A selection of game material on the theme "Space. Outdoor games for preschoolers "Burners", "Funny guys", "Cosmonauts", etc.

   Author Information

Avilova Ekaterina Ivanovna

Place of work, position:

MBDOU kindergarten No. 72 teacher of the city of Balakovo, Saratov region

Saratov region

Lesson characteristics (classes)

The level of education:

Preschool education

The target audience:

Educator

The target audience:

Parent

Item (s):

Short description:

Outdoor games for older children

MOBILE GAMES FILES OLD GROUP

The mobile game "Sly fox"

Purpose: To develop endurance and observation in children. Exercise in fast running with dodging, in building in a circle, in fishing.

Description: The players are standing in a circle at a distance of one step from each other. Outside the circle, the house of the fox is outlined. The teacher offers the players to close their eyes, goes around the circle behind the children and says, “I’m going to look for a sly and red fox in the forest!”, Touches one of the players who becomes a sly fox. Then the teacher offers the players to open their eyes and look carefully which of them is a sly fox, whether she will betray herself with anything. Those who play 3 times ask in chorus, at first it is quiet, and then we start louder than "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 mobile game "Pass - Stand Up"

Purpose: To instill a sense of camaraderie in children, to develop dexterity, attention. Strengthen the muscles of the shoulders and back.

Description: Players are built in two columns, two steps from one another. Each stand apart at arm's length. A line is drawn in front of the columns. Two balls are put on it. On a signal to "sit down" everyone sits with their legs crossed. On a “pass” signal, the first in the columns take the balls and pass them over the head behind the seated ones, then they stand up and turn to face the column. The one who receives the ball passes it back over his head, then he gets up and also turns to face the column, etc. The column that correctly passed and did not drop the ball wins.

Rules: Pass the ball only through the head and while sitting. Get up only after passing the ball behind the seated one. Unable to take the ball runs after him, sits down and continues the game.

Options: Pass the ball to the right or left by turning the body.

Mobile game "Find the ball"

Purpose: To develop observation in children, dexterity.

Description: All the players become in a circle closely, facing the center. One player becomes the center; that is the speaker. The players hold their hands behind their backs. One is given a ball in his hands. Children begin to pass the ball to each other behind their backs. The driver tries to guess whose ball. He can ask each of the players to show their hands by saying “hands”. The player holds both hands forward, palms to the top. The one who had the ball or who dropped it, becomes in the middle, and the lead in its place.

Rules: The ball is passed in any direction. The ball is passed only to the neighbor. You can not pass the ball to a neighbor after the demand of the driver to show his hands.

Options: Put two goals into the game. Increase the number of drivers. To someone who turned out to give the ball a task: to jump, dance, etc.

The mobile game "Two Frosts"

Purpose: To develop inhibition of children, the ability to act on a signal (by word). Exercise while running with dodging in fishing. Promote the development of speech.

Description: On the opposite sides of the site, two houses are marked by lines. Players are located on one side of the court. The teacher identifies two drivers who are in the middle of the site between the houses, facing the children. These are Frost Red Nose and Frost Blue Nose. At the signal of the educator “Start”, both Frosts say: “We are two young brothers, two frosts removed. I am the Frost Red Nose. I am Frost Blue Nose. How many of you decide to start on the little path? ”All the players answer:“ We are not afraid of threats and we are not afraid of frost ”and run into the house on the opposite side of the site, and Frosts are trying to freeze them, that is touch your hand. Frozen people stop where they were captured by frost and so stand until the end of the dash of everyone else. Frozen count, after they join the players.

Rules: Players can run out of the house only after the word "frost". Those who run out earlier and who remain in the house are considered frozen. The one touched by Frost immediately stops. You can only run forward, but not backward and not off-site.

Options: Beneath one line are the children of Blue Frost, after another there are children of the Red. At the signal “blue”, blue are running, and Red Frost catches and vice versa. Who will catch more.

The 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.

Description: 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, all 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, do not write off, stop the carousel. One, two, one, two, that’s the game! ” Carousel movements are becoming slower. At the words “the game has ended”, the children lower the cord to the ground and disperse.

Rules: To take places on the carousel is possible only by 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 should take their place. Put the cord on the floor, running in a circle behind it.

The mobile game "Mousetrap"

Purpose: To develop endurance in children, the ability to coordinate movements with words, dexterity. Exercise in running and squatting, building in a circle and walking in a circle. Promote the development of speech.

Description: Players are divided into two unequal groups. The smaller one forms a “mouse trap” circle, the rest “mice” - they are outside the circle. The players, depicting a mousetrap, hold hands and begin to walk in a circle, saying: “Ah, how tired of the mice, they all chewed, everyone ate. Beware, cheats, we get to you. We’ll set mousetraps for you, 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: “clap”, children standing in a circle, lower their hands and squat, the mousetrap slammed shut. Players who do not have time to run out of the circle are considered to be caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children change roles.

Rules: Lower your clasped hands according to the word "clap". After the mousetrap slammed, you can’t crawl under your arms

Options: If there are a lot of children in the group, then you can organize two mousetraps and the children will run in two.

Guess Who Caught

Purpose: To develop observation, activity, initiative. Exercise while running, jumping.

Description: Children are sitting on highchairs, the teacher suggests going for a walk in the forest or in the clearing. There you can see birds, bugs, bees, frogs, grasshoppers, a bunny, a hedgehog. They can be caught and brought to the living area. The players follow the tutor, and then scatter in different directions and pretend that they are catching in the air or crouching on the ground. “It's time to go home,” the teacher says, and all the children, holding their animals in their hands, run home and occupy each of their high chairs. The teacher calls one of the children and offers to show whom he caught in the forest. A child imitates the movements of a captured animal. Children guess who they caught. After they again go for a walk in the forest.

Rules: To return by the signal “It's time to go home”.

Options: A train ride (sitting on chairs, imitate arms and legs movements and the sound of wheels).

The mobile game "We are funny guys"

Purpose: To develop children's ability to perform movements on a verbal signal. Exercise while running in a certain direction with dodging. Promote the development of speech.

Description: Children are standing on one side of the playground. A line is drawn before them. A line is also drawn on the opposite side. On the side of the children, in the middle, between the two lines, is a trap designated by the caregiver. Children in unison say: “We are funny guys, we love to run and ride, well, try to catch up with us. One, two, catch! ”After the word“ catch ”, the children run across to the other side of the platform, and the trap catches up with the runners. The one whom the trap touched before the player crossed the line is considered to be caught and sits near the trap. After 2-3 runs, a recount is made of the caught and a new trap is selected. Rules: You can cross to the other side only after the word “catch”. The one whom the trap touched steps aside. One who has crossed the other side, beyond the line, cannot be caught. Options: Enter a second trap. On the path of those fleeing, an obstacle is running between objects.

The mobile game "Flock and the Wolf"

Purpose: To develop the ability to perform movements on a signal. Exercise while walking and running fast.

Description: Circles, squares are outlined on one side of the site. These are buildings: calf, stable. The rest is occupied by the “meadow”. In one of the corners on the opposite side is the "lair of the wolf" (in a circle). The teacher appoints one of the players as a “shepherd,” and the other as a “wolf,” who is in the den. The remaining children depict horses, calves, which are located in the barnyard, in the respective premises. According to the teacher’s sign, the “shepherd”, one by one, approaches the “doors” of the calf’s, stables and, as it were, opens them. Playing on the pipe, he leads the whole herd to the meadow. He himself goes behind. Playing, imitating pets, nibbling grass, running, moving from one place to another, approaching the lair of the wolf. “Wolf,” the tutor says, everyone runs to the shepherd and stands behind him. Those who did not have time to reach the shepherd, the wolf catches and takes to the den. The shepherd takes the herd to the farmyard, where everyone is placed in their places.

Rules: The wolf runs out of the den only after the word "wolf". At the same time as the rushing wolf, all players must run to the shepherd. Not having time to stand behind the shepherd, the wolf leads away to him.

Options: In the game, include a "watering hole", bend over and, as it were, drink water.

The mobile game "Geese - Swans"

Purpose: To develop endurance in children, the ability to perform movements on a signal. Practice running with dodging. Promote the development of speech.

Description: At one end of the site, a “house” line is drawn, where the geese are located, at the opposite end is a shepherd. To the side of the house is the "lair of the wolf." The rest of the place is “meadow”. One teacher appoints a shepherd, the other a wolf, the rest portray geese. A shepherd expels geese to graze in a meadow. Geese walk, fly through the meadow. The shepherd calls them Geese, Geese. The geese answer: "Ga-ha-ha." "Do you want to?" "Yes Yes Yes". “So fly.” "We can not. The gray wolf under the mountain does not let us go home. ” "So fly as you like, only take care of your wings." The geese spread their wings and fly home through the meadow, and the wolf runs out, cuts off their path, trying to catch more geese (touch with his hand). The wolf takes the caught geese to him. After 3-4 runs, the number of those caught is calculated, then a new wolf and shepherd are assigned.

Rules: Geese can fly home, and the wolf can catch them only after the words "So fly as you want, only take care of your wings." A wolf can catch geese in a meadow to the border of the house.

Options: Increase the distance. Introduce the second wolf. On the way of the wolf are the obstacles to be jumped over.

The mobile game "Who will remove the tape soon"

Purpose: To develop endurance in children, the ability to act on a signal. Children exercise in fast running, jumping.

Description: A line is drawn at the site, beyond which children are built in several columns of 4-5 people. At a distance of 10-15 steps, a rope is pulled in front of the columns, a height of 15 cm above the hands of children raised up. A tape is thrown against this string against each string. At the “run” signal, all those standing first in the columns run to their tape, jump up and pull it off the rope. The first person to remove the tape is considered the winner. The ribbons are hung again, those who were the first in the column are at the end, and the rest move to the line. At the signal, the following children are running. Etc. The winnings in each column are calculated. Rule: You can run only after the word “run”. Tear off the tape just opposite your column. Options: Put obstacles in the way of running. Stretch the rope at a distance of 40 cm, under which you need to crawl without hitting it. Draw two lines at a distance of 30 cm, through which you must jump.

Mobile game "Faster in places"

Purpose: To develop orientation in space, the ability to perform movements on a signal. Exercise in fast running, walking, bouncing.

Description: Children stand in a circle at arm's length, each place is marked by an object. According to the word “run”, children go out of the circle, walk, run or jump all over the playground. The teacher removes one item. After the words "in places", all the children run in a circle and take up empty seats. The remaining children in chorus say "Vanya, Vanya, do not yawn, quickly take a place!"

Rules: A place in a circle can be taken only after the words "In places". You can not stay in place after the word "run."

Options: Do not hide the cube at the beginning of the game so that no one is left without a place. Remove 2 or 3 dice. In winter, they stick flags in the snow.

The mobile game "Trick, take the tape"

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

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

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

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

The mobile game "Hunters and Hares"

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

Equipment: ball.

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

The course of the game.

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

To the words of the educator:

Bunny jump-hop. jumping gallop

Into the green forest

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

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

The mobile game "Bear and bees"

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

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

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

Mobile game "Free space"

Purpose: To develop agility, speed; ability to not collide.

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

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

The mobile game "Wolf in the Ditch"

Purpose: To teach children to jump, develop dexterity.

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

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

The mobile game "Frogs and Herons"

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

The boundaries of the swamp (rectangle, square or circle) where the frogs live are marked by cubes (20 cm side), between which ropes are stretched. Sandbags at the ends of the ropes. At a distance the heron’s nest. Frogs are jumping, frolic in a swamp. A heron (leading) 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.

Udmurd mobile game "Water"

Purpose: to cultivate friendly relations between children.

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

Grandfather Watery,

What are you sitting under water?

Look out a little bit

For one minute.

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

The mobile game "Cosmonauts"

Purpose: To develop attention, dexterity, imagination in children. Exercise in a quick orientation in space.

At the edges of the site contours of missiles are drawn. The total number of seats in rockets should be less than the number of children playing. In the middle of the platform, the astronauts, holding hands, walk in a circle, saying:

Fast missiles are waiting for us.

For exploring the planets. But the game has one secret:

On what we want, Latecomers have no place.

With the last words, the children let go of their hands and run to take places in the rocket. Those who did not have enough space in the rockets remain at the cosmodrome, and those who sit in the rockets alternately tell where they fly and what they see. After that, everyone again gets into a circle, and the game repeats. During the flight, instead of telling about what they saw, children are invited to perform various exercises, tasks related to going out into space, etc.

The mobile game "Falcon and Pigeons"

Purpose: to exercise children in running with dodging.

On opposite sides of the site, lines indicate pigeon houses. Between the houses is a falcon (leading). All children are pigeons. They stand behind a line on one side of the site. The falcon shouts: “Pigeons, fly!” Pigeons fly (run across) from one house to another, trying not to get caught by the falcon. The one to whom the falcon touched his hand, steps aside. When 3 pigeons are caught, another falcon is chosen.

Mobile game "Birds and a cage"

Goal: increase motivation for playing activities, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.

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!” The children forming the 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 lower their hands. 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.

The mobile game "Aircraft"

Objectives: to teach children to run slowly, to keep their back and head straight while running, to observe the distance between each other, to develop orientation in space.

I   option:children run around the site, depicting airplanes (arms spread apart). Airplanes should not collide and break wings. Accident victims are approaching a caregiver. After repair, they are again sent to flight. The game lasts 2-3 minutes.

II   option:children are placed around the teacher in one corner of the playground and squat down. These are airplanes at the airport. At the signal of the tutor, the planes go flying one after another and fly (slowly) in any directions, trying not to touch each other with wings (arms outstretched to the sides). At a signal, the planes land and take their place at the airport. At the end of the game, the best flying without any accidents are noted. The game is repeated 3-4 times.

The mobile game "Who has the ball"

Objectives: to teach to keep the back straight, to strengthen the muscles of the back, to exercise the ball.

Children form a circle. Choose a driver (becomes the center of the circle), the rest are tightly moved towards each other. Children pass the ball in a circle behind their backs. The driver tries to guess who has the ball, he says “Hands!” And the one who is addressed should show both hands with their palms up. If the driver has guessed correctly, he takes the ball and becomes in a circle.

The mobile game "Owl"

Objectives: development of attention, reaction to a verbal command and arbitrary regulation of behavior.

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!” Sounds and everyone freezes, remaining in the position in which the team found them. The owl wakes up, flies out of the nest and takes the one who moves, to its nest.

The mobile game "Homeless Hare"

Goals: short-run fast running and dodging exercise, development of reaction to quick decision making.

From among those playing, “hunter” and “homeless hare” are selected. The remaining children - hares are located in houses (circles drawn on the ground). Homeless hare runs away from the hunter. A hare can be saved by running into someone’s house, but then the hare standing in the circle becomes a homeless hare and must immediately run. After 2-3 minutes, the teacher changes the hunter.

  Anastasia Smorodina
  Card index of outdoor games on the subject of "Space"

1. "Fast missiles are waiting for us"

Hoops-rockets are laid out around the hall. By the number of them several pieces less than those playing. Children hold hands and walk in a circle with the words:

Fast missiles are waiting for us

For flying to the planet.

Whatever we want

On such a fly!

But the game has one secret:

Latecomers have no place!

After the last words, the children scatter and take places in the "rockets" (if there are many children, then you can sit in one rocket for two or three people) and take different cosmic poses. Those who did not get a place in the rocket choose the most interesting and beautiful poses of the astronauts. Then everyone becomes round again, and the game starts all over again.

2. "Cosmonauts"

The game is accompanied by a musical director.

Purpose: the development of imitation of movements and speech of an adult - the repetition of the sound "U".

We launch the “U-U-U!” Rocket: Hands over the head in the shape of a cone,

Started motors "R - r - r": the movement in a circle one after another

Buzzed: “Oooh!”: Hands spread apart.

We flew to the gas station: crouched — hands forward, refueled — hands dropped.

The game is repeated several times at the request of the children.

3. "Rocket launch"

Children arrange hoops in a circle, freely run around hoops and pronounce the words:

Fast missiles are waiting for us

For flights around the planets.

Whatever we want

On such a fly!

But the game has one secret -

Latecomers have no place!

The teacher removes several hoops. The game is repeated until one hoop remains.

4. “Weightlessness”

Children sit freely in the hall, make a "swallow" and stand as long as possible. Children who have got on the second leg sit down. The child who has stood on one leg the longest wins.

5. “The sun and the rain”

Purpose: to teach children to walk and run in bulk, without bumping into each other, to teach them to act on a signal.

Children are sitting on benches. The teacher says: “Sunny,” the children walk and run around the site. After the words “Rain. Hurry home! ”The children fall into place.

6. “The Sun is the Champion”

The chosen leader-child speaks the “cosmic” calculator, during which the children become one of the planets:

There was a stargazer on the moon.

He kept records for the planets:

One - Mercury

Two are Venus

Three is Earth

Four is Mars

Five - Jupiter,

Six - Saturn

Seven - Uranus,

The eighth is Neptune. Children put on hats with the image of a planet that fell to them according to the calculation, they begin to move to the music, line up in accordance with the sound signal relative to the sun, which one of the preschool children depicts.

A selection of game material for young children on the theme of "Space"

Objectives:

To give children basic ideas about space.
  Activate the dictionary on the topic.
  Continue to form stable ideas about the shape, size, quantity, color, geometric shapes, the position of objects in space.
To teach children to perform simple experiments with sand and water.
  Improve the skills of drawing, gluing, modeling.
  To develop thinking, fine motor skills, coordination of movements.

Equipment:

Globe.
  Multi-colored buttons, a silhouette image of a flying saucer with multi-colored circles of different sizes and a set of buttons of the corresponding sizes and colors.
  Images of aliens and their planets in the form of geometric shapes.
  Schematic illustration of a rocket from geometric shapes, cut out of cardboard geometric shapes.
  Image with the image of astronauts of three sizes, images of spacesuits of three sizes cut from white cardboard.
  Glued from thick paper cone. Stickers in the form of circles, a red napkin.
  A rocket glued with black cardboard, an astronaut on a cord, a large and a small planet.
  Glue, sand, a sheet of paper with a round stencil attached on top of it.
  Capacity with sand. Pipette. A glass of water.
  Colorful clothespins, silhouette images of cardboard dinosaurs.
  Leaf background with the image of three planets of different sizes, glue, colored silhouette pictures of dinosaurs of three sizes.
  A sheet of paper with a round stencil attached on top of it, a foam swab, blue paint, fine sand.
  Plane images of whales in three sizes.
  The image of planet Earth, stones and shadows from these stones of different shapes. Silhouette image of a rocket.
  A sheet of black cardboard, plasticine of yellow and orange colors, paint, stamps with bubble wrap.
  Equipment for dynamic pause: bench, corrective path, tunnel.
  Small brooms and scoops.
  Audio recordings: “Song of young astronauts”.

Course progress:

We live on the planet Earth. That's what she looks like. (Showing the globe).

In the afternoon, when it is light, we see the Sun in the sky, our star. And at night, when it is dark, many stars light up in the sky. People looked at the sky and dreamed of flying there, into space. We learned how to build rockets and flew into space. Now people dream of flying to other distant planets, where aliens live. We cannot fly into space on a real rocket. And we can play space adventures. Now let's get started.

But aliens from other planets flew to us on a flying saucer. How do we greet them? What shall we say? Hello hi!

Didactic game "Find an Alien Rocket"

What geometric shape does this alien look like? He looks like a circle. So he flew on a round rocket. Now tell me, what geometric shape does this alien look like? To the oval. So he flies on an oval rocket. Find a suitable rocket for each alien.

Button game “Flying Saucer”

Put buttons on the circles of the appropriate size and color.

It's time for us to fly into space. But first, we will need to build our own rocket.

Didactic exercise “Build a rocket”

Pick up the rectangle and find its place in the image of the rocket.

Now lay out two squares and one triangle. And how many circles? Two circles. Lay them out in the form of windows-portholes. Now count the ovals. How many ovals do you have? There are three of them. Find them a place on our rocket.

Didactic game "Pick up the suit by size"

Before you are three astronauts. Show the highest, the lowest. For an astronaut to be able to go into outer space, he needs a spacesuit. Let's pick them the spacesuits in size.

Paper design "Rocket"

On a thick paper cone, children paste porthole circles, crush a red napkin and insert “fire” into the hollow part of the cone.

But before any flight, the astronauts train for a long time. You and I should be well trained.

Dynamic pause "Cosmonaut Training"

Children crawl along the bench, then crawl into the tunnel, after which they pass along the corrective path. (Performed to music "Song of the young astronauts").

And now, when everything is ready with us, we are flying!

Didactic exercise "In outer space"

Take your astronaut and place him in a rocket. Now the rocket is flying up. We have to go out of the rocket into outer space. Here the astronaut landed on a big planet. Now back on the rocket. He went out again and flew around the rocket. Then he must land on a small planet.

Sand planet

Dry or Wet Sand Experience

Before you is sand. Touch it. Is the sand wet or dry? Dry. How to make sand wet? Pour water. Pipette water into the sand using pipettes. What was the sand from the water? Wet.

Manual labor “Planet of sand”

A stencil is applied to a sheet of white paper and secured with paper clips.

Spread glue on the circle inside the stencil and sprinkle it with sand. Look, we've got a whole sand planet.

Dinosaur planet

Application "Dinosaurs"

Children, you have big and small dinosaurs. Large dinosaurs live on a large planet, and small dinosaurs on a small one. Stick a large dinosaur on a large planet, and a small dinosaur on a small planet.

Game with clothes pegs "Dinosaurs"

Dinosaurs have many enemies. Let's protect them. Attach the spikes to the backs of dinosaurs so that they can defend themselves from their enemies.

Water planet

Drawing "Planet of water"

(Performed with foam swabs).

A round stencil is applied to a sheet of paper, fixed with paper clips. Foam pad with blue paint, children leave prints with which they must fill the entire space inside the stencil.

Who do you think can live on the planet of water? Fishes, whales.

Dynamic pause “Whale Travel”

A flat image of a whale is laid out on the floor, children are invited to sit on it for swimming on the "Water Planet".

This whale is not very large, it is very crowded on us. Look, here's some other whale swam up to us. Look at it carefully and say - is it bigger than ours or smaller? This whale is bigger than ours. So, let's change to this bigger whale. Now we are not at all cramped. It’s spacious for us.

Planet of stones

Didactic game "Find a stone by its shadow"

You must lay out stones of a suitable shape in their shadow.

Didactic exercise "Take a rocket through a meteor shower"

Take up your rocket and put it on our planet Earth. Now the rocket hits the road. Help the rocket fly through the meteor shower and not crash into stones (asteroids).

Exercise "Collect the stones"

On this planet, strong winds and hurricanes scattered stones and rock fragments. You need to collect them, but you can’t touch the stones with your hands. We will collect stones using special tools - brooms and scoops. Look, like that.

Modeling Star and Comet

On a sheet of black paper, children make an image of a star and a comet.
  Star: make a ball by circular rolling, attach to a cardboard and press down, pull the plasticine to the sides with your finger - make “rays”.
  Comet: make a ball by circular rolling, attach to a cardboard and press down, pull the comet’s tail with a finger.

Drawing with stamps with bubble wrap “Planets”

Gently dip the stamp in the paint and attach to a dark sheet of paper - you should have a planet on the sheet.

All guys, we have to go back home to our planet Earth.

1. The mobile game "Sly Fox."

Tasks: Develop endurance and observation in children. Exercise in fast running with dodging, in building in a circle, in fishing.

Description:   The players stand in a circle at a distance of one step from each other. Outside the circle, the house of the fox is outlined. The teacher offers the players to close their eyes, goes around the circle behind the children and says, “I’m going to look for a sly and red fox in the forest!”, Touches one of the players who becomes a sly fox. Then the teacher offers the players to open their eyes and look carefully which of them is a sly fox, whether she will betray herself with anything. Those who play 3 times ask in chorus, at first it is quiet, and then we start louder than "Sly fox, where are you?" At the same time, everyone is looking at each other. The sly fox quickly goes to the middle of the circle, raises his hand up, says "I'm here." All the players scatter around the site, and the fox catches them. The caught fox takes home to the hole.

Rules:

The fox begins to catch children only after the players who play 3 times in chorus ask and the fox says "I'm here!"

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

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

Options : 2 foxes are selected.

2. outdoor game « Mousetrap ».

Tasks:   To develop endurance in children, the ability to coordinate movements with words, dexterity. Exercise in running, squats, building in a circle, walking in a circle. Promote the development of speech.

Description:   Players are divided into 2 unequal groups. Smaller, forms a circle - a mousetrap. The rest are mice; they are outside the circle. The players, depicting a mousetrap, hold hands and begin to walk in a circle, saying: “Oh, how tired of the mice, they all chewed, everyone ate. Beware of cheating, we will get to you, here we will put a mousetrap - we will catch everyone now. ” Children stop and raise their clasped hands up to form a gate. Mice run into the mousetrap and run out of it, according to the teacher “Khlop”, 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.

Rules: Lower your clasped hands by the word “clap”». After the mousetrap slammed, you can’t crawl under your arms

Options: If there are a lot of children in the group, then two mousetraps can be organized and the children will run in two.

3. The mobile game "Frost Red Nose."

On the opposite sides 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 platform facing the players and says:

I'm Frost Red nose.

Which of you will decide

Going on the road?

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 overtakes 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 driving Frost froze more players.

4. outdoor game « Two frosts ».

Tasks: Develop in children braking, the ability to act on a signal (in a word). Exercise while running with dodging in fishing. Promote the development of speech.

Description: On opposite sides of the site, two houses are marked by lines. Players are located on one side of the court. The teacher identifies two drivers who are in the middle of the site between the houses, facing the children. These are Frost Red Nose and Frost Blue Nose. At the signal of the educator “Start”, both Frosts say: “We are two young brothers, two frosts removed. I am the Frost Red Nose. I am Frost Blue Nose. How many of you decide to start on the little path? ”All the players answer:“ We are not afraid of threats and we are not afraid of frost ”and run into the house on the opposite side of the site, and Frosts are trying to freeze them, that is, touch your hand. Frozen people stop where they were captured by frost and so stand until the end of the dash of everyone else. Frozen count, after they join the players.

Rules: Players can run out of the house only after the word "frost". Those who run out earlier and who remain in the house are considered frozen. The one touched by Frost immediately stops. You can only run forward, but not backward and not off-site.

Options: Beneath one line are the children of Blue Frost, and after another are the children of Red. At the signal “blue”, blue are running, and Red Frost catches and vice versa. Who will catch more.

5. The mobile game "We are funny guys."

Tasks: Develop children's ability to perform movements on a verbal signal. Exercise while running in a certain direction with dodging. Promote the development of speech.

Description: Children stand on one side of the playground. A line is drawn before them. A line is also drawn on the opposite side. On the side of the children, in the middle, between the two lines, is a trap designated by the caregiver. Children in unison say: “We are funny guys, we love to run and ride, well, try to catch up with us. One, two, catch! ”After the word“ catch ”, the children run across to the other side of the playground, and the trap catches up with the runners. The one whom the trap touched before the player crossed the line is considered to be caught and sits near the trap. After 2-3 runs, a recount is made of the caught and a new trap is selected.

Rules: Crossing to the other side is possible only after the word "catch". The one whom the trap touched steps aside. One who has crossed the other side, beyond the line, cannot be caught.

Options:   Introduce a second trap. On the path of those fleeing, an obstacle is running between objects.

6. The mobile game "Wolf in the Ditch."

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

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

7. The mobile game "Cosmonauts".

Description.   On the corners and sides of the hall draw 5-8 large triangles - "rocket launchers". Inside each “rocket race” 2-5 circles are drawn - “rockets”. And the total number should be 5-8 less than those playing. The players, holding hands, form a circle in the center of the hall. Children go around and say:

Fast missiles are waiting for us

For exploring the planets.

Whatever we want

On such a fly!

But the game has one secret:

Latecomers - no place!

As soon as the last word is said, everyone runs up to the "rocket launchers" and tries to quickly take places in any of the previously drawn "missiles."

Latecomers to the "flight" become in the general circle, and the "astronauts" who took places, loudly announce their routes 3 times. This means that they take a walk in space. Then they all again become in a circle, hold hands and the game repeats.

Those who managed to make three flights win.

Rules of the game: 1. Start the game - only at the established signal of the head.

2. Run away - only after the words: “Latecomers - there is no place!”

8. The mobile game "The Flock and the Wolf."

Tasks: Develop the ability to perform movements on a signal. Exercise while walking and running fast.

Description: On one side of the site are outlined circles, squares. These are buildings: calf, stable. The rest is occupied by the “meadow”. In one of the corners on the opposite side is the "lair of the wolf" (in a circle). The teacher appoints one of the players as a “shepherd,” the other as a “wolf,” who is in the den. The remaining children depict horses, calves, which are located in the barnyard, in the respective premises. According to the teacher’s sign, the “shepherd”, one by one, approaches the “doors” of the calf’s, the stables and opens them. Playing on the pipe, he leads the whole herd to the meadow. He himself goes behind. Playing, imitating pets, nibbling grass, running, moving from one place to another, approaching the lair of the wolf. “Wolf,” the tutor says, everyone runs to the shepherd and stands behind him. Those who did not have time to reach the shepherd, the wolf catches and takes to the den. The shepherd takes the herd to the farmyard, where everyone is placed in their places.

Rules: The wolf runs out of the den only after the word "wolf". At the same time as the rushing wolf, all players must run to the shepherd. Not having time to stand behind the shepherd, the wolf leads away to him.

Options: To include “watering hole” into the game, they bend down and as if they drink water.

9. The mobile game "Geese - Swans."

Tasks: To develop endurance in children, the ability to perform movements on a signal. Practice running with dodging. Promote the development of speech.

Description: 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 a den (approximately in the middle of the hall in which the wolf lives, the rest is a meadow. Children who play the role of a wolf and a shepherd are selected, the others depict geese. A shepherd drives the geese into the meadow, they graze and fly.

Shepherd: Geese, geese!

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

Shepherd: Do you want to?

Geese: Yes, yes, yes!

Shepherd: So fly!

Geese: We can’t:

Gray wolf under the mountain

Doesn't let us go home.

Shepherd: Fly as you like

Only take care of your wings!

The geese, spreading their wings (spreading their arms to the sides, fly home through the meadow, and the wolf, having run out of the lair, tries to catch them. Caught geese go to the lair. After two runs, the number of geese caught by the wolf is counted. Then the new ones, the wolf and the shepherd, are selected. The game is repeated 2-3 times.

Rules: Geese can fly home, and the wolf can catch them only after the words "So fly as you want, only take care of your wings." A wolf can catch geese in a meadow to the border of the house.

Options : Increase the distance. Introduce the second wolf. On the way of the wolf are the obstacles to be jumped over.

10 .   The mobile game "Owl".

The driver is chosen - “owl”, the remaining children depict butterflies, birds, etc. At the signal of the educator: “Day! "- the children run around the hall, to the team:" Night! "- they freeze and stop in the place where their team found. The “Sovushka” comes out of its nest and takes those who move, takes it to itself. The game is repeated.

11. The mobile game "Tricks with ribbons."

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

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

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

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

12. The mobile game "Burners".

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.

13. The mobile game "Homeless Hare."

The players, with the exception of two drivers, are divided into groups of 3-5 people. To this end, it is best to build them in a circle and calculate three or five, depending on the number of players. The groups form circles and are placed in different places of the site at a distance of 2-4 m. In each circle - the den - the first number rises in the middle and depicts a hare. One of the drivers is a hunter, the other is a hare without a lair (homeless). Leading stand away from the circles. The leader gives the command to start the game: “One, two, three!” At the “time” the driving hare runs away, and at “three” the hunter rushes to catch him. The hare, fleeing the hunter, can run into any lair (circle) in which the players hold hands. Then the hare who was there runs out, and the hunter begins to pursue him already. If the hunter catches a hare, then they change roles. After the first numbers of rabbits ran, the head stops the game and offers to become the second numbers with rabbits and take the first place in circles. Then third numbers become hares, etc. You can change roles in the following way: every time a hare runs into the den, he changes his place with the next player standing in the circle. At the end of the game, there are hares that have never been caught. The rules stipulate that a hunter can catch a hare only outside the lair. It is impossible to run hares through the den. If a hare runs into a den, he must stay there. As soon as the hare runs into the den, the player there must immediately run out. Players forming a circle must not prevent hares from running in and running.

If there are few players, then 2-3 people form a circle.

14. The mobile game "Quick Take."

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 fewer than children. At the signal: “Quickly take it!” - each player must take an object and lift it above The one who didn’t have time to pick up the item is considered a loser. The game is repeated 2-3 times.

15. The mobile game "Cones, acorns, nuts."

Training.   The players form a circle in the middle of which the driver becomes, and the rest, divided into three, stand one after another facing the center (the first number is three or four steps from the driver). The leader gives the names of all the players: the first three in the "bumps", the second "acorns", the third "nuts".

Game content . At the signal, the driver speaks loudly, for example: "Nuts." All players, called “nuts,” must change places, and the driver seeks to be in any vacant place. If he succeeds, then the player who is left without a seat becomes a driver. If the driver says “acorns”, those standing in the triples second will change places, if the “cones” are standing in the triples first. When the game is mastered, the driver can call two or even three players in triples, for example: "cones, nuts." Called also have to swap places.

Players who have never been drivers win.

Rules of the game:

1. The caller is prohibited from staying in place.

2. Players cannot run into any other three (otherwise the player becomes a driver).

16. The mobile game "Karasi and pike."

One child is selected by a pike, the rest playing are divided into two groups. One group forms a circle - these are pebbles, the other group - crucian carp, which fall inside the circle. Pike is outside the circle. At the signal of the tutor: “Pike! "- she quickly runs into the circle, trying to catch the crucian carp. Karasi hurry to quickly take a place for one of the players and sit down, hide behind the pebbles. Carassius caught by pike leave the circle and are counted. The game is repeated with a new pike. At the end of the game, the teacher notes the most agile drivers.

17. The mobile game "Fifteen."

A driver is selected who receives a color bandage and stands in the center of the site. After the signal: “Catch! "- all the children scatter around the playground, and the driver tries to catch up with one of the players and touch him with his hand. If he succeeds, the child he touched steps aside. After some time, the teacher gives the command: “Wait! ", And the game stops, count the number of drivers caught. The game is repeated with a new driver.

18. Mobile game “Whose link is more likely to gather?”

Players are divided into several groups with the same number of children. Each group chooses a leader and becomes a column behind him. The teacher gives the presenter ribbons of different colors. By the color of the ribbon, the link gets the name - “green”, “blue”, “red”, etc. The teacher hits the tambourine, all the players begin to walk, run, jump on the site in different directions, changing movements depending on the pace and rhythm set by the teacher. By a signal “to places,” the drivers stop at the place where they were caught by the signal, and raise the ribbon up. The rest quickly gather for the driver in the columns, equal and stand at attention. The educator notes which link was first assembled.

Option. When everyone is in motion, the teacher says: “Stop!” All the players stop and close their eyes, and the drivers, meanwhile, run to other places, pick up the ribbons and freeze. The teacher says: “To the places!” Children open their eyes and hurry to line up for their driver.

Directions   In the game, you can use different constructions and positions: in lines, in circles, sit on the floor in Turkish, stop on one leg, etc. You can enter the condition: “Do as the driver”, then, having built themselves in the links, the children take the pose shown by the driver.

19. Outdoor game « Carousel ».

Tasks: 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.

Description: 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, all 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, do not write off, stop the carousel. One, two, one, two, that’s the game! ” Carousel movements are becoming slower. At the words “the 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.

20. The mobile game "Polar Bears".

Training.   The site is a sea. A small place is outlined - an ice floe. On it stands the lead - the “polar bear”. The rest of the cubs are randomly placed throughout the site.

Description.   The “bear” growls: “I will go fishing!” - and rushes to catch the “cubs”. First, he catches one "teddy bear" (takes it to an ice floe), then another. After that, the two "teddy bears" caught hold hands and begin to catch the rest of the players. "Bear" goes to the ice. Having overtaken someone, two “teddy bears” join their free hands so that the trapped caught between the hands, and shout: “Bear, help!” “The bear” runs up, lands the caught and takes to the ice floe. The next two caught also hold hands and catch the “cubs”. The game continues until all the cubs are overfilled. The last caught becomes a “polar bear”. The last player caught wins.

Rules of the game:

1. A “teddy bear” cannot slip out from under the arms of the couple that surrounded it until it has settled the “bear”.

2. When fishing, it is forbidden to grab those who play by the clothes, and those fleeing to run outside the site.

21. The mobile game "Lace".

Children choose two drivers, one of them is a shuttle, the other is a weaver. The rest stand in pairs in a circle or in a semicircle facing the center. Children in pairs take each other's hands and make a gate. The shuttle rises at the second pair, and the weaver - at the first. At the signal of the weaver, the shuttle starts running with a snake, without missing the gate, and the weaver catches up with him. If the weaver catches up with the shuttle before he reaches the end of the semicircle, then he becomes the shuttle.

The child, a shuttle, goes to the beginning of the semicircle, selects the player of the first pair and stands with him at the opposite end of the semicircle, the player who is left without a pair becomes a weaver. If the shuttle runs to the last gate and is not caught, then they and the weaver stand up last, and the first pair starts the game. One of the players in the first pair acts as a shuttle, and the second as a weaver.

Rules.   1. The shuttle starts the game only at the signal of the weaver. 2. The weaver and the shuttle, running under the goal, must not touch the hands of players in pairs.

22. The mobile game "Catching Butterflies".

From children 4 "catchers" are selected. They pair up and move to the edge of the site in one place. The remaining children are butterflies. To the words of the educator: “Butterflies, butterflies flew into the garden”, children - “butterflies” fly - run around the site. To the teacher’s word “catchers!” Two children, holding hands, try to catch a butterfly: to surround it, joining hands free. When the catchers catch a butterfly, they take him to the edge of the platform, to the bench. At this time, the remaining butterflies squat. To the words: “Butterflies, butterflies flew into the field”, children - “butterflies” are jumping all over the site. They are caught by another pair of catchers. When 4-6 butterflies are caught, they count how much each pair has caught. Then other catchers are selected.

23. The mobile game "Help out

Children stand in a circle with their faces in the center. Two children selected in advance leave the circle and run: one child runs away, the other catches up. A child who runs away can be saved by standing behind one of the children who are standing in a circle and say: “Help out!” That child who was addressed should run away from the circle and also stand behind another. If the child does not have time to get up, she will be caught. When repeating the game, choose the next pair of children.

24. The mobile game "Empty Space".

The players stand in a circle, choose the driver. Starting the game, he runs past the players, spots one of them and continues to run further in a circle. Spotted quickly runs in the opposite direction from the driver. Which one of them first reaches the free place in the circle, he occupies it, and the latecomer becomes a driver.

Rules. 1. If the children resort to an empty seat at the same time, then they both stand in a circle and a new driver is selected. 2. Children run only in a circle. 2. Standing in a circle should not delay the runners.

Directions for . Play this game at any time of the year on a large platform where you can run without interference. The participants of the game stand in a circle at a distance of one step from each other, everyone's hands are lowered. If there are many children, it is better to organize two circles of players.

25. The mobile game "Scarf".

All participants in the game stand in a circle. The driver with the kerchief goes around the circle, puts it on the shoulder of one of the players and quickly runs in a circle, and the one who put the kerchief takes it in his hand and runs after the driver. Both try to take a free place in the circle. If a player with a handkerchief catches up with the driver and can put a handkerchief on his shoulder before he takes up free space in the circle, he becomes the driver again, and the player who gave the handkerchief takes up free space. If the runner first gets into the circle, then the player with the scarf remains the lead. He goes in a circle, puts a handkerchief on his shoulder to someone, the game continues.

rules . 1. Children should not run across the circle. 2. During running it is not allowed to touch with hands standing in a circle. 3. Standing players must not delay the runners. 4. Players should not turn at the time when the driver chooses whom to put a scarf on his shoulder.

Directions for carrying out.   The more children take part in this game, the wider the circle will be, which means that more efforts must be made to take a free place. Children in a circle stand one step apart from each other.

26. The mobile game "Eagle Owl and the Birds."

The players choose an eagle owl, it goes into its nest. Imitating the cry of the bird that was chosen, the players fly around the site. At the signal "Eagle Owl!" All the birds are trying to fly into their nests. If an eagle owl manages to catch someone, then he must guess what kind of bird it is, and only then the caught one becomes an eagle owl.

Directions for carrying out. Before the start of the game, children choose the names of those birds whose voice they can imitate (for example, a pigeon, a crow, a jackdaw, a sparrow, a titmouse, a crane, etc.) It is better to choose bird nests and an eagle owl on tall objects (on stumps, benches etc.) Birds from the eagle owl hide each in its nest.

Option. Children are divided into 3-4 subgroups and agree on which birds they will depict. Then they approach the eagle owl and say: “We are magpies, where is our house?”; “We are seagulls, where is our house?”; “We are ducks, where is our house?” Eagle owl calls the place where birds should live. Birds fly around the site, on the word "Eagle Owl" hide in their nests. The owl must recognize the bird caught.

27. The mobile game "Day and Night."

The players are divided into two teams - Day and Night. A line is drawn in the middle of the hall or a cord is laid. At a distance of two steps from the line, teams become their backs to each other. The teacher says: “Get ready!”, Then gives one command 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.

28. The game of low mobility "Stop!"

On one side of the site there is a circle (about 1 m in diameter) - a place for the driver. At a distance of 20-30 steps from the circle, at the opposite end of the court, a line of a line is drawn, and players are standing behind it. The driver, standing with his back to the field, says loudly: “Quickly walk, look do not yawn ... Stop!” When he says these words, the children quickly go to him, but on the word “Stop!” They freeze in place. The driver quickly looks around and, noticing the one who did not have time to stop in time and made a movement after the word “Stop!”, Returns him beyond the line of the horse. The driver turns his back again and speaks the words, and the children begin their movement from the place where they were caught by the signal. The game continues until one of the participants in the game stands with two legs in a circle before the driver pronounces the word “Stop!”. The one who did this becomes the driver, and the game is repeated.

Rules.   1. The driver is not allowed to look back to the word “Stop!”. 2. He can say the phrase: “Quickly walk, look, do not yawn ... Stop!” - at any pace, but loudly. 3. The players begin to move simultaneously with the words of the driver. It is allowed to move only in steps.

Directions for . To occupy the driving circle, you need to be careful, have the shutter speed and be able to quickly respond to the signal. This is one of the few games where the child wins the right to be a driver. The game is very interesting if the driver speaks the words at a different pace: then very quickly, before the word “Stop!” Pausing, then slowly, and ending with a tongue twister. The game “Stop!” Can be played at any time of the year.

Options.

1. All participants in the game have balls. To the driver’s word: “Quickly walk, look, do not yawn ... Stop!” - the children go and play the ball at the same time, performing any exercise. They can lead the ball, beating it with one hand, alternately right and left, toss up and catch, etc.

2. The driver speaks the words and simultaneously plays the ball. When moving, children perform the same exercises as the driver.

3. Only the driver has the ball. He says the words: "Quickly walk, look, do not yawn." All the players go in the direction of the driver: “One, two, three, run!” At the word “Run!” The children run to the line of the horse, and the driver quickly turns and, without leaving his place, throws the ball at the runners. The one who hit the ball becomes the driver.

If the driver missed, then he drives again. But it also happens that while the driver spoke the words, one of the children reached the circle and managed to get into it. The conductor finishes the phrase, passes the ball to the one who has stood in a circle, and runs away with the con players playing over the line.

29. The game of low mobility "In places."

In a circle or in two lines, one opposite the other put a sled. Children sit on sledges in pairs (if the group is small, then one at a time). At the signal of the educator, the children get up and scatter across the playground, circle in different directions. At the signal "In places! »All players must quickly take their places on the sled. The game is repeated 2-3 times.

30. The game of low mobility "Zateyniki".

Children become in a circle. The teacher appoints one of the players as an entertainer. He is in the middle of the circle. children follow the instructions of the educator to the right or left under the following text:

Equal circle, one after another

We go step by step.

Stand still, together

Let's do it ... like that ...

At the end of the text, the children stand at arm's length.
The playman shows some movement, and all standing in a circle repeat it. Then the teacher replaces the player or the player chooses someone instead of himself, and the game continues. Each venturer himself must come up with movements and not repeat those that have already shown before him.

31. The game of low mobility "Paint" .

The players are sitting on chairs or on a bench (it is possible on a log or a fallen tree). The seller and the buyer are selected. The buyer moves aside, the children call the seller what paint they want to be. A buyer comes and says: “Knock, knock.
“Who is it?” The seller asks. Vova (Valya), the buyer calls his name. “Why did you come?” - “For the paint.” “For what?” - “For the red (blue, yellow ...). Buyer calls any color. If there is such a paint, the seller says how much it costs (within 10), and the buyer hits him in the palm of his hand so many times. With the last number, the "paint" runs away, and the buyer catches up with it. Catching the paint, he takes it to the appointed place. The game continues. If there is no named paint, the seller says: "Jump along the red (green, etc.) track on one leg." The buyer jumps to the agreed place and returns. The game continues until all paints are bought.

32. The game of low mobility "Crayfish" .

Game progress: Players sorted out in pairs, become in a circle. Each in a pair turns his back to each other and gives his hands. With the beginning of the text, all pairs move in the same direction in a circle so that the first in a pair goes directly in the direction of movement and leads to the hands of the second, going backwards (this is cancer). At the end of the text, the game repeats with a change of direction.

Tiki, tiki,

Crayfish walk in our river.

Going backwards

Looking for crayfish in the ford river,

Crayfish began to drink water -

Come out, you drive!

Option: the game is held in small subgroups of 4-5 people. The players are built in one line at the line drawn in advance (or against the wall of the room). At the line is one of the participants (river). With the beginning of the text, the line turns its back on the direction of movement and starts walking, going back 16 steps (lines 1-4). Then the crayfish turn to the river with the words:

River, river, where is the ford?

- Here!

With these words, the river puts a hoop anywhere on the site, to which the crayfish should also come backwards.

33. The game of low mobility "Trickle" .

Game progress:   All the players stand in pairs facing each other and hold hands - this is the gate. Children from the last pair walk under the gates and stand in front of the pillar, followed by the next pair.

Rules:   you need to go so as not to touch the gate, the children hold each other's hands.

34. The game of low mobility "Round dance" .

Game progress: The players form two circles, one inside the other, and hold hands. At the signal of the teacher, they begin to move in a given direction (walking or slow running). You can offer rhythmic walking to a song or music

35. The mobile game "The sea is worried."

The participants of the game scatter around the site, stop at a distance of 1 m from each other, and each place is indicated by a circle. The driver walks between the players, performing different movements. He comes to the players and with the words “Sea is worried” puts his hand on the player’s shoulder. All who are touched by the driver follow him, performing the same movements. So the players all leave their seats. The lead takes them as far as possible from the circles. Then he suddenly stops, turns to the players and quickly says: “The sea is calm.” Leading and playing run to occupy circles. Anyone who did not have time to take a circle becomes a leader.

36. "Lead - do not hurt."

Along the hall (platform) on two sides put pins (or cubes, stuffed balls); (6-8 pieces; distance between objects 30 cm). Children are built into a column one at a time and at the signal of the teacher they walk between the pins at an average pace on toes, hands on the belt (or behind the head, maintaining good posture (keep your head and back straight); on the other side, run “snake” between pins Repeat 2-3 times.

37. "Run - not the rear."

Skittles are placed in one line at a distance of 40 cm from one another. One by one, children run through the "snake" between the pins. Trying not to hurt them. The exercise is repeated.

38. "Relay in pairs."

Children become 2 columns in pairs per line on one side of the playground, the number of pairs in the columns should be the same. On the opposite side of the site (at a distance of 6 - 8 m.) Any objects (cubes, wooden blocks) were put. At the signal of an adult, the first couple, holding hands, run to the cubes, run around them and return to the end of their column. As soon as they cross the start line, the second pairs run away, and so on, until all the pairs have passed.

The column is won, the players of which will complete the task faster and will not separate their hands during the run.

    Outdoor games and exercises with jumps.

40. Outdoor game « Who will remove the tape soon ».

Tasks:   To develop endurance in children, the ability to act on a signal. Children exercise in fast running, jumping.

Description: A line is drawn at the site, beyond which children are built in several columns of 4-5 people. At a distance of 10-15 steps, a rope is pulled in front of the columns, a height of 15 cm above the hands of children raised up. A tape is thrown against this string against each string. At the “run” signal, all those standing first in the columns run to their tape, jump up and pull it off the rope. The first person to remove the tape is considered the winner. The ribbons are hung again, those who were the first in the column are at the end, and the rest move to the line. At the signal, the following children are running. Etc. The winnings in each column are calculated.

Rules: You can run only after the word "run." Tear off the tape just opposite your column.

Options: Put obstacles in the way of running. Stretch the rope at a distance of 40 cm, under which you need to crawl without hitting it. Draw two lines at a distance of 30 cm, through which you must jump.

41. The mobile game "Fishing Rod".

Children stand in a circle. In the center of the circle, the teacher holds in his hands a rope, at the end of which a sandbag is tied. The teacher rotates the bag on a rope in a circle above the ground itself (the floor, and the children bounce, trying to prevent the bag from hitting their legs. First, the teacher shows the children how to bounce: vigorously push off the floor and pick up their legs. The teacher rotates the bag in both side alternately.

42. The mobile game "Do not get caught."

Draw a circle on the floor (or lay it out of 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.

The mobile game "Frogs in the Swamp"

On one side of the hall (below the line) is a leading crane. In the middle of the hall is a swamp (a circle laid out from a cord). Around the frog children sit and say:

Here with a hatched rotten

Frogs plopped into the water.

Kwe-ke-ke, kva-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 nest of the crane. When the crane catches several frogs, they select a new crane from among those who have never been caught. The game resumes.

43. The mobile game "Salk on one leg."

Children disperse around the playground, close their eyes, hands behind everyone's back. The host passes among them and imperceptibly puts a handkerchief in one's hands. To the word “One, two, three, look!” The children open their eyes. Standing still, they carefully look at each other: “Who is the hell?” A child with a scarf suddenly lifts him up and says: “I am the hell!” The participants of the game, jumping on one leg, try to get away from the hell. The one whom he touched his hand goes to drive. He takes a handkerchief, lifts it up, quickly says the words: “I am a hell!” The game repeats.

Rules.   1. If the child is tired, he can jump alternately on his right or left foot. 2. When the cocks change, the players are allowed to stand on both legs. 3. Salka also has to jump, like all the players, on one leg.

44. The Penguins.

The players stand in a circle. Each child has a bag that he pinches between his knees. At the expense of the teacher "1-8", children perform two-legged jumps in a circle. On a signal “Hop! »The children jump in a circle sideways, return to their place in the circle. The task is performed in the other direction.

45. “Bold little sparrows”.

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 sparrows and, at the command of the educator, jump in a circle through snowballs and jump back out of the 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. At the end of the game exercise, the most agile cat and the most daring, dexterous sparrows that did not fall into her paws are noted.

46. \u200b\u200b"Who is faster."

Players are built in three columns. At the command of the educator, the players who stand in the columns first (each player has a ball, jump on two legs (5 meters distance) to the basket (hoop) and put the ball into it. They return in a run and, as soon as they cross the marked line, the following players When repeating a game exercise, you need to take the ball out of the basket and quickly return to your column.

    Outdoor games and exercises with throwing and catching.

47. The mobile game "Hunters and Hares."

A hunter is selected from among those playing, the remaining children are 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 from behind the bushes and jump (on two 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 2-3 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. In order to avoid injuries, it is better to use soft balls in this game.

48. The mobile game "Gawker".

Children stand in a circle at a distance of one step from each other and begin to throw the ball, calling by the name of the one who should catch it. The ball is thrown until one of the players drops it. The one who dropped the ball, stands in the center of the circle and on the instructions of the players performs 1-2 exercises with the ball.

rules . 1. If the player drops the ball during the exercise, he is given an additional task. 2. The ball may be thrown to each other only through the center of the circle.

Directions for . This game is best played with a small number of children. The ball for the game can be taken of any size, depending on the skills of the children: the smaller the ball, the more difficult it is to catch and perform exercises.

49. The mobile game "Ball to the driver."

Players are built in two or three columns. At a distance of 1 m from them are drivers with a big ball in their hands. Between them is a line that cannot be crossed. The driver throws the ball to the player standing first in the column; he throws it back and runs to the end of the column, then the driver throws the ball to the second, etc. When the first player in the column is back in place, he raises his hands up.

Game options:

1. Use balls of different sizes (small - d \u003d 100-120 mm, large - d-200-250 mm).

2. The driver, throwing the ball to the player, calls some generalizing word, for example, a meadow (river, forest, transport, toys, clothes, dishes, etc.). The rest of the children, when taking the ball, must pronounce words that are combined by this generalizing word, for example, a plant is a flower, grass, chamomile, etc.

50. The mobile game "Ball Up".

Children stand in a circle, the driver goes to its center and throws the ball with the words: “Ball up!” The players playing at this time try to run away from the center of the circle as far as possible. The driver catches the ball and shouts: “Stop!” Everyone should stop, and the driver, without leaving his place, throws the ball at the one who is closest to him. The tainted becomes driving. If the driver missed, then he remains again and the game continues.

Rules. 1. The driver throws the ball as high as possible and only after the words: “Ball up!” 2. The driver is allowed to catch the ball even from one bounce from the ground. 3. If someone playing after the words “Stop!” Continued to move, then he should take three steps in the direction of the driver. 4. When fleeing from the driver, children should not hide behind buildings or trees.

Directions for carrying out. Children stand in a circle close to each other. It is better to outline the place of the driver in the center of the circle in a small circle. If the driver did not catch the ball, which rolled far before shouting: “Stop!”, He needs to catch the ball and return to its place. Children in the game should be very careful, respond quickly to the signal.

Option.   The driver stands in the center of the circle and performs the exercise with the ball, the children count to five. At the expense of "five" they quickly scatter. The driver shouts: “Stop!” - and throws the ball at the player who is closer. The tainted becomes driving. If he missed, he should catch the ball, and the children at this time try to run away as far as possible. At the signal “Stop!” Everyone stops, the driver again tries to ruin someone.

51 . The mobile game "Race of balls."

Children stand in a circle at a distance of one step from each other, facing the center, counting on the first and second numbers. So they are divided into two groups (first and second numbers). In each group, the players choose the leaders. They should be on opposite sides of the circle. At the signal, the hosts begin to throw the ball only to the players of their group, in one direction. The group in which the ball earlier returned to the lead wins. Children choose a different driver. The game is repeated, but the balls are thrown in the opposite direction. By agreement, the game can be repeated 4 to 6 times.

Rules. 1. The leader needs to start the game at the same time at the signal. 2. The ball may only be thrown. 3. If the ball falls, the player who drops it raises and continues to play.

Directions for . To play, you need two balls of different colors. In order for the children to understand the rules of the game, you must first conduct it with a small group (8-10 people). Players must accurately throw the ball, be careful when taking the ball: the one who catches, should not stand still and wait for the ball to fall into his hands. He needs to monitor the direction of the flying ball, and if necessary, take a step forward or sit down.

Option 1.   Children stand in a circle, counting on the first and second numbers. The two players standing next to each other are the leaders, they take the balls and, upon a signal, throw them one to the right, the other to the left in a circle to the players with the same number, i.e. through one. The winning team is the one whose ball returns to the lead faster.

Option 2 . The participants of the game stand in a circle at a step distance from each other and are calculated on the first and second numbers. The two players standing next to each other are the presenters. They take the balls and run on the signal in opposite directions after a circle. Having run around the circle, they fall into place, quickly pass the ball to the players with the same number, that is, through one. The game continues. The winning team is the player whose players are the first to run in a circle with the ball and drop the balls less.

Rules. 1. The player is allowed to pass the ball to the player of his team only when he falls into place. 2. The players must throw the ball to each other. 3. Run is allowed only in a circle.

52. The mobile game "Throw the ball in the ring."

Purpose:   Teach children to hit the target, throw the ball and catch, develop an eye.

Description:   The ring or basket is suspended at a height of 120-130 cm. All players play in a column beyond the line drawn at a distance of 1.5 m from the target. Each child alternately throws the ball into the ring with a push from the chest. One of the children who gets into the ring more times is considered the winner.

53. The mobile game "Give - get up."

Tasks: To instill a sense of camaraderie in children, to develop dexterity, attention. The muscles of the shoulders and back are strengthened.

Description: Players are built in two columns, two steps away from one another. Each stand apart at arm's length. A line is drawn in front of the columns. Two balls are put on it. On a signal to "sit down" everyone sits with their legs crossed. On a “pass” signal, the first in the columns take the balls and pass them over the head behind the seated ones, then they stand up and turn to face the column. The one who receives the ball passes it back over his head, then he gets up and also turns to face the column, etc. The column that correctly passed and did not drop the ball wins.

Rules: Pass the ball only over the head and while sitting. Get up only after passing the ball behind the seated one. Unable to take the ball runs after him, sits down and continues the game.

Options: Pass the ball to the right or left by turning the body.

54. The mobile game "Meeting".

On the site, two lines are drawn at a distance of 4-6 m. The players are divided into equal groups and stand against each other behind the lines. At the signal, everyone simultaneously rolls balls or balls to each other, but so that they meet. For children whose balls meet, the leader gives one chip. The pair with the most chips at the end of the game wins. The number of repetitions of the game by agreement.

Directions for . The area where the game is held must be level. Increase the distance between the players you need gradually. This game requires a lot of attention from children and the ability to appropriately distribute efforts when pushing the ball away from the distance. Children need to be told that the greater the rolling distance, the more energetically the push around the ball should be.

Option.   In the center of the site put a flag or any other item. Two lines are drawn at a distance of 1 m from the flag from two sides, then at a distance of 1 m from these lines a second pair is drawn and, finally, a third pair of lines at a distance of 1 m from the second. The players are divided into equal groups and stand against each other behind the last lines. At the signal of the host, all the children simultaneously roll balls (balls) to each other, but so that they necessarily meet in the center. The players, whose “balls” (balls) have met, go to the second line, and then to the first. The couples whose players are the first to reach the first line win.

55. The mobile game "Gingerbread Man" .

Game progress: The ball for this game can be any size. Participants stand in a circle at arm's length from each other. In the center of the circle is the driver. The players pass the ball one to the other, and the driver tries to intercept it. Players must not leave their place. They can smoothly roll the ball, hit, make deceptive movements. You can’t just pick it up. And the driver can do anything; hold the ball with your foot, hand, knock it out of the circle, just touch it lightly.

If the driver succeeds in holding the ball, he takes the place of the player from whom the ball hit him.

56. The mobile game "Potato".

The course of the game. Players choose a driver - "potatoes." "Potato" sits in the center of the circle, the rest are located around it. Players throw the ball to each other, trying to prevent the ball from falling, and the “potato” tries to catch it. If the player sitting in the center managed to catch the ball, he changes places with the one who threw it. The one who drops the ball sits in the center of the circle. "Potato" can jump out and catch the ball. The game ends when all the players, except one, have turned into potatoes.

57. The game of low mobility "Bumblebee ».

Game progress:   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 fall (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 by hand; You can not catch, hold the ball.

58. The game of low mobility "Pike."

Game progress :   Children stand in a circle. Selected "pike." She goes to the middle of the circle. On the first four lines of the poem, children roll the ball from one to the other through the center of the circle (past the "pike"). On the fifth line of the poem, the ball rolls to the "pike", which takes the ball, pronouncing the text of the sixth line, and as if examines the ball.

Past the forest past the cottages

Sailed down the river

Red ball.

Pike saw: -

What is this thing?

To grab, to grab.

Do not catch.

The ball popped up again.

He set sail further.

Come out, you drive!

On the first three lines of the second stanza of the poem, the “pike” hits the floor with the ball, pronouncing this text, on the fourth line she rolls the ball again to the children, who continue to roll it again from one to the other through the middle. That child, to whom the words "You drive" came, goes out with the ball in the middle. He becomes a "pike." The game is repeated.

59.   "Statues."

This game is best played with a big ball. Players become in a circle and throw the ball to each other with their hands. Whoever does not catch the ball receives a penalty: continues the game, standing on one leg. If in such a pose he manages to catch the ball, then the punishment is removed; he stands on both legs. If another mistake is made, the player is on one knee. With a third error, he drops to both knees. If in this position the player catches the ball, all punishments are forgiven to him, and he continues the game, standing on both legs. And if you fail, you have to drop out of the game.

60. "The ball in a circle."

The players are divided into several groups of 5-6 guys and are built in a circle. The driver is in the center of the circle, he has a ball in front of his feet (large diameter). The driver rolls the ball to the players with his foot (passing with his foot, everyone takes it, and then sends it to the driver.

61. "Throw and catch."

Children are divided into pairs, in the hands of one child in each pair is a ball (large diameter). Sitting freely in the hall, the children throw the ball to each other.

62. “Catch the ball.”

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

63. "Say the opposite."

Children stand in a circle, throw and catch a ball with the name of the words-antonyms.

    Outdoor games and exercises with crawling and climbing.

64. The mobile game "Do not stay on the floor."

With the help of the reader, a driver-trap is selected. 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 (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.

65. The mobile game "Flight of the birds."

On one side of the hall are children-birds. On the other side are various benefits - gymnastic benches, cubes, modules, etc. - these are trees. At the signal of the tutor, “Birds fly away! »The children, waving their arms like wings, scatter around the room. At the signal “Storm! »All the birds run to the trees and try to take some place as soon as possible. When the teacher says, “The storm has stopped!” ", The children descend from the heights and again scatter around the hall -" the birds continue their flight. " Carer insurance is required.

66. The mobile game "Bears and bees."

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. According to the conditional signal of the educator, the bees fly out of the hive (climb down from the elevations, fly to the meadow for honey and buzz. The bees fly away, and the bears run out of the den and climb into the hive (climb on the elevation), enjoy honey. As soon as the educator gives the signal “Bears!” , the bees fly to the hives, and the bears run away to the den. When the bees do not have time to hide, the bees sting (touch with their hand). Stung bears skip one game. The game resumes, and after it is repeated, the children change roles.

67. The mobile game "Firefighters on the doctrine."

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) a bell is hung.

At the signal of the tutor: “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 is given again and the next group of children runs, etc. When climbing, it is important to show how the grip on the rail is carried out - all fingers are grip on the top, the thumb is on the bottom; pays attention to the fact that children do not skip the rails (stepping on each, and with the last went down, jumping. During this game, insurance is required.

68. Mobile game "Catching monkeys .

Children depicting monkeys are placed on climbing aids on one side of the playground. 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. Caught they lead to themselves.

Note. 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.

69. "Who is more likely to the flag?"

Children are divided into three columns with an equal number of players in each. Arcs (hoops) are placed at a distance of 2 m from the original line, a cord can be pulled (height is 50 cm from the floor level), and then at a distance of 3 m there are flags on the stand. The task is given: at the signal of the educator, crawl under the arc, then jump on two legs to jump to the flag, round it and run back to the end of its column. The teacher marks those children in each column who quickly and correctly completed the task, and at the end of the game marks the team with the most points.

    Games for the development of attention, memory, observation and orientation in space.

70. The game of low mobility "Who has the ball?"

Tasks: To develop observation in children, dexterity.

Description: All players become close in a circle, facing the center. One player becomes the center; that is the speaker. The players hold their hands behind their backs. One is given a ball in his hands. Children begin to pass the ball to each other behind their backs. The driver tries to guess whose ball. He can ask each player to show their hands by saying “Hands”. The player holds both hands forward, palms to the top. The one who had the ball or who dropped it, becomes in the middle, and the lead in its place.

Rules:   The ball is passed in any direction. The ball is passed only to the neighbor. You can not pass the ball to a neighbor after the driver’s demand to show hands.

Options:   Put two goals into the game. Increase the number of drivers. To someone who has the ball to give the task: to jump, dance, etc.

71. The game of low mobility "Forbidden Movement".

Purpose:   visual attention development

Description:   Players walking in a circle, repeat the movements that the driver shows them, but except for one - under the ban, for example: "Clapping." Play carefully: whoever repeats the forbidden movement is at the end of the column. Through time, attentive players will be in front, they will be the winners.

Rules of the game

    Children, walking in a circle, repeat all the movements for the tutor, except for one, for example: “Hands up!”.

    The one who performs the “forbidden” movement, stands at the end of the column. Thus, more attentive children will be at the beginning of the column, and they are considered winners.

72. The game of low mobility “Guess who caught ».

Tasks: To develop observation, activity, initiative. Exercise while running, jumping.

Description: Children sit on highchairs, the teacher suggests going for a walk in the forest or in the clearing. There you can see birds, bugs, bees, frogs, grasshoppers, a bunny, a hedgehog. They can be caught and brought to the living area. The players follow the tutor, and then scatter in different directions and pretend that they are catching in the air or crouching on the ground. “It's time to go home,” the teacher says, and all the children, holding their animals in their hands, run home and occupy each of their high chairs. The teacher calls one of the children and offers to show whom he caught in the forest. A child imitates the movements of a captured animal. Children guess who they caught. After they again go for a walk in the forest.

Rules: To return at the signal “It's time to go home”.

Options: A train ride (they sit on chairs, imitate arms and legs movements and the sound of wheels).

73. The mobile game "Build the line, circle, column."

Tasks: To develop orientation in space, the ability to perform movements on a signal. Exercise in fast running, walking, bouncing.

Description: Children, divided into two groups, are built at opposite sides of the playground or room in two lines, facing each other. At the signal of the educator, they walk or run (depending on the pace and rhythm, which are set by blows to the tambourine) throughout the site. Having stopped striking a tambourine, the teacher commands: “Build a line (circle, column)!” - and the children are built in their places in a line (circle, column). The group that is built faster and more correctly wins.

Game options:

1. The teacher before the start of the game reports: you need to go under the tambourine, run slowly under the bell, and run fast under the sounds of the rattle.

2. After the signal you need to stand exactly in place.

3. Each group is built with a pin of a certain color.

4. The teacher gives a signal by showing a card with an image of a column (line, circle).

5. The teacher gives a signal, showing a card with the image of a row, a column (in height, in reverse order).

74. The game of low mobility "Who left?"

Game progress: Children are built in a circle. The driver stands in the center of the circle and closes his eyes. The teacher touches one of the players standing in a circle, and he quietly leaves the hall. The teacher allows the driver to open his eyes and asks him: “Guess who left?” If the driver has guessed, then he gets in a circle and selects another driver. If he didn’t guess, then he closes his eyes again, and the one who leaves the room takes his former place in the circle. The driver, having opened his eyes, must name him.

75. The game of low mobility "Flies - does not fly" .

Game progress: Children go in a column one at a time. The teacher names various subjects. If an object flies, such as an airplane, a bird, then the children should raise their hands to the sides and wave them like wings, if the object does not fly, then they should not raise their hands.

Anyone who raised their hands incorrectly is considered a loser.

76. The game of low mobility "Find and keep silent."

Children stand along one side of the playground facing the caregiver. At his signal, they turn to face the wall. The teacher hides a handkerchief at this time. Then, on a signal, the children turn and start looking for a handkerchief. The finder, without showing a view, approaches the teacher, quietly speaks in his ear, where he found a handkerchief, and takes his place in the line (or sits on a bench, chair). The game continues until most children find a handkerchief. The game is repeated 3-4 times.

Recommendations   It is necessary to explain to the children: the one who finds the handkerchief should not only take it, but also show the appearance that he saw the handkerchief.

77. The game of low mobility with the ball "Edible - inedible."

If the teacher calls the “edible” word, the child catches the ball and holds, if the “inedible” - quickly throws back.

78. The game of low mobility "Funny Tambourine."

Everybody get up in bigth circle. The host says the words: “You run, a cheerful tambourine, quickly, quickly on your hands. Whoever has a cheerful tambourine will now dance to us. ” On whom words end, those children go out in a circle and dance. The game is repeated 2-3 times.

79 . The game of low mobility "Four Elements".

Game purpose : Develop attention related to the coordination of auditory and motor analyzers.

Description.   The players are sitting in a circle. The host agrees with them that if he says the word “earth”, everyone should lower their hands down, if the word “water” - stretch their hands forward, the word “air” - raise their hands up, the word “fire” - rotate their hands in the wrist and elbow joints. Who is mistaken is considered a loser.

80. The game of low mobility "Antoshka".

Children stand in a circle, walking in place, and say:

Antoshka potatoes, bone leg,

Himself from the tops, head with a pot.

Then all the players turn their backs in a circle, closing their eyes, and the teacher covers one child with a veil. At the Turn Turn command, the players turn their faces in a circle and open their eyes. The teacher asks the question: “Who is dead?”. Children should give the name of the child who is hidden. After the name of the hidden child is called, the magic bag will show who hid in it. (2 to 3 times).

81. The game of low mobility « Cold is hot. ”

Game progress: The driver leaves the hall, the children hide the item. After that, the driver enters and searches for the object. And the children go after him and say:

- cold ... warm ... hot ... helping to find a hidden object.

82. The game of low mobility "The rope."

Take a long rope, its ends are tied. The participants of the game stand in a circle and take the rope in their hands. In the middle stands the driver. He walks in a circle and tries to touch the hands of one of the players. But the children are attentive, they lower the rope and quickly hide their hands. As soon as the driver leaves, they immediately take the rope. Whom the driver hits the hand, he goes to drive.

Rules.   1. Players must hold the rope with both hands. 2. During the game, the rope should not fall to the ground.

83. The game of low mobility "Water".

Game progress : Children stand in a circle, watermark in the center. Children go in a circle and say words, after the words: - go out, go out ... the water man goes with his eyes closed, hands forward, who touches, he guesses.

Grandfather - Water!

What are you sitting under water?

Come out, get out at least an hour.

Guess which of us!

84. The game of low mobility "King Peas".

Game progress:   According to the reading room, the leading one is selected - King Peas, he moves away from the children by 8-10 steps and turns his back. The remaining children agree on what action they will portray. King Peas approaches the children and says:

- Hello children!

children answer:

- Hello, King Peas!

King Peas asks:

-Where have you been? What did you see?

children answer:

What we saw - we won’t say, And what we did - we show.

Children perform their intended movement / wash, play the accordion, sweep the floor ... / King Peas guesses. If he did not guess, he loses, the children tell him what they did and come up with a new action.

85. The game of low mobility "Echo" .

Game progress: Children go in a column one at a time. The teacher says a phrase, and the children, like an echo, repeat the last word. For example, the teacher says: “Kukareku” - the children answer in a drawn out tone: “Ku-ku”.

86. The game of low mobility "Find the differences."

Game progress:   Everyone sits in a circle. For the game, it is necessary that the players carefully examine each other. When the leader leaves the room, the participants must make small changes in their appearance: stab their hair, bandage their fingers, unfasten the button, etc. The leader should determine what has changed in the players. The one with whom he has found the most changes will drive.

87. The game of low mobility "Cap and wand."

Purpose: to teach children to move in a circle clockwise and counterclockwise, to recognize children by voice, to fulfill all signals, to observe silence. Develop the ability to act on a signal, a rumor. Raise interest in outdoor games.

Game progress : One of the children goes to the center of the circle with a stick in his hands, puts a cap on his head so that it goes down to the nose, covering his eyes. The rest of the children hold hands, forming a circle. They walk in a circle and say: “One, two, three, four, five -

There will be a wand to knock. ” The child in the cap knocks with his wand, with the end of the words everyone stops, turns in the middle. A child in a cap holds out a stick, the one to whom she points, takes on the end of the stick, calls the name of the person standing in a circle. The child in the center must guess who called him, if he guesses he goes in the middle.

Option. Standing in a circle say:

"1, 2, 3, 4, 5,

Will the wand knock

And as he says - skok, skok, skok,

Guess whose voice. "

The leader knocks with a wand, points to one of the children, he says the last words.

    Games for the development of auditory attention and

phonemic hearing.

88. “Guess whose voice?”

Game progress:   Children form a circle. The driver stands in the center of the circle and closes his eyes. Without holding hands, the children walk in a circle to the right (left) and say:

We gathered in an even circle

Let’s turn around at once,

And as we say “Skok-skok-skok”,

Guess whose voice.

The words “skok-skok-skok” are uttered by one of the children as instructed by the teacher. The driver must find out who said these words. If he guessed, he takes the place of the spoken word. If the driver did not recognize the voice, the game is repeated, and the children go in a circle in the opposite direction.

89. “Phone”.

All the children sit in a row: the one who sits first is the telephone. The person leading the ear quickly speaks a word or a short sentence. What he heard passes to his neighbor, who in turn passes this word to the next player and so on until the last player. After that, everyone says what they heard. The first one, who mixed up what was said, sits at the end, the players move closer to the phone. Each child can act as a telephone once, after which he sits at the end of the row.

90. The Bear.

Game progress:   children stand in a circle. A bear is selected, he sits in the middle of the circle, closes his eyes.

Like snow under snow,

And on the tree snow, snow,

And beneath the hill is snow, snow,

And on a hill of snow, snow,

A bear is sleeping under the snow

- Hush, hush, don't make noise!

On lines 1 and 3, children go in a circle, on2 and 4 - from the circle, on the 5th line the children carefully approach the bear, the 6th line is pronounced by one child as instructed by the teacher. Bear must recognize by voice, who said.

91. The Falcon.

Game progress : Children sit on chairs in a circle. The falcon is selected. With the beginning of the poem, which is pronounced by all children, the falcon runs around the circle and drops the feather (fake) behind the back of one of the children.

Flying high falcon.

Dropped the pen into sedge.

Falcon feather

Do not find us until the morning.

In the morning the sun rises -

Vova will find a feather.

With words "In the morning the sun rises ... " the falcon sits on a free chair in a circle with the children. The last three words are spoken by all the children, calling the name of that child, behind whose back was the feather of a falcon. He becomes a falcon. The game is repeated.

92. “Recognize by voice ».

Game progress:   closes his eyes. Children go in a circle, the driver stands in the middle of the circle. With the end of the words, the children stop. The teacher points to one of the players.

Rules: the presenter does not open his eyes until he calls the caller. At this time, all keep silence. “We frolic a little,

In places all are located.

You ... (name), guess

Who called you, find out. "

93. The game of low mobility "Guess what sounds."

An adult offers children to listen and remember the sound of each object (how paper rustles, how a tambourine rings, what sound a drum makes, how a rattle sounds). Then the child should only by ear, without visual support (the child turns away, or the toys are closed by a screen) to determine what sounds. The name of each sounding object is spoken out.

94. « Hear - slam ».

An adult makes a series of sounds (syllables, words); and the child with his eyes closed, hearing a given sound, claps his hands.

95. « Keen eye ».

Children are invited to find objects in the environment in the name of which there is a given sound, and determine its place in the word.

Cosmonauts ”

A place:Playground, hall.

Training:On the corners and sides of the hall (site) draw 5-8 large triangles - "rocket launchers". Inside each rocket center draw 2-5 circles - “missiles”. The total number of missiles should be less than those of the playing ones by 5-8. On the side of each rocket launcher, you can write routes: for example, ZLZ (Earth - Moon - Earth), ZVZ (Earth - Venus - Earth), etc. All players become in a circle in the center of the hall.

Description of the game.The players walk in a circle, holding hands, and say:

“Fast missiles await us

for exploring the planets

on whatever we want, on such a fly.

But the game has one secret:

there are no latecomers! ”

After these words, everyone runs to the rocket launchers and takes places on any of the missiles. Those who are left without a place go to the head or to the center of the hall. Then everyone again becomes in a circle with the latecomers and starts the game again.

Rules.1. Start the game only at the set signal of the head. 2. Run away only after the words: “latecomers have no place!”

Owl ”(“ The cat is coming! ”)

Location, inventory.Playground, hall, corridor, room. Bench.

Training.In the corner of the platform or the hall draw a circle with a diameter of 1-2 m - “nest of the owl”. A bench is placed near the circle. From the players the driver is chosen - “owl”, the rest are “field mice”. The owl becomes in its nest, and the mice are placed throughout the hall near the walls - in the “minks”.

Description of the game.The head says: “Day!” All the mice run out to the middle of the hall, run, jump. Owl sitting, sleeping in a nest. The leader says: “Night!” At this signal, all the mice freeze in place, and the owl wakes up, flies out to hunt and watches which of the players move. If the owl notices that one of the mice has moved, she takes it to her nest. The owl catches until the head gives the command “Day!” On the signal “Day!” The owl flies to his nest, and the non-caught mice start running and frolic until the signal “Night!” When there are 3-5 caught mice in the nest , a new owl is selected from the most unremarked most cautious, dexterous mice. In conclusion, there are uncaught mice and the most observant owl, who managed to catch mice faster than others.

Rules:1. When the owl goes to the site, the mice are not allowed to move. Behind the owls, mice can change their position, make movements, but so that the owl does not notice it. 2. Caught mice sit on a bench - in the nest of the owl and do not participate in the game until the change of the new owl. 3. At the signal of the leader “Night!” The owl must fly to his nest.

Variant of the game - “The cat is coming!”

The driver is a “cat” in his “house”. All the rest - “mice” - are in “minks”. Head speak

“Mice, mice, come out,

Frolic, dance

Come out soon

The mustachioed villain cat sleeps! ”

The mice run out to the middle of the platform and begin to dance with the words:

“Tra-ta-ta, tra-ta-ta, We are not afraid of a cat!”

At the signal of the head “The cat is coming!” All the mice freeze in place without movement. The cat sneaks up to them and the one who moves, takes to his house. The cat catches until the head says:

“The cat is gone!” The cat is leaving, and the mice are starting to run again. The cat comes out 2-3 times. After that, the mice caught by him are counted and a new cat is selected.

This option is convenient to carry to music: the mice move to one melody (polka, gallop), and the cat comes after them to another (waltz, march).

Who came up? ”(“ Guess who ”)

Location, inventory.Playground, hall, room, corridor. Optionally a cylindrical paper cap and clean blindfolds.

Training.All players become in a circle. The driver becomes in the middle of the circle and closes his eyes or puts on a clean blindfold on his eyes and cap.

Description of the game.At the direction of the leader, one of those standing in the circle approaches the driver, slightly touches his shoulder with his hand and calls by name, changing his voice. Then he returns to his place. The leader offers the driver to open his eyes and say who came up to him. If the driver guessed correctly, then his place is taken by the player who approached him; if he didn’t guess, he continues to drive, but no more than three times. Then a new driver is selected.

Rules.1. The driver should not open his eyes until the head says: “Yes.” If he opens his eyes ahead of time, he continues to drive. 2. A player who approached the driver must return to his seat; while he is allowed to make a turn near the driver or go in zigzags. 3. The player indicated by the leader may approach the driver in zigzags to make it more difficult to establish where he came from.

Ball neighbor ”

Location, inventory.Playground, hall. Two volleyballs.

Training.Players become in a circle at arm's length (one step apart). Two players standing on opposite sides of the circle have a volleyball.

Description of the game.According to the set signal of the leader, both players begin to pass the ball to each other to the right or left in a circle in one direction (as directed by the leader) as soon as possible so that one ball catches up with the other. The player who has two goals will lose. Then the balls are passed to players standing on opposite sides of the circle, and the game starts again.

4-5 minutes are played, after which players who pass the ball well are marked.

Rules.1. The ball must be passed to everyone standing nearby, without letting anyone pass. 2. The player who drops the ball must pick it up and return to its place and hand it over to a neighbor.

Ball race in a circle ”

Location, inventory.Hall, playground, large room. Two volleyball or basketball balls of different colors.

Training.The players become in a circle at a distance of arms extended to the sides and are calculated on the first and second numbers. The first numbers are one team, the second is another.

Two players standing next to each other are appointed captains and are given the ball.

Description of the game.On a signal, the captains begin to transfer (throw) the balls in a circle, one to the right, the other to the left, to their closest players, i.e., through one. The balls are thrown until they return to the captains.

The team that manages to quickly pass the ball around the circle wins. Having received the ball, the captains raise their hands with the ball up. The game can be played several times in a row.

Rules. one.The ball must be thrown or transferred to its closest neighbor. Each player's pass counts as a penalty point. 2. If the balls collide in the air, then the players, after the throw of which they collided, must quickly take their balls and "standing in place, continue to race the ball."

To your flags ”

Location, inventory.Playground, hall, corridor. 5-7 color difference flags.

Training.The players, having divided into several groups (5-6 people each), become in circles drawn throughout the site. In the center of each circle there is an attendant with a flag that differs in color from the others.

Description of the game.All players, except those standing with flags, scatter along the court at the signal of the leader and become facing the wall (if they play indoors) or close their eyes. At this time, attendants with flags quietly switch places. The leader gives a signal: “Everything to its flags!” The players open their eyes, quickly run to their flag and again form a circle. The winning group is the first to form a circle. You can build the players in the back of the head to the duty officer in the column one at a time.

Rules.1. Players cannot open their eyes until the signal “All to their flags!” If a player opens his eyes prematurely, his group loses. 2. Players with flags must change places. If they do not, then the victory of their group does not count.

Game options. one.When the players run away, they can be invited to stand in one line in front of the teacher and perform different movements behind him. At this time, attendants with flags, being behind them, change places. On a signal “To your flags!” Everyone runs to their attendants.

2. Those playing to music or singing move after the teacher and on the move repeat different movements after him. At the signal, everyone takes up places near their flags.