposite side of the site is a fox hole. The rest of the place is the yard. One of the players is assigned a fox, the rest are chickens. At the signal, the "chickens" jump from the roost, walk and run around the yard, peck grains, flap their wings. On a signal: “Fox!” - the “chickens” run away to the chicken coop and climb to the perch, and the “fox” tries to drag the “chicken”, which did not manage to escape, and takes it to its hole. The remaining “chickens” again jump from the perch, and the game resumes. The game ends when the fox catches two or three chickens.

P / and "Run quietly"

Purpose: to teach to move silently.

Course of the game: Children are divided into groups of 4-5 people, divided into three groups and line up below the line. They choose a driver, he sits in the middle of the platform and closes his eyes. At the signal, one subgroup runs silently past the one leading to the other end of the platform. If the driver hears, he says “Stop!” And the runners stop. Without opening his eyes, the driver says which group was running. If he correctly pointed out the group, the children step aside. If mistaken, they return to their places. So all the groups run alternately. The group that runs quietly and which the driver could not detect wins.

P / and "Aircraft"

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

Game progress: Before the game, it is necessary to show all game movements. Children stand on one side of the playground. The teacher says, “Ready to fly. Start the engines! ” Children make rotational movements of their hands in front of the chest. After the “Fly!” Signal, they spread their arms to the sides and scatter around the hall. At the signal “Landing!” The players are sent to their side of the site.

P / and "Hares and the Wolf"

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

Course of the game: One of the players is chosen by the "wolf". The rest are hares. At the beginning of the game, "hares" are in their houses, the wolf is on the opposite side. “Hares” come out of the houses, the teacher says:

Hares jump hop, hop, hop,

On the green to the meadow.

Pinch the grass, eat,

They listen carefully to see if the wolf is coming.

Children jump, perform movements. After these words, the "wolf" leaves the ravine and runs after the "hares", they run away to their houses. The captured "hare" "wolf" leads to a ravine.

P / and "Hunter and hares"

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

Course of the game: On one side there is a “hunter”, on the other in drawn circles, 2-3 “hares”. The "hunter" walks around the site, as if looking for traces of "hares", then returns to his place. The teacher says: "Hares ran out into the clearing." "Hares" jump on two legs, moving forward. According to the word “hunter”, “hares” stop, turn their backs to him, and he, without leaving his place, throws a ball at them. That "hare" in which the "hunter" fell is considered to be shot, and the "hunter" takes him to him.

P / and "Zhmurki"

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

Course of the game: The blind man is selected using the reader. He is blindfolded, taken to the middle of the platform, and turned several times around him. Conversation with him:

- Cat, cat, what are you standing on?

- On Bridge.

- What is in hand?

- Kvass.

- Catch the mice, not us!

Players scatter, and blindfold catches them. The blind man must recognize the captured player, call him by name, without removing the bandage. He becomes a blind man.

P / and "Fishing Rod"

Purpose: to teach you to jump correctly: push off and pick up your legs.

Course of the game: Children stand in a circle, in the center - a tutor with a rope in their hands, at the end of which a bag is tied. The teacher twists the rope, and the children must jump.

P / and "Who is more likely to the flag?"

Purpose: to develop fast running, agility.

Course of the game: Children are divided into several teams. At a distance of 3 m from the original line, flags are set. At the signal of the educator, one must jump on two legs to the flag, go around it and run back to the end of its column.

P / and "Birds and a cat"

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

Course of the game: In the big circle sits a "cat", behind a circle - "birds". The "cat" falls asleep, and the "birds" jump into a circle and fly there, sit down, peck grains. The "cat" wakes up and begins to catch the "birds", and they run away in a circle. The cat takes the caught “birds” to the middle of the circle. The teacher counts how many of them.

P / and "Do not get caught!"

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

Course of the game: The cord is laid in the form of a circle. All the players stand behind him at a half-step distance. The driver is selected. He becomes inside the circle. The remaining children jump in a circle and back. The driver runs in a circle, trying to touch the players while they are inside. After 30-40 seconds. The teacher stops the game.

P / and "Lovishki"

Purpose: to develop agility, speed.

Course of the game: With the help of the account, a trap is selected. He becomes the center. Children are standing on one side. At the signal, the children run across to the other side, and the trap tries to catch them. Caught becomes a trap. At the end of the game they say which trap is the most dexterous.

P / and "To the named tree run"

Purpose: to train in the quick finding of the named tree; pin tree names; develop fast run.

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

P / and "Find the leaf like a tree"

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

Course of the game: The teacher divides the group into several subgroups. Each offers a good view of the leaves on one of the trees, and then find the same on the ground. The teacher says: "Let's see which team finds the right leaves faster." Children begin to search. The members of each team, having completed the task, gather near the tree whose leaves they were looking for. The team that gathers near the tree first, or the team that collects more leaves, wins.

P / and "Who is more likely to collect?"

Purpose: to teach grouping vegetables and fruits; foster responsiveness to words, endurance and discipline.

Course of the game: Children are divided into two teams: "Gardeners" and "Gardeners". On the ground are models of fruits and vegetables and two baskets. At the command of the teacher, the brigades begin to collect vegetables and fruits each in their basket. The first to pick up the basket and is considered the winner.

P / and "Bees"

Purpose: to learn to act on a verbal signal; develop speed, agility; exercise in dialogic speech.

The course of the game: All the children are bees, they run around the room, flap their wings, buzz: "Ms. Ms." A bear appears (optional) and says:

The bear bear is coming

Honey will be carried away by bees.

  Bees  answer:

This hive is our house.

Go away, bear, from us,

Well, well!

The bees wave their wings, buzzing, driving the bear away.

P / and "Beetles"

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

Course of the game: Beetle children sit in their houses (on the bench) and say: "I am a bug, I live here, buzzing, buzzing: w-zh." At the teacher’s signal, the “bugs” fly into the clearing, bask in the sun and buzz, at the signal of “rain” they return to the houses.

P / and "Find a mate"

Purpose: to teach you to run fast without interfering with each other; pin color names.

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

P / and “Such a leaflet - fly to me”

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

Course of the game: The teacher with the children examines the leaves that fell from the trees. Describes them, says what tree they are from. After a while, he distributes to children leaves from various trees located on the site, and asks him to listen carefully. He shows a leaf from a tree and says: “Who has the same leaf, run to me!”

P / and (Russian folk) "Wintering and migratory birds"

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

Course of the game: Children wear bird caps (migratory and wintering). In the middle of the playground, at a distance from each other, two children are standing in the hats of the Sun and Snowflakes. "Birds" run scattered with the words:

Birds fly, grains are collected.

Little birds, little birds ».

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

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

Purpose: to develop agility, quick reaction.

Course of the game: Children playing “bees” squat. "Swallow" - in its nest. "Bees" (sitting in a clearing and humming):

Bees fly, collect honey!

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

Swallow: - The swallow flies, the bees will catch.

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

M / p / and "Dragonfly song"

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

Course of the game: Children become in a circle, pronounce the words in chorus, accompanying them with movements:

I flew, I flew, I didn’t know tired.

(Gently wave their hands.)

She sat, sat, flew again.

(Lower to one knee.)

I found friends for myself, we had fun .

(Smooth waved hands.)

A round dance led around, the sun was shining.

(Drive a round dance.)

P / and "Cat on the roof"

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

Course of the game: Children become in a circle. In the center is the “cat”. The remaining children are mice. They quietly approach the "cat" and, wagging each other's finger, they speak in unison in unison:

Hush mouse, hush mouse ...

The cat is sitting on our roof.

Mouse, mouse, watch out.

And do not get caught by the cat!

After these words, the “cat” chases the mice, they run away. It should be noted that the house is a mink - a mink, where the "cat" has no right to run into.

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.

The contest "Boyusek"

Cloud: I have a chest is not simple, and I store in it is not gold or jewelry. And I’ve been 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 -

A door is opened to us in the Land of Mood! ”

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.

One of the players - "owl" - is in a small circle (in the "nest"). The rest freely run and jump, depicting bugs, butterflies, frogs. By the signal of an adult: “The night is coming!” - everyone stops, and the owl flies out to hunt. All players freeze in place. Noticing the player moving, the owl takes his hand and leads him into the nest. When the players hear: “Day!” - everyone starts moving again. After two or three repetitions, choose a new owl. The most dexterous and cautious are players who have never been caught in a nest.

Rules: 1) The owl does not have the right to watch the same player for a long time.

2) You can’t break out of the owl.

3) If the owl does not notice the players moving, and the “Day” signal sounds, then it flies into the nest alone, without prey.

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Outdoor games

Bell trap

Children stand in a circle and choose a trap that is given a bell. The trap is in the center of the circle. Children say:

“There are funny guys here

They love to run and jump. You try to catch them! Get ready look

And call someone! ”

In the last words, the children scatter and try to find any elevated place (bench, log, staircase, stump). A trap should have time to detain someone, ring the bell and pass the bell to the caught. A trap leads the detainee to the center of the circle, after which all the players go down and form a circle again. The game continues with a new trap.

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Outdoor games

Sardines

One player is selected who goes to hide, while all the others close their eyes and count to 30. Then the players go to look for a hiding place. When the seeker discovers a hiding place, he joins him. Purpose of the game: as soon as possible to find a hiding player. The last player becomes a driver.

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Outdoor games

Wolf and kids

The lines separate the House of the Wolf and House of the Kids. Between these "houses" "glade."

Children are divided into two teams of wolves and kids. The wolves go to bed, and the kids go for a walk in the clearing. The kids are asked: “Wolf, are you a wolf?” Wolf says: “I’m still sleeping.” So several times, then the wolves wake up and catch up with the kids. This should be unexpected.

A wolf may be one child.

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Outdoor games

Be smart

Children stand in a circle, at the feet of each bag of sand. Leading in the center of the circle. At the signal, the children jump into the circle and back through the bags, pushing off with two legs. The presenter tries to take the children away until they jump out of the circle. Salted children exit the game. The new driver is selected from those who have never been touched by the previous driver.

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Outdoor games

Whoever is called, catch him

Children walk, run, jump, etc. on the playground. The adult is among the children, he holds a big ball in his hand. Then he calls the name of one of the children and throws the ball up. The named one runs up, catches the ball and throws it up, calling by the name of one of the players, who, in turn, runs up, catches the ball, etc.

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Outdoor games

Drive the ice

A large circle is drawn with colored paint on the snow, from it in different directions 8-10 colored lines - rays, their length 2.5-3 m. At the end of these lines are children. At the toe of the right foot of each player is an ice. On a signal, bouncing on the right leg, everyone is trying to quickly drive their ice in a circle. Here you can stand on two legs, waiting for the rest of the players. After that, everyone drives his ice piece back, bouncing on his left foot and trying to adhere to the drawn line, transfers the ice to the other player. Coming first is noted.