Card index of outdoor games for children. Five active and interesting games with a skipping rope for children

Card index of outdoor games for children. Five active and interesting games with a skipping rope for children

Hello, friends! Evgenia Klimkovich is in touch! It's summer, our little schoolchildren are on vacation, it's time to walk, play and have fun. The main thing is to know how to do it. And here our parenting experience can come in handy. Today I propose to remember about outdoor games with a skipping rope and tell the kids about them.

The games that I described in the article are from my childhood. We played them on the street often and with pleasure. If you know of any other “humping” fun, write about them in the comments. Fine? And before moving directly to the games, I want to draw your attention to the benefits they bring to children.

Lesson plan:

The benefits of jumping rope

A jump rope is not just a toy. This is real sports equipment!

It is no coincidence that many athletes: boxers, volleyball players, football players, and many others use it in training. This is a simulator that makes your legs strong and your arms dexterous.

In addition, games with a jump rope develop coordination of movements, a sense of rhythm, and attentiveness. They also have a beneficial effect on the vestibular apparatus. So if yours, be sure to buy him a jump rope and teach him to play with it.

I think that you, dear parents, won’t mind remembering how it was and showing your child a couple of cool jumps)

"The Fisherman and the Fishes"

That’s what this game was called in our yard, but other options are also possible, for example, “fishing rod.”

“Fisherman” is the leader, and “fish” are everyone else.

You only need one jump rope. It is in the hands of the presenter. The leader stands in the middle, and all participants stand around him. The leader, holding the rope by one handle, begins to spin and, accordingly, spin it around himself. The other end of the rope flies under the feet of the “fish”.

The task of the “fish” is to jump over the rope so that it does not hit their legs. If it hits, the “fish” is considered caught and is eliminated. The last “uncaught fish” is the winner.

And you can play without losers and winners. It’s just that the one who is “caught” takes the place of the leader.

"Hawaiian party"

This game can be played outside. It is also great for children's parties, such as birthdays. It's more interesting when accompanied by music. Adult men and women also love to play this game during corporate parties or other entertainment events.

Two leaders hold one rope by the handles and stand opposite each other. At first, the jump rope is at a height of one and a half meters. The “Hawaiians” stand behind each other on one side of the leaders. Their task is to pass under the rope to the other side, leaning not forward, but backward.

When all participants have crossed to the other side, the level drops lower. And so on. If someone falls or hits the rope while passing under it, then he is out and can just stand, look at the others and dance.

"I know five names..."

One jump rope for children will also be quite enough. There is no leader, everyone is a player. So, the first participant takes a jump rope and starts jumping over it, usually on two legs. And during each jump he says one word, the text is as follows:

I know five girls' names. Ira - one, Katya - two, Mila - three, Sonya - four, Masha - five.

That is, it turns out that in order to pass this level you need to jump over the rope 15 times and not make a mistake in words and names. If he still makes a mistake, the move moves on to the next one. And so on.

In addition to the names of girls and boys, you can name cities, rivers, oceans, flowers, planets, and anything else! This is such an active and educational game.

"Tens"

This fun is very similar to rubber bands. It also has ten rounds. In each round you must perform a specific exercise. The higher the tour, the more difficult exercises. In one round you need to jump forward on two legs, in the other backward. You can jump with a cross or on one leg. Here everything depends on the imagination and skill of the players.

Children jump in turns. If the child makes a mistake, the move is passed on to the next one. And so on in a circle. The participant starts jumping again from the round where he lost his way. The winner is the first one to complete all 10 rounds.

And it is not at all necessary that the exercises be exactly like mine. You can come up with a bunch of your own. The main thing is to show your imagination. And our children have plenty of imagination!

"Tag with a skipping rope"

This game is suitable for both junior schoolchildren, and for preschoolers, because it is not at all necessary to count anything or demonstrate the ability to jump. This is very interesting entertainment. A large square is drawn on the ground. This is a playing field, beyond which you cannot jump. The jump rope is tied into a ring. The presenter puts this improvised hoop on himself and, holding it at waist level, tries to grease the players, who naturally run away from him.

The greasy participant joins the leader and climbs into the ring from the jump rope. And the two of them are already trying to kill someone else. Then a third player joins them, then a fourth, and so on. The most interesting thing begins when there are about 10 people in this hoop and the whole crowd is trying to catch someone else. Here you need to be more careful so as not to crush each other’s legs.

These are the games I managed to remember. I hope you will tell your kids about them and they will enjoy playing with them.

And in the video there are some more interesting entertainments with this simplest equipment!

And in order to do children's summer Even more interesting and rich, I also recommend reading articles about and ancient ones.

All the best and interesting things to you!

Always yours, Evgenia Klimkovich.

GAMES WITH ROPE

Fisherman and fish/ Jump rope/ Fishing rod/ Fisherman

The players are located in a circle, in the center is the driver (fisherman) with a skipping rope in his hands. The driver squats or bends down and, holding the rope by one end, spins it around himself, intercepting it behind his back. The players, standing still, jump when the rope approaches their feet. They cannot move beyond the limits of its movement. The affected one now becomes a fisherman and catches his fish.

The clock struck once

This game is usually played by girls. It's convenient when there are three of them.

Two players hold a jump rope or rope by the ends, swinging it slightly above the ground. The third girl stands in front of the jump rope. The first two are said while swinging the rope: “The clock has struck once,” and on last word They roll the rope over the head of the third player, and she must jump over the rope when it is at her feet. “The clock struck two” - the second jump. The pace quickens as much as possible. If the jumper makes a mistake and touches the rope, another girl takes her place.

You can jump different ways, making the game more difficult. The one with the most jumps wins.

HIDE OBJECTS

Little ring / Ring / Find a ring

There was something similar here in Bryansk. Just without the ball. It was called "RING - SMALL". A number of players sit with their palms clasped into a narrow ladle. The leader has a ring hidden in his hands; you can replace it with something. The presenter passes his ladle over the hands of all participants, discreetly leaving a ring with someone. Then he says some words, like, chosen one, come out. The options here are endless. The chosen one leaves, the presenter sits down with the rest of the participants. The chosen one chooses two people from among the participants and wishes something to them. For example, a house, or a husband, or a car, whatever... These two tell in vivid colors what kind of house they built, how many floors, what windows, doors, etc.. The one who is chosen by the “customer”, that is , previously chosen, becomes the driver, i.e., again chooses who will get the little ring...

Or like this: “Ring-ring, go out onto the porch!” with the secret transfer of a ring from the driver to one of the players, but then everyone just had to simultaneously guess who the ring was given to, and if the majority of players guessed correctly, then the one who received the ring drove again, and if incorrectly, the previous driver. It was more a game of expression of sympathy than of imagination.

ring

The players stand in a circle, holding their hands in front of the boat. One leader is selected. In the hands of the presenter lies a small shiny object(this could be a ring or a foil wrapper). The leader walks in a circle and seems to put a ring in everyone’s hands. At the same time he says:

Here I am walking in a circle, I’ll give you all a ring, Hold your hands tight, and be careful, don’t yawn!

He quietly puts a ring on one of the children, and then leaves the circle and says: “Ring, ring, go out onto the porch!” The one with the ring in his hands runs out, and the children must try to hold him back and not let him out of the circle. Rules of the game. After the words: “Ring, go out onto the porch!” - all players must quickly hold hands so as not to let the player with the ring in his hand leave the circle.

Find the ring

The players sit in a circle or in a row and hold their hands in front of them with clasped palms. The driver holds a ring between his palms. In turn, he approaches each player and, putting his palms between the player’s palms, pretends to give him a ring. He actually leaves a ring in someone's palms.

Now the driver moves away from the players or stands in the center of the circle and asks: “Where is my ring?” The player with the ring quickly stands up, and the neighbor on the right tries to hold him back. If the player with the ring manages to get up without being detained, his neighbor receives punishment, and if he fails to get up, he himself receives punishment. Punishment consists of performing some task. After this, the punished player becomes the driver.

To yourself - to your neighbor

All players, except the driver, sit or stand in a circle, each holding their left hand in front of them, palm up. In the right hand of one of them is a pebble or any other small item. The players, saying: “To yourself - to your neighbor, to yourself - to your neighbor...”, make movements with their right hands as if they are transferring something from their left hand to the left hand of the neighbor on the right. The pebble begins to move imperceptibly in a circle. At the beginning of the game, the driver stands with his back turned, and after the players repeat “to themselves, to their neighbors” three or four times, they turn around and try to see who has this moment there is a pebble. Caught with a stone and now becomes the driver.

Warmer - colder / Burning! I'm burning!

The driver hides an object familiar to everyone in the room. The participants of the game enter the room and begin to look for it, and the driver gives them hints - he says “warmer” to the player who approaches the hidden thing, and “colder” when they move away from it. The finder becomes the driver.

This game is more convenient to play with a small number of participants.

I'm burning! I'm burning!

A small thing (“medallion, ring, chain”) is hidden in the room. When the “seeker” approaches her, everyone shouts “I’m burning! I’m burning!”, raising their voices; when moving away, the voices fade away. If the seeker gives up and says: “No, it looks like I’ll never burn out!”, he is replaced by another.

FOR HARDENING

The sea is agitated once

The driver slowly says: “The sea is worried once, the sea is worried twice, the sea is worried three...”, and at this time the players move freely, sway, make slow movements with their hands, as in a dance, figuring out who or what they will portray. The driver finishes: “... the sea figure, freeze in place!” Everyone freezes in their chosen poses. The driver guesses who depicted what. The first one he guesses becomes the driver. Or the driver becomes the one whose figure turns out to be more interesting than others.

The word “sea” can be replaced with other words: “forest”, “air”, etc.

The driver is an owl, all the others are birds. According to the driver: “Day!” birds begin to fly, sing, etc. As soon as the owl says: “Night!”, everyone freezes in the positions in which the signal found them. The owl moves between the birds and watches them: whoever moves will now lead. You can move behind the driver's back.

All players are located behind the line, and the driver stands in front of them, at a distance of 15-20 steps. The driver turns away from the players and says loudly: “If you drive more quietly, you will continue!” While he says this, all players try to get as close to the driver as possible. He, pronouncing his phrase, turns around and, if he notices someone in motion, returns him over the line. Then the driver turns away again, and everything repeats. The one who touches the driver first wins.

OTHER OUTDOOR GAMES

Dangling carriage

The participants of the game (there must be at least ten people) are divided into groups of three or four people, while two people are not included in any group. The groups will be trains, and the two remaining people will be dangling carriages.

The players in each group line up one after the other and hold each other by the waist. Such trains now move in a circle, and the player representing the dangling carriage tries to cling to the back of some train. If he manages to get a firm grip on the last player on the train (and the train makes sharp turns to throw him off), then the first player on the train now becomes a dangling carriage and, in turn, tries to join some train.

Malechina-kalechina

The players choose a leader. Each player picks up small stick(20-30 cm long). Everyone says these words:

Malechina-crippled, How many hours are left until the evening, until the winter?

After the words before winter, children place a stick on their palm or on any finger of their right (left) hand. As soon as the children put down the sticks, the leader counts: “One, two, three... ten.” The one who holds the item longer wins. The leader can give different tasks: the players, holding a stick, must walk, squat, turn right, left, around themselves.

Rules of the game. Children should spread out across the entire playground and stand as far away from each other as possible to make it easier to maintain balance for the stick.

Option. To complicate the task, players can be asked to simultaneously hold two sticks on two palms (on the right and on the left).

Flashing lights

The players sit on chairs in a free circle, one chair is empty. The players stand behind the chairs, including the unoccupied one, with their hands down. The player behind the empty chair looks around at those sitting and blinks at one of them. The one who was blinked tries to quickly move to an empty chair, and the player behind him tries to hold him by the shoulders. If the player who was blinked did not have time to get up from his chair, the driver blinks to the other. If you managed and ran across to empty place, the player with the vacant chair becomes the driver. Sometimes a rule is introduced that boys can only blink at girls, and girls at boys. Or girls sit on chairs, and boys stand behind them.

Molecules

This game can be played as a short break between classes or more difficult games. Everyone moves chaotically around the hall, and the presenter from time to time pronounces a number. "Three!" - he says loudly, and everyone must quickly unite in threes. "Five!" - and fives of the players are formed.

The participants of the game stand one after another in a column. Each of them, except the first, holds the elbows of the person in front. This is a train. The train begins to move forward, and the movement is controlled by the last player in the column. To turn right, he lightly pulls the right elbow of the person in front of him. This command is transmitted along the chain to the first in the column - he turns right. To turn left, players also take turns pulling the left elbow of those standing in front of them. This game needs to be played on terrain with obstacles; you can launch two trains at once for maneuvering.

Three - fifteen

The players stand in a narrow circle, putting their right leg forward, so that their heels come closer together. Then everyone says in unison: “Three - fifteen - ten - twenty!” and jump away from each other. Now everyone takes turns jumping so as to step with their right foot on the foot of the neighbor on the right (he, accordingly, tries to jump away). The victim leaves the game. The game continues until one is the winner. Next time he jumps first.

Hali-halo

It is interesting to play if there are more than three participants. There are options with and without a ball.

With the ball: The players stand in a row (they can sit on a bench or pipe, as we played in the yard) two or three meters from the line drawn on the ground on one side, the water is on the line on the other side, he has the ball. You need to have somewhere to run away. He thinks of a word (common noun) and says how many letters there are in the word, what the first and last letters are. The players try to guess and can ask questions (is this an animal? Is it in the forest or in the city? etc.). If a player names the hidden word, Voda throws him a ball shouting “hali-halo”, and he runs away from the line. The player catches the ball and shouts "Stop"! The driver stops, turns to face the players, folding his hands into a ring in front of him. The guesser (as in the game “Chervichki, stop!”) names how many steps from the line to the water (three giant, five ordinary, five Lilliputian, maybe different combinations) and then takes these steps while holding the ball. The main thing is not just to guess the approximate distance, but also to get the ball into the ring from the hands of the water - the player who guessed then leads the way.

They play the same way without the ball, but you need to guess the distance to the driver in order to touch him with at least your little finger; If you can't reach it, you won't drive)))

Seagull, seagull, what time is it? (Hare-hare, what time is it?)

Participants in the game need to go from one line to another. The leader is a seagull. Everyone takes turns asking him:

“Seagull, seagull, what time is it? I'm in a hurry for my birthday! I have a watch and they’re telling lies!”

And the presenter says, for example: “Three giant steps,” or: “Two ant steps.” Or: “One camel and three ants.” The one who crosses the second line first wins and becomes the driver.

Note: An ant step is when the feet are placed so that the heel of one foot touches the toe of the other foot; camel step - when you need to spit forward and stand where the spit landed.

Little worms, stop!

Everyone sits on a bench, and the driver stands in front of them. He thinks of a word, names the first and last letter and gives a small explanation: “This is in every... (house, city, region, in every thing, on every roof, etc.).”

The one who guesses shouts out the word. If you guess correctly, the driver takes off and runs until the person who guessed shouts the phrase: “Chervichki, stop, one, two, three, period!” The driver stops, and the player says how many steps are to him (simple, giant, camel). If the player guesses the number of steps, reaches the driver and touches him with his hand, he now becomes the driver.

“Chervichki, stop all bets, one, two, three, period!”

Silence by the pond

One driver. Players who say “spell” move freely around the court. Children:There is silence at the pond

The water doesn't sway

The reeds don't make noise

Kids fall asleep

Children must stand and sit still. The driver chooses the one who is awake (moved). Then the loser changes places with the leader. Game continues.

Traps with jumps

A circle is drawn on the site. In the center there are two drivers. The players jump into the circle on two legs and jump out of it as the “Trap” approaches. They try to make them look bad. Those who did not have time to jump out of the circle choose other drivers from among those children who were not caught.

By the bear in the forest

The leader is a bear guarding his cones (m/balls) in the forest, and the other animals are trying to take them. Whoever the bear catches is temporarily eliminated from the game. The remaining one player becomes a bear.

"Name"

Children stand in a circle with the leader in the center. The driver calls the player's name and tosses the ball up and down. The named player must catch the ball and throw it back.

Find yourself a match

2nd teams, handkerchiefs according to the number of children.

Team 1 – blue handkerchiefs

Team 2 – red handkerchiefs

Each child receives a scarf. At the signal, the children run away. To the words “Find a pair!” Children with identical scarves stand in pairs. The game repeats itself.

Pair leapfrog

Players line up in pairs common line. Which is the start and finish. Two pairs compete at the same time. In front of each of them, a mark for turning (rack, pin) is placed at an equal distance. One in a pair takes a standing position, bending over for a leapfrog. At the teacher’s signal, the second player performs a vault over the first, takes a step forward and takes the same position. The pair that returns to the starting line first competes with the next pair. The winners are the players who managed to win against three pairs.

Fishermen and fish

Court (volleyball). A driver is selected, who stands outside the court before the game.

At the signal, he runs inside the court and pursues one of the players. Having caught up and confronted the player, he takes him by the hand, and together they begin to chase the others. The third player joins them (stands in the middle), and the fishing continues. Each time, the player who is surrounded by catchers is considered to be caught, and the outer ones must close their hands. The network (chain) of fishermen increases, and it becomes more and more difficult to escape from them. The last two participants who are not caught are considered the winners.

"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 out someone's number. The person called runs after the ball, and the rest of the players scatter in different sides. 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 moving from his place (bend over, squat, jump, etc.). If the driver misses, he runs after the ball, and the rest scatter. Taking the ball, the driver shouts: “Stop!” - and throws the ball at one of the players. The player hit by the ball becomes the driver. The players surround him and the game starts all over again. The rules prohibit anyone from leaving their place after the command “Stop!”, but as long as the ball is not in the hands of the driver, you can move around the court as you please.

River-bank

Progress of the game: 2 parallel lines are drawn on the playing court. Between them is a “river”. All players stand on the bank or on both banks of the “river”. The presenter quickly says “Into the river!”, and the players jump into the river. The presenter shouts “To the shore!”, and the players jump to the shore. The player who made a mistake leaves the game. The last player to make no mistakes wins. He becomes the new presenter.

Special notes: the presenter can speed up the pace. After the end of the game, all losing players jump on one leg along the “river”.

Queen fish

Purpose of the game: development of motor, communicative and creativity.

Attributes: a beautiful scarf or wreath, 4 poles with colored ribbons.

Progress of the game: A “queen fish” is selected from among the players. A bright scarf or wreath is placed on her head. “Fish” becomes the center of the round dance, which depicts a fishing net.

Game fragment

Four poles with colored ribbons are placed near the round dance. The “fish”, having made its way between the players’ hands, runs to one of the poles. The players catch up with her. If the “fish” is not caught, it continues to play and returns to the round dance. The “fisherman” who catches the “fish” takes its place.

Special notes: the “fish” cannot break the circle, but only slide under the hands.

Water

Purpose of the game: development of motor, communication and creative abilities.

Progress of the game: in the center playground they draw a circle - a “lake” or “swamp” in which Vodyanoy lives. All players are children, and one is a Merman. He says: “I am a merman, I am a merman, if only someone would talk to me!” Children run around the “lake” and shout: “Vodyany, play with me!”

The merman runs around the “lake” and catches those players who come too close to him. Vodyanoy takes the caught children to his “lake”. The game continues until the Vodyanoy catches most of the children.

Special notes: The merman cannot go beyond the boundaries of his “lake” circle. Those whom he caught can also help the Vodyanoy.

Marine figures

Purpose of the game: development of motor, communication and creative abilities, expansion of erudition.

Attributes: several chairs.

Progress of the game: chairs are placed around the playground. The leader is the captain. He gives each player the name of some item from the ship's furnishings. The captain begins to move behind those sitting in a circle and talk about sailing on a ship, while naming the items necessary for sea voyage. Each “object” named by the captain stands up. They line up one after another behind the captain. When all the players have stood up, the captain shouts: “There is a storm at sea!” Children move, pretending to be waves. The captain commands: “The sea is calm!” Children try to take their places on chairs as quickly as possible. The one left without a chair becomes the captain and starts the game again, telling his story.

Special notes: players must line up behind the captain in the order of the items he named. You can sit not only on your own, but also on any free chair.

Catch, fish, big and small!

Purpose of the game: development of motor abilities, attention, coordination, reaction speed.

Attributes: a cord or rope 4-5 m long with a bag of sand tied at the end.

Progress of the game: all fish players stand in a circle. One player - the “fisherman” - stands in a circle and begins to rotate the rope with the bag, which, sliding along the floor, sweeps under the feet of the players. The “fish”, carefully watching the movement of the bag, make sure that it does not touch them, and jump up. The one who touches the bag or rope stands in the middle and begins to rotate the rope.

Special notes: when the rope rotates, the “fish” cannot move away from their place.

Pike perch and roach

Purpose of the game: development of motor, communication and creative abilities.

Progress of the game: two lines are drawn on the site at a distance of 15 m from each other. One of the players is a “predatory pike perch”, all the rest are “nimble roach”, divided into 2 teams. The “carpenters” stand facing each other in opposite lines. At the leader’s command, they simultaneously run to the other line. The “pike-perch” tries to show off - to “catch” as many “roaches” as possible. The upset players leave the game.

Special notes: the team with the largest number of players loses.

Football Turtles

Attributes: soccer ball.

Progress of the game: The leader, the “big turtle,” is selected from among the players. He picks up the ball. The rest of the “turtle” players sit on the court in different places.

At the presenter’s signal “Game!” — the “big turtle” throws the ball, trying to hit one of the players with it. A hit is counted if the ball touches any part of the body other than the legs. If the leader succeeds, he changes places with the “turtle” that he hit with the ball and who earns a penalty point. If the “big turtle” hits the legs or misses, then the players, having received the ball at their disposal, begin to pass it to each other with their feet, moving in a prone position. The “big turtle” tries to intercept the ball and, from the place where he succeeded, hit one of the “turtles” again. The game is won by those “turtles” who did not receive a single penalty point during the time assigned for the game.

Special notes: the “big turtle” can only throw the ball from the place where it managed to intercept it. Moving around the court with the ball is prohibited. If the ball rolls out of bounds, the “turtle” throws it from the edge of the court. “Turtles” can defend against being hit by turning and putting their feet towards the ball or moving in a prone position.

The river flows into the sea

Purpose of the game: development of motor, communication and creative abilities.

Progress of the game: All players are a river. They stand in several columns with the same number of people. At the presenter’s signal “Rivers are flowing!” everyone is running after each other different directions, sticking to the columns. At the signal “Sea!” players stop, hold hands and build circles-sea. The players who build the circle the fastest win.

Special notes: all actions should be performed according to a signal.

Fishermen

Purpose of the game: development of motor, communication and creative abilities.

Attributes: cord 3-5 m long.

Progress of the game: A circle is laid out from the cord - a “net” in the center of the playing area. All players are fish. Three are “fishermen”. “Fishermen” stand in the center of the circle. The “fish” run all over the site, sometimes running into a circle. "Fishermen" are trying to catch them.

Special notes: you can only catch “fish” in a circle. Caught fish are eliminated from the game.

Fishes and fishermen

Purpose of the game: development of motor, communication and creative abilities.

Progress of the game: players are divided into 2 groups and stand opposite each other at a distance of several steps. One group is “fishermen”, the other is “fish”. .

The game begins with a conversation. Pisces asks:

- What are you doing?

— We are tying a net.

- What will you do with the seine?

- Catch fish.

- Crucian carp!

- Try it!

The “Pisces” turn around and run to the set line. Each “fisherman” tries to catch one of the “fish”. Then the game starts again, but a different “fish” is called.

Special notes: you can catch “fish” only on the borders of the sea. A “fish” is considered caught when the “fisherman” touches it with his hand.

Shark

Purpose of the game: development of motor, communication and creative abilities.

Attributes: rope 2-3 m long, peg, chair.

Progress of the game: all players are “fish”. One player is the “shark”. Make a loop at one end of the rope and put it on a peg fixed in the ground in the center of the site.

You can tie a rope to a chair standing in the center.

The “shark” takes the free end of the rope and runs in a circle so that it is taut and the hand with the rope is at knee level. When the rope approaches, the “fish” children who have scattered around the sea area must jump over it.

Special notes: “fish” touched by a rope are considered to have been eaten by a “shark”.

Rope jump

Fish and crocodiles

Purpose of the game: development of motor and communication abilities.

Attributes: medium sized rubber ball.

Progress of the game: A large circle with a diameter of about 4 m is drawn in the center of the field. The players are divided into 2 teams - “fish” and “crocodiles”. "Pisces" defend their home, and "crocodiles" attack them. The “fish” players enter the circle, and the “crocodile” players surround them outside the line, moving away from each other at approximately the same distance. Having received the ball from the leader, the attackers throw the ball over the circle 3 times in a row. This is the condition for starting the game. At this time, the “crocodiles” do not have the right to hit those in the circle, and they cannot jump and catch the ball. After 3 re-rolls, the “crocodile” players try to seize the moment and hit in a circle. Those who are in the circle try to avoid being hit - they defend themselves, that is, the “fish” catch the ball or try to keep it in the circle. If the defense is successful, the players change roles.

Special notes: if the “crocodiles” kick reaches the target and the ball flies out of the circle, then the defender who was hit by the ball is eliminated from the game. If the ball does not reach the goal, the “crocodile” player who threw the ball leaves the game.

Pike and crucian carp

Purpose of the game: development of motor abilities, reaction speed.

Progress of the game: At the opposite ends of the playing area, 2 “bays” are outlined in which “crucian carp” live. The distance between the “bays” is approximately 10-15 m. The rest of the playing area is a “river”. A “pike” is selected from the players, and all the others are “crucians”. “Crucian carp” all stand together in one of the “bays”, and “pike” - in the middle of the “river”. “Shuka” says “One, two, three!”, and all the “crucians” begin to swim to the opposite bay. "Pike" catches "crucian carp". The caught “crucian carp” stands in the middle of the playing area. The “pike” is counting again, the “crucian carp” are swimming across again, etc.

The caught “crucian carp” stand in the middle of the “river”, holding hands, and form a net. “Crucian carp” continue to swim from one “bay” to another, but now passing through the net. The “pike” catches the “crucian carp” running out of the net.

All the caught “crucian carp” join the net, and now a circle is formed from it - a basket. Uncaught “crucian carp” run through the basket, and the “pike” catches them. When there are very few “crucians” left, those caught form tops - they stand in 2 rows, facing each other, forming a corridor. “Shuka” stands 2 m from the tops and catches “crucian carp” at the exit from them. The game ends when all the crucian carp are caught.

Special notes: on the count of “Three!” all the “crucians” should start running from one “bay” to another. Caught “crucians” standing in a net, basket or tops do not interfere with the movement of other “fish”. When running, all “crucians” must run into a net, basket or top. Players forming a basket can catch a “pike” if they manage to throw their clasped hands behind the “pike” and drive it into the basket. If a “pike” falls into the basket, all the caught “crucian carp” are released and a new “pike” is selected, and the former one becomes a “crucian carp”.

Pisces in the net

Purpose of the game: development of motor abilities, reaction speed.

Progress of the game: A large circle is drawn in the center of the playing area. 3 “fish” are selected from among the players, the remaining players form a net by standing in a circle and holding hands. At the signal from the leader - the “fisherman” - the circle begins to move to the right, and the “fish” run in the circle. At the “fisherman’s” signal, the circle stops, and the “fish” try to get out of the net. They can run under the hands of players standing in a circle, jump over the hands or force their way between them. Other players hinder them by approaching each other, crouching, etc. The “Fish” are given 1 minute to exit the net. After this, the game stops and new “fish” are selected.

Special notes: if the “fish” sticks its head through the net, it is considered free.

Blind Man's Bluff "Cat and Kittens"

Purpose of the game: development of motor, communication and creative abilities.

Progress of the game: all the players are “kittens”, they walk, dancing and singing some song and leading the “cat” player blindfolded. The “cat” is brought to the door, placed on the threshold, asked to hold the handle and begins the following conversation with him:

—- Cat, cat, what are you standing on?

- On the oak tree!

-What are you holding on to?

- For bitches!

- What the hell?

- What's in the hives?

- To whom and to whom?

- Me and my son!

- What do we need?

- Sand and clay!

The children begin to sing a song:

Cat, cat Opanas,

You catch us for two years!

You catch us for three years,

Without opening your eyes!

At the last words, the “kitten” children scatter to the sides, and the “cat” tries to catch one of them. “Kittens” spin around the “cat,” tease him, tug at his clothes.

Special notes: the greasy “kitten” leaves the game.

Lifesaver

Purpose of the game: development of motor, communication and creative abilities.

Attributes: small stick.

Progress of the game: All players are children. One player chosen by counting is the Sorcerer. He runs away from the children and faces the wall. There is a magic wand against the wall. The sorcerer takes the wand in his hands, knocks on the wall and says: “The wand has arrived, we won’t hire anyone. Whoever he finds first will go for the wand.” After these words, the Sorcerer puts his wand against the wall and goes to look. Noticing one of the players, he loudly calls him by name, quickly runs up to the wall, takes the wand in his hands, knocks it on the wall and shouts: “I found the lifesaver (the name of the found player)!” The named and “caught” player leaves the game, and the Sorcerer goes to look for the next one. If the game continues after the Sorcerer has caught everyone, the one who was caught first takes his place.

If any player, being noticed by the Sorcerer, reaches the wand before him, he quickly takes the wand and with the words “Wand, help me!” knocks it on the wall and throws it as far as possible. While the Sorcerer is looking for the wand, the player hides again. The sorcerer finds the wand, puts it in its original place and goes looking again.

Special notes: while the children are hiding, the Sorcerer stands facing the wall and counts to 20; He must look for children throughout the entire playground, without stopping near the stick.

Cap

Purpose of the game: development of motor, communication and creative abilities.

Progress of the game: A leader is selected from the players. He says:

My cap is triangular,

My triangular cap.

And if not triangular,

This is not my cap.

The players stand in a circle and at first, when the leader says the words for the first time, they simply listen. On the second repetition, players must replace the word “triangular” by showing a triangle made from their fingers. On the third repetition, players must replace the word “cap” by showing the cap over their heads using their hands.

Outdoor games(fresh air )


"Hide and Seek"

The leader stands facing the tree, closing his eyes. Children standing behind. One of them pokes the leader with his finger. The presenter turns around and guesses who hit him. If he doesn’t guess correctly, he closes his eyes and counts to 10. At this moment, the children hide. If he guessed correctly, then the leader and the child who touched him change places. After the children hide, the leader must look for them. Having noticed the child, he must run up to the tree where the game began, and, touching it, say a phrase: for example, “Polina’s knocks!” The caught child leaves the game. A noticed child can run to the tree first than the leader and say “knock!” He is considered one of the winners. The phrase “I knock, everyone knocks!” is also possible. In this case, the player saves everyone (even the hardened ones), and the leader again stands near the tree and counts to 10. The first child caught will be the leader in the next game

"Birds and Fox"

Children-birds settle on stumps, on a fallen tree. These are their nests. In the distance is a fox's hole. Birds fly from trees to the ground, fly from one place to another, spreading their wings, looking for different harmful insects(bugs, worms, midges, etc.). At the adult’s signal: “Fox!” - everyone hides in their nests. The fox runs out of the hole and tries to catch up with some bird. If the fox grabs the victim, the bird is out of the game. The one who remains last wins.

"Geese, geese"

On one side of the meadow there is a house, there are geese in it. There is a shepherd standing on the opposite edge of the meadow. To the side is a den where a wolf lives. The rest of the place is meadow. The shepherd drives the geese onto it, they nibble the grass and flap their wings.

Shepherd: Geese, geese!
Geese (stop and answer in unison): Ha, ha, ha!
Shepherd: Do you want to eat?
Geese: Yes, yes, yes.
Shepherd: So fly.
Geese: We can't! Gray wolf under the mountain. Doesn't let us go home.
Shepherd: So fly as you want, Just take care of your wings.
The geese, spreading their wings, fly home through the meadow, and the wolf, running out of the den, tries to catch them (touch them with his hand). The caught geese go to the den. After several dashes, a new wolf and shepherd are appointed.

"Bloopers"

A presenter is selected. The guys run away while he counts to 10. After that, he catches them. The caught one stops, also counts to 10 and begins to catch the children. The previous presenter also runs away from him.

A game of "reproduction" is possible. That is, if the presenter slaps a player, then they slander together. The player who is not caught is considered the winner. The one who is caught first becomes the leader in the next game.

“Hare hare, what time is it?”

The number of participants is at least three. The driver is called a hare. Participants stand behind the hare at a previously planned distance from him. They take turns asking him a question: “Hare-Hare, what time is it?” I'm in a hurry for my birthday! My watch is standing and doesn’t want to work.” The hare, without looking at the participant (without turning his head), names the distance to him, using conventional units of measurement:

giant - step over the entire span of the leg;
Lilliputian - when the heel of one foot is placed immediately in front of the toe of the other;
ant - take small steps on their toes (one step immediately before the other);
umbrella - a circle around itself on one leg;
duck - squat steps;
frog - jump. If the participant manages to get to the hare within the given “time,” then he becomes the driver and the game continues.

"Stream"

The number of players should be odd: everyone is divided into pairs and stands one after another, connecting their hands in pairs with their hands raised high. The driver enters the formed corridor from behind, chooses a pair from among the players and stands at the beginning of the “stream”. The freed player becomes the driver, goes to the end of the “corridor”, passes through it and chooses a mate.

"Forged chains"

The players are divided into two teams. They stand in ranks, holding hands, opposite each other (at a distance of about 10-15 meters).

One team shouts in unison: “Chains, chains are forged, unchain us!”
The team opposite asks: “Which one of us?”
"Chained" call the name of a player from the opposing team. The chosen one tried to break the human chain with a running start (it is important to choose " right place", which seems to be the “weak link”). If you manage to break the chain, the player returns to his team, and takes with him one of the two “uncoupled” comrades. If not, the player joined the team just between the “links” that he tried break.

"Squirrels are dogs"

One player is selected - the “dog” (by counting or voting). Next, all players stand in a circle and begin tossing the ball to each other. The “dog’s” task is to catch the ball (intercept it on the fly), which requires a lot of work, a lot of running and jumping. As a result, when the “dog” caught the ball, she has the right to stand in a circle with the players, and her place is taken by the player through whose fault the ball was lost (the one who threw it “wrongly” or the one who did not catch it in time).

"Cockerels"

The players (one from each team) enter a circle with a diameter of three meters and take the starting position for the battle, crouching on two legs or standing on one ( right hand holds his left leg and left hand bent in front and pressed to the body or vice versa.) Task: push the opponent out of the circle.

"Olympics"

Two players of one team stand at a distance of approximately 2 meters from each other, with a rubber band in their hands. Then, without letting go of the rubber band, they pronounce the “indecent” proverb: “Oh-li-mpi-a-da - mom’s lipstick - dad’s glasses - stop the worms.” At the same time, they constantly move, tangling the elastic band. You can step on it, twist it, change places - the main thing is to confuse it as much as possible. You can’t move your hands, where you took the rubber band - we keep it there. Players freeze when they hear the word “worms,” and the result is a “cobweb” made from a rubber band. The task of the players of the second team is to move one by one to the other side of the “web” without touching it. As a rule, to get over, you need to crawl into a small triangle or square; you could crawl along the ground or even jump over the “structure.” The more difficult version of the game required each player to climb into their "own" hole rather than repeating the other player's "move". When everyone has moved over and is not touched, the game begins again. If someone snags the rubber band, the players change

"Golden Gate"

All children participate in the game. They choose two players, they step aside and agree which of them will be the sun and which will be the moon. Then they face each other, hold hands and raise them to form a gate. At the same time they say:

The Golden Gate does not always allow entry:

The first time is forgiven, the second time is forbidden,

And we won’t miss you the third time!

The gate closes at the last words and catches the one who did not have time to pass. The detainee is quietly asked which side he would like to take: the sun or the moon. He chooses and stands behind the corresponding player. The rest go through the gate again, and again one of the participants ends up in the sun or moon group. And so on until all participants are distributed."

"Baba Yaga"

Children create a circle, “Baba Yaga” stands in it, she has a broom (twig). Children move in a circle and say:

Grandma - Hedgehog, a bone leg, fell from the stove and broke the leg!

And then he says: “My leg hurts! »

I went outside and crushed the chicken.

I went to the market and crushed the samovar,

I went out onto the lawn and crushed the bunny.

The children run away, and Baba Yaga jumps on one leg, trying to smear the children with her broom, without running out of the circle. The one whom the presenter insults becomes Baba Yaga.

"Cat and Mice"

The players lead a round dance, in the center of which the mouse is its “house”, pronouncing the words:

[ The mice are dancing in a circle, the cat is dozing on the bed,

Hush, mice, don't make noise, don't wake up Vaska the cat:

When Vaska the cat wakes up, he will break up the whole round dance!

As soon as the words are finished, the players raise their hands without opening them - “the doors open”, the mouse runs out and runs from the cat waiting for it outside the round dance.

"Kolobok and the Fox"

The terms and conditions are the same. Only the words of the text change:

Kolobok, kolobok, toasted side,

Baked in a hot oven, chilled on the window,

And he left his grandfather, and he left his grandmother,

These are the miracles that the fox is waiting for you!

"Fishing rod"

To play, you need a rope 2-3 meters long with a weight tied at the end - a bag of sand. The players form a circle, in the center of which stands the teacher with a rope in his hands. He begins to spin it so that it rotates just above the ground. Children jump over a rope. The teacher gradually raises the plane of rotation of the rope higher and higher until one of the participants “falls for the bait,” that is, fails to jump over the rotating rope. The one who got caught drives. Game continues.

"Handkerchief"

All participants in the game stand in a circle. The driver with a handkerchief follows the circle, puts the handkerchief on one of the players’ shoulders and quickly runs around the circle. The one who was given the handkerchief takes it and runs after the driver. Both are trying to occupy free place.

"The Fisherman and the Fishes"

A large circle is drawn on the site. One of the players - the fishermen - is in the center of the circle, he squats down. The rest of the players - the fish, surrounded the circle and said in unison:“Fisherman, fisherman, catch us on a hook.” At the last word, the fisherman jumps up, runs out of the circle and begins to chase the fish, which scatter throughout the area. The one who is caught becomes a fisherman and goes to the center of the circle.

"Burners"

The participants in the game stand in pairs at the back of each other's heads. The teacher stands in front of all the pairs and says loudly:

Burn, burn clearly so that it doesn’t go out.

Look at the sky: the birds are flying,

The bells are ringing.

One, two, three, last pair, run!

After the last word"run" The players of the last pair run forward (each on their side) to the designated place, and the teacher tries to hold back one of the runners with a touch of his hand until the players meet. The one who was detained stands next to the teacher in front of the first pair, and the second becomes the driver. Game continues.

"Penguins"

The children are lined up around the perimeter of the playground, one after another, with a ball sandwiched between their knees. For 15-20 seconds (while the tambourine sounds), children jump forward. Those who lose the ball temporarily leave the game and then stand at the back of the column. The game repeats itself.

"Sleeping Fox"

They choose a "fox". She goes to the corner of the site (burrow) and “falls asleep” soundly (closes her eyes). On the opposite side of the site, beyond the line, is the “house of the hares.” They frolic on the playground, running in different directions. At the teacher’s signal: “The fox is awake! "The hares, fleeing from the "fox", run to the "house".

“The fox catches “hares” (touches with his hand). The “fox” takes those caught to a hole.

This is only a small part of the games.

"Five Steps"

Purpose of the game: to develop quick wits and quick thinking.

Move. Several players take part in turn. Children need to take 5 steps at a fast pace and for each step, without pauses or stops, say any name (female or male, depending on the task). Players who completed the task are noted. ! The game can be complicated by asking children to name not names, but, for example, animals, fish, birds, etc.

"Ball for a neighbor"

Purpose of the game: to fasten the ball in a circle.

Move: Players line up in a circle at arm's length from each other. Two players standing on opposite sides of the circle each have a ball. At a signal, children pass the ball around in a circle in one direction, as quickly as possible, trying to get one ball to catch up with the other. The player who has 2 balls loses. The game repeats itself. ! Pass the ball to the neighboring player, do not let anyone through.

"Vorotsa"

Purpose of the game: to strengthen walking in pairs, to cultivate organization and collectivism. Move. Players walk along the court in a column of two. On the command “Stop! “stop, raise their clasped hands up, forming a collar. The first pair turns around, runs under the gate, becomes the last, saying “Ready!” " At this signal, the children lower their hands and continue walking. ! The game can be complicated by changing the direction of movement of the column.

"Prohibited Movement"

Purpose of the game: to develop motor memory.

Move: The players line up in a circle, with the teacher in the center. He performs various movements, indicating which one is prohibited. Children repeat all movements except those that are prohibited. Those who repeat the prohibited movement receive penalty points. Players who did not receive penalties are noted. ! The prohibited movement must be changed after 4–5 repetitions.

"Mirror"

Purpose of the game: to cultivate artistry and expressiveness of movements.

Move: The players are on the court, the driver is facing them. Children are the reflection of the driver in the mirror. The driver “in front of the mirror” performs various imitative actions (combing his hair, straightening his clothes, making faces, etc.). The players, at the same time as the driver, copy all his actions, trying to accurately convey not only gestures, but also facial expressions. ! The role of driver can be played by both the teacher and the child.

“Who has the ball?”

Move: The players line up in a circle, close to each other, with their hands behind their backs. In the center is the driver with eyes closed. Players pass the ball in a circle behind their back. At the signal, the driver opens his eyes and tries to guess who has the ball. If he guessed correctly, he stands in a circle, and the one who had the ball becomes the driver. The game is repeated 3–4 times. ! A player who drops the ball while passing is temporarily out of the game.

"Dreamers"

Move. The players walk in a column one at a time, the teacher loudly names any object, animal, plant (boat, wolf, chair, etc.). The children stop and use their posture, facial expressions, and gestures to try to depict what the teacher has named. The most interesting image. ! Each player tries to come up with his own figure.

"Repeat in reverse"

Purpose of the game: develop spatial coordination.

Move: The players are on the court, the driver is facing them. He shows the children various movements that they must repeat in reverse. For example, the driver straightens his arms forward - the children must take them back, raises his head up - the children lower their heads down, etc. The most attentive players are noted.

"It flies - it doesn't fly"

Purpose of the game: to develop attention and intelligence.

Move. The players walk in a column one at a time, and the teacher names the objects. If flying objects are named, for example, a butterfly, a beetle, etc., then the players stop, raise their arms to the sides and wave them up and down. ! You can line up the players in a line or in a circle.

"Echo"

Purpose of the game: rest and relaxation after physical activity.

Move. Players accept and. p. - lying on your back, hands behind your head. The teacher says short sentences, and the children answer, stretching out the last word like an echo. For example, the teacher says “Who’s there? ", and the children answer "Ta-a-am." ! You can include breathing exercises or sound gymnastics in the game.

"Hello"

Purpose of the game: develop dance movements, slow running in all directions.

Progress. To the accompaniment of calm music, children slowly run around in all directions or perform various dance movements. The music stops - the players must greet each other in pairs in an unusual way. For example, press cheek to cheek, hand to hand, etc. The music starts again, the children dance, the music stops; Each child chooses a partner to say hello to. The game lasts 5 – 6 minutes.

"Hit the bag"

Purpose of the game: to practice balance, throwing the ball, throwing.

Move. Players are divided into 2 teams. The first is “pears”, children stand on a bench placed across the hall. The players of the second team - “throwers” ​​take one ball each and line up at a distance of 5 - 6 m from the bench. At the signal, the “throwers” ​​take turns throwing the ball, trying to knock down the “pear”. The game is played 5–6 times. The team that knocks down the most bags wins (counted total knocked down pears). ! The player who was hit by the ball or jumped to the floor is considered to be knocked down.

"Naughty Gnomes"

Purpose of the game: develop speed of reactions.

Progress: Children line up in 2 lines facing each other at a distance of 6 - 8 m, in the middle of the hall stands the leader - the “wizard”. The children he is facing do not move, others perform different movements. The driver suddenly turns to face first one or the other line. The game lasts 2 – 3 minutes.

"Listen - dance"

Purpose of the game: to develop dance movements and speed of reactions.

Progress. Children move to the music. The music stops - the players must have time to freeze in the position at which the music stopped. The music starts again. Children are dancing. Music of different rhythms is selected. ! While moving, children should not touch each other.

"Day and night"

Purpose of the game: to teach children the ability to throw and catch a ball.

Move. Each of the children has a ball in their hands. At the command “Day! » children perform familiar movements with the ball (throwing up, down, into a wall, into a hoop, hitting the ball on the spot, while moving, etc.). On the command “Night! - freeze in the position in which the night found you. The game lasts 3 – 4 minutes.

"The Dragon"

Purpose of the game: develop running with dodging, jumping.

Progress: Children line up in a column, holding onto the belt of the person in front. The first is the “head”, the last is the “tail”. At the signal, the “head” tries to reach the “tail”, and the “tail” dodges in different directions. If the “head” catches the “tail”, then the “head” becomes the “tail”, and the next player becomes the “head”. If the “dragon” disengages, it means it is dead. A new “head” and “tail” are assigned.

"Brave Hunter"

Purpose of the game: develop the ability to crawl and run.

Move: A brave hunter is chosen from the children; he is behind the line. At a distance of 6 - 8 m, the rest of the children stand, depicting a forest of sleeping dragons. The hunter leaves his house, enters the forest and, slowly walking around the dragons, counts out loud to 5 (10). On the count of 5 (10), the dragons wake up and try to catch up with the fleeing hunter.

"Big Turtle"

Purpose of the game: to develop coordination of movements, the ability to crawl.

Walk A group of 2 to 6 children gets on all fours under a large “turtle shell” and tries to get the turtle to move in one direction. A gymnastics mat is used as a shell, or whatever your imagination suggests from scrap materials: large leaf cardboard or plastic, blanket, tarpaulin, mattress.

“The guys have a strict order”

Purpose of the game: to learn to find your place in the game, to develop attention.

Move. Players line up in 3 – 4 circles in different parts platforms, holding hands. On command, they walk scattered around the site and say: The guys have strict order, They know all their places. Well, trumpet more cheerfully: Tra-ta-ta, tra-ta-ta! With the last words, the children line up in circles. Circles that were built quickly and without errors are marked.

“Who is attentive?”

Purpose of the game: to develop attention and organization.

Move. Children line up in a column, walk around the playground and perform movements according to a signal. 1 hit of the tambourine - squat, 2 hits - stand on one leg, 3 hits - jumping in place. The most attentive players are noted. ! Signals are given in different sequences; after each signal, children continue walking in a column. You can come up with other exercises.

"Streams and lakes"

Purpose of the game: teach children to run and change lanes.

Progress: Children stand in 2-3 columns with the same number of players playing in different parts of the hall - these are streams. At the signal “The streams ran! “Everyone runs after each other in different directions (each in his own column). At the signal “Lakes! "The players stop, hold hands and build circles-lakes. The children who build the circle the fastest win.

"Walk quickly"

Purpose of the game: improve the speed of reaction to a signal.

Move. The players line up on the starting line on one side of the site, on the other - the driver, standing with his back to the players on the finish line. The driver says loudly: “Walk quickly, don’t yawn, stop!” “At this time, the players step forward, and stop at the last word. The driver quickly looks around, and the player who did not have time to stop takes a step back. Then the driver says the text again, and the children continue moving. The player who crosses the finish line first becomes the driver. ! You can't run, you can't walk fast.

"Raft Crossing"

Purpose of the game: develop balance.

Move. Teams are lined up in columns one at a time in front of the starting line (“on the shore”, the guide has 2 rubber mats (rafts) in his hands. At a signal, he places one mat in front of him on the floor, and 2-4 people quickly stand on it ( depending on the size of the rug). Then the guide places the second rug on the floor, and the whole group moves onto it, passing the first rug on, etc. the whole group is transported across the “river” to the opposite “bank”, where the participants remain. behind the line, and one of the players returns back behind the mark in the same way. High-intensity outdoor games

"Crucian carp and pike"

Purpose of the game: to develop attention and intelligence.

Progress: 2 groups participate. One is built in a circle - these are “pebbles”, the other is “crucian carp”, which “swim” inside the circle. The driver - “pike” is located away from the players. On the command “Pike! “The driver quickly runs into the circle, and the crucian carp hide behind the stones. Those who do not have time to hide are spotted by the pike. Caught crucian carp are temporarily eliminated from the game. The game is repeated with another pike. At the end of the game, the best driver is awarded. ! Crucian carp should not touch the stones with their hands.

"Ruler"

Move: Players line up in 2-3 lines around the perimeter of the court. On command they disperse or scatter in different directions, and at the sound signal they form a line in their place. The team that lined up faster and more smoothly is recognized. ! Line up only in your team, the order in the line does not matter.

"Hunters and Ducks"

Purpose of the game: to develop dexterity.

Move. The “duck” players are on the court. 2 drivers - “hunters”, stand on opposite sides of the site facing each other, one of them has a ball in his hands. Hunters throw the ball, trying to hit the ducks with it. The ducks run from one side of the court to the other, trying to dodge the ball. Players who are hit by the ball are temporarily eliminated from the game. The game lasts 1.5-2 minutes, then the caught ducks are counted and new drivers are selected. ! Throw the ball at the back or legs of the players.

"Body parts"

Purpose of the game: to develop reaction speed and intelligence.

Move. Players move around the court in different directions (run, jump, walk). At the teacher’s command “Hand-head!” “Each player quickly finds a partner and puts his hand on his head. The fastest and most attentive pairs are recognized. ! The teacher can invent different combinations– “hand-to-hand”, “hand-to-nose”, etc.

"Owl"

Purpose of the game: to develop creative imagination.

Move. The players (bugs, spiders, mice, butterflies) are on the site, the driver - the “owl” is sitting in the nest. With the words “The day comes - everything comes to life! » players move around the court, performing imitation actions. With the words “Night comes - everything freezes! “The children stop and freeze in a motionless position. The owl goes hunting and takes with it those players who move. ! The owl cannot watch the same player for a long time.

"Fishermen and Fishes"

Purpose of the game: to form coordination of motor actions.

Move. The “fish” players are on the court. A pair of players - the drivers - form a “net” (they hold hands - one hand is free). At a signal, the fish run around the site, and the fishermen catch up with the fish and clasp their hands around them. The fish caught in the net joins the fishermen. The game continues until the net breaks or all players are caught.

"Wattle"

Purpose of the game: to develop self-organization.

Move: Players of two teams line up in 2 ranks on opposite sides of the court and form a “network” (bending their arms cross in front of their chests, holding the opposite hands of their neighbors on the right and left). At the signal, the children let go of their hands and run away in different directions, and at the command “Weave! "are built in their places, forming a fence. The team that can line up the fastest is awarded. ! The order of players in the line may not be observed.

"The Snow Queen"

Purpose of the game: to develop speed and agility.

Move. The players are on the court, the driver is the “Snow Queen” away from the players. On command, the players scatter around the court, and the Snow Queen tries to catch up with them and stain them. The one she touched turns into a “flake of ice” and remains standing in place.

"Gawker"

Target.Develop attention, coordination of movements, dexterity.

Move.Children stand in a circle at a distance of one step from each other. One of the players has a ball in his hands. At the teacher’s command, the child begins to throw the ball, calling by name the person to whom he throws the ball. The ball must be caught. Whoever dropped the ball stands in the center of the circle and performs any exercise with the ball.

Rules:the ball is thrown through the center of the circle. If a player drops the ball while performing an exercise, he is given an additional task.

"Who's got the ball"

Target.Develop attention, dexterity, and visual-motor coordination.

Move.The players form a circle. The driver is selected. He stands in the center of the circle, and the rest move tightly towards each other, everyone’s hands behind their backs.

An adult gives someone a ball (diameter 6-8 cm), and the children pass it around in a circle behind their backs. The driver tries to guess who has the ball. He says: “Hands!” - and the one being addressed must put both hands forward, palms up, as if showing that he does not have the ball. If the driver guessed correctly, he takes the ball and stands in a circle, and the one who has the ball begins to drive.

Rules:try to pass the ball behind your back without the driver guessing; whoever the driver is addressing must show his hands.

"Ball Trap"

Target. Develop speed qualities and spatial orientation , gaze fixation, eye.

Move.Children stand in a circle, pass the ball from hand to hand, saying: One, two, three - quickly take the ball!

Four, five, six - here he is, here he is!

Seven, eight, nine - throw it, whoever knows how.

The last one who got the ball says: “Me!”, goes into the middle and throws the ball, trying to make fun of the children running away to the sides.

Rules:pass the ball, precisely matching the movements with the rhythm of the spoken words; the one who is spotted by the ball misses one round of the game; throw the ball, aiming at the feet.

"Catch the Ball"

Target. Develop attention, dexterity, hand-eye coordination.

Move.Three of us play. Two players sit opposite each other at a distance of 3-4 m and throw the ball between them. The third stands between them and tries to catch the ball or at least touch it with his hand. If this succeeds, he changes places with the one who threw the ball. You can invite children to perform some movement before throwing: throw the ball up, down, catch it, dribble the ball in place, etc.

Rules:

“Play, play, don’t lose the ball!”

Target.Develop ball handling skills, agility, fine motor skills hands

Move.Children are located on the playground. Everyone plays with the ball, performing actions of their own choosing: throwing it up and on the ground, hitting the ball on the spot and in motion; throws the ball into the wall, into the basket. After the teacher’s signal, everyone must quickly raise the ball up.

Rules:play with the ball without disturbing your friends, find free space on the court; Those who fail to pick up the ball at the signal receive a penalty point.

"Hunters and Beasts"

Target.Develop speed qualities, spatial orientation, eye.

Move.A circle is marked on the court (in the gym). The players are divided into two teams: “hunters” and “beasts”. The animals stand in a circle, and the hunters are distributed around the circle. One of the hunters has a ball. At the signal, the hunters “shoot” - throw the ball at the animals (at the children’s feet). The animals in the circle dodge the ball (move to the side, jump, etc.). The hunters catch the ball and continue throwing it at the animals. At the signal, the hunt stops and the number of animals caught is counted. Then the teams change places.

Rules:those animals that were “shot” move aside.

"Who has fewer balls"

Target.Develop attention, dexterity, hand-eye coordination, tracing the function of the eye.

Move.The players are divided into two teams. Teams are placed on different sides of the site. A net or cord is stretched in the middle of the site. Each player has a ball in their hands. At the teacher’s signal, children throw the balls with their right and left hands over a net or cord. After the second signal, the throwing of balls stops and the number of balls on the playing field for both teams is counted. Whoever has fewer goals wins.

Rules:throw the balls over the top of the cord, after the signal, finish throwing the balls.

"Stop!"

Target.Develop auditory attention, spatial orientation, hand-eye coordination.

Move.The players stand in a circle. The driver goes into the middle of the circle with a small ball. He throws the ball up (or hits it hard on the ground) and says someone's name. The child who was named runs after the ball, the rest scatter in different directions. As soon as the named child picks up the ball, he shouts: “Stop!” All players must stop and stand motionless where the team found them. The driver tries to hit someone with the ball. The one at whom the ball is thrown can dodge, crouch, and jump without leaving his spot. If the driver misses, he runs after the ball again, and everyone runs away. Taking the ball, the driver shouts again: “Stop!” - and tries to make one of the players look bad. The salted one becomes the new driver, the game continues.

Rules:the one at whom the ball is thrown must dodge, crouch, jump, without leaving his place.

“Whoever is named catches the ball”

Target.Develop attention, dexterity, and speed of reaction to a signal.

Move. Children walk or run around the playground. An adult holds a ball in his hands. He calls the name of one of the children and throws the ball up. The person named must catch the ball and throw it up again, calling the name of one of the children. The ball should not be thrown too high and in the direction of the child whose name is called.

Rules:listen to the signal.

"Ball to the host"

Target. Develop attention tracing the function of the eye.

Move.Children unite in 2-3 groups, each forming their own circle with a diameter of 4-5 m. In the center of each circle is a leader with a ball. At the teacher’s signal, the presenters take turns throwing the ball to their players, trying not to drop it, and receive it back.

When the ball has passed all the players in the circle, the leader raises it up. The team that drops the ball the least number of times wins.

Rules:start throwing the ball at the signal.

"Chasing the Ball"

Target.Develop gross motor skills, visual attention, eye.

Move.Children stand in a circle. An adult gives two children standing in different places a ball. Then he says: “Catch the ball!” - and the children simultaneously begin to pass them on to their comrades. If one ball catches up with the other, that is, both end up in the hands of one child, then he leaves the game for a while. The teacher gives the balls to other children and the game continues.

Rules:the ball is passed at the signal, without allowing players to pass.

"Ball for the driver"

Target.Develop coordination skills, dexterity, eye.

Move.Two lines are drawn on the ground at a distance of 1.5 m from one another. For one of them, the players line up in a column one at a time (5-6 people). The driver stands behind the other line, opposite them. He throws the ball to the child standing first in the column; he, having caught the ball, returns it to the driver and runs to the end of the column. At this time, the second child moves towards the line and repeats the same movements. If the child standing in the column does not catch the ball, the driver throws the ball to him again until he catches it. When all the children have thrown the ball, a new driver is chosen.

The game can be played with an element of competition. In this case, it is convenient for the players to stand in two columns and choose two drivers. Success depends on children's ability to throw and catch the ball. If the player drops the ball, the driver throws it again, but because of this, the column loses time and may lose.

Rules: start throwing the ball at the signal.

“Passed - sit down”

Target.Strengthen the muscles of the back and shoulder girdle, develop speed of reaction to a signal, and train visual concentration on a given object.

Move.Children form several teams, each team chooses a captain. Teams stand in columns behind the starting line. The captain of each team, with the ball in his hands, stands opposite his team at a distance of 1.5 - 2 m from it.

At the teacher’s signal, the captain passes the ball to the first player in the column, who catches it, passes it back to the captain and crouches. The captain passes the ball in the same way to the second, then to the third and to all other players. Each player crouches after passing the ball to the captain. When the last player passes the ball to the captain, the captain raises the ball above his head and the whole team quickly stands up. The team that completes the task first wins. If the player does not catch the ball, then he must run after it, return to his place and pass the ball to the captain.

Rules:start throwing the ball at the signal.