Outdoor games for the middle group (with rules)

Card file of outdoor and inactive games for kindergarten. Middle group.

  Tazhekenova S.A.
  This selection of outdoor games will be useful for kindergarten teachers and parents of children 3-5 years old.
"AIRCRAFT"
Tasks:  Develop children's orientation in space, consolidate the skill of building into a column. Exercise while running.
Description:  Children are built in 3-4 columns in different places of the site, which are marked with flags. Players portray pilots on airplanes. They are getting ready to fly. According to the teacher’s signal “Get ready for the flight!” Children circle their arms bent at the elbows - they start the engine. “Fly!” The teacher says. Children raise their hands to the sides and fly scattered, in different directions. According to the teacher’s signal “Landing!” - the planes find their places and land, build in columns and descend on one knee. The teacher notes which column was built first.
Rules:
  The players should fly out after the educator’s signal “Fly!”
  According to the educator’s signal “Landing!” - the players must return to their columns, to the places where their sign is laid out (check box selected).
Options:  While the planes are flying, swap flags, take them to the opposite side. Change the leaders in the columns.
"COLORED CARS"
Tasks:  Develop children's attention, the ability to distinguish colors and act on a visual signal. Exercise children in running, walking.
Description:  Children are sitting along the wall, they are cars. Each is given a flag of some color. The teacher is facing the players in the center. In the hand - 3 colored flags, according to the colors of the traffic light. Raises a flag, children with a flag of this color run across the site in any direction, on the go they buzz, imitating a car. When the teacher lowers the flag, the children stop, and at the signal “Cars are back!” They are sent in a step to their garage. Then the teacher raises a flag of a different color, but can raise both 2 and all 3 flags together, then all the cars leave the garage.
Rules:
  You can leave the garages only at the signal of the educator, and return to the garage also at the signal. If the box is unchecked, the cars do not move.
Options:  Lay out landmarks of different colors in the corners. At the signal "Cars are leaving," at this time, change landmarks. Invite children to remember different brands of cars
"AT THE BEAR IN THE BOR"
Tasks: To develop endurance in children, the ability to perform movements on a signal, the skill of collective movement. Exercise while running in a certain direction, dodging, develop speech.
Description:  A line is drawn on one side of the site - this is the edge of the forest. Outline, at a distance of 2-3 steps outlines a place for a bear. On the opposite side is the children's house. The teacher appoints a bear, the rest of the children - at home. The teacher says: “Go for a walk!”. Children go to the edge of the forest, picking berries, mushrooms, imitating movements and say in unison: “I take mushrooms from a bear in a pine forest. And the bear sits and growls at us. " The bear at this time sits in its place. When the players say “Roars!” The bear gets up, the children run home. The bear is trying to catch them - to touch. The captured bear takes him to itself. After 2-3 caught, a new bear is selected.
Rules:
  The bear has the right to get up and catch, and the players have the right to run home only after the word "growls!"
  A bear cannot catch children behind a line at home.
Options:  Enter 2 bears. Put obstacles in the way.
"BIRDS AND CAT"
Tasks:  develop decisiveness in children, exercise in running with dodging.
Description:  A circle is drawn on the ground or a cord is laid with the ends tied. The caretaker chooses a trap that becomes in the center of the circle. It's a cat. The rest are birds, located in a circle. The cat is sleeping, the birds fly in the circle for the grains. The cat wakes up, sees the birds and catches them. All the birds fly out of the circle. The one whom the cat touched is considered to be caught and goes to the middle of the circle. When 2-3 birds are caught, a new cat is selected.
Rules:
   A cat catches birds only in a circle.
   The cat can touch the birds, but miss them.
Options:  If the cat cannot catch anyone for a long time, add another cat.
“FIND YOURSELF A COUPLE”
Tasks:  To develop in children the ability to perform movements on a signal, in a word, is quickly built in pairs. Exercise while running, color recognition. Develop initiative, quick wit.
Description:  The players are standing along the wall. The teacher gives each one a flag. At the signal of the teacher - the children scatter around the site. By another signal, or by the word “Find a mate for yourself!”, Children with flags of the same color find a mate, each couple, using the flags, makes a particular figure. An odd number of children are participating in the game, 1 must be left without a pair. The players say: “Vanya, Vanya - do not yawn, quickly choose a couple!”.
Rules:
   The players become in pairs and scatter at the signal (word) of the educator.
   Each time, players must have a pair.
Options: Use handkerchiefs instead of flags. To prevent children from running in pairs, introduce a limiter - a narrow path, jump over a stream.
"HORSE"
Tasks:  develop children's ability to act on a signal, coordinate movements with each other, exercise in running, walking.
Description:  Children are divided into 2 equal groups. One group depicts grooms, the other - horses. A stable is drawn on one side. On the other - a room for grooms, between them a meadow. The teacher says: "Grooms, get up soon, harness the horses!". Grooms with reins in their hands, run to the stable and harness the horses. When all the horses are harnessed, they line up one after another and, at the direction of the educator, walk or run. According to the teacher, “Arrived!” The grooms stop the horses. The teacher says, “Go for a rest!” Grooms harness horses and let them graze in the meadow. They themselves return to their places to rest. Horses calmly walk on the site, graze, pinch the grass. At the signal of the educator "Grooms, harness the horses!" The groom catches his horse, which runs away from him. When all the horses are caught and harnessed, they all line up one after another. After 2-3 repetitions, the teacher says: "Take the horses to the stable!" The grooms take the horses to the stable, harness them and give the reins to the tutor.
Rules:
  The players change the movements at the signal of the educator. At the signal "Go to rest" - the grooms return to their places.
Options:  Include walking on a bridge - a board laid horizontally or obliquely, to offer different travel goals.
“CALL THE BATTERY”
Task:  develop a response to the signal, improve running skills.
Description:  children stand in a semicircle, the teacher in front of them, behind his back is a bell (tambourine, drum, rattle). He shows it to the children and quickly hides it. He asks what they saw, then runs across to the other side, saying: “I’m running, running, running, and I'm ringing the rattle.” He puts a rattle behind, spreads his arms wide apart and says: "Everyone will run here soon and find a rattle." Children are running. Who first found, calls and gives to the teacher. The game is repeated.
Rules:  Do not push around, complete the task at the signal of the educator.
"HOMELESS HARE"
Task:  develop children's orientation in space. Exercise in a fast run.
Game Description: from among those playing, a hunter and a homeless hare are selected. The rest playing - hares form "their house" (two hares hold hands, creating a house). A homeless hare runs away, and the hunter catches up with him. The hare can be saved from the hunter by running into any "house"; To whom the homeless hare gets his back and becomes a driver. If the hunter catches, then they change roles.
Rules:
   the 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.
"TRAPPERS"
Tasks:  develop: speed of reaction, dexterity and dexterity, learn to play in a team, observing the rules of the game.
Game Description:  children are on the playground. A trap designated by the tutor or chosen by the players becomes in the middle of the court. On a signal: “One, two, three - catch it!” - all the children scatter around the playground, dodge the trap, which is trying to catch up with one of the players and touch it with his hand (to stain). The one whom the trap touched with his hand steps aside. When 3-4 players are spotted, a new trap is selected.
Options:  traps with ribbons. The participants of the game are given satin ribbons, which the children fasten for the elastic of shorts, from the back. At the command of the teacher or by the whistle, the children begin to run around the playground randomly. And the driver is trying to catch them, ripping off the tape. According to the teacher’s sound command: “Become in a circle!”, The children are again built in a circle, and “Lovishka” considers the number of tapes that the players could pull out.
"HARE AND A WOLF"
Tasks:  To develop in children the ability to perform movements on a signal, exercise in running, in jumping on both legs, in squats, and fishing.
Description: One of the players is appointed as a wolf, the rest depict hares. On one side of the site, hares mark their places with cones, pebbles, from which circles or squares are laid out. At the beginning of the game, hares stand in their places. The wolf is located on the opposite end of the site - in the ravine. The teacher says: “Bunnies are jumping, hop-hop-hop-hop, on the green on the meadow. They’re pinching the grass, they are listening to see if the wolf is coming. ” Hares jump out of circles and scatter around the site. They jump on 2 legs, sit down, pinch grass and look around in search of a wolf. The teacher utters the word “Wolf”, the wolf leaves the ravine and runs after the hares, trying to catch and touch them. Hares run away each to their place, where the wolf can no longer overtake them. The wolf takes the captured hares to a ravine. After the wolf catches 2-3 birds with one stone, another wolf is selected.
Rules:
  Hares run out at the words - hares jump.
  You can return to places only after the word "Wolf!".
Options:  You can’t catch those rabbits to which the hare - mother gave a paw. On the way to put cubes - stumps, hares run around them. Choose 2 wolves. Wolf to jump over the barrier - a stream.
“THE FOX IN THE CHICKEN”
Tasks:  Develop children's agility and ability to perform movement on a signal, exercise while running with dodging, catching, climbing, jumping in depth.
Description:  A chicken coop is being drawn on one side of the site. In the chicken coop perched (on the benches) are chickens, children are on the benches. On the other side of the site is a fox hole. The rest of the place is the yard. One of the players is appointed as a fox, the rest of the hens - they walk and run around the yard, peck grains, flap their wings. At the signal of the Fox, the chickens flee to the chicken coop, perch, and the fox tries to drag the chicken, who did not have time to climb on the perch. Leads her into his hole. Hens jump from a perch and the game resumes.
Rules:
  A fox can catch chickens, and chickens can be perched only by the signal of the educator "Fox!"
"HARE GRAY WASHING"
Tasks:  to teach children to perform movements in accordance with the text, to jump on two legs with forward movement, landing on bent legs toes. Strengthen the muscles of the legs. Develop attention, coordination of movements. Nurture friendships.
Description:  gray bunny is washing himself. All players form a circle. The selected bunny becomes in the middle. Children pronounce:
  Bunny gray washes,
  Apparently, going to visit.
  I washed my nose, washed my mouth,
  He washed his ear, wiped it dry!
Bunny makes movements in accordance with the text. Then he jumps on two legs to one of the children. The one to whom the hare approaches jumps off to the middle of the circle. The game is repeated 5-6 times.
Directions  In a circle there may be several bunnies - 4-5 They perform a game task.
Rules:  listen carefully to the poem and perform movements according to the text.
"SHEPHERD AND STOCK"
Tasks:  consolidation of the ability to play by the rules of the game. Exercise crawling on all fours in the hall.
Description:  Children depict a herd (cows, calves, sheep). Choose a shepherd, give him a horn and a whip. The adult pronounces the words:
  Early in the morning
  Cowgirl: Tu-ru-ru-ru.
  And the cows in the way of him
  Tightened: "Mu-mu-mu."
  On the words "Tu-ru-ru-ru" the shepherd plays a horn, after the words "Mu-mu-mu" the cows moo. Then the shepherd drives the herd into the field (on the designated lawn), everyone wandering around it. After a while, the shepherd flips the whip, drives the herd home.
  The game may be repeated. You can slightly change the plot of the game by introducing a wolf into it. In this case, the shepherd drives the herd out onto the meadow and carefully monitors if a wolf appears that hunts for sheep and calves. When he sees the wolf, he flips the whip, as if scares him away and drives the herd home.
Directions:  for the game you need space. Children should not stray in one place.
“FLIGHT OF BIRDS”
Tasks:  develop a response to verbal signals. Exercise climbing the gymnastic stairs.
Game Description:  children are standing at one end of the hall, they are birds. At the other end of the hall is a tower (gymnastic wall). At the signal of the tutor: “Birds fly away! "- the birds fly, spreading their wings. At the signal “Storm! "- the birds fly to the tower - hiding from a storm in the trees. After the words: “The storm has stopped,” the birds fly again.
Rules:  carefully listen to the signals of the teacher and perform actions.
"KITTENS AND PUPPIES"
Tasks:  develop agility orientation in space. Exercise in climbing, running.
Game description: the players are divided into two groups: some “kittens”, others “puppies”, they are located at different ends of the site. At the signal, the kittens start running, easily, as if playing. To the words "kittens!" they say "meow!". In response to this, the puppies bark “woof-woof-woof!”, On all fours they run after kittens, who quickly climb on the gymnastic wall. Puppies return to their places.
  After 2-3 repetitions, the children change roles. You can finish the game as follows: invite everyone to walk quietly and slowly “cat-like”.
Rules:  act on the signal “Kittens”.
“Catch-Catch”
Tasks: to teach children to throw the ball up, and catch it with both hands, without pressing it to the chest. Develop coordination of movements, eye.
Description:  on two columns (racks) a rope is stretched at the height of the child's hand raised up. He throws the ball through the rope and catches it on the opposite side.
Options:
  1. If several children play, then you can hold a competition between them. The winner is the one who caught the ball more times for a predetermined number of shots (8-10 times).
  2. Children can be divided into pairs. Some throw and catch balls, while others count or all get in a circle, and one or two of the players go out in the middle of the circle and throw the ball. Everyone observes the correctness of the assignment.
  3. You can turn on such exercises: throwing the ball up, wait until it hits the ground, and then catch it; hit the ball on the ground and catch it; throw the ball higher, clap your hands, catch the ball; throw the ball, quickly turn around and catch the ball after bouncing off the ground
KILL THE BOILER
Tasks:  teach children to roll the ball towards the mace, trying to knock it down. Develop eyeball, throw accuracy.
Game Description:
  Players stand behind the line, 2-3m from which maces are set opposite each. In the hands of children balls. On a signal, players roll the balls towards the clubs, trying to knock them down. At the next signal, the children follow the balls and raise the fallen maces. The game is repeated, everyone remembers how many times the mace was hit by him.
Options:  roll the ball with your right, left hand, two hands. Foot.
"BALL THROUGH THE NET"
Tasks:  teach children to throw the ball through the net to each other, with two hands from below, or from behind the head. To develop throw accuracy, coordination of movements, eye.
Game Description:  children stand on a line at a distance of at least 1.5 m from the stretched net, take large balls, throw them over the net with both hands from behind their heads, then run after them, catch up and throw again through the net.
Options:
  Two groups of players stand on both sides of the net stretched 15 cm above the child’s raised hand. Children throw the ball to each other from behind their heads or from their chest or
  1 child throws the ball through the net to the other side, the caught one throws it to one of the neighbors, and the one returns the ball to the net, the teacher calculates which side the ball is smaller, once it fell to the ground.
“FIND WHERE HIDDEN”
Tasks:  To teach children to walk around the hall, looking for a hidden object. Develop attention endurance.
Game Description: children turn to face the wall, the teacher hides the flag and says: “It's time,” the children look for the hidden flag. The one who finds the first hides it when repeating the game.
Rules:  Do not spy on the tutor where the flag will be hidden.
Options:  the teacher speaks coldly if the children are far from the hidden object, hotly if it is near.
“FIND AND SHALL UP”
Tasks:  to teach children to look for a hidden object, when finding it, do not show what they found, but tell the educator in the ear about it. Develop endurance, attention.
Game Description:  at the signal of the teacher, the children turn away facing the wall. The teacher hides a scarf. Then the children go looking for a scarf. The finder, without showing a view, approaches the teacher, and says where he found the scarf and takes his place in the line, or sits on the bench. The game continues until most children find a scarf. The game is repeated.
Rules:  Do not tell other participants where the subject is.
"WHO GONE"
Tasks:  to teach children to guess those children who leave. Develop memory, attention.
Game Description:  children stand in a circle or a semicircle. One of the players remembers the players, and then leaves the room. One of the children is hiding. The teacher says: “Guess who left?” If the child guesses, then he chooses someone instead of himself, if he is mistaken, he leaves again, another child hides.
Rules:  Do not tell the driver which of the players left.
"Hide and Seek"
Tasks:  teach children to look for their comrades to call them by name. Develop orientation in space, attention.
Game Description:  According to the reader, the driver is selected. He becomes near the teacher and closes his eyes, the rest of the children are hiding. The driver says: 1, 2, 3, 4, 5, I'm going to look! Having found the child, he calls him by name, the child leaves the shelter and approaches the teacher. When the driver finds 4-5 children, the role of the leader is assigned.
Options:  two drivers are selected.

  A.V. Borgul   Games   Sep 19, 2016

P / and Owl

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

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

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

Homeless hare

Goal: run fast; navigate in space.

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

P / and Fox in the chicken coop

Purpose: to teach to gently jump, bending the legs at the knees, to run, not hitting each other, to dodge the catcher.

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

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

P / and Run quietly

Purpose: to teach to move silently.

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

P / and Aircraft

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

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

P / and Hares and the wolf

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

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

Hares jump hop, hop, hop,

On the green to the meadow.

Pinch the grass, eat,

They listen carefully to see if the wolf is coming.

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

Hunter and Hares

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

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

P / and Zhmurki

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

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

- Cat, cat, what are you standing on?

- On Bridge.

- What's in the hands?

- Kvass.

- Catch the mice, not us!

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

P / and Fishing Rod

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

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

P / and Who is more likely to the flag?

Purpose: to develop fast running, agility.

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

P / and Birds and a cat

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

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

P / and "Do not get caught!"

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

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

P / and Traps

Purpose: to develop agility, speed.

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

P / and To the named tree run

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

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

P / and Find a leaf like a tree

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

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

P / and Who is more likely to collect?

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

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

P / and Bees

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

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

The bear bear is coming

Honey will be carried away by bees.

  Bees respond:

This hive is our house.

Go away, bear, from us,

Well, well!

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

P / and Beetles

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

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

P / and Such a leaflet - fly to me

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

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

P / and (Russian folk) Wintering and migratory birds

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

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

Birds fly, grains are collected.

Little birds, little birds».

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

P / and (Russian folk) Bees and swallow

Purpose: to develop agility, quick reaction.

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

Bees fly, collect honey!

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

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

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

P / and Cat on the roof

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

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

Hush mouse, hush mouse ...

The cat is sitting on our roof.

Mouse, mouse, watch out.

And do not get caught by the cat!

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

P / and Crane and frogs

Purpose: to develop attention, dexterity; learn to navigate by the signal.

Course of the game: A large rectangle is drawn on the ground - a river. At a distance of 50 cm from her are sitting “frog” children on bumps. Behind the children, a crane is sitting in its nest. "Frogs" perch on a bump and start their concert:

Here with a hatched rotten

Frogs plopped into the water.

And pouting like a bubble

They began to croak out of the water:

“Kwa, ke, ke,

Kwa, ke, ke.

There will be rain on the river. ”

As soon as the frogs utter the last words, the "crane" flies out of the nest and catches them. "Frogs" jump into the water, where the "crane" is not allowed to catch them. The caught “frog” remains on the bump until the “crane” flies away and the “frogs” crawl out of the water.

Hunting for hares

Purpose: to develop attention, agility, fast running.

Course of the game: All the guys are “hares” and 2-3 “hunters”. The "hunters" are on the opposite side, where a house is painted for them.

Educator: -

No one is on the lawn.

Come on, brother bunnies,

Jump, somersault! ..

To ride in the snow! ..

"Hunters" run out of the house and hunt rabbits. Caught "hares" "hunters" take themselves into the house, and the game repeats.

P / and Zhmury with a bell

Purpose: to entertain children, to help create a good, joyful mood in them.

Course of the game: One of the children is given a bell. Two other children - blindfolds. They are blindfolded. The child with the bell runs away, and the blindfolds catch up with him. If one of the children manages to catch a child with a bell, then they change roles.

P / and "Bunny"

Purpose: to develop agility, fast running.

Course of the game: 2 children are selected: “bunny” and “wolf”. Children form a circle holding hands. Around - “bunny”. In the circle of the "wolf". Children dance and utter a poem. A "bunny" jumps in a circle:

Jumps a little bunny near the rubble,

He quickly jumps a bunny, you catch him!

"Wolf" is trying to run out of the circle and catch the "bunny". When the "bunny" is caught, the game continues with other players.

P / and Hares and bears

Purpose: to develop agility, the ability to transform.

Course of the game: The baby “bear” is squatting and dozing. Children - “hares” jump around and tease him:

The brown bear, the brown bear,

Why are you so gloomy?

"Bear" gets up, answers:

I did not treat myself to honey

That's all angry.

1,2,3,4,5 - I'm starting to drive everyone!

After that, the bear catches the hares.

P / and Where we were

Purpose: to develop motor skills and abilities; develop observation, attention, quick wit, breathing.

Course of the game: The driver is selected by the reader. He goes over the veranda. The remaining children agree on what movements they will make. Then they invite the driver. He says: "Hello children! Where were you, what were you doing? ” Children answer: “Where we were, we will not say, but what we did show!”  If the driver guessed the movement performed by the children, then a new driver is selected. If he could not guess, he drives again.

P / and Trap, take the tape!

Purpose: to develop dexterity, to cultivate honesty, justice in assessing behavior in the game.

Course of the game: The players stand in a circle, choose a trap. All but the trap take a colored ribbon and lay it behind the belt or behind the collar. The trap stands in the center of the circle. At the signal of the educator “Run!” Children scatter around the site. The trap catches up with them, trying to pull a ribbon from someone. The ribbon that has lost is temporarily sidestepped. At the teacher’s signal, “One, two, three. Run to the circle soon!” The children gather in a circle. A trap counts the number of ribbons and returns them to the children. The game resumes with a new trap.

P / and (Russian folk game) Potato

Purpose: to introduce the folk game; learn to throw the ball.

Course of the game: Players stand in a circle and throw the ball to each other without catching it. When some player drops the ball - he sits in a circle (becomes a "potato"). From the circle, bouncing from a sitting position, the player tries to catch the ball. If he catches, then he becomes the player again, and the player who missed the ball becomes a potato.
  The game continues until one player is left or tired.

P / and Mousetrap

Purpose: to develop dexterity, the ability to act after a signal.

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

Ah, how tired of the mice

Divorced them - just a passion.

Everyone ate, everyone ate,

Everywhere they climb - that’s an attack.

Beware, cheats,

We get to you.

We’ll slam the mousetrap

And catch you right away!
Children stop, raise their clasped hands up, forming a gate. Mice run into and out of the mousetrap. At the signal of the Khlop educator, the children standing in a circle lower their hands, squat - the mousetrap slams. Mice that do not have time to run out of the circle (mousetraps) are considered to be caught. Caught become in a circle, the mousetrap increases. When most of the children are caught, the children change roles, and the game resumes. The game is repeated 4-5 times. After the mousetrap has slammed shut, the mice cannot crawl under the arms of those standing in a circle or try to tear apart their clasped hands. The most dexterous children who have never been caught in a mousetrap should be noted.

P / and (Russian folk) Snow woman

Purpose: to develop motor activity.

Course of the game: “Snow Woman” is selected. She squats at the end of the court. Children go to her, trampling,

Baba Snezhnaya is standing,

Sleeping in the morning, sleeping for days.

Waiting quietly in the evenings

It’s going to scare everyone at night.

To these words, "Snow Woman" wakes up and catches children. Whoever catches, he becomes "Snow Woman".

P / and (Russian folk) Duck and drake

Purpose: to introduce Russian folk games; develop speed of movement.

Course of the game: Two players depict Duck and Drake. The rest form a circle and hold hands. The duck becomes in a circle, and Drake in a circle. Drake is trying to slip into a circle and catch the Duck, while everyone sings:

Drake catching a duck
  Young catches gray.
  Go duck, home
  Go gray home.
  You have seven children

The eighth drake.

P / and Get into the hoop

Purpose: to develop accuracy, the eye.

Course of the game: Children throw snowballs into the hoop from a distance of 5-6 m.

P / and Snowballs and the wind

Purpose: to develop motor skills.

Course of the game: Children stand in a circle holding hands. At the signal of the tutor: “The wind blew strong, strong. Scatter, snowflakes! ”- scatter in different directions around the site, spread their arms to the sides, sway, swirl. The teacher says: “The wind is gone! Come back, snowflakes in a circle! ”- the children come together in a circle and hold hands.

P / and Beware, I will freeze

Goal: develop agility.

Course of the game: All the players gather on one side of the site, the tutor with them. “Run away, beware, catch up and freeze,” the educator says. Children run to the opposite side of the playground to hide in the house.

P / and We are funny guys

Purpose: to develop dexterity, attention.

Course of the game: Children stand on one side of the playground below the line. On the opposite side, a line is also drawn - these are houses. In the center of the site is a trap. Chorus players say:

We are funny guys, we love to run and ride

Well, try to catch up with us.

1,2,3 - catch it!

After the word “Catch!” The children run across to the other side of the playground, and the trap tries to catch them. Those whom the trap manages to hurt to hell are considered caught and step aside, skipping one dash. After two runs, another trap is chosen.

P / and Kittens and puppies

Purpose: to learn how to move beautifully on toes, to combine movement with words; develop agility.

Course of the game: Players are divided into two groups. The children of one group depict "kittens", the other - "puppies". "Kittens" are near the bench; “Puppies” are on the other side of the site. The teacher offers the "kittens" to run easily, gently. To the words of the educator: “Puppies!” - the second group of children climbs over the benches. They run after the “kittens” and bark: “Av-av-av”. "Kittens" meowing quickly climb on the bench. The teacher is always nearby. "Puppies" are returning to their houses. After 2-3 repetitions, the children change roles, and the game continues.

P / i Cat Vaska

Purpose: to develop attention, dexterity.

Course of the game: Children take a round dance, in the middle a cat “sleeps”.

Mice dance
  On the couch dozing cat.
  Hush, mice, don’t make noise,
  Kota Vaska do not wake up.
  How wakes up Vaska cat
  Break our round dance.

The cat wakes up, catches mice. Mice run away to the houses.

P / and (Russian folk) Cabbage

Purpose: to develop agility.

Course of the game: Circle is a garden. In the middle fold the scarfs indicating cabbage. The "owner" sits down next to the cabbage and says:

I’m sitting on a pebble, I am fond of small pegs,

Crayons pegs amuse, my city garden.

So that they do not steal cabbage, do not resort to the garden

Wolves and tits, beavers and martens,

The mustachioed hare, the club-footed bear.

Children try to run into the "garden", grab the "cabbage" and run away. Whom the "master" catches - is eliminated from the game.

P / and Who lives where

Purpose: to learn to group plants by their structure; to develop attention, memory, orientation in space.

Course of the game: Children are divided into two groups: “Squirrels” and “Bunnies”. "Squirrels" are looking for plants that they can hide behind, and "bunnies" - under which they can hide. "Squirrels" hide behind the trees, and "bunnies" - behind the bushes. Choose a driver - "fox". "Bunnies" and "squirrels" run around the clearing. On a signal: “Danger - the fox!” - “squirrels” run to the tree, “hares” - to the bushes. Those who have incorrectly completed the task, those "fox" catches.

P / and Children and the Wolf

Purpose: to develop motor skills; learn to understand and use in speech verbs of the past tense and imperative mood verbs.

Course of the game: On one side of the court, children are standing in front of the drawn line. On the opposite side, behind the "tree" (a chair or a column), sits a "wolf" - the leader. The teacher says:

Children walked in the forest, collected strawberries,
  Many berries are everywhere - on bumps and grass.

Children disperse on the site, running around. The teacher continues:

But the twitches crackled ...

Kids, kids don't yawn
  Wolf behind the spruce tree - run away!

Children run away, the "wolf" catches them. The captured child becomes a wolf, and the game begins again.

P / and Butterflies, frogs and herons

Purpose: to develop motor activity, attention.

Course of the game: Children run freely on the playground. At the signal of the educator, they begin to imitate the movements of butterflies (waving “wings”, spinning), frogs (fall on all fours and jumping), herons (freeze, standing on one leg). As soon as the teacher says: “Run again!”, They again begin to run around the site in arbitrary directions.

P / and Dove

Purpose: to develop coordination of movements, orientation in space; exercise in the pronunciation of sounds.

Game progress: Children choose "hawk" and "mistress". The remaining children are “pigeons”. The “hawk” becomes aloof, and the “mistress” drives “pigeons”: “Kysh, kysh!” “Pigeons” fly apart, and the “hawk” catches them. Then the "mistress" calls: "Guli-guli-guli" - and the "pigeons" flock to the "mistress". The one whom the hawk has caught becomes a hawk, and the former hawk becomes a mistress.

P / and Carry items

Purpose: to develop coordination in space, dexterity, speed of reaction.

Game progress: On the earth on opposite sides draw 2-4 circles. Different objects are put in one circle (pins, cubes, toys), the other remains free. Children stand in two lines (or one column) and, at the signal of the teacher, begin to transfer objects in one of the other circles.

Outdoor games for children 4-5 years old

4-5 years old middle group card№ 1

Outdoor game"Sovushka"

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

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

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

4-5 years old middle group card№ 2

Outdoor gameHomeless Hare

Goal: run fast; navigate in space.

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

4-5 years old middle group card№ 3

Outdoor game"Fox in the chicken coop"

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

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

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

4-5 years old middle group card№ 4

Outdoor game“Run quietly”

Purpose: to teach to move silently.

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

4-5 years old middle group card№ 5

Outdoor game"Aircraft"

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

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

L.I. Penzulaeva " Physical education in kindergarten "(younger group), M., 2014

4-5 years old middle group card№ 6

Outdoor game"Hares and the wolf"

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

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

Hares jump hop, hop, hop,

On the green to the meadow.

Pinch the grass, eat,

They listen carefully to see if the wolf is coming.

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

4-5 years old middle group card No. 7

Outdoor game"The hunter and the hares"

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

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

4-5 years old middle group card number 8

Outdoor game"Zhmurki"

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

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

- Cat, cat, what are you standing on?

  - On Bridge.

  - What is in hand?

  - Kvass.

  - Catch the mice, not us!

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

4-5 years old middle group card number 9

Outdoor game"Fishing rod"

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

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

4-5 years old middle group card No. 10

Outdoor game"Who is more to the flag?"

Purpose: to develop fast running, agility.

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

4-5 years old middle group card No. 11

Outdoor game"Birds and a cat"

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

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

4-5 years old middle group card No. 12

Outdoor game“Don't get caught!”

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

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

4-5 years old middle group card No. 13

Outdoor game"Lovishki"

Purpose: to develop agility, speed.

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

4-5 years old middle group card No. 14

Outdoor game“Run to the named tree”

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

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

4-5 years old middle group card No. 15

Outdoor game“Find the leaf like a tree”

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

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

4-5 years old middle group card number 16

Outdoor game"Who is more likely to collect?"

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

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

4-5 years old middle group card№ 17

Outdoor game"Bees"

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

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

The bear bear is coming

Honey will be carried away by bees.

Bees respond:

This hive is our house.

Go away, bear, from us,

Well, well!

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

4-5 years old middle group card№ 18

Outdoor gameBeetles

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

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

4-5 years old middle group card№ 19

Outdoor game"Find a mate"

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

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

4-5 years old middle group card№ 20

Outdoor game“Such a leaflet - fly to me”

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

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

4-5 years old middle group card No. 21

Outdoor game(Russian traditional)

“Wintering and migratory birds”

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

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

Birds fly, grains are collected.

Little birds, little birds ».

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

4-5 years old middle group card No. 22

Outdoor game(Russian folk) "Bees and a swallow"

Purpose: to develop agility, quick reaction.

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

Bees fly, collect honey!

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

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

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

4-5 years old middle group card number 23

Outdoor gameDragonfly song

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

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

I flew, I flew, I didn’t know tired.

(Gently wave their hands.)

She sat, sat, flew again.

(Lower to one knee.)

I found friends for myself, we had fun .

(Smooth waved hands.)

A round dance led around, the sun was shining.

(Drive a round dance.)

4-5 years old middle group card№ 24

Outdoor game"The cat on the roof"

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

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

Hush mouse, hush mouse ...

The cat is sitting on our roof.

Mouse, mouse, watch out.

And do not get caught by the cat!

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

The outdoor game "Homeless Hare" can be played not only in the yard, but also indoors. Some options are very similar to a street game, and some are quite different. Therefore, you can choose a game for the gym, and for a break and for a room in an ordinary apartment.

The number of participants can also be different - from 3 to 20 people. But age remains unchanged - from 5 to 9-10 years.

This outdoor game develops responsiveness, stamina, attention. And the variant of the game “Homeless Hare with Perelikkami” also includes non-verbal communication skills between children.

"Homeless Hare" on the chairs - outdoor indoor game

This is a game for a small group of children of 6-10 people. Otherwise, it becomes quite difficult to run. All the children, except for the two drivers, the “hare” and the “hunter,” sit in the circle-set chairs, the backs and backs of chairs in the center of the circle. The distance between the chairs should be large enough so that the child can freely run. Drivers are chosen once at the beginning of the game by a children's room. “Hare” and “hunter” get up from opposite ends of the circle. The "hunter" must catch the "hare" (to harbor). Fleeing from the chase, the “hare” can “hide in the hole.” To do this, he must run to the center of the circle, grasp the back of the chair and say, “Knock knock knock, my house!”. After that, the player is safe, he has a "house". And the new “homeless hare” becomes that child who used to occupy the highchair. He should quickly jump up and run away from the "hunter". Moreover, the "hunter" can take him down, even if he has not yet managed to get up. The main thing is that the words “Knock-knock-knock ...” have already been heard. If the “hunter” managed to get the “hare” to be mastered, then they change roles.

Rules for outdoor outdoor games "Homeless hare on chairs"

  “Hare” and “hunter” can run on the outside of the circle in any direction.
   The "hunter" does not have the right to run inside the circle and even in between the chairs.
   "Hare", having run into a circle, should immediately stand behind the nearest chair-house on the right or left.
   Former "hare" calmly sit on an empty chair after the owner left him.
It is possible to organize an outdoor game in the “Homeless Hare” room and with a large number of participants - up to 20 people. At the same time, the rules change a little. Chairs are placed in a circle close to each other. You can even put them not in a circle, but in two lines, backs to each other. "Hare", wanting to occupy the "house", runs up to any participant in the game, puts his hand on his shoulder and says: "Take your place!". After which the player must stand up, and the "hare" to sit down. Moreover, the “hunter” can be fouled by any participant in the game who does not occupy a chair. That is, at some moment two “hares” at once can become potential “prey” of a “hunter” - one has already stood up and the other has not yet managed to sit down.

“Homeless hare with glances” - a mobile game indoors

"Homeless hare with glances" - a mobile game in the room for children from 5 years. They play it in a small company from 3 to 10 people. Unlike all other options of the mobile game "Homeless Hare", there is only one driver - "hunter". You can call him not a "hunter", but also a hare, but a "homeless".
  Each “hare” child has its own chair. The chairs are arranged in a wide circle so that the players are sitting facing the center of the circle. The driver is inside the circle. In the game, instead of chairs, you can use small gymnastic hoops.
  Children imperceptibly for the driver with gestures and facial expressions agree on an “exchange of apartments”, and then quickly run away from their house to the neighbor's. Both players must run across at the same time. While the mink chairs are left without owners, the driver tries to occupy any free chair. If he succeeded, then that child who did not have enough space leads further. Since the "apartment exchange" is regulated only by the agreement of the "owners", then two or even three pairs can start to run across. In this case, the driver can occupy any empty chair, and the players are only the one that was going to occupy from the very beginning.

Homeless Hare with Hoops - Outdoor Indoor Game

This version of the outdoor game is for large rooms, for example, for a sports hall. It is very similar to All children, except for two drivers, receive small gymnastic hoops. The hoops are laid on the floor, and the guys stand inside - these are the "houses" of hares. Hoops can be arranged in a circle or in random order, but so that between them was at least a meter. The leading “hunter” is catching up with the “hare”. Tired, the hare can jump into any hoop, and the former "owner" must leave the "house" and run away from the "hunter". If the "hare" is caught, then it turns into a "hunter".

Outdoor games for children are the main tool for the kid to learn this world and a powerful growth factor. Movement is the natural state of any sleeping child. A child who has created the conditions for movement, exercise and games is more harmoniously developed. They grow better, they are healthier than their inactive peers. This is clear. During physical exertion, metabolism is enhanced. Blood carried building material, oxygen. The game trains agility, endurance, builds strength, trains the vestibular apparatus. Nerve endings receive a lot of new impulses. The brain processes a tremendous amount of information. All systems work and interact - vision, hearing, touch. The most precise impulses are formed in the brain, ordering to make the necessary movement.

Outdoor game "Handkerchief"

Children form a circle, facing the center.

A driver is selected who takes the “handkerchief” and begins to run in a circle.

The task of the driver, let's call him - a driving instructor - discreetly toss a handkerchief under the feet of someone standing in a circle, run around a full circle and touch the player with a “handkerchief”.

If he succeeds, the player sits in the center of the circle, and the driver continues the game.

If a player notices a thrown handkerchief, he rushes after the driver, trying to catch up with him (but does not run towards the other side). The player must catch up with the driver before he takes his vacant seat.

If the driver manages to take the place of the player before he catches up with him, he becomes the player, and the player becomes the driver.

If a player catches up with the driver, the driver sits in a circle, all players sitting in a circle return to the circle, and the player who catches up becomes the driver.

Outdoor game Tails

They play in pairs. Each of the players receives a rope of the same length with the opponent. The rope is tucked into the belt of the trousers, so that 2 \\ 3 hang down from behind like a tail. Each of the players must take the tail from the enemy, while not giving his own. During the game you can not push, fight, grab your hands for everything except the tail, put the steps.

The winner is the one who took the tail from the enemy, but saved his own.

Outdoor game "The most dexterous"

You can play with one ball, you can play with two or more (according to the number of players) - all at the request of the players. The best number of players, in our opinion, is no more than 4, optimally two, so that the child develops a better spirit of competition, a desire to become a winner.

So, at a certain distance from the wall, a line is drawn on the ground with which the game begins. You can draw a few more lines at a distance of one step (away from the wall). Players stand on the first line from the wall. The first player throws the ball against the wall and then must catch it without leaving the spot. If he succeeded, he takes a step back and throws already from the second line. And so on, until he can catch the ball. After the previous player missed the ball, the next player enters the game.

The winner is the one who first got to the last line and caught the ball on it.

Help the child with the choice of the ball, the playing field, you can adjust the rules, for example, to allow the child to be able to take a step or two from the place from which he threw, or rebound the ball from the ground.

Outdoor game "The sea worries once ..."

The driver turns away, the remaining players randomly move around the site, depicting the "sea". The presenter says: “The sea worries once, the sea worries two, the sea worries three, the sea figure freezes in place!” At this point, players must take the pose of some kind of marine animal and freeze. You can’t laugh and move. The driver approaches any player and touches him. Then the selected player must depict whom he is showing. The task of the driver is to guess what kind of “sea figure” the player represents.

The mobile game "Geese Swans"

From among the players, a wolf and a shepherd are selected. The remaining children are geese. On one side of the site, a line is drawn for which geese are located. This is their house. On the side, draw a place - the lair of the wolf. A shepherd expels geese to graze in a meadow. Geese walk, pinch grass, fly. At the same time, they bend over, stretch their necks, and when they fly, they straighten their arms to the sides. Then the shepherd says:

Geese, Geese!

The geese stop and answer in chorus:

Ha, ha, ha!

Shepherd. Do you want to?

Geese. Yes Yes Yes.

Shepherd. So fly!

Geese. No no no.

The gray wolf under the mountain does not let us go home!

Shepherd. Well, fly as you want, only take care of your wings!

Geese stretch their arms out to the side and fly home through the meadow. And the wolf, having heard geese, runs out of its lair, trying to catch someone (to touch a hand). Caught by geese a wolf leads to his home. After 3-4 runs, the geese caught are counted. Then new shepherd and wolf are selected and the game continues.

The mobile game "Trickle"

Players become one after another in pairs, hold hands and hold them high above their heads. From the clasped hands a long corridor is obtained. That player who was left without a pair goes to the "source" of the brook and, passing under clasped hands, searches for a pair. Holding hands, a new pair makes their way to the end of the corridor, and the one whose pair is broken goes to the beginning of the brook. And, passing under clasped hands, he leads with him the one he has chosen. So the "trickle" moves for a long time and continuously.

The mobile game "Ring"

Lead is selected. All players sit on the bench, take a ring (instead of it there may be a button). Children hold their hands "cockerel" on their knees. The leader is standing in front of the players, in his hands is a ring. Then he comes to everyone, touches the palms of the participants and puts a ring to someone alone. Then he says: "Little ring, little ring, go out onto the porch." At this time, each participant in the game tries to keep the one with the ring, but no one knows who has it. If a player with a ring breaks out, then he becomes a leader.

The mobile game "Homeless Hare"

From among the players, a hunter and a homeless hare are selected. Other hare players draw circles, and each becomes his own. A homeless hare runs away, and the hunter catches up with him. The hare can be saved from the hunter if he runs into any circle. Then the hare that stood in the circle should immediately run away, because now it becomes homeless and the hunter will now hunt him. As soon as the hunter has caught a hare, he himself becomes a hare, and the former hare becomes a hunter.

The mobile game "Cats and Mice"

Participants in this game, in an amount of up to 25 and more, without gender difference, nominate one of their peers in the role of a mouse and the other two in the role of cats.

The remaining children take each other’s hands and form an open circle, in one place of which two neighboring participants drop down one of their hands, thus forming a kind of open “gate”, with which cats are allowed to enter the circle exclusively through this “gate” , the mouse, in addition, through all the other gaps formed between the children.

This game is based on the fact that cats tend to catch the mouse at all costs; as soon as this happened, three of these most active participants join hands and join the rest to form the same circle, with new mice and cats moving forward to replace them, and so on, until all the children are in these cast.

The mobile game "Horses"

There can be any number of participants.

Children by height are placed on the same line, in one line, and are divided, starting from the extreme, into groups, which include four participants.

One of the groups is called root people and holds a once-captured place; left and right adjoining them are two groups of adherents. The last groups include the coachman.

After everyone has settled down in this way, the coachman takes off their belts, thread them around the belts of the members of the root group, grabbing both ends of the belt with their right hand so that the belt buckle is between the index finger and thumb, and the opposite end of the belt is between the middle and index fingers with your fingers thanks to such gripping of the belt with the fingers of the right hand, it is possible at any time to quickly remove it.

For a greater order in the game, one of the older ones is selected as the “master of triples”. At the signal given to them, the “triples” begin to protrude, first slowly moving forward, then gradually accelerating their steps, start running in one direction, then they gradually change this direction and crumble in all directions, according to a new order from the owner.

As soon as the “master of triples” shouts: “horses, in different directions!”, The coachmen immediately release the belts intertwined with the belts of the roots, and the released horses quickly rush in different directions.

After some time, the owner again commands "coachman, bridle the horses!". After this shout, the coachmen take each other's hands, forming a chain, and begin to move from one end of the room or yard, which serve as a place for the game, to the opposite, driving the horses there as well.

The mobile game "Bunny"

The children participating in the game, all but one of them, are set in a circle, turning their faces to the center of the circle. They fold their hands behind their backs, thus passing each other a ball, which in this case serves as a bunny.

One of the participants, located in the circle itself, seeks to capture the ball from hand to hand, and he has the right to require each participant to show him his hands.

As soon as he notices a ball from someone or one of the children absentmindedly drops it, he picks up the ball and takes the place of the victim, and he enters the circle, changing roles with him.

The one in the circle is called the “driver”; as soon as he finds himself with his back to the one of the participants who mastered the ball, he has the right to touch the back of the “driver”, that is, to stain him, with which he is allowed to stain only in the back, and not in some other place.

The stained one picks up the ball and rushes after the one who stained it; with great dexterity, he is revengeful, that is, he is trying to tarnish him as well; if successful, they exchange roles.

In the event that he does not manage to overtake the enemy, he again goes to the middle of the circle and becomes still leading.

The mobile game "Wolf and Sheep"

Children gather in the yard in the open air or in a large room and, by lot, appoint one of the participants as a shepherd, the other as a wolf, and the rest remain in the role of sheep.

At both ends of the courtyard or classroom, which serve as a place to play, platforms are separated that are 3-4 steps wide and called pens.

The space between the two pens is called the field, and on one side it is separated by a line a small space that serves as a lair for the wolf.

After that, the sheep are placed in one of the pens, and the shepherd becomes in the field near the pen.

The wolf, settled in the lair, offers the shepherd to drive the flock of sheep into the field, and at this time he tries to grab some of them and drag him into his lair. At the same time, the shepherd does his best to protect the sheep heading to the opposite pen from the wolf, but he does not always succeed if the wolf is distinguished by dexterity. The caught sheep becomes the assistant to the wolf. After that, the wolf again turns to the shepherd with the words: “drive the flock in the field,” and when fulfilling this requirement, together with his assistant, he tries to stop the sheep running to the opposite corral.

Little by little, the number of helpers of the wolf is gradually increasing, and each time he continues to go hunting with them with them.

The game can continue until the wolf catches all the sheep; if the children get tired, especially when their number is very large, the game can be suspended earlier.

For proper conduct of the game, observance of well-known rules is required, which, among other things, consists in the fact that the wolf should not leave the lair until the sheep come out of their pen and move in the opposite direction.

The wolf is not given the right to climb into the corral - he can catch sheep only in the field, that is, in the space separating both corrals.

The captured sheep must submit to its fate and become the assistant of the wolf, helping him to capture new prey, and the helpers usually hold hands, forming a chain and holding back, thus, the falling sheep.

The mobile game "Third Extra"

The number of players is not limited, as many as possible. Everyone stands in a circle, one person in pairs, and another behind his back. One pair becomes a leader - one of the pair runs, the other catches up. Run around the outer circle. Anyone who runs away can be saved from the chase, standing up to any pair of third. You need to stand in front of the first player of the pair, then the player standing behind him becomes the third, third extra and must run away from the chase. The one who catches up and touches the "blooper" himself becomes the "blooper" and now must catch up. They play until they get bored.