Outdoor children's games indoors. The cat approached the stove. What's in the backpack

Outdoor children's games indoors. The cat approached the stove. What's in the backpack

School events and school holidays

Artichoke

41. Competition Tear off your hat

Target: motor coordination training, entertainment.

Age: 8-17 years.

Number of participants: 2-20 people.

Material support: a hat (or any headdress) for each participant.

Rules. The presenter calls two opponents and puts hats on their heads. Each participant presses his left hand to his body and has no right to use it during the game. The players' task is to rip off the opponent's hat with their right hand, while keeping their own on their head. The winner is the participant who completes the game task first.

Another version of the game involves 3-20 players. Everyone has a hat on their head. Target The game remains the same - rip off the hats of all opponents. The player left without a hat is eliminated from the game. The last participant remaining in the cap is declared the winner.

42. Seamstress Competition

Target: entertainment.

Age: 8-14 years.

Number of participants: 10-30 people.

Material support: thin rope or braid (2-3 m long) for each team.

Rules. Players are divided into teams (5-10 people). Each team selects a “seamstress” player who is given a rope. At the command of the leader, the “seamstresses” begin to “sew” the members of their team to each other, threading the rope through their clothes. The seamstress player who does it faster than others wins. Team players are allowed to help the seamstress “sew” themselves.

. Players can be “sewn on” through loops of clothing, watch straps, beads, trouser belt loops, and cuffs.

43. Greedy Competition

Target: Development of dexterity, entertainment.

Age: 8-14 years.

Number of participants: 2-15 people.

Material support: various items for carrying (at least 10 per participant).

Rules. For each participant, chairs are placed at a distance of 3-5 m, on which various objects are placed (minimum 5 objects per chair). The items on the chairs should be as similar as possible for all participants. The participants' task is to run between their chairs, each time taking from a chair new item(the player continues to carry the items he took earlier in his hands). The choice of the next item from those lying on the chair is left to the player himself. The winner is the participant who can carry the most items before dropping them. IN small room participants (usually no more than three) can play on the same track (i.e. run between the same chairs).

Examples and additional material . Examples of items: Balloons, glasses (unbreakable) with water, plastic bottles, toys, fruits, shoe boxes.

44. Shot thrower competition

Target: development of dexterity, coordination of movements.

Age: 8-17 years.

Number of participants: 3-15 people.

Material support: A balloon half filled with water for each participant.

Rules. Participants stand on the starting line and throw (or push) a water balloon. The winner is the participant whose ball is farthest from the others.

Recommendations. If there are a large number of participants, the game can be played in several rounds. The winners determined in each round compete against each other in the final round. It is better to play the game outside, as the ball may burst. It is advisable to mark the balloons with the name or sign of the participant so that there are no disputes about whose balloon is where.

45. Cockerel Competition

Target: development of dexterity and coordination of movements.

Age: 8-17 years.

Number of participants: 2-20 people.

Material support: absent.

Rules. A circle with a diameter of 2 m is drawn on the ground. Two people simultaneously participate in the competition. Each participant stands on his right leg, holding his left ankle with his right hand. Left hand hides behind his back. Target players - push the opponent out of the circle. The one who does this is declared the winner. In addition, a participant who lets go of his left leg or uses his hands during the “fight” is considered a loser.

It is also possible to hold multi-stage cockerel competitions, choosing the winner according to total number"battles" won.

Examples and additional material. Indoors, the play area can be limited by an appropriately sized carpet or rope ring. Recommendations. For the game, it is advisable to choose a referee who would ensure that all rules and safety precautions are followed.

46. ​​Game (competition) Sorting

Target: development of attention, reaction speed. Improving team interactions and developing communication skills.

Age: 8-17 years.

Number of participants: 12-50 people.

Material support: absent.

Rules. Players are divided into teams (optimally 7-10 people per team), the number of participants in teams should be the same. The presenter names the condition according to which the team players must line up. The team that completes the task faster wins.

Examples and additional material. Examples of tasks:

  • Line up by height.
  • Line up in alphabetical order players' names (or surnames).
  • Line up alright Age aniya (decreasing) Age and the players.
  • Line up alright Age Decreasing (descending) numbers of apartments (or houses) of players.
  • Line up in order of hair color from lightest to darkest.

47. Game Everything is the other way around

Target: attention training.

Age: 8-14 years.

Number of participants: 5-20 people.

Material support: absent.

Rules. The presenter shows various movements. Players must respond by making movements opposite to those of the leader. The player who makes a mistake gives away a forfeit. At the end of the game, forfeits are played out.

Examples and additional material. For example:

  • The leader raises his hands up - the players lower their hands down.
  • The leader leans forward - the players lean back.
  • The leader raises his right leg - the players raise their left leg.

It is not always possible to come up with a movement opposite to the one shown by the presenter. In this case, everything depends on the imagination and ingenuity of the players. The main condition is not to repeat the leader’s action.

48. Game Illegal Movement

Target: attention training.

Age: 8-14 years.

Number of participants: 5-25 people.

Material support: absent.

Rules. The presenter shows various movements. The players repeat all the leader’s movements, except for the prohibited gesture agreed upon before the start of the game. The player who makes a mistake gives away a forfeit. At the end of the game, forfeits are played out.

Examples and additional material. The illegal move must be simple and may be part of a more complex move (to confuse players). Examples of successful illegal moves:

  • touch right hand to the right ear;
  • placing the left hand on the left side;
  • head tilt to the right;
  • clenching the right hand into a fist;
  • clap your hands.

49. Game Chocolate

Target: entertainment.

Age: 8-12 years.

Number of participants: 5-10 people.

Material support: large chocolate, small chocolates (according to the number of participants), dice.

Rules. A chocolate bar is placed at one end of the room. It is advisable to pack it in several bags and seal it with tape. At a table on the other side of the room, players take turns rolling the dice. The player who rolled “1” or “6” runs to the chocolate bar, unpacks it and begins to eat it, breaking off one piece at a time. However, as soon as one of the players rolls “1” or “6” again, he runs to the chocolate bar, and the first player returns to his place. At the same time, situations often arise in the game when one player has not yet reached the table with a chocolate bar, and the other is already running to replace him. The game ends when all the chocolate is eaten. After the end of the game, it is necessary to reward all participants with small chocolates to compensate for the unsuccessful game of some children.

Recommendations. It is advisable to choose one or two observers for the game (for example, from among those who do not like chocolate) so that they ensure that the rules are followed and that the players eat chocolate in small slices.

For large quantity players (20-30 people), several games can be played in parallel (each must have its own chocolate bar and dice).

50. Game Don't Yawn

Target: reaction speed training.

Age: 8-14 years.

Number of participants: 5-25 people.

Material support: absent.

Rules. The players sit on chairs. The driver stands at some distance from them and tells a story. Suddenly he shouts: “Don’t yawn!”, and everyone, including the driver himself, runs to the opposite wall, and then back to the chairs. The players try to have time to occupy the chairs. The one who fails to do this takes the place of the driver and continues the story he started.

Examples and additional material. The main requirement for a story is that it should be interesting and exciting. This could be a retelling of a movie seen or a book read, an incident that happened to the driver or his friends, or a story invented by the driver himself.

Take care of your hands

The players form a circle, standing one step apart from each other. The teacher appoints one driver, who stands in the middle of the circle.

Children stretch their arms forward, palms up.

At the teacher’s signal: “Take care of your hands!” The driver tries to touch the palms of one of the players.

As soon as a child standing in a circle notices that the driver wants to touch his hands, he immediately hides them behind his back.

Those children whose palms are touched by the driver are considered losers. When 2-3 losers appear, the driver chooses another child in his place (but not from among the losers) and changes places with him.

Magic word

The driver shows various movements and addresses the players with the words: “Raise your hands, stand, sit down, stand on your tiptoes, walk in place...”, etc.

The players repeat the movements only if the driver adds the word “please”. The one who makes a mistake is out of the game.

Hot hands

Children form a circle.

The driver stands in the center of the circle. The players standing around him raise their hands to waist level and hold them with their palms up.

The driver strives to slap someone in the palm of his hand. The players, fleeing, quickly give up. The one whom the driver insults becomes the driver.

If there are many players, there can be two or three people driving. Players do not have to remove their hands, but turn them palms down.

The game is more lively when the driver tries to quickly move around the circle in different directions.

Gawkers

Children form a circle and walk in a circle one after another.

At the driver’s signal: “Stop!” stop, clap their hands four times, turn 180° and start moving in reverse side. The one who makes the mistake leaves the game.

Earth, water, air

Children sit in a circle or in a row.

The presenter walks between them and, pointing at each in turn, says the word: “Water!” The child he pointed to must name a fish or animal that lives in the water.

If the driver says the word “earth”, the child names the one who lives on the ground, if the word “air” is named, the one who flies.

Golden Gate

Two presenters are appointed. They stand up, holding hands, and raise them up, showing the gate. All other participants pass through the gate, saying:

Golden Gate

They don't always miss.

Saying goodbye for the first time

The second time is prohibited,

And for the third time

We won't let you through.

The presenters lower their hands at the end of the verse. In front of whom the gate is closed, that participant stands together with the presenters and raises their hands.

The game continues until all participants turn into gates.

Hippodrome

The horse runs and runs. (We clap our hands on our knees.)

The horse is walking on the grass. (Three palms of hands.)

And here is a barrier (We take air into our mouth and hit our cheeks.)

And another barrier...

Actions change. The game is repeated several times.

Paints

Children choose the “owner” and two “customers”; everyone else playing chooses “colors”.

Each paint comes up with a color for itself and quietly names it to its owner. When all the paints have chosen a color, the owner invites one of the buyers.

The buyer knocks:

- Knock Knock!

- Who's there?

- Buyer.

- Why did you come?

- For paint.

- For which one?

- For the blue one.

If there is no blue paint, the owner says:

Walk the blue path

Find the blue boots

Carry it and bring it back!

If the buyer guesses the color of the paint, he takes the paint for himself.

The second buyer approaches, the conversation with the owner is repeated. So customers go through the line and sort out the paints.

The buyer who guesses the most colors wins.

When the game is repeated, he acts as the owner, and the players choose the buyers.

The buyer should not repeat the same paint color twice, otherwise he gives up his turn to the second buyer.

ring

Children stand in a circle, and the driver stands inside the circle. He holds a ring in his palms, which he discreetly tries to pass on to one of the guys. With palms folded into a boat, the driver opens the children’s palms one by one. Children carefully monitor the actions of the driver and their comrades. And the one who got the ring does not give himself away.

At the driver’s signal: “Ring, ring, go out onto the porch!” - a child with a ring runs out into the center of the circle. He becomes a driver.

If the children notice his ring before the signal, they do not let him into the circle. In this case, the game is continued by the previous driver.

Circle

Children form a circle, dance in a circle and say:

Kru-kru-circle,

Play the horn

One two Three -

Tanya, turn over!

The girl (boy) named by name must turn 180°. Game continues.

Who left?

Children stand in a circle or semicircle.

The teacher invites one of the players to remember those who are nearby (5-6 people), and then leave the room or turn away and close their eyes.

One child is hiding.

The teacher says: “Guess who left?” If the child guesses correctly, he chooses someone instead of himself. If he makes a mistake, he turns away again and closes his eyes, and the one who was hiding returns to his place. The guesser must name it.

Who has arrived?

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

Who has arrived? (Put the palms and fingers of both hands together, clap the tips of the thumbs 4 times.)

We, we, we! (The tips of the thumbs are pressed against each other and motionless, the tips of the remaining fingers quickly and simultaneously clap 3 times.)

Mom, mom, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap with the tips of their index fingers.)

Dad, dad, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap with the tips of your middle fingers.)

Brother, brother, is that you?

Oh, little sister, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap with the tips of their ring fingers.)

Grandfather, is that you?

Grandma, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (Clap the tips of our little fingers.)

We are all together

Yes Yes Yes! (Clap our hands.)

Lavata

Children form a circle.

Without holding hands, children move with side steps, first in one direction, and when repeating the words - in the other direction, saying:

Together we dance -

Tra-ta-ta, tra-ta-ta,

Our favorite dance -

This is lavata.

The presenter says: “My fingers are good, but my neighbor’s are better.” Children take each other's little fingers and repeat the words with movements left and right.

Then the driver gives other tasks:

My shoulders are good, but my neighbor's are better.

My ears are good, but my neighbor's are better.

My eyes are good, but my neighbor's are better.

My cheeks are good, but my neighbor's are better.

My waist is good, but my neighbor's is better.

My knees are good, but my neighbor's are better.

My heels are good, but my neighbor's are better.

Palms

Two players stand opposite each other.

The players simultaneously clap their hands, and then join their palms in front of them (right to left, left to right). Then the palms are connected crosswise - right to right, left to left. Then clap - and again the palms are together.

At first the movements are done slowly, and then faster and faster until the palms become tangled. Then the game starts over.

Frog

Place your hands on the floor (table). Clench one palm into a fist, place the other on the plane of the table.

At the same time change the position of your hands. The complication of the exercise is to speed it up.

We walked around Africa

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

We walked around Africa (We stomp our feet.)

And they collected bananas. (They depict how bananas are collected.)

Suddenly a huge gorilla (We draw a large circle with our hands.)

Almost crushed me. (Knock on the chest with our right and left hands.)

I’ll give it to mom, I’ll give it to dad (Knock on the right, then the left knee.)

And I won’t deprive myself. (Knock on the chest with our right and left hands.)

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

Ten, nine, (Clap their hands.)

Eight, seven, (They spank the knees.)

Six, five, (Clap.)

Four, three, (Spank.)

Two, one. (They clap.)

We are with the ball (They cover their eyes either internally or outside palms.) We want to play.

Just need it

We need to find out: (Clap for every word.)

Who will have the ball (They stomp on every word.)

Catching up. (They squat.)

Find and remain silent

Children stand in a line facing the teacher.

He invites them to turn around and close their eyes, while he hides some object.

With the permission of the teacher, the children turn around, open their eyes and begin to search for the hidden object. The person who finds the object approaches the teacher and quietly says in his ear where he found it. If the child said correctly, he moves aside.

The game continues until all children find the object.

Low - high

Children stand in a circle.

The adult says: “We decorated the Christmas tree with different toys, and in the forest there are different Christmas trees: wide, low, tall, thin. I will say:

“High” - raise your arms up;

“Low” - squat and lower your arms;

“Wide” - make the circle wider;

“Thin” - make a circle already.

The game is more fun if the adult tries to confuse the children.

Mail

The game begins with a roll call between the driver and the players:

- Ding, ding, ding!

- Who's there?

- Where?

- From the land of fairy tales.

- What are they doing there?

- They wash themselves (dance, draw, run, comb their hair, squat, smile, etc.).

The players imitate or perform the named action.

Five names

Children are divided into two teams.

Two players, a boy and a girl (representatives of two teams), stand next to each other in front of two lines.

At the signal, they must walk forward (first one, then the other), taking five steps, and for each step, without the slightest mistake or hesitation (without breaking the rhythm), pronounce a name (boys - the names of girls, girls - the names of boys). This is a seemingly simple task, but in reality it is not so easy to complete.

You can name five other words (animals, plants, household items, etc.). There are many names, but not everyone can pick up five names and pronounce them one after another without delay in the rhythm of a step.

The winner is the one who copes with this task or is able to name more names.

Edible - inedible

Children stand in a circle.

The driver says the word and throws the ball to the player.

If the word denotes food (fruits, vegetables, sweets, dairy, meat and other products), then the child to whom the ball was thrown must catch it (“eat”). If the word denotes an inedible object, the ball is not caught.

A child who fails to complete the task becomes the driver, says the intended word and throws the ball to someone.

Tick-tock-tock

The children stand scattered.

The teacher gives the signal: “Tick!” - children bend left and right; at the signal: “Yes!” - they stop, and at the signal: “Knock!” — they jump on the spot. The one who makes a mistake leaves the game. The signals are repeated 5-8 times. The sequence of signals must change.

At the end of the game, the most attentive player should be noted.

Three, thirteen, thirty

They choose a driver. The players stand in a circle and open with outstretched arms. The driver stands in the center of the circle. When playing the game for the first time, it is advisable that the teacher be the driver.

The teacher explains that if he says: “Three,” all the players put their hands to the sides; if he says: “Thirteen,” everyone puts their hands on their belts; if he says: “Thirty” - everyone raises their hands up (you can choose any movements).

The teacher quickly names one movement or another. The player who made a mistake sits on the floor. When 1-2 players remain in the circle, the game ends; The winners are announced.

Free place

The players sit in a circle.

The teacher calls two children sitting next to each other. They stand with their backs to each other and at the signal: “One, two, three - run!” - run to different sides around the circle, run to their place and sit down.

The adult and all the players note which of the children was the first to take the empty seat.

Then the teacher calls the other two children, the game is repeated.

Sit, sit, Yasha

Children form a circle.

In the center of the circle is a blindfolded child. The rest of the players, holding hands, walk in a circle and say:

Sit, sit, Yasha,

Under a walnut bush.

Gnaw, gnaw, Yasha,

Roasted nuts

Gifted to the sweetheart.

Children stop and clap their hands:

Chock, chock, piglet,

Get up, little man Yasha.

The child driver stands up and slowly spins inside the circle.

Where is your bride

What is she wearing?

What is her name

And where will they bring it from?

With the last words, “Yasha” goes to the children, selects any child, feels him and tries to guess who he found, describe his clothes and call him by name.

Guess what they did

Children stand in a circle or scattered. The teacher selects one child who moves 8-10 steps away from everyone playing and turns his back to them. He must guess what the players are doing.

Children agree on what action they will portray. According to the teacher: “It’s time!” The driver turns around, approaches the players and says:

Hello children!

Where have you been?

What did you see?

Children answer:

We won’t say what we saw,

And we’ll show you what they did.

If the driver guesses correctly, he chooses another child instead. If he answers incorrectly, the game is repeated with the same driver.

Claps

Children move freely around the hall (playground).

On one clap from the driver they should jump, on two claps they should sit down, on three clap they should stand up with their arms raised up (or any other movement options).

All children depict some action, for example, playing the accordion, riding horses, etc. The driver guesses the action being depicted. If the driver does not guess correctly, then he loses. The children tell him what they did and come up with a new action. The driver guesses again.

Then another driver is chosen and the game is repeated.

Clean

Children stand in a circle or scattered.

Beast unknown to science

This game will unite children by creating total product art. Although, of course, this is said loudly in relation to the picture that is obtained by the end of the game.

Take several sheets of paper in advance and fold each one several times, like an accordion, then unfold it again. Give a piece of paper with fold marks visible to all children sitting in a circle. Have each player start drawing the head of an animal at the top. This must be done in such a way that others do not see or know what the child is planning to depict. Having drawn the head on the upper part, you need to draw a line for the neck, going slightly beyond the fold line, fold the piece of paper and pass the drawing to the neighbor on the right. He, seeing only two lines indicating the end of the neck, continues to draw the body of the animal (which one he chooses himself), having reached the next fold line, he draws a contour line behind it, bends the piece of paper and passes it on again. So, depending on the number of fold lines you make, the design goes through the hands of three or four artists. The latter finishes drawing the feet (paws, claws, etc.). After this, the drawings are handed over to the leading adult, who unfolds them and shows the guests what they have created. Usually the result is a strange animal unknown to science.

Note. With such drawings you can decorate the room where the celebration is taking place.

Gift tree

Ask the guys if they know where the gifts come from. Where did they get the gifts for the birthday boy (if you are celebrating your child's birthday)? Of course, you will hear plausible explanations from kids and humorous ones from older children. And then you can tell them your version: they say, you don’t know where, but your souvenirs for guests grow on a tree. Don't believe me? Come on, let's show you!

Now feel free to lead the guys into the room where you hung various surprises on strings on a spreading branch attached to the closet. These can be ballpoint pens, small notebooks, chocolates, stickers, decorations - in a word, any pleasant little thing, the weight of which will be supported by the branch you have chosen.

Explain to the children that wood can only be used in a special way, so that the gift is always a surprise, a surprise. Therefore, now all the children will be blindfolded in turn, spun in place, and then given scissors, with which they will go to the generous plant and cut themselves some kind of gift

Note. With older kids, you can add some excitement to this game by hanging inflated balloons on the branches. Then, from time to time, players will accidentally burst the balls with scissors (this usually causes fear and joy at the same time).

Ha ha ha

This game is notable for the fact that it has simple rules and lifts the spirits of all those who play it, those who have already lost, and those who are simply watching it all.

Have the children sit in a circle. One of them will say the word “Ha!” with the most serious look. The player sitting to his right must say this twice already (“Ha-ha”), the person next to him on the right three times (“Ha-ha-ha”) and so on, each time adding one extra “ha” " Anyone who cannot bear a serious face and laughs or smiles openly leaves the game. He moves outside the circle and gets the opportunity to make faces and grimace, amusing the players and thereby complicating their task. If there are winners in this game - those who were able to pronounce “ha” the longest without a shadow of a smile, and without making a mistake among them, deserve a reward - prepare some funny souvenirs for such an occasion.

Note. This game, although it seems very childish, but precisely because of this it can also bring pleasure to teenagers. It will be funny for them that they, who are already adults and serious, say “ha” with the most ridiculous look, although for some time they can stay on a serious note, demonstrating their lack of involvement in all this tomfoolery.

Deceivers

Of course, it's not good to lie. But for general joy and also for the development of attention, it’s possible.

Children need to sit in a circle. One child will start the game: he will point to any part of his body and call it another part. For example, he will show his elbow and say, “This is my right ear.” The next player must show what is named, that is, the right ear, but say something else, for example, that this is the forehead. Then the next player will show his forehead, etc. Those who were caught (that is, believed the deceiver and showed not what he said, but what he demonstrated), leave the game. Thus, the most attentive players remain, who can then be awarded a comic prize, for example, a boy - a medal with the inscription “Best Cheater of the Year”, and a girl - powder (with the hint that she was great at “fooling the brains” of those around her, without getting caught herself). to their tricks!).

Note. To prevent children who drop out of the game from being offended or acting naughty, you can leave them in the game, but hand them some objects that symbolize their gullibility, such as floats (indicating that they have fallen into the hook of a deceiver). The one who does not receive a single such badge - the winner - in this case can be given a symbolic fishing rod (made from a strong branch with a fishing line and hook tied to it). By the way, if you see that there may be two winners, stop the game before one of them gets caught. Then children will be able to use two gift fishing rods in the game “Sweet Catch”, and the course of the holiday will be more logical and organized.

Massive games for children indoors

As already mentioned, you shouldn’t get carried away with competitions during the holiday, but if these are team competitions, the essence of which is not winning, but having fun participating, then it’s a different matter! Below you will find a description of such team games and entertainment for two groups of children.

Sometimes dividing children into two teams turns out to be a difficult task, as adults encounter whims (“I want to be with Sasha”) or tactless remarks (“I don’t want to be with this Petka”). To avoid such disputes in the first place, use the following: game method dividing children into groups.

Picture made from pieces

Depending on the situation and age of the children, you can start the game right away or after telling them the legend.

“A long time ago, in the same kingdom, there lived friendly people who got along well with each other. Together they created wonderful things: paintings, stories, household utensils. Everything worked out for them, because they understood each other from half a word and half a glance and took care of each other. But one day an evil wizard was jealous of their harmony and, when people were painting a picture, he cast a spell, causing their creation to shatter into pieces and, along with these pieces, people scattered around the world. Those who once lived in perfect harmony now do not recognize each other and live separately. But if you put the picture together again, then maybe a miracle will happen, and everyone who contributed their piece to it will be able to find care and understanding from the other creators of the picture - they will become one friendly team.”

Invite the children to check if this is really true? Have each of them come up to you and take one piece of postcard, white side up (prepare two postcards in advance and cut them so that total number pieces were equal to the number of invitees, including your own children). When each guest has a piece of the postcard in their hands, announce the conditions of the game: now you will say a magic phrase (for example: “Look for yours!”) and the children will begin to move around the room, showing each other the pieces. If they realize that they have parts of one postcard, then they unite and together look for the remaining parts.

Note. Thus, by the end of the game you will naturally form two teams, each of which collected the entire picture and showed the results to the rest of those present. Take advantage of the spirit of unity that arose during this task and announce to the teams that the tests of the strength of the spell will continue in the following relay races, where they will be one team.

Firefighter School

During this game, children will learn which team members are faster and more collected (literally and figuratively). Invite them to participate in the speed-of-dressing training that takes place during training to become a firefighter (after all, a good firefighter should be able to get dressed in a short period while the match is burning!). Of course, such a workout at a children's party would be a joke.

Place a set of clothes in front of each team, for example a hat, jacket, trousers, boots. The first players of the two teams must approach these piles of things and, having figured out what’s what, put it all on themselves as quickly as possible. When dressing is finished, the player must spread his arms to the sides, and his team should support him with the exclamation “Beauty!” After this, he must quickly undress, and the next player on the team must repeat all these actions. The winner will be the team whose members are able to “dress up” and take off their “working clothes” faster, that is, finish the training first.

Note. To keep the emphasis of this game on fun rather than competition, prepare the most ridiculous clothes you can find. A moth-eaten earflap hat, a pink children's Panama hat, grandma's old jacket, and dad's hunting boots in combination with wide beach shorts will do (the main thing is that all this should be large for the convenience of the players). When festively dressed children pull all this on themselves, it will be impossible not to laugh. Don’t waste time and film the “mummers” on a video camera or camera - such pictures will capture the height of the fun and the memories of the holiday will acquire their own unique flavor.

North Pole

This game is similar to the previous one, but requires quick reaction and organization not of each individual, but of all players at once, that is, success in it is influenced by team cohesion.

Find out who in each team is the most curious and not afraid of any challenge. Once two daredevils have been selected, explain to the teams what they will be doing. And they will be busy preparing their curious comrade for the North Pole. As you know, this place is not hot, and they have only five minutes to get ready. Therefore, the task of each team during this time is to have time to put on as many items of clothing as possible on the would-be explorer. Where can I get it? For such a case, you will have to “give away your last shirt,” that is, take off some items of clothing from yourself.

The team that can dress their hero “warmer” will win (and it doesn’t matter if they decided to prepare him for the cold test by wearing an extra tie).

Note. It is better to play one such game so that the children do not have time to get used to it. However, if the previous game caused a lot of emotions in the children and they demand a continuation (“Let’s play this game again!”), then after several more games you can still send the teams to the North Pole again.

Hands up!

This team game can be done right at the table. Have members of one team sit on one side of the table and members of the other team sit on the opposite side. Give the end player of one of the teams a coin. He must pass it under the table to the next player on his team and so on down the chain. At this time, the commander of the other team (children can take turns playing this role) counts to ten. He can do this loudly or in a whisper, evenly or either speeding up or slowing down the count. As soon as he says “ten”, he can command: “Hands up!” Then all players, including the one who has the coin, must raise their clenched fists up. Then the commander gives the command “Hands down!”, and the players place their hands on the table, opening their palms. Naturally, the temporary owner of the coin tries to do this in such a way as to cover it with his palm. All this time, players of the opposing team carefully watch their opponents' hands, trying to guess who has the coin. After completing two commands, they confer and name the player who, in their opinion, keeps the coin. If their guesses are correct, then the coin goes into their piggy bank as a reward for their attention. If they make a mistake, the coin remains on the same team as a reward for sleight of hand.

Note. If there are not so many guests, then you can play another version of this game, when everyone present passes the coin, except for the driver - the commander. He alone is trying to determine the owner of the coin. By the way, this game serves both to entertain children and to develop attention and the ability to subordinate one’s behavior to rules.

Freight train

If in previous game required sleight of hand, now players will need sleight of foot!

Let the members of one team sit in a row on the sofa or on chairs, the second team will also sit opposite. On the side of each team, make a pile of the same number of items (it’s best to take Stuffed Toys- small or medium size).

At the command “Start!” the guys on the same team must start passing toys to each other until they reach the last player - the “last carriage”, who will begin to put them next to him. Does the task seem simple? But there is one “but” here. You can only use your feet. If something slips out when passing from foot to foot, then it should be picked up
So that the bridge does not collapse down,
Let's take brick and mortar for construction,
My fair miss.

Centipede

Playing with tied feet brings not only joy to children, but also a sense of cohesion. Therefore, you can safely offer them, for example, such a task.

Divide the guys into two teams and give each a rope about fifty centimeters long. With them, members of one team must tie their legs (at the ankles) with a comrade standing next to them. This way, you won’t end up with a bunch of scattered kids, but two centipedes (which is much easier to manage!).

Now have both centipedes stand at the starting line. Now they will compete in the dexterity of their legs! You can start with simple task: Let them try to reach the finish line as quickly as possible.

Then the task can be complicated.

For example, in the middle of their path, place a small obstacle that the children must take turns carefully overcoming, remembering their “neighbor.” Or you can change the trajectory of movement by placing limiters that you have to go around. If the children want to show " aerobatics“, you can even require that as they move, they also pass the toy from the first to the last team member.

Note. It is better not to get carried away with complicating the rules when playing this game with young children (up to six years old), since their motor regulation, as well as their ability to jointly organized activities, is still far from perfect and they will fall more than they move forward.

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What to do when it's cold and dreary outside it's raining or just tired of wiping your pants on the slide near the entrance? It's time to collect fun company playful boys, dreamy girls and... play at home! But not by bending over the screen of a tablet or phone, but simply. Simply, simply, simply...

1. Keen eye

Number of players: 2 or more people.
Props: dishes (jar, bowl, pan, etc.), sheet of paper, scissors.
Preparation: Before the game begins, participants must carefully examine the selected container and try to mentally imagine it.

Rules of the game: At the signal, players must cut the lid for the selected vessel. The winner is the one whose cap matches the hole of the selected item as accurately as possible.

2. Plucked chicken

Number of players: 4 or more people.
Props: clothespins.
Preparation: Divide into 2 teams: “chickens” and “catchers”.

Rules of the game: The “catchers” attach clothespins to their clothes (the same number, so that everything is fair). Their goal is to catch up with the “chickens”. If the “catcher” has caught the “chicken,” he attaches a clothespin to her. By the way, it is the “catchers” who will be “plucked”. Moreover, the more the “catcher” is plucked, the better! Victory will go to the one who gets rid of his clothespins the fastest. Then the teams change places and the game continues.

3. Whose shoe?

Number of players: 3 or more people.
Props: shoes of the players, a blindfold for each player.
Preparation: Take off your shoes and put them in a pile.

Rules of the game: Players stand in a circle with a mountain of shoes in the center. Blindfolded. The presenter shuffles the shoes and gives a signal. Everyone starts looking for their shoes (you can try them on). Anyone who thinks they have found their shoes should put them on and stay in them until the end of the game. Everyone takes off the bandages and looks at the result.

4. Living node

Number of players: 4 or more people.
Props: No.
Preparation: Stand in a circle.

Rules of the game: At the command of the leader, the players extend their right hands into the center of the circle and take someone by the hand (you cannot take a neighbor). The players then extend their left hands and do the same. But! You cannot take the hand of someone you are already holding with one hand. The result is a living node. The leader’s task is to untangle the knot without breaking his hands. Players, at his request, can step over each other, climb between hands, etc.

5. Great cook

Number of players: 2 or more people.
Props: 2 spoons (forks) and fruits (vegetables), blindfold.
Preparation: wash fruits (vegetables).

Rules of the game: The volunteer picks up spoons (forks) and by touch tries to recognize the fruits (vegetables) that the presenter slips to him. You can use potatoes, carrots, onions, pears, tomatoes, cucumbers, etc.

6. Conductor

Number of players: 5 or more people.
Props: No.
Preparation: The players stand in a circle, one person goes out the door.

Rules of the game: A “conductor” is chosen from the remaining players in the room. He shows how to play musical instruments, and the rest repeat all the movements after him. A guesser enters the room during a “concert” and must determine who the “conductor” is. If he manages to do this in less than three attempts, he stands in a circle, and the former “conductor” walks out the door.

7. Salad

Number of players: 6 or more people.
Props: cards with the names of vegetables/fruits (according to the number of players), chairs (one less than the number of players). The names on the cards may be repeated, for example, 2 apples, 3 pears, etc.
Preparation: Hand out cards to players.

Rules of the game: Everyone sits on chairs, one remains in the circle (he also has a card). The presenter (the one standing) shouts: “Pear!” Those who have a card with this name must change their place. The driver takes a chair and one of the players is left without a seat, he stands in the center of the circle and the game continues. You can shout out two or three names at once. At the word “Salad!” all players change places.

8. Who is faster?

Number of players: 10 or more people.
Props: an object as a prize (apple, stone, etc.), a coin.
Preparation: Everyone is divided into two teams, stand or sit opposite each other, and hide their hands behind the backs of their neighbors. The leader stands at one end of the chain, and the prize item is placed at the other.

Rules of the game: The presenter tosses a coin. If the coin lands on heads, nothing happens, the coin is tossed again; if it lands on heads, the last player on each team must shake hands with his neighbor. So, along the chain, the signal is transmitted to the other end. The last one must grab the prize. The player who did this first brings his team a point, moves back to the end of the chain and the game continues. The team that changes players faster wins.

9. Mechanisms come to life

Number of players: 8 or more people.
Props: No.
Preparation: Players are divided into two or more teams. Each team, secretly from their opponents, decides which mechanism (vacuum cleaner, washing machine, hair dryer, etc.) she will depict.

Rules of the game: Everyone must take part in the dramatization. You can imitate the sounds of a mechanism, depict dimensions with your hands, but you cannot speak. A team gets a point if they guess the opponent's mechanism. Those with more points win.

10. We're tired of meowing!

Number of players: 8 or more people.
Props: blindfolds according to the number of players, chairs to limit the space.
Preparation: Players are divided into two teams: one – piglets, the second – kittens.

Rules of the game: Kittens should meow, and piglets should grunt. Everyone is blindfolded and shuffled among themselves in a circle of chairs. You need to get your team together as quickly as possible without leaving the circle.

The role of play in the formation and development of a child cannot be overestimated. It is through play that a child learns the world, his laws, learns to live by the rules. All children love to move, jump, gallop, and run races. Outdoor games with rules - it is conscious, active work child, which is characterized by timely and accurate completion of tasks related to the rules that are mandatory for all participants. Outdoor play is a kind of exercise with which children prepare for life.

Outdoor games are of great importance in a child’s life, as they are an indispensable means for a child to gain knowledge and ideas about the world around him. They also influence the development of thinking, ingenuity, dexterity, dexterity, moral strong-willed qualities. Outdoor games for children strengthen physical health, teach life situations, help the child to achieve proper development.

Outdoor games for preschoolers

Outdoor games for younger preschoolers

Junior children preschool age in the game they tend to imitate everything they see. In the outdoor games of children, as a rule, it is not communication with peers that is manifested, but a reflection of the life that adults or animals live. Children at this age enjoy flying like sparrows, jumping like bunnies, flapping their arms like butterflies with wings. Thanks to developed ability By imitation, most outdoor games for children of primary preschool age are of a plot nature.

  • Outdoor game "Mice dance in a circle"

Goal: develop motor activity

Description: before starting the game you need to choose a driver - a “cat”. The cat chooses a “stove” for itself (it can be a bench or chair), sits on it and closes its eyes. All other participants join hands and begin to dance around the cat with the words:

The mice dance in circles
The cat is dozing on the stove.
Quieter than a mouse, don't make noise,
Don't wake up Vaska the cat,
Vaska the cat will wake up -
He’ll break up our round dance!”

While pronouncing the last words, the cat stretches, opens his eyes and begins to chase mice. The caught participant becomes a cat, and the game starts over.

  • Game "Sunshine and Rain"

Objectives: to teach children to find their place in the game, navigate in space, develop the ability to perform actions on a signal from the teacher.

Description: Children sit in the hall on chairs. The chairs are their “home”. After the teacher’s words: “What good weather, go for a walk!”, the guys get up and start moving in a random direction. As soon as the teacher says: “It’s raining, run home!”, the children should run to the chairs and take their place. The teacher says “Drip - drip - drip!” Gradually the rain subsides and the teacher says: “Go for a walk. The rain has stopped!”

  • Game "Sparrows and the cat"

Objectives: teach children to jump gently, bending their knees, run, dodge the driver, run away, find their place.

Description: Circles are drawn on the ground - “nests”. Children - “sparrows” sit in their “nests” on one side of the playground. On the other side of the site there is a “cat”. As soon as the “cat” falls asleep, the “sparrows” fly out onto the road, fly from place to place, looking for crumbs and grains. The “cat” wakes up, meows, and runs after the sparrows, which must fly to their nests.

First, the role of “cat” is played by the teacher, then by one of the children.

  • Outdoor game "Sparrows and a car"

Another game for children 3-5 years old about sparrows.

Objectives: to teach children to run in different directions, to start moving or change it at the leader’s signal, to find their place.

Description: Children - “sparrows”, sit in their “nests” (on a bench). The teacher depicts a “car”. As soon as the teacher says: “The sparrows have flown onto the path,” the children rise from the bench and begin to run around the playground. At the teacher’s signal: “The car is moving, sparrows fly to their nests!” - the “car” leaves the “garage”, and the children must return to the “nest” (sit on the bench). The "car" returns to the "garage".

  • Game "Cat and Mice"

There are many games for children with cats and mice involved. Here is one of them.

Objectives: This active game helps children develop the ability to perform movements on a signal. Practice running in different directions.

Description: Children - “mice” are sitting in holes (on chairs along the wall). In one of the corners of the playground sits a “cat” - a teacher. The cat falls asleep and the mice scatter around the room. The cat wakes up, meows, and begins to catch mice, which run into their holes and take their places. When all the mice return to their holes, the cat walks through the hall again, then returns to its place and falls asleep.

  • Outdoor game for preschoolers "At the bear in the forest"

Objectives: develop the speed of reaction to a verbal signal, exercise children in running, develop attention.

Description: Among the participants, one driver is chosen to be the “bear”. On playground draw two circles. The first circle is the bear's den, the second circle is the home for the rest of the game participants. The game begins with the children leaving the house saying:

By the bear in the forest
I take mushrooms and berries.
But the bear doesn't sleep,
And he growls at us.

As soon as the children uttered these words, the “bear” runs out of the den and catches the children. The one who did not have time to reach the house and was caught by the “bear” becomes the driver (“bear”).

  • Through the stream (an active game with jumping)

Objectives: Teach how to jump correctly, walk along a narrow path, and maintain balance.

Description: Two lines are drawn on the site at a distance of 1.5 - 2 meters from one another. At this distance, pebbles are drawn at a certain distance from each other.

The players stand at the line - on the bank of a stream, they must cross (jump over) it on the pebbles without getting their feet wet. Those who stumbled and got their feet wet go to dry them in the sun and sit on a bench. Then they get back into the game.

  • Game "Birds and Cat"

Objectives: Learn to follow the rules of the game. React to a signal.

Description: for the game you will need a mask of a cat and birds, and a large circle drawn.

Children stand in a circle on the outside. One child stands in the center of the circle (the cat), falls asleep (closes his eyes), and the birds jump into the circle and fly there, pecking at the grains. The cat wakes up and begins to catch the birds, and they run away out of the circle.

  • Game "Snowflakes and the Wind"

Tasks: Practice running in different directions, without bumping into each other, act on a signal.

Description: At the signal “Wind!” children - “snowflakes” - run around the playground in different directions, spinning (“the wind spins snowflakes in the air”). At the signal “No wind!” - crouch (“snowflakes fell to the ground”).

    Outdoor game "Find yourself a partner"

Objectives: to develop in children the ability to perform actions on a signal, to quickly form pairs.

Description: Participants stand along the wall. Each of them receives a flag. As soon as the teacher gives a sign, the children scatter around the playground. After the command “Find yourself a pair,” participants who have flags of the same color are paired up. An odd number of children must participate in the game and at the end of the game one is left without a pair.

All these outdoor games can be successfully used for playing in kindergarten in a group or on a walk. Children of different ages: from babies 3 years old to children middle group 4-5 year olds enjoy playing with them.

  • Outdoor games for children 5-7 years old

Children 5-6, 6-7 years old have a character play activity changes somewhat. Now they are already beginning to be interested in the result of the outdoor game, they strive to express their feelings, desires, and fulfill their plans. However, imitativeness and imitation do not disappear and continue to play an important role in the life of an older preschooler. These games can also be played in kindergarten.

  • Game "Bear and Bees"

Tasks: practice running, follow the rules of the game.

Description: participants are divided into two teams - “bears” and “bees”. Before the start of the game, the “bees” take places in their “hives” (benches or ladders can serve as hives). At the command of the leader, the “bees” fly to the meadow for honey, and at this time the “bears” climb into the “hives” and feast on honey. Having heard the signal “Bears!”, all the “bees” return to the “hives” and “sting” (salat) the “bears” who did not have time to escape. The next time, the stung “bear” no longer goes out to get honey, but remains in the den.

    Game "Burners"

Tasks: practice running, respond to a signal, follow the rules of the game.

Description: The game involves an odd number of children who become pairs and hold hands. In front of the column there is a driver who looks forward. The children repeat the words in chorus:

Burn, burn clearly
So that it doesn't go out,
Look at the sky -
Birds are flying
The bells are ringing!
Once! Two! Three! Run!

As soon as the participants say the word “Run!”, those standing in the last pair in the column release their hands and run forward along the column, one on the right side, the other on the left. Their task is to run forward, stand in front of the driver and join hands again. The driver, in turn, must catch one of this pair before they hold hands. If you manage to catch, then the driver and the caught one will form a new pair, and the participant left without a pair will now lead.

  • Outdoor game "Two Frosts"

A well-known game for preschoolers with simple rules. Objectives: to develop inhibition in children, the ability to act on a signal, and practice running.

Description: On opposite sides of the site there are two houses, indicated by lines. Players are placed on one side of the court. The teacher selects two people who will become drivers. They are located in the middle of the area between the houses, facing the children. These are two Frosts - Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Start!” both Frosts say the words: “We are two young brothers, two frosts are daring. I am Frost Red Nose. I am Frost Blue Nose. Which of you will decide to set off on this little path?” All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. Those of the guys who were touched by Frost freeze in place and remain like that until the end of the run. The frozen ones are counted, after which they join the players.

  • Game "Sly Fox"

Goal: to develop agility, speed, coordination.

Description: A line is drawn on one side of the site, thereby indicating the “Fox House”. The teacher asks the children, who are located in a circle, to close their eyes. The teacher walks around the formed circle behind the children, touches one of the participants, who from that moment becomes “ sly fox».

After this, the teacher invites the children to open their eyes and, looking around, try to determine who the sly fox is. Next, the children ask 3 times: “Sly fox, where are you?” At the same time, the questioners look at each other. After the children asked for the third time, sly Fox jumps into the middle of the circle, raises his hands up and shouts: “I’m here!” All participants scatter around the site in all directions, and the sly fox tries to catch someone. After 2-3 people are caught, the teacher says: “In a circle!” and the game starts again.

  • Game "Deer Catching"

Objectives: practice running in different directions, agility.

Description: Two shepherds are selected from among the participants. The remaining players are deer located inside the outlined circle. The shepherds are behind the circle, opposite each other. At the leader’s signal, the shepherds take turns throwing the ball at the deer, who try to dodge the ball. The deer that the ball hit is considered caught and leaves the circle. After several repetitions, he counts the number of deer caught.

    Game "Fishing Rod"

Objectives: develop dexterity, attention, speed of reaction.

Description: participants sit in a circle. In the center there is a driver - a teacher. He holds a string in his hands, at the end of which a small bag of sand is tied. The driver rotates the rope in a circle just above the ground. Children jump in such a way that the rope does not touch their legs. Those participants whose legs are hit by the rope are eliminated from the game.

  • Game "Hunters and Falcons"

Tasks: practice running.

Description: All participants are falcons and are on one side of the hall. There are two hunters in the middle of the hall. As soon as the teacher gives the signal: “Falcons, fly!” participants must run to the opposite side of the hall. The hunters' task is to catch (spot) as many falcons as possible before they have time to cross the conditional line. Repeat the game 2-3 times, then change the drivers.

    Game "Spider and flies"

Description: in one of the corners of the hall, a circle indicates a web in which there is a spider - the driver. All the other guys are flies. All the flies “fly” around the hall, buzzing. At the presenter’s signal “Spider!” the flies freeze. The spider comes out of hiding and carefully examines all the flies. He takes those who move into his web. After two or three repetitions, the number of flies caught is counted.

    Outdoor game "Mousetrap"

Objectives: to develop in children the ability to perform actions on a signal.

Description: Two participants stand facing each other, join their hands and raise them higher. After this, both say in unison:

“How tired we are of the mice, they chewed everything, ate everything!
We’ll set up a mousetrap and then we’ll catch the mice!”

While the participants are saying these words, the rest of the guys must run under their clasped hands. On last words The presenters suddenly lower their hands and catch one of the participants. The caught one joins the catchers and now there are three of them. So the mousetrap gradually grows. The last participant remaining is the winner.

Outdoor games for schoolchildren 7-9, 10-12 years old

Schoolchildren also love to play games during breaks or walks. We have selected games that you can play during after-school walks or during lessons. physical culture in grades 1-4. The rules of the game become a little more complicated, but the main objectives of the games are: training agility, reaction, speed, general physical development and the ability to cooperate with the guys.

Many outdoor games are universal: both boys and girls can play them. You can divide children into groups of girls and boys or according to another principle.

    Game "Homeless Hare"

Goal: to develop attentiveness, thinking, speed and endurance.

Description: A hunter and a homeless hare are selected from all participants. The remaining players are hares, each draw a circle for themselves and stand in it. A hunter tries to catch up with a running homeless hare.

A hare can escape from a hunter by running into any circle. At the same time, the participant who stands in this circle must immediately run away, since now he becomes a homeless hare, and the hunter now catches him.

If a hunter catches a hare, then the one caught becomes the hunter.

  • Outdoor game "Feet off the ground"

Objectives: learn to follow the rules of the game.

Description: The driver walks around the hall with other guys. As soon as the teacher says: “Catch!”, all participants scatter, trying to climb to any height where they can raise their feet above the ground. You can only insult those whose feet are on the ground. At the end of the game, the number of losers is counted and a new driver is selected.

    Game "Empty Space"

Objectives: develop reaction speed, agility, attentiveness, help improve running skills.

Description: participants form a circle, and the driver is located behind the circle. By touching the shoulder of one of the players, he thereby challenges him to the competition. After this, the driver and the participant he chose run along the circle in opposite directions. The one who takes first empty place, left by the selected player remains in the circle. The one left without a seat becomes the driver.

  • Outdoor game "Third wheel"

Objectives: develop dexterity, speed, cultivate a sense of teamwork.

Description: Participants walk in a circle in pairs, holding hands. The distance between pairs is 1.5 - 2 meters. Two drivers, one of whom runs away, the other catches up. The running player can stand in front of any pair at any time. In this case, the back player of the pair he stood in front of becomes the one who is being caught up. If, nevertheless, the player managed to catch up and make fun of him, then the drivers change roles.

  • Game "Shootout"

Objectives: develop dexterity, attentiveness, speed of reaction.

Description: The game is played on a volleyball court. Having retreated 1.5 meters from the front line into the hall, a line parallel to it is drawn to form something like a corridor. An additional line is also drawn on the other side.

Participants are divided into two teams, each of which is placed on its own half of the court from the middle line of the corridor. Both teams must choose a captain. You cannot enter the opponent's territory. Each player who has the ball tries to hit his opponent with it without going beyond the center line. The greasy player is taken prisoner and remains there until the players of his team throw the ball into his hands. After this, the player returns to the team.

Outdoor games while walking

Walking with children in kindergarten or after-school primary school, the teacher needs something to keep the children occupied: great solution is the organization of outdoor games during a walk. First, the teacher introduces the children to various games, and later the children themselves, dividing into groups, will be able to decide which game they want to play. Games on fresh air provide beneficial influence on the development of the child’s body and strengthening the immune system. And the time of the walk flies by.

Before starting the game, the teacher needs to pay attention to the state of the playing field: is there any extra items, fragments and everything that can prevent children from playing and create a traumatic environment - unfortunately, not only on the street, but also on the school playground or kindergarten you can find a lot of garbage.

  • Train game

Objectives: To develop in children the ability to perform movements according to a sound signal, to consolidate the skill of building in a column. Practice walking and running after each other.

Description: Children line up in a column. The first child in the column represents a locomotive, the rest of the participants are carriages. After the teacher blows the whistle, the children begin to move forward (without clutch). At first slowly, then faster, gradually starting to run, they say “Chu - chu - chu!” “The train is approaching the station,” says the teacher. Children gradually slow down and stop. The teacher blows the whistle again, and train movement resumes.

  • Outdoor game "Blind Man's Bluff"

Objectives: developing dexterity, developing the ability to navigate in space, observation.

Description: To play the game you need free space. A driver is selected, blindfolded and taken to the middle of the site. The driver is turned several times around his own axis, after which he must catch any player. The one who is caught becomes the driver.

  • Game "Day and Night"

Tasks: practice running in different directions, act on a signal.

Description: All participants are divided into two teams. One command is “day”, the other is “night”. A line is drawn or a cord is placed in the middle of the hall. The teams stand at a distance of two steps from the drawn line, with their backs to each other. At the command of the presenter, for example, “Day!” the team with the appropriate name begins to catch up. Children from the “night” team must have time to run beyond the conditional line before their opponents have time to stain them. The winner is the team that manages to stain large quantity players from the opposing team.

  • Game "Baskets"

Objectives: practice running after each other, develop speed, reaction speed, and attentiveness.

Description: Two presenters are selected. One of them will be the catcher, the other will be the fugitive. All remaining participants are divided into pairs and join hands, creating something like a basket. The players scatter in different directions, and the leaders separate; the catcher tries to catch up with the fugitive. The fugitive must run between the pairs. The baskets should not catch the fugitive, and for this he calls the names of the participants in the basket to which he runs up.

  • Game "Hit and Run"

Objectives: to develop in children the ability to perform actions on a signal.

Description: The teacher is in the center of the circle. Throws the ball to the child and says his name. This kid catches the ball and throws it back to the adult. When the adult throws the ball up, all children must run to “their” place. The adult's task is to try to hit the fleeing children.

In this article we have presented 29 outdoor games with detailed description game rules. We hope that this material will help organize children’s games at school during breaks and physical education lessons, during outings in preschool educational institutions and public schools.

Compiled by: Oksana Gennadievna Borsch, teacher primary classes, Deputy Director for Educational Work.