Cards of outdoor games for high school age. Sports games for schoolchildren

Cards of outdoor games for high school age. Sports games for schoolchildren

Outdoor games For junior schoolchildren.

A selection of outdoor games for the program extracurricular activities"Outdoor games". The material may be useful to teachers primary classes, GPD teachers.
1. ATTENTION GAMES
Alphabetically
To make names better remembered, to train attention and the ability to quickly switch from one task to another, you can play this game in a company of up to 15 people.
The presenter invites the children to change places in a certain amount of time (10, 15 or 20 seconds) like this:
- so that all names are arranged in alphabetical order;
- so that everyone stands by hair color (on the left - brunettes, on the right - blondes);
- so that everyone stands according to their height (on the left - small, on the right - large).
Note. These exercises can be even more fun if there are wide benches, sofas, or very stable, sturdy chairs. Then the guys must complete the tasks while standing on the benches and move without stepping on the floor.
Age: from six years
The game develops: attentiveness, coordination
Number of players: 5 or more

Three, Thirteen, Thirty
Three, Thirteen, Thirty is a game that develops children's attention and quick reactions well. Can be used at school for physical education sessions for primary school students.
Participants in the game agree in advance which number represents which action. Players line up in a line at a distance of arms outstretched to the sides.
If the driver (teacher) says “three”, all players must raise their hands up, when the word “thirteen” - hands on the belt, when the word “thirty” - hands forward, etc. (You can come up with a variety of movements). Players must quickly execute the appropriate movements.
Age: from six years
The game develops: attentiveness, reaction

Colored flags
Purpose of the game: development of motor and communication skills, attention.
Attributes: 5 flags different color.
Progress of the game: 5 circles with a diameter of 2 m are drawn on the playing area at a distance of 1 m from each other. Players are divided into 5 teams. Each team stands in its own circle. In the center of each circle stands a player with a colored flag in his hands.
At the leader’s signal, the players scatter around the court. At the second signal they stop and close their eyes. At this time, players with flags change places; At the third signal, the players open their eyes and quickly look for their flag. The winners are those players who return to the flag of their color before others.
Special notes: If a player opens his eyes, his team is considered a loser.

false mirror

Attributes: 6 jump ropes.
Progress of the game: the game begins with the leader demonstrating different jumping ropes: jumping with crossed legs, jumping with high knees, double jumps, etc. Then the players stand in pairs, opposite each other, and try to repeat all the movements shown by the leader . The player who made a mistake leaves the game and is replaced by the next one.
Special notes: the new driver becomes the player who has not made a single mistake.

"Sherlock Holmes"
A presenter (“Sherlock Holmes”) and 3-5 “criminals” are selected. The younger the children are, the fewer “criminals” there are. "Criminals" stand before "Sherlock Holmes". “Sherlock Holmes” carefully examines the “criminals” for several seconds (20-30) and leaves the room. The "criminals" make five changes in their clothing and posture. The returning "Sherlock Holmes" must find his five changes in everyone. The player whose “detective” has found all five changes must fulfill any wish of “Sherlock Holmes”. Anyone who does not have at least one change defined becomes “Sherlock Holmes” himself.

"Confusion"
They choose a driver. All other players stand in the room, holding hands. The driver leaves the room, and the rest of the players begin to move relative to each other, but without lifting their hands (getting confused). Then they invite the driver into the room. He must determine in what order the players originally stood. Repeat the game several times, changing the driver.

"Cosmonauts"
On site in different parts draw the outlines of the rocket. There should be several fewer of them playing. All children join hands. They walk in a circle with the words: “They are waiting for us fast rockets for walking around the planets. We’ll fly whichever one we want! But there is one secret in the game: there is no place for latecomers!” As soon as the last word is said, the children run away, trying to occupy free place in the "rocket". Latecomers gather in the center of the circle. We celebrate those children who have never been late for the “rocket”

"Crows and Sparrows"
On lines 3 - 5 m from each other, the teams are located in ranks with their backs to each other. One team is the Ravens, the other is the Sparrows. At the “crow’s” signal, the team of the same name runs away, while the other team tries to catch up and “harass” the runners to a certain point. The team that defeats the most players on the other team wins.

Cones, acorns, nuts
An active game that children really like.
Children stand in threes and, holding hands, form a circle. Each of the three has a name: “cones”, “acorns”, “nuts”. The leader is outside the circle.
The presenter says the word “nuts” (or “cones”, “acorns”), and all the players who have this name change places, and the presenter tries to take someone’s place.
If he succeeds, then he becomes a nut (“acorn”, “cone”), and the one who is left without a place takes the place of the leader.
Age: from six years
The game develops: attentiveness, coordination, dexterity, thinking, reaction Number of players: 7 or more
Place of play: street

Birds, fleas, spiders
The group is divided into two teams. Each team, secretly from the other, decides who they will be - “birds”, “spiders” or “fleas”. Two teams stand in lines in the center of the hall facing each other with a gesture indicating the selected animal.
Spiders run away from birds, fleas from spiders, birds from fleas. The one who did not manage to reach the opposite wall moves to another team.
Age: from six years
Purpose of the game: relaxation, concentration
Number of players: 10 - 30
Game location: spacious safe room

White bears
Polar bears - an active group game for younger children school age. Develops active creative motor actions motivated by the plot of the game.
At the edge of the area, which represents the sea, a small place is outlined - an ice floe, on which the driver - the “polar bear” - stands. The remaining “cubs” will be randomly placed throughout the site.
“The Bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught one “bear cub”, he takes it to the ice floe, then catches another.
Two caught “bear cubs” join hands and begin to catch the rest of the players. Having caught someone, two “bear cubs” join their free hands so that the caught one ends up between their hands, and shout: “Bear, help!”
The “bear” runs up, greases the caught one and takes him to the ice floe.
The next two caught also join hands and catch the rest of the “cubs”.
When all the cubs are caught, the game ends.
The last player caught wins and becomes the “polar bear”.
Note. A caught “bear cub” cannot slip out from under the hands of the couple surrounding it until the “bear” has insulted it. When catching, it is forbidden to grab players by their clothes, and those running away are prohibited from running outside the boundaries of the area.
Age: from six years
The game develops: dexterity, reaction, imagination
Number of players: 7 or more

3. GAMES TO DEVELOP ENDURANCE
"Homeless Hare"
An interesting game for children of primary school age. A hunter and a homeless hare are selected from among the players. The rest of the players are hares, draw a circle for themselves, and stand inside.
A homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because it becomes homeless, and the hunter will hunt for it. As soon as the hunter catches a hare, he himself becomes a hare, and former hare- hunter.
Age: from six years
The game develops: attentiveness, endurance, thinking, reaction
Number of players: 3 or more

Give me a hand
Before playing, children choose an area beyond which they cannot run.
One leader is selected - the tag, the rest of the players move freely around the site.
Salka begins to catch players who are running away from him, while the children try to join hands with the closest player.
Holding hands, they stand facing each other. In this case, the tag does not have the right to grease them.
If the tag catches up with a single player, they switch roles.
Age: from six years
The game develops: attentiveness, endurance, dexterity, reaction

"Who will win"
The game is similar to the outdoor game "Tug"
2 participants.
The ground plane is divided by a line. Rivals on both sides.
They grab the stick with both hands.
Objective: Drag your opponent to your side.

British Bulldog
Playing affects the child’s endurance and reaction.
Children appoint two catchers (“bulldogs”). The Bulldogs stand on one side of the court, and everyone else stands on the opposite side. At the signal of one of the “bulldogs” all players must run to the other side. But so that the player is not caught by the bulldogs.
The game continues until all runners become bulldogs.
Age: from six years
The game develops: endurance, reaction, strength
Number of players: 4 or more

"Shtander"
Purpose of the game: develop endurance, accuracy, cultivate honesty.
Materials needed for the game: a ball, preferably a volleyball, but a rubber one is also possible.
Rules of the game: To start the game you need to choose a driver, this can be done using a counting rhyme. The driver holds the ball in his hands. All players gather near the driver. The driver throws the ball as high as possible. At this moment, all the players scatter in different sides. The driver must catch the ball and as soon as the ball is in his hands, he shouts: “Standr!” All players must stop at the place where this team found them. The driver must hit one of the players with the ball. The upset player becomes the driver, and the driver becomes the player, and the game continues. The game can go on until it gets boring.

"Change of Places"
Purpose of the game: development of jumping ability and jumping endurance.
Materials needed for the game: chalk to mark the start (finish) line
How to play: All players are divided into two teams. Two lines are marked along the edges of the site - these are the so-called “houses”. Both teams stand in ranks facing each other on opposite sides of the court, behind their home lines, crouch down and place their hands on their knees.
At the signal, all players jump from a deep squat, moving forward, trying to quickly cross the line of the opposite “house”. The team whose players are the first to gather behind the opposite line wins. Then both teams jump into reverse side, but the player who last crossed the line does not take part in the game; he is eliminated from the game. This game can continue until 2-3 of the most resilient jumpers remain on the court. The team with the most jumpers left wins. You can continue the competition further, and then you can determine the best jumper.
Teams can be mixed, or they can consist only of boys or girls (if there are enough participants).
This game is suitable for both playing in the gym and playing in the yard.

Jump ropes

Necessary materials and visual aids: jump ropes.
Progress of the game
Players jumping rope in various ways: on 2 legs, on 1 leg, etc. The one who lasts longer wins.

Classics
Purpose of the game: to develop physical strength and endurance.
Necessary materials and visual aids: chalk, bat.
Progress of the game
Hopscotch is being drawn on the playground. Players must, jumping on 1 leg and pushing the bat in front of them, jump from the 1st to the 10th grade. If the bat flies beyond the hopscotch, the player gives way to the next one. The first player to jump through all classes wins.

4. GAMES TO DEVELOP ATTENTION, WIT, AND CREATIVE IMAGINATION
Ocean is shaking
Children walk in a circle and say the words: “The sea is agitated - one, the sea is agitated - two, the sea is agitated - three, the sea figure freezes in place! “On the last word, the children stop and “freeze” in the pose of a sea animal. The presenter or the child tries to guess the name of these animals.

What are you doing?
Children choose the “mistress of the house” and, standing in a circle, draw circles around themselves - houses. The “housewife” goes around the players and assigns housework to each of them. For example: chop wood, mow hay, wash clothes, bake pies, etc. Children complete tasks. The “Mistress” stands in the center of the circle and says: “Now let’s hammer in nails together!” “The children do everything that the “hostess” asks. Suddenly the “hostess” points at one of the children and asks: “What are you doing? "The child must name the work that he was assigned to do at the beginning of the game. After this, the “hostess” gives everyone new tasks.

Figures
One of the players is appointed as the driver. Children scatter around the hall, at a signal they stop, depicting frozen figures of an athlete, a working person, an animal, a bird, etc. The driver walks among the figures and chooses the most successful one. The children who took the most difficult poses are noted.

In an even circle
The children form a circle with the driver inside. Moving left (right) in a circle, children say the words:
In an even circle, one after another.
Hey guys, don't yawn!
Everything that Kolya will show us
Let's repeat it together!
The driver shows some kind of movement (jumps, rotates his arms, squats, etc.). Children must repeat it exactly. After this, a new driver is appointed, and the game is repeated.

Air, water, earth, wind
Children form a circle leading in the middle. Approaching one of the children, the driver says one of four words: “air”, “water”, “earth”, “wind” - and counts to five. During this time, the child must come up with and show (depending on the word that is given to him) a bird, fish, animal, or spin around in place (wind). Those who did not manage to do this leave the game.

Say it again
One of the players shows the movements of an animal, for example a bunny. The next one repeats the movements of the bunny and adds the movements of another animal - the fox. And so each subsequent player, having completed the movements of all the previously shown animals, adds one more, new one. The list of animals is growing. The one who has best memory and imagination.

Exhibition of paintings
The presenter appoints three “visitors”, the rest of the children are “pictures”. At the signal: “Prepare the exhibition! “- children consult with each other about what pictures they will depict (skier, skater, swimmer, horseman, goalkeeper). The picture can be depicted by two or three people: a Christmas tree under a bunny, a fairy tale “Turnip”, etc. After a few seconds, the teacher announces: “Open the exhibition! » Children stand along the playground and take planned poses. “Visitors” look around the “exhibition” and mark the most successful “pictures”. On the signal: “The exhibition is closed! "- children take free poses.

5. GAMES TO DEVELOP JUMPING, AGILITY, AND MOTION COORDINATION
Fishing rod
Purpose of the game: development of dexterity and coordination of movements.
A driver is selected from the total number of players. The remaining players stand in a circle with a diameter of 3-4 m.
The driver becomes steep in the center. He has in his hands a 2 m long rope with a bag of sand tied to the end. The driver rotates the rope so that the bag of sand flies above the floor level at a height of 5-10 cm.
Each player must jump and miss the flying bag. Anyone whom the driver hits with a flying bag receives a penalty point. The total number of penalty points is calculated after the bag has completed 8-10 full circles. The winner is the one whose legs are never touched by the rope.
After changing the driver, the game starts all over again.

Jumping sparrows
A wonderful children's game. First draw a circle on the asphalt using chalk.
In the center of the circle is the leader - the “crow”. Behind the circle are all the players who are “sparrows”.
They jump into a circle and jump inside it. Then they jump out of it in the same way.
The “crow” tries to catch the “sparrow” when it jumps inside the circle.
If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.
Age: from six years
The game develops: attentiveness, dexterity, thinking, reaction
Number of players: 3 or more

Bricks and masons
Purpose of the game: development of motor, communication abilities, dexterity.
Progress of the game: 2 “masons” are selected from the players. The rest are “bricks”. The “bricks” scatter around the site, and the “masons” begin to run after them and try to grease one of the “bricks”. Each “bricklayer” takes the greasy “brick” to one place and leaves it there. The “bricklayer” places the next salted “brick” next to the first one - a “wall” is formed.
The “bricklayer” whose “wall” is longer wins, i.e., he lays more “bricks.”
Special notes: greasy “bricks” should not run away from their place.

"Through the Stream"
Purpose of the game: to develop physical strength and endurance.
Necessary materials and visual aids: chalk.
Progress of the game
A stream is drawn on the playground, which gradually widens towards the end. Players are invited to jump over the stream: first through its narrow place, then where it is wider and wider. If the players succeed, they must be praised.

"Dodgeball"
Active ball game. Two driving players are selected and stand with the ball at a distance of 10 - 15 meters from each other. The remaining players run between the drivers from one to the other. The drivers, throwing the ball to each other, try to hit one of the players. The one who gets hit is eliminated from the game. However, players can try to catch the ball. Each ball caught returns one of the eliminated players to the playing field. The task of the drivers is to “knock out” all the players from the game.

"Carousel"
The players stand in a circle. There is a rope lying on the ground, forming a ring (the ends of the rope are tied). The guys pick it up from the ground and, holding it with their right (or left) hand, walk in a circle saying:
Barely, barely
The carousel started spinning.
And then around and around,
Everyone is running, running, running.
The players move slowly at first, and after the words “run” they run. At the command of the leader: “Turn!” - they quickly take the rope with their other hand and run in the opposite direction.
Hush, hush, don't rush!
Stop the carousel.
One and two, one and two,
The game is over!
The movement of the carousel gradually slows down and with last words stops. The players put the rope on the ground and run around the site. At the signal, they rush to “get on the carousel” again, that is, grab the rope with their hand, and the game resumes. You can only take seats on the carousel until the third bell (clap). A latecomer does not ride on the carousel.

6. BALL GAMES
"Pass the balls"
Place five or six medicine balls on one line at intervals of 0.5-1.5 m. The player remembers the location of the balls, turns in a circle and moves backwards. The task is to get around and not hit the balls. Whoever completes the task is the winner. The location of the balls changes each time.
Options. 1. Increase the number of balls (for older students). 2. Move backwards, stepping over the balls. 3. Move backwards and blindfolded.

"Pass the ball"
The player, moving along the floor, must dribble the ball along the rail of the gymnastics bench. The player who manages to do this wins.
Variations: the same, but the player moves along the rail and the ball dribbles along the floor.

"Hit the ball"
The players are divided into two teams and stand in ranks, facing each other. The distance between the ranks is 8-10 m. There is a volleyball in the middle of the stool. Each player has a small ball. At the teacher’s signal, players of one team perform throws, trying to knock down the volleyball. If someone manages to knock down the ball, the team gets 1 point. Then the other team starts throwing. The team with the most points wins.

"Knock it down with a rebound"
2-5 m from the wall (the distance depends on the age and experience of the players) place a town, a pin, and an inflatable toy. Task: throw a ball against a wall so that it bounces and knocks down a set object. Who will have the most successful attempts out of five? Who will need fewer tries to knock down an object five times?
You can throw the ball from any point.
Option: place a box, box, basket at some distance from the wall, put a hoop. Objective: hit the target with the ball.

"Don't drop the ball"
At the starting line, each participant in the game receives two sticks. Then the players become pairs and use chopsticks to hold the ball so that it does not fall. Each pair must run faster than their opponents without dropping the ball. If the ball falls, you need to stop, pick it up, put it on the sticks and run again. Running distance is 15-20 m.
"Throw and catch"!
The player holds the ball behind his back with both hands. Leaning forward, he throws the ball over his head up and forward. Now you need to have time to straighten up and catch the falling ball. Each person is given, say, five attempts. The one with the most successful attempts will win.
Game options: you can throw the ball against a wall (if there are no windows) from a distance of several meters - and catch it when it bounces; you can throw the ball onto a sloping roof (barn, garage, shed) - and catch it when it rolls down.
You can add complications to the game. For example, a task is given: before catching the ball, you need to clap your hands several times. Or make a complete turn in a circle (when the ball is thrown against a wall or thrown onto a roof).

"Hunters and Ducks"
Purpose of the game: development of eye and dexterity.
A circle with a diameter of 5-8 m is drawn on the playground (depending on the age of the players and their number).
All players are divided into two teams: “ducks” and “hunters”. The “ducks” are located inside the circle, and the “hunters” are located outside the circle. The Hunters get the ball.
At a signal or command from the teacher, the “hunters” begin to knock out the “ducks” with the ball. “Dead ducks” that were hit by the ball are eliminated from the circle. The game continues until all the “ducks” are knocked out of the circle. While throwing the ball, the “hunters” must not cross the line of the circle.
When all the “ducks” are knocked out, the teams switch places.
Game option: 3-4 “hunters” are selected from among the players and stand at different ends of the site. Each “hunter” has a small ball. The players scatter around the court, but do not go beyond it.
At a signal or command from the teacher, all the players stop in their places, and the “hunters” take aim and throw balls at them. The players can dodge the flying ball, but they cannot move from their place.
Knocked out ducks are out of the game. The “hunter” who knocks out the largest number of “ducks” wins.

"Paints"
Participants in the game choose the owner and two buyers. The rest of the players are paints. Each paint comes up with a color for itself and quietly names its owner. When all the paints have chosen a color and named it to the owner, he invites one of the buyers.
The buyer knocks:
Knock! Knock!
- Who's there?
- Buyer.
- Why did you come?
- For paint.
- For what?
- For blue.
If there is no blue paint, the owner says: “Walk along the blue path, find blue boots.”
If the buyer guesses the color of the paint, then he takes the paint for himself.
A second buyer arrives and the conversation with the owner is repeated. And so they come up one by one and sort out the paints. The buyer who collects the most colors wins.
Rules of the game: The buyer who guessed the most colors becomes the owner.

"Herd"
The players choose a shepherd and a wolf, and everyone else chooses sheep. The wolf's house is in the forest, and the sheep have two houses at opposite ends of the site. The sheep call loudly to the shepherd:
Shepherd boy! Shepherd boy!
Play the horn!
Drive the herd into the field
Take a walk in freedom!
The shepherd drives the sheep out into the meadow, they walk, run, and jump. At the shepherd’s signal: “Wolf!” - all the sheep run into the house on the opposite side of the site. The shepherd stands in the way of the wolf and protects the sheep. Everyone caught by the wolf leaves the game.
Rules of the game: During the run, the sheep cannot return to the house from which they left. The shepherd only shields the sheep from the wolf, but does not stop him with his hands.

"Two Frosts"
The players are located on one side of the court, in the middle there are two drivers - two Frosts.” Frosts turn to the guys with the words: “We are two young brothers, two daring Frosts!” One of them, pointing to himself, says: “I am Frost - the blue nose.” Another: “I am Frost – the red nose.” And together: “Which of you will decide to set out on the path?” All the guys answer: “We are not afraid of threats, and we are not afraid of frost!” After these words, the children run to the other side of the playground. The drivers try to “grudge” those running across, the “greasy” ones remain in the place where Frost “frozen” them.
During the next dashes, the players can help out the “frozen” children by touching them with their hands. After several dashes, other Frosts are appointed. Those children who never got to Frost even once are noted, as well as best couple driving...

"Ring"
They choose a driver, they give him a “ring” - any small object. Participants stand in a row, holding their palms in front of them in a "boat" position. The driver goes through the entire row, placing his palms in the palms of each participant. At the same time, he quietly leaves a “ring” in the palms of any participant. Having passed everyone, the driver says: “Ring, ring, go out onto the porch.” The task of the owner of the “ring” is to run forward, the task of all other children is to try to predict the owner of the “ring” and not let him out of the line.

"Stream"
Divide into pairs in random order. Couples are located one after another, holding hands, raising their clasped hands up, as if forming a roof. The driver passes under his closed hands and chooses a partner. The new couple stands behind, and the freed participant in the game enters the stream and looks for a couple, etc.

"At the Bear's Forest"
The bear chosen by lot lives in the forest. Children go into the forest to pick mushrooms, singing a song:
By the bear in the forest
I’ll take mushrooms and berries!
The bear is disgusted
Frozen on the stove!
When the players have said their last words, the bear, which had been dozing until now, begins to toss and turn, stretch, and reluctantly leaves the den. But then the bear suddenly runs after the players and tries to catch someone. The one who is caught becomes a bear. Rules of the game: The bear leaves the den only after pronouncing the last words of the song. Children, depending on the behavior of the bear, may not immediately run to their home, but tease it with a song.

"The Owl and the Birds"
Before starting the game, children choose the names of birds whose voice they can imitate. For example: dove, crow, goose, duck, cuckoo. The players choose an owl. He goes to his nest, and those playing quietly, so that the eagle owl does not hear what kind of birds they will be in the game. Birds fly, scream, stop and crouch. Each player imitates the cry and movements of the bird he has chosen. At the signal “Owl”, all the birds try to take places in their house. If the eagle owl manages to catch someone, he must guess what kind of bird it is. Only a correctly named bird becomes an eagle owl.
Rules of the game: the bird houses and the owl house must be located on a hill. Birds fly into the house on a signal or as soon as an eagle owl catches one of them.

"Zarnitsa"
Children stand in a circle, hold their hands behind their backs, and one player - Dawn - walks behind them with a ribbon and says:
Zarya-zarnitsa
Red maiden.
I walked across the field
I dropped the keys.
Golden keys
Blue ribbons
The rings are entwined,
Let's go get some water!
With the last words, the driver carefully places the ribbon on the shoulder of one of the players, who, noticing this, quickly takes the ribbon, and they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game repeats itself.
Rules of the game: Runners must not cross the circle. The players do not turn around until the driver chooses who should put the ribbon on their shoulder.

"Wandering Ball"
Everyone playing. In addition to the driver, they stand in a circle at arm's length. They pass a big ball to each other. The driver runs outside the circle and tries to touch the ball with his hand. If he succeeds, he goes to the place of the player in whose hands the ball was, and the player goes out of the circle.
The game repeats itself.
Rules of the game: When passing the ball, the players must not move from their place. You cannot pass the ball through one person, only to the player standing next to you. The driver is prohibited from entering the circle. The ball can be passed in any direction. The player who dropped the ball becomes the driver.

"Owl"
Contents of the game. At the signal from the presenter: “The day is coming, everything comes to life!” - children begin to run, jump, imitating the flight of butterflies, birds, beetles, depicting frogs, mice, kittens. At the second signal: “Night is coming, everything freezes - the owl flies out!” - the players stop, freeze in the position in which the signal caught them. "Owl" go hunting. Noticing the player moving, she takes him by the hand and leads him to her nest. In one exit, she can kill two or even three players.
Then the “owl” returns to its nest again and the children again begin to frolic freely on the playground.
The winners are the players who have never been caught. You can also note the best driver - who caught large quantity players.

8. RELAY RACES
Animal relay
The players are divided into 2 - 4 equal teams and line up in columns one at a time. Those playing in teams take the names of the animals. Those standing first are called “bears,” those standing second are called “wolves,” those standing third are called “foxes,” and those standing fourth are called “hares.” A starting line is drawn in front of those in front. At the command of the leader, team members must jump to a given place just like real animals do. The “wolves” team runs like wolves, the “hares” team runs like hares, etc.

Unload the car
Children are invited to unload the “cars” with “vegetables”. The machines are placed against one wall, and two baskets are placed opposite them against the other wall. One player at a time stands near the baskets and, at a signal, runs to the cars. You can carry vegetables one at a time. Vegetables must be the same in all machines, both in quantity and volume.
Other participants can then "load" the machines; In this case, the players stand near the cars, run to the baskets at a signal and carry the vegetables into the cars.
Machines can be boxes, chairs; vegetables - skittles, cubes, etc.

I passed it on - sit down!
The players are divided into several teams, 7 - 8 people each, and line up in common line starting in the column one at a time. Captains stand in front of each column, facing it at a distance of 5-6 m. The captains receive a volleyball. At the signal, each captain passes the ball to the first player in his column. Having caught the ball, this player returns it to the captain and crouches. The captain throws the ball to the second, then third and subsequent players. Each of them, returning the ball to the captain, crouches. Having received the ball from the last player in his column, the captain raises it up, and all the players on his team jump up. The team whose players complete the task faster wins.

turnip
Two teams of 6 children each participate. This is grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. On each chair there is a turnip - a child wearing a hat with a picture of a turnip.
Grandfather starts the game. At a signal, he runs to the turnip, runs around it and returns, the grandmother clings to him (takes him by the waist), and they continue running together, again go around the turnip and run back, then the granddaughter joins them, etc. At the end of the game, The mouse is caught by a turnip. The team that pulled out the turnip the fastest wins.

Plant and harvest
Number of players: 2 teams of 4 people
Additionally: 8 hoops, 2 buckets, 4-5 potatoes, 2 watering cans.
The 1st participant “plows the ground” (puts down hoops).
The 2nd participant “plants potatoes” (puts potatoes in the hoop).
The 3rd participant “waters the potatoes” (runs around each hoop with a watering can).
The 4th participant “harvests” (collects potatoes in a bucket).
The faster team wins.

Running "centipedes"
The players are divided into two or three teams of 10-20 people and line up behind each other. Each team receives a thick rope (rope), which all players grab with their right or left hand, evenly distributed on both sides of the rope. At the organizer’s signal, the “centipedes” run forward 40-50 meters to the “finish”, holding the rope all the time.
Victory is awarded to the team that was the first to reach the finish line, provided that none of its participants became unhooked from the rope while running.

Bibliography
1. Lyakh, V.I. My friend physical education. 1–4 grades – M.: Education, 2005.
2. Builin Yu.F., Portnykh Yu.I. Mini basketball. M., 2000
3. Galitsky A.V. Journey to the land of games. M., 2001
4. Klusov N.P. Handball. M. 1996
5. Sample programs extracurricular activities. Primary and basic education. second generation standards. Moscow "Enlightenment" 2011
6. Lyakh V.I., Maikson G.B. Comprehensive program physical education students. M., 2002
7. Kovalko V.I. “Health - saving technologies”, Moscow “Waco”, 2004.
8. Kovalko V.I. Lesson developments in physical education for grades 1-4: Guidelines, practical materials, lesson planning. - 2nd ed., revised - M.: VAKO, 2005.
9. Internet resources

"Outdoor games for grades 9-11" on lessons physical culture



"Manage to catch up"

  • Preparation. Four racks are placed three steps from the corners of the hall. The boys of the class are located near the walls of the hall, stretching along its entire circumference. They turn their right side to the walls. The distance between players must be the same.
  • Contents of the game. On the command "March!" everyone starts running counterclockwise, running around the outside of the posts. Everyone’s task is not to let themselves be caught up and to try to touch the hand of the person running in front. The rest go to the center of the hall so as not to disturb the others.
  • The three most resilient students win the game.
  • Rules of the game: 1. The game is played separately between boys and girls. 2. You definitely need to throw your hand at the player running in front.

  • The captain of the team wearing a Santa Claus hat must run around the counter, return, take the hand of the second player, run with him to the counter, hand him the hat and remain standing at the counter, and the second player, having put on the hat, returns for the third and. until the whole team crosses to the other side.

"Who is stronger?"

  • Preparation. To play, you need to prepare five or six rings of thick rope. The diameter of such a ring is 30 cm. The players are divided into two teams. Five or six circles are marked in the middle of the site, into which rope rings are placed. Control lines are drawn 2 m from the circles on each side.
  • Contents of the game. At the direction of the leader, five to six people from each team approach the circles and, making up pairs, take the rope rings with their right or left hand (which is agreed upon in advance). According to a common signal, each of the players who make up the pair tries to pull the opponent over the control line located behind. The one who wins gets one point for his team.
  • The team with more points wins.
  • Rules of the game: 1. When tugging, you must not intentionally let go of your hands. 2. The one who has crossed the control line with both feet is considered to be overstretched.

"Ball to the average"

  • Preparation. The game requires two basketballs or volleyballs. The players are divided into two equal teams, and each of them lines up in a circle at arm's length or wider. The first numbers stand in the middle of their circles with the ball in their hands.
  • Contents of the game. At the leader’s signal, the central players in the circles throw the ball to the second numbers, receive it back from them, throw it to the third, also receive it back, etc. When the central player receives the ball from the last (by number) player, he passes it to the second player and changes places with him. The second player stands in the middle of the circle and also starts the game: he throws the ball to the third player, receives it from him, passes it to the fourth, etc. The game ends when everyone has been the center player.
  • The team that finishes throwing the ball first wins.
  • Rules of the game: 1. You can pass the ball to anyone in advance in an established manner: with one or two hands, from below, from the chest, from behind the head, hitting the ball on the ground, volleyball pass, kicking the ball on the ground. 2. The ball is thrown to all players in strict sequence. 3. Anyone who drops the ball or does not catch it must pick it up himself and continue the game. 4. The next center player can begin passing the ball as soon as he catches it from the previous center.


"Elimination Race"

  • Preparation. Using flags, a circle with a diameter of 9-12 m is marked and a start and finish line is drawn on it.
  • Contents of the game. At the signal, all participants in the game simultaneously begin running along the outside circle counterclockwise. After each lap (or two laps), the participant who was the last to cross the starting control line is eliminated from the game.
  • Gradually the less hardy ones are eliminated.
  • The winner is the one who remains the leader, i.e. the most resilient and fastest player.
  • Rules of the game: 1. The game begins at the signal of the leader. 2. Running is only allowed on the outer part of the circle. 3. Participants can run with a medicine ball, wear weight belts, and weighted backpacks.

"Carousels"

  • Preparation. The game is played in the form of a fours competition. The first of them is located on one half of the site, the second - on the other. Pairs of players in each four stand opposite, placing their hands on each other's shoulders and clasping their palms on their necks. The second couple in the same initial position stands at an angle of 90 degrees to the first pair, joining hands under the hands of the players of the first pair.
  • Contents of the game. At a common signal, the second pairs begin to move in a circle. At the same time, other couples spin through the air, like on a carousel. The more one pair spins, the higher the other flies.
  • Whichever group of four spins the carousel the longest wins, after which the players in the foursomes change roles.
  • Rules of the game: 1. The game begins at the signal of the leader. 2. You can’t unclasp your hands.

"Changing Places"

  • Preparation. The players of the two teams, standing in ranks facing each other on opposite sides of the court (behind the lines of their “houses”), crouch and put their hands on their knees.
  • Contents of the game. At the signal, all players, jumping from a deep squat, move forward, trying to quickly cross the line of the opposite “house”. Then there are jumps in the opposite direction, but the last person to cross the home line does not participate in the game. the game continues until 2-3 of the most resilient jumpers remain on the court.
  • The team that retains the most jumpers at the end of the game wins.
  • Rules of the game: 1. The game begins at the signal of the leader. 2. You cannot remove your hands from your knees. 3. Jumping is only allowed from a deep squat position.

"Shootball"

  • Preparation. Players are positioned on both sides of the net (as in volleyball). The team has 6-8 people.
  • Contents of the game. The game begins with the submission of one of the teams. The other team receives the ball and plays it according to all the rules of volleyball, passing it with a third blow to the opponents’ side, who try to receive the ball and also play it.
  • A player who makes a technical error is sent to the opposite side beyond the captivity line. The team loses serve. The game resumes. The game lasts 10-15 minutes. The winner is the team that has fewer players in the prisoner zone at the end of the game.



"Dash for the ball"

  • Preparation. The players are divided into two equal teams, which line up on one side of the court. Each team is calculated in numerical order. A starting line is drawn in front of the teams. The leader with the ball in his hands stands between the teams.
  • Contents of the game. When calling any number, the leader throws the ball forward as far as possible. Players with this number run towards the ball. Whoever touches the ball with his hand first brings the team a point. After this, the ball is returned to the leader, who throws it again, calling a new number, etc. playing set time.
  • The team with more points is considered the winner.
  • Rules of the game: 1. You can start running from a high or low start(by agreement). 2. If two players touch the ball at the same time, each team gets a point.

"Fifteen Gears"

  • Preparation. Required to play medicine ball weighing 5 kg. Several teams can play simultaneously, each of which consists of three players with numbers 1, 2, 3. They stand in one line at a distance of 7-8 m from each other.
  • Contents of the game. The center player (number 2), at the teacher’s signal, throws the medicine ball to his partner on the left (number 1). He catches the ball and throws it to the right through the center player number 3, who returns the ball back to the center player. This counts as one transfer. The game continues until 15 passes are completed, earning the team the winning point.
  • The team that scores the most points in a given time wins.
  • Rules of the game: 1. The central player must announce the number of the completed pass each time. 2. If the ball falls from one team, then it must pick it up and start passing again. 3. Players must not push each other with their hands.

"Penguin Run"

  • Preparation. Teams line up in columns in front of the starting line. The players standing first hold a volleyball or medicine ball between their legs (above the knees).
  • Contents of the game. At the signal from the leader, with the ball between their feet, the players must run around the stand (mace, medicine ball) and return back, passing the ball with their hands to the second number of their team. Participants who have finished running stand at the end of the column.
  • The team that manages to complete the relay faster and without errors wins.
  • Rules of the game: 1. The game begins at the signal of the leader. 2. If the ball falls to the ground, you need to grab it with your feet again and continue playing.

"Movable Ring"

  • Preparation. A thick rope or cable (3-5 m long) is tied with the free ends and placed in the middle of the site. Players are conditionally divided into four weight categories. The first four approach the rope from different sides and, taking it with their hands, lift and tension it, as if forming a ring. A medicine ball is placed three steps behind each player.
  • Contents of the game. At the signal "Pull!" Each player tries to be the first to reach the ball and touch it with his foot. The one who succeeds wins and moves aside. The remaining three players again take the rope and pull it in three directions, trying to complete the same task. The winner takes second place. Third place is played in the same way: players pull in different directions. The balls are moved to a certain position each time, for which marks can be made on the court in advance. Then the second four compete, followed by the third, etc., and the winners meet in the final.

  • In the final competition between the winners, the best one is revealed, and he is considered the winner.
  • Rules of the game: 1. The game begins at the signal of the leader. 2. Be sure to touch the medicine ball with your foot.

Methodological collection "Games for primary school students"

Physical education teacher - Sazonov Alexey Sergeevich
School - MBOU Lyceum No. 26, Shakhty, Rostov region

A collection of outdoor games for children of primary school age.

INTRODUCTION This collection includes outdoor games that can be used during sports activities and while walking in kindergarten, in physical education lessons in primary school, as well as when drawing up various scenarios sports holidays in the form of competitions and relay races. In the first part of the collection you can find games of any kind, both for the hall and for sports ground. Many games can be included in calendar-thematic planning as outdoor games in lessons on cross-country training, athletics training, gymnastics, and when planning a variable part of the work program.
The second part of the collection presents only those games that were included in my calendar and thematic planning for physical education for grades 1-4 (3 hours).

FIRST PART

Grandfather-horn
In terms of purpose and character, it is a variation of the game “Trap”.
On the playground, two lines are drawn at a distance of 10-15 m. Between them, in the middle, to the side, a circle with a diameter of 1-1.5 m is drawn.
A driver (“tag”) is selected from among the players, but he is called “grandfather-horn.” He takes his place in the circle. The rest of the players are divided into two teams and stand in their houses behind both lines.
The driver asks loudly: “Who is afraid of me?”
The playing children answer him in chorus: “Nobody!”
Immediately after these words, they run from one house to another across the playing field, saying:
"Grandfather-horn,
Eat a pie with peas!
Grandfather-horn,
Eat a pie with peas!”
The driver runs out of his house and tries to “stain” (touch with his hand) the running players. The one whom the driver “taints” goes with him to his home-circle.

Don't drop the ball
Purpose of the game: teaching in a playful manner jumping and running, agility and coordination of movements.
On the playground, two parallel lines are drawn at a distance of 4-6 m (depending on the age of the children playing).
Children playing are divided into 3-4 teams with an equal number of participants. Teams line up in a column at the first line at a distance of 1.5 m from each other. Each person standing first receives the ball and squeezes it between his legs.

Free place
Purpose of the game: development of speed qualities, dexterity, attention.
A driver is selected from among the players. The rest of the children stand in a circle, also drawing a small circle (40 cm in diameter) around their feet. The driver runs up to one of those standing and touches him with his hand. After this, the driver runs in one direction, and the player runs in the other. Each of them strives to run around the circle faster and take the vacant seat. The one left without a seat becomes the driver, and the game continues.

Outdoor games for children 10-12 years old are becoming more complex. The body of children of middle school age is characterized by greater stability. The osseous-ligamentous apparatus is still quite flexible and plastic. The muscles continue to grow and strengthen, so the strength data of children is still small; the body is not yet ready for great physical stress, for one-sided loads. However, at this age, the activity of the heart and blood vessels stabilizes, and the capacity of the lungs increases. Therefore, games include short running and jumping, various energetic short-term movements of the arms, legs, and torso, which contributes to normal physical development children of this age.

A developing organism experiences an increasing need for oxygen. Respiratory system children are more developed than at primary school age, but their breathing is not yet deep enough. Games with active movements help strengthen the respiratory system.

In the process of practicing outdoor games, children master many movements that require training and conscious volitional effort. Games for 10-12 year olds take longer than games for younger students. Sometimes the players stay in the game for quite a long time. constant movement, which contributes to the development of endurance.

Children of this age begin to think more critically and abstractly, they develop the ability for abstract thinking, all this allows them to master more challenging games with many rules. Strengthening control over emotions contributes to the development of consistency in actions, discipline, and tact in relation to fellow players. Many outdoor games are based on rather complex relationships between the players. These are mainly games with the division of the team into groups (teams), in which the players are united by a common goal - the fight for the victory of their team.

Children’s actions in outdoor games become more coordinated and accurate, and their gaming tactics improve. The ability to quickly and deftly dodge pursuing players (or a ball aimed at a player) increases noticeably; the choice of techniques for escaping from a conditional enemy is enriched, as well as ways to fight him in single combat or with the support of comrades. The conditions for performing actions become more complex, the difficulty of completing the tasks assigned to the players increases; The requirements for relationships with the playing team and teammates are increasing. The rules of the games become more complicated, and the resolution of game conflicts requires sufficiently developed volitional abilities and self-control from the participants.

Children aged 10-12 years are interested in games in which joint efforts are aimed at achieving a common goal. They are beginning to be more attracted to games in which each team is faced with specific task: by common efforts to achieve superiority over the other team, to win the game.

Towards the end of this age period, children begin to be especially interested in games that allow them to improve their own motor actions. They are interested not only in the result, but also in the process of the game itself, when they can show their dexterity, accuracy, endurance, strength and intelligence. Round dances, singing, recitatives, and imitation of images are rarely used in their games. At this age, children begin to learn to ski and skate; the acquired skills are used in games.

Outdoor games for children of this age are varied in the nature of actions and types of movements. These are mainly games involving racing, jumping over stationary and moving obstacles, throwing, catching and throwing a ball and small items at a distance, at stationary and moving targets. It becomes possible to combine several types of movements in games (for example, throwing while running, throwing and catching a ball with jumping and additional body movements, running and jumping over obstacles, relay races with simple obstacles).

The games of children aged 10-12 years remain plot-based, but the players are more interested in the symbolic reproduction of familiar concepts rather than direct imitation of images, as was the case before. Story games continue to occupy leading place among other outdoor games also because they correspond to the vividness of children's imagination. However, towards the end of this age period, games without a plot begin to attract more and more interest among children. Many ball games represent a transitional stage to sports games and contain whole line elements of sports technique and tactics.

Complex in the organization of interactions, two-sided games satisfy children's desire for independence and meet their interests of fighting for the sports honor of their team, their team. However, the leader must remember that if outdoor games are not organized correctly, some instability in the behavior of children and their overestimation of their strengths can lead to undesirable actions.

Outdoor games are included in almost all lessons, except tests. They are carried out mainly in the main and final parts of the lesson.

In grades 4-6, many of the games covered earlier are played, but they include more varied movements, more complicated obstacles, and the games become longer in time compared to games in primary grades.

By this age, students have experience playing in a team, so they can already use team games. Games with fast movements, jumping, crawling and climbing are advisable. Due to the growth of physical capabilities, games with short-term force exertion are permissible (" Cockfighting"). In them, the force tension is short-term, and the leader has the opportunity to monitor the correct methods of resistance, since only two people participate in the competition at the same time.

"Sharp Footballer"

A ball is placed in a circle drawn on the ground, 6 steps from which the player stands behind the line. He is blindfolded or placed on his head with a paper cap shaped like a bucket without a bottom. The player turns around 360°, trying to face the ball again, approaches the ball and kicks it. Rarely does anyone manage to complete the exercise the first time.

"Accurate calculation"

For each team, a circle with a diameter of 40-60 cm is drawn on the ground. The player of the team stands in it, blindfolded. His task, upon leaving the circle, is to take 8 steps and return to the circle again. If the foot is on the line, then the exercise is not considered completed.

"Slap the Ball"

Tied to the support well inflated balloon for each team of a different color at a distance of at least 2 steps. The player playing with him stands 8-10 steps from his ball. eyes closed. In his hands he has a gymnastic (or any other) stick. The player makes a 360° turn without assistance, then moves forward. His task is to stop in front of the ball and hit it with a stick.

"Two captains"

Two teams play. Teams stand in circles drawn in chalk at opposite ends of the court. The rules of the game are the same as in basketball, only the teams throw the ball not into the net, but each to their own captain. He must catch him. In this case, the team receives 1 point. The game goes up to 15 points.

"Hurry up to take a seat"

The players form a circle and are counted in numerical order. The driver stands in the center of the circle. He calls out two numbers loudly. The numbers called must immediately switch places. Taking advantage of this, the driver tries to get ahead of one of them and take his place. The one left without a seat goes to drive.

The numbers assigned to the participants at the beginning of the game should not change when one or another of them temporarily becomes the driver.

"Jump rope" ("Fishermen and Fishes")

The players stand in a circle, in the middle is the driver with a skipping rope in his hands. Holding the rope by one end, he begins to rotate it so that its other end sweeps above the ground under the feet of the players, who jump at the moment when the handle of the rope is under their feet. Anyone who is hit above the foot by the rope is eliminated from the game. The driver spins the rope again. He himself does not rotate with her, but sits down and intercepts her behind his back.

Another version of the game involves changing the driver every time someone standing in a circle touches it with their foot.

"Stop!"

The players stand in a circle and are counted in numerical order. One of them (the driver) receives a small ball and goes to the middle of the circle. The driver hits the ball hard on the ground and calls the number. The person called runs after the ball, and the rest of the players scatter in different directions. The called (new driver), grabbing the ball, shouts: “Stop!” Everyone stops and stands motionless where the team found them. The driver strives to hit the nearest player with the ball, who can dodge the ball without leaving his place (bend over, squat, jump, etc.). If the driver misses, he runs after the ball, and the rest run away. Taking the ball, the driver shouts: “Stop!” and throws the ball at one of the players. The player hit by the ball becomes the new driver. The players surround him and the game starts all over again.

The rules prohibit moving from the spot after the command “Stop!”, but while the ball is not in the hands of the driver, you can move around the court as you please.

"Live Target"

The players stand in a circle at arm's length. A circle is drawn in front of their socks. They choose a driver who goes to the middle of the circle. One of those standing in a circle picks up a volleyball. The players throw the ball and try to hit the driver, who, to escape the ball, runs, jumps, and dodges in a circle. The one who hits the driver with the ball without going beyond the line changes places with him. According to the terms of the game, hits from the ground, as well as to the driver’s head, are not counted.

"Ball on target"

A volleyball is placed in the middle of the court, and those playing with tennis (rubber) balls in their hands stand 10 steps beyond the line. Everyone takes turns throwing their ball at the volleyball. The winner is the one who did not miss and whose volleyball rolled further after being hit.

Games for training sessions in winter

"Snowballs in a Circle"

Two teams of 6-8 people compete in accuracy. They are located behind common feature at a distance of 5-8 m from a blank wall, fence or wooden shield, where a circle with a diameter of 0.5 m is drawn opposite each team. Teams are grouped randomly. A few minutes are given to the players to prepare the snowballs. At the signal, each team begins to throw snowballs, trying to cover their circle with them as quickly as possible. The team whose players do it faster wins.

"Live Targets"

Two teams line up facing each other at a distance of 10-12 steps. Each participant in the upcoming shootout outlines himself in a circle with a radius of 0.5 m. The head of the game stands on the side between the ranks. At his signal “First, start!” The first number of one of the teams makes a snowball and throws it at the player standing opposite. In this case, the thrower has no right to leave the circle. The one who is thrown at can dodge in any way (squat, jump), but does not leave the circle. Then a new command is given: “First, answer!” Now a player from the other team throws a snowball back.

When all players throw snowballs at each other once, the judge counts the number of hits. For each hit, the team gets 1 point. After three rounds, the total number of points scored by the teams is calculated. The team with the most points wins.

"On a sleigh with a change"

Teams (7-8 people) line up in a column, one at a time, behind the common starting line. In front of each of them there is a 3-4 m wide path marked with colored paper or flags. At the end of the path there is a turning sign: a flag, a lump of snow. The guides hold the sled by the rope, on which the next team player sits. At the signal, the sleigh crew sets off. Participants ride to the turntable, go around it and return back. Then they go around their team (counterclockwise) and the one who carried the sled remains at the end of the column, the second player gets up from the sled to set off with the sled, on which the next player (standing in front) of his team has taken his place. The team whose players have previously played the role of both rider and rider wins.

"Compass"

A circle with a diameter of 2-3 m is drawn on the ground. At a distance of approximately 3 m from the circle, the cardinal directions are written (marked), checking with a compass: N (north), S (south), 3 (west) and E (east). The players stand with their backs to the center and listen to the leader’s command: “South!”, “North!”, “West!”, “East!” Hearing, for example, the command “North!”, everyone should turn towards the north. Players facing south turn 180°; others only need to make a half turn to the right or left.

Various commands are given, and the players take the appropriate positions. The one who made a mistake (turned in the wrong direction) receives a penalty point. The winner is the one who gets smallest number penalty points.