Outdoor games for 5th grade children indoors. What kind of animal? Indoor games for preschoolers

Outdoor games for 5th grade children indoors.  What kind of animal?  Indoor games for preschoolers
Outdoor games for 5th grade children indoors. What kind of animal? Indoor games for preschoolers

Jumping sparrows

Players age: From six years old

The game develops: Attention, Coordination, Dexterity, Reaction

Mobility game: Outdoor games

Number of players: Three or more

Place of game: Doesn't matter

Game description

A circle with a diameter of 4 m is drawn on the floor or ground. The leading “cat” stands in the middle of the circle, the rest of the participants in the game are “sparrows”. They are outside the circle. At the teacher’s signal, the “sparrows” begin to jump in and out of the circle. The caught one is in the center. When all the “sparrows” are caught, a new cat is chosen. The winner is the cat that can catch all the sparrows faster than others.

Rules of the game

1. Draw a circle with a diameter of 4 m on the floor or ground. The leading “cat” stands in the middle of the circle, the rest of the participants in the game are “sparrows”. They are outside the circle.

2. At the teacher’s signal, the “sparrows” begin to jump in and out of the circle. The caught one is in the center.

3. When all the “sparrows” are caught, a new cat is chosen. The winner is the cat that can catch all the sparrows faster than others.

Boots - walkers

Players age: From six years old

The game develops: Coordination, Strength

Mobility game: Outdoor games

Number of players: Two

Place of game: Doesn't matter

Game description

Two opponents are given very large adult felt boots. Children drown in them, and they really look like big-toed boys in the boots of the Ogre. There are chairs in front of them at a distance of 3 - 5 meters. At the leader’s command, they must run to the chairs, go around them and run back. The first one to arrive wins.

Rules of the game

1. Two opponents are given very large adult felt boots. Children drown in them, and they really look like big-toed boys in the boots of the Ogre.

2. There are chairs in front of them at a distance of 3 - 5 meters.

3. At the leader’s command, they must run to the chairs, go around them and run back. The first one to arrive wins.

Game note

This competition can also be held as a team relay race. Then each player, when he comes running, must take off his “walking boots”, and the next one must put them on. Only then can he set off on his journey.

Confusion

The game develops: Attention, Logic, Thinking

Mobility game: Outdoor games

Number of players: Four or more

Game location: Indoors

Game description

Children stand in a circle and hold hands. The driver turns away, and the players begin to get confused, climbing over each other as soon as possible. Then the driver must unravel this tangle without breaking the circle.

Rules of the game

1. Children stand in a circle and hold hands.

2. The driver turns away, and the players begin to get confused, climbing over each other as soon as possible.

3. Then the driver must unravel this tangle without breaking the circle.

"Dwarfs" and "giants"

Players age: From six years old

The game develops: Attention, Coordination

Mobility game: Outdoor games

Number of players: Four or more

Place of game: Doesn't matter

Game description

The children stand around the leader, who tells that there are very small people in the world - dwarfs, and there are huge ones - giants. When the presenter says: “Dwarfs!”, he sits down on all fours, lowers his hands, showing with all his appearance what little people they are. He even pronounces the word “dwarfs” in a thin voice - they are so tiny.

And when he says “Giants!”, his voice becomes rougher, the presenter stands up to his full height, and even stretches his arms up - they are so huge. The children really like this game of the leader, they laugh and also stretch out to their full height - “giants” and sit on all fours - “dwarfs”.

When the guys have learned to carry out commands correctly, the presenter warns that now he will see who is the most attentive.

Presenter: Remember, children, the correct commands: “Dwarves!” and “Giants!” All my other commands do not need to be executed. The one who makes a mistake is out of the game.

First, the presenter gives the correct commands, and then replaces the words “dwarfs” and “giants” with similar ones. The one who makes the least mistakes wins.

Rules of the game

1. Children stand around the leader, who tells that there are very small people in the world - dwarfs, and there are huge ones - giants.

2. When the presenter says: “Dwarves!”, he sits down on all fours, lowers his hands, showing with all his appearance what little people they are. He even pronounces the word “dwarfs” in a thin voice - they are so tiny.

4. The children really like this game of the leader, they laugh and also stretch out to their full height - “giants” and sit on all fours - “dwarfs”.

5. When the guys have learned to carry out commands correctly, the presenter warns that now he will see who is the most attentive.

6. Presenter: Remember, children, the correct commands: “Dwarves!” and “Giants!” All my other commands do not need to be executed. The one who makes a mistake is out of the game.

7. First, the leader gives the correct commands, and then replaces the words “dwarfs” and “giants” with similar ones.

8. The one who makes the least mistakes wins.

Alphabetically

Players age: From six years old

The game develops : Attention, Coordination

Mobility game: Outdoor games

Number of players: Five or more

Place of play: Indoors

Game description

To make the names better remembered, to train attention and the ability to quickly switch from one task to another, you can play a game like this in a campaign with up to 15 people. The presenter invites the children to change places in a certain amount of time (10, 15 or 20 seconds):

Rules of the game

1. The presenter invites the guys to change places in a certain amount of time (10, 15 or 20 seconds):

  • so that all names are arranged in alphabetical order;
  • so that everyone stands by hair color (on the left - brunettes, on the right - blondes);
  • so that everyone stands according to their height (small ones on the left, large ones on the right).

Note

These exercises can be even more fun if there are wide benches, sofas, or very stable, sturdy chairs. Then the guys must complete the tasks while standing on the benches and move without stepping on the floor.

Push-pull

The game develops your child’s coordination of movements very well.

Players age: From six years old

The game develops : Endurance, Coordination, Thinking, Strength

Mobility game: Outdoor games

Number of players: Four or more

Place of game: Doesn't matter

Game description

Children are divided into pairs. Each couple stands with their backs to each other and clasps their hands at the elbows. In this position, children must run 20-30 meters to the finish line and, without turning around, return to the start. Thus, each player runs forward with his face in one direction, and with his back in the other.

Rules of the game

1. Children are divided into pairs.

2. Each pair stands with their backs to each other and clasps their hands at the elbows.

3. In this position, children should run 20-30 meters to the finish line and, without turning around, return to the start. Thus, each player runs forward with his face in one direction, and with his back in the other.

Tightrope walker

Players age: From six years old

The game develops: Coordination

Mobility game: Outdoor games

Number of players: One

Game location: Indoors

Items needed: Tape, Rope

Game description

A line of tape or tape is drawn around the room. At first the line goes straight, then with turns. The child must walk exactly along this line.

Rules of the game

The tape or tape is passed along the floor of the room, starting straight, then making turns and zigzags.

The adult goes first. In order to show the child how to play.

Then the child, having understood the rules of the game, goes on his own.

Note

If a child is not doing well and begins to be capricious, a line should be drawn near the wall so that the child can lean on it.

Top ten!

Top ten! - an active children's game to develop hand-eye coordination and general motor skills of the child.

Players age: From six years old

The game develops : Coordination, Dexterity, Hand motor skills

Mobility game: Outdoor games

Number of players: One

Place of play: Indoors

Needed things : Ball, Cardboard box

Game description

Take several small balls, maybe from table tennis. The adult holds the box at a distance from the child, and the child must hit these balls into the box.

Rules of the game

1. Collect balls, tennis balls/just small ones.

2. Give balls to the child.

3. The adult takes the box and moves some distance away from the child.

4. The boxes are held at the height of the child.

5. The child must throw the balls into the box and hit it.

6. To have a game more interesting for a child The adult must move the box so that it is easier for the child to get into it.

7. The game continues until all the balls are in the box.

White bears

Polar bears - an active group game for younger children school age. Develops active creative motor actions motivated by the plot of the game.

Age of players : From four years, From six years

The game develops : Agility, Reaction, Fantasy

Mobility game: Outdoor games

Number of players: Seven or more

Place of game: Doesn't matter

Game description

At the edge of the area, which represents the sea, a small place is outlined - an ice floe. The driver standing on it is a “polar bear”. The remaining “cubs” will be randomly placed throughout the site.

The “bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught one “bear cub”, he takes it to the ice floe, then catches another. After this, the two caught “bear cubs” join hands and begin to catch the rest of the players. At this time, the “bear” retreats to the ice floe. Having overtaken someone, two “bear cubs” join their free hands so that the caught one ends up between the hands, and shout: “Bear, help!” The “bear” runs up, greases the caught one and takes him to the ice floe. The next two caught also join hands and catch the rest of the “cubs”. The game continues until all the cubs are caught.

The last player caught wins and becomes the “polar bear”.

Rules of the game

1. On the edge of the area, which represents the sea, a small place is outlined - an ice floe, on which the driver stands - a “polar bear”

2. The remaining “cubs” will be randomly placed throughout the site

3. “The Bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”

4. Having caught one “bear cub”, he takes it to the ice floe, then catches another

5. Two caught “bear cubs” join hands and begin to catch the rest of the players, “bear”

6. Having caught someone, two “bear cubs” join their free hands so that the caught one ends up between their hands, and shout: “Bear, help!”

7. The “bear” runs up, greases the caught one and takes him to the ice floe

8. The next two caught also join hands and catch the remaining “cubs”

9. When all the “cubs” are caught, the game ends

10 The last player caught wins and becomes a “polar bear”

Note

A caught “bear cub” cannot slip out from under the hands of the couple surrounding it until the “bear” insults it.

When catching, it is forbidden to grab players by their clothes, and for those running away to run outside the boundaries of the area

Empty place

Players age: From six years old

The game develops: Reaction

Mobility game: Outdoor games

Number of players: Seven or more

Place of game: Doesn't matter

Game description

The participants of the game stand in a circle, and the driver remains behind the circle. The driver walks around the circle and touches one of the players, touching the shoulder or arm. This means that he challenges this player to a competition. The driver runs around the circle in one direction, and the called person runs in the opposite direction. Having met, they greet each other and continue to run further, trying to race to take free place(left by the called player). The one who managed to take this place remains there, and the one left without a place becomes the driver, and the game continues.

Rules of the game

1. The players stand in a circle, and the driver remains behind the circle

2. The driver walks around the circle and touches one of the players, touching the shoulder or arm - this means that he challenges this player to a competition

3. The driver runs around the circle in one direction, and the called person runs in the opposite direction.

4. Having met, they greet each other and continue to run further, trying to race to take an empty seat.

6. Whoever succeeds first remains in this place, and the second becomes the driver

Watch

The clock is funny, outdoor game with a skipping rope. Develops endurance and attention.

Players age: From six years old

The game develops : Attention, Endurance

Mobility game: Outdoor games

Number of players: Seven or more

Place of game: Doesn't matter

Items needed: Jump rope

Game description

10-15 people play. Everyone says in unison: “Tick-tock, tick-tock.” Two pre-selected players twirl the rope in the same rhythm, the rest line up. The first player jumps the rope once and stands at the end of the line, the second - twice, etc.

If a player makes a mistake while jumping or makes a mistake in counting, he changes with one of those holding the rope. In this case, the counting starts all over again.

The players' task is to jump as long as possible without losing their way.

Rules of the game

1. Everyone says in unison: “Tick-tock, tick-tock”

2. Choose two players who will twirl the rope in the same rhythm

3. The others take turns jumping rope

4. The first one jumps once and gets to the end of the line, the second one jumps twice, etc.

5. A player who makes a mistake while jumping or makes a mistake in counting changes with one of the players spinning the rope.

Salads “Tea-tea-help out!”

Salads “Tea-tea-help out!” - a very fun game for small company, in which everyone can show how fast and agile they are. Teaches mutual assistance, instills the ability to live in a team.

Players age: From six years old

The game develops : Agility, Reflex

Mobility game: Outdoor games

Number of players: Four or more

Place of game: Doesn't matter

Game description

First, the boundary is determined play area, which you can’t run behind.

The rules of the game differ from ordinary tag in that when the driver catches up and hits a player, he does not become a tag, but freezes in place and shouts: “Tea-tea-help out!” until he is rescued.

Any of the participants, except, of course, the driver, can help him out by simply touching him. At the same time, the tag task becomes very difficult, since he will be able to transfer his role to another only when he catches up with all the other players, and provided that no one helps them out. Otherwise the game may never end.

Rules of the game

1. Players determine the boundaries of the playing area; they cannot run beyond them.

2. The one who was insulted must stop and shout: “Tea-tea-help out!” until he is rescued.

3. Any of the participants can help out by simply touching the victim.

4. Salka can transfer her role to another only when she catches up with all the participants and no one helps them out.

dragon tail

Dragon's Tail is a fun and active game for children aged five years and older, developing attention, reaction and dexterity. It is played mainly indoors - in big room, in the gym or locker room.

The number of players is at least 4 people (but the more, the more interesting and fun).

Players age: From six years old

The game develops

Mobility game: Outdoor games

Number of players: Four or more

Place of game: Doesn't matter

Game description

The players stand one after another, holding the person in front by the waist (as if forming a dragon/snake). The one in front is the dragon's head, the one in the back is the tail.

The “head” of the dragon tries to catch its “tail”, and the “tail” must dodge the “head”, while all other links of the dragon/snake must not disengage.

When the front player catches the back player, the one caught becomes the head. The rest can be swapped at will.

Game continues.

Rules of the game

1. Players line up one after another, holding the waist of the person in front, forming a dragon.

2 The first player - the “head” - tries to catch the last one - the “tail”, while the others should not disengage.

3. When the first player catches the last one, the one caught becomes the “head”.

4. The rest change places at will.

5. The game starts over.

Note

The game has no definite ending and no winners.

Dangling carriage

Dangling Car is a dynamic, fun game that promotes the development of reaction and coordination of movements.

Players age: From six years old

The game develops : Coordination, Reaction

Mobility game: Outdoor games

Number of players: Seven or more

Place of game: Doesn't matter

Game description

Participants are divided into groups of three or more people - “trains”. Two people are left without groups - “dangling carriages”. The trains begin to run in circles, preventing the “dangling cars” from clinging to themselves with sharp turns. The goal of the "cars" is to attach themselves to the tail of the "train". After the "dangling carriage" manages to attach itself to the "train", the first player (the head of the "train") himself becomes a "dangling carriage".

Rules of the game

1. Participants are divided into groups of three or more people - “trains”.

2. Two people remain and become “dangling carriages”.

3. "Dangling carriages" try to cling to the train.

4. The “train”, making sharp turns, prevents the “dangling carriage” from clinging to itself.

5. If the “dangling carriage” is attached, the player “head of the train” takes its place.

Liberation action

Liberation Action is a dynamic game that well develops hearing, attentiveness, coordination and reaction in the leading player and dexterity and reaction in the other players.

Players age: From six years old

The game develops : Attention, Coordination, Dexterity, Senses, Reaction

Mobility game: Outdoor games

Number of players: Five or more

Place of play: Indoors

Items needed: Chair

Game description

Form a circle of chairs to limit the movement of players.

Participant with hands tied and with his feet (the captive) sits in the center of a circle formed from chairs. Next to him is a blindfolded player (guard). The remaining participants in the game (liberators) try to free the prisoner, that is, they try to untie him. The guard must interfere. By touching any participant, he takes him out of the game, he must go beyond the circle of chairs. The player who manages to free the prisoner without being caught becomes the guard himself the next time.

Rules of the game

1. A circle is formed from chairs.

2. A guard (with his eyes tied) and a prisoner (with his hands and feet tied) sit in the center of the circle.

3. Players must take turns trying to untie the prisoner without the guard noticing anything.

4. If the guard touches the releaser, he goes behind the circle of chairs (out of the game for this round).

5. The one who was able to untie (free) the prisoner becomes a guard himself.

Waves in a circle

Waves in a circle is a dynamic, fun game. Good for developing reactions and utilizing excess energy in children

Players age: From six years old

The game develops : Attention, Dexterity, Reaction

Mobility game: Outdoor games

Number of players: Five or more

Place of play: Indoors

Items needed: Chair

Game description

The chairs are placed close to each other in a circle. There are as many chairs as there are players. One of the players (the driver) stands in the center of the circle. The remaining players sit on chairs, and one of the chairs remains free. The driver must have time to sit on an empty chair while others move back and forth, disturbing him. When the driver manages to take a place on the chair, the player who did not have time to interfere with him becomes the new driver.

The driver can give commands to the participants “Right” (players must move clockwise one space), “Left” (players must move counterclockwise one space) or the command “Chaos”. With the command “Chaos”, the participants must quickly change places, the leader tries to sit on any free chair. The player who occupied the chair that was previously free before the “Chaos” command becomes the driver.

Rules of the game

1. Chairs are placed in a circle in the room, equal to the number of players.

2. The driver stands in the center of the circle.

3. The driver must sit on an empty chair, and the rest of the players must interfere with him, moving left and right, covering this place.

4. The leader can give commands “Right”, “Left”, “Chaos”.

5. With the command “Left,” each player moves to the adjacent chair counterclockwise.

6. With the command “Right”, each player moves to the adjacent chair clockwise.

7. With the “Chaos” command, all players change their position randomly.

8. If the driver took the chair, then the player who did not have time to interfere with him becomes the new driver.

9. With the command “Chaos”, the driver becomes the player who sat on the chair that was free before the command.

Notes

You can make the game more difficult by turning the chairs outward. At the same time, the driver runs outside the circle and is prohibited from the “Chaos” command.

Caterpillar

Players age: From six years old

The game develops : Attention, Coordination, Looseness

Mobility game: Outdoor games

Number of players: Five or more

Place of game: Doesn't matter

Things needed: Music

Game description

The players form a chain (stand behind each other) - a “caterpillar”. The first player is the “head”, the last one is the “tail”.

The music turns on and the caterpillar begins to move forward, while the head shows various dance movements (arms, body, legs, head), and the rest of the players try to repeat these movements.

When the “head” gets tired, he turns to the player next to him, strokes his head, and moves to the tail of the caterpillar.

This game continues with a new leader and new movements, as long as the music continues.

Rules of the game

1. Players stand in a chain behind each other, forming a caterpillar.

2. The player at the head of the caterpillar begins to move forward to the music with various dance moves.

3. The other players try to exactly repeat all the movements of this player.

4. When the “head” gets tired, he turns to the player from behind, strokes his head and stands at the tail of the caterpillar.

5. The stroked player becomes the leader and the whole game is repeated with a new head and new movements.

6. The game continues as long as the music plays.

Notes

The game has no losers or winners.

Snow fight-2

Required equipment: paper.

◈ An active game for a large group of noisy children. Need a spacious room. Divide the room in half (you can use long Christmas tree tinsel) and divide into two teams. Give each team the same number of sheets of snowball paper.

◈ On command, start throwing snowballs. As soon as the command “Stop!” Each team begins counting snowballs in their half of the room. The team with the fewest snowballs wins.


Two fishermen are chosen, the rest of the players sit in a circle with their hands clasped together. They represent the bank of a river, and the hands folded on the knees represent borders. One of the fishermen walks along the shore, holding a small fish in his hands. He puts his hands with the fish in the hem and quietly places it on one of the players. The second fisherman must guess who has the fish. If he does not guess right away, then he is allowed to name the names of 2-3 more children. The first fisherman sits down, the second lowers the fish into the net, and the one who found the fish goes to guess.

Outdoor games indoors The sea is rough

Depending on the number of players, chairs are placed in two rows so that the back of one chair touches the back of the other. All participants in the game sit on chairs. The driver says: “The sea is worried.” The players get up and run around the chairs. “The sea has calmed down,” says the driver, and the children take the empty seats. Someone will be left without a seat, since one chair is occupied by the driver. The one who missed it goes to drive.

Rules. 1.Players are not allowed to run close to the chairs.

2. You can take an empty seat only after the words: “The sea has calmed down.”

Outdoor games indoors

Marine figure

This is a very famous and popular game. Participants stand all over the site. Together with the presenter, they raise their hands up, smoothly move them left and right, depicting waves and say the rhyme:

The sea is agitated once

The sea is worried two, the sea is worried three,

Marine figure

Freeze in place!

The players stop and freeze in a pose depicting a figure. The presenter declares the winner the participant who came up with the most beautiful position.

Outdoor games indoors

Sly Fox

The players go in a circle and say:

"We're going in circles,

We call the fox

Let him not open his eyes,

Then the children stop, and the one whom the adult points to asks: “Sly fox, where am I?” The person standing in the center must, without opening his eyes, approach the person who asked the question, touch him and say: “Here you are!”

Outdoor games indoors

Teams of 5-8 people play. The first participants jump from the starting line from a place, pushing with both feet. The second numbers jump from the landing site. Then third ones, etc.

The team that covers the greatest distance wins.

Outdoor games indoors

Blind between the lines

Two parallel lines are drawn on the board at a distance of 3 cm from each other, 1 m long. Blindfolded, you need to draw a line with chalk between these lines, without ever touching any of them.

Draw a snowman without eyes and nose. Children finish drawing it with their eyes closed.

Place cubes on the floor. Children with their eyes closed walk between them or step over them.

Outdoor games indoors

Hunters

Children stand in a line, a few steps from the pretend forest. Take turns saying: “I’m going into the forest, I’ll hunt (animal)” and take a step. The one who reaches the forest first wins. You can go for berries, mushrooms, flowers, fish, etc.

Outdoor games indoors

Cones, acorns, nuts

Children are divided into threes and stand in a circle facing the center. The leader is in the center. The player closest to the center in each three becomes a “cone”, the middle one becomes an “acorn”, and the one farthest becomes a “nut”. At the command of the presenter, for example: “Bumps!” all the “bigwigs” must change places, and the presenter tries to take the place of one of the “bigwigs” at this time. The one who is left without a place becomes the leader.

Outdoor games

Go to the bell

Two players are called. One is given a bell, the other is blindfolded. The one with the bell stands in one place and rings, but rings only three times, when the blindfolded player raises his right hand up. The blindfolded player must find the player with the bell.

Outdoor games

Where does the bell ring?

One child is blindfolded. The second walks around the room with a bell and rings it different places. The first person guesses where the call was made, naming the place of the sound in relation to himself: “they rang to my right,” etc.

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Outdoor games indoors

Thread and needle

Everyone stands in a column and takes each other by the waist - this is a “thread”. The “needle” becomes ahead, runs and leads the “thread”. The task of the “needle” is to break or tangle the “thread”.

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Outdoor games

Caught a fish!

The players tie a 1.5 m long thread with a short stick at the end (a fish) to their belt. The task is to catch as many fish as possible (that is, step on a stick dragging on the ground and tear it off). The player who loses the fish is eliminated from the game. The winner is the one who breaks off the most sticks and, cleverly dodging, keeps his own.

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Outdoor games indoors Earth, water, air

The players form a circle, and the driver stands in the middle with the ball. The presenter says one of three words: “EARTH”, “AIR”, “WATER” - and throws a ball to someone. The catcher returns the ball and names the animal, bird or fish in accordance with the task. A player who violates the rules of the game (answers incorrectly or does not catch the ball) receives a penalty point.

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Outdoor games

Carousel

All participants stand in a common circle, counting on first or second. The leader, standing in the center of the circle, rotates the rope, and the players, moving in a circle, jump over it. The player who hits the rope is eliminated. The team with the most players left at the end of the game wins. The game lasts 3 minutes.

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Outdoor games

Fast penguins.

The players are divided into equal teams and lined up in 2 lines. The first participants in the game hold the ball between their legs (above the knees). At the signal, they begin to move forward and, having reached the opposite starting line, pass the balls to the guides of the oncoming columns. If the ball falls, you need to pick it up and continue the relay. The team whose players finish the relay faster wins.

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Outdoor games

Garden

Each of the players calls himself some kind of vegetable, fruit, berry: onion, raspberry, apple, etc... Everyone stands in a circle. One of the players - the “gardener” - goes to the middle of the circle. He is asked:

-Who's there?

Gardener!

-What did you come for?

For onions!

The “gardener” must guess which of the guys called himself, for example, an onion; if he guesses correctly, the “onion” must run away, otherwise the “gardener” will catch him.

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Outdoor games

Fishermen and fish.

Children stand in a circle. According to the counting, two guys are selected - “fishermen”, the rest - “fish”. They lead a round dance and say:

Fish live in water

There is no beak, but they peck.

There are wings but they don't fly,

There are no legs, but they are walking.

They don't make nests

And the children are taken out.

"Pisces" scatter in different sides. “Fishermen” join hands and catch “fish”. The “fish” caught by the “fishermen” form a “net” with the “fishermen” and catch the remaining “fish”.

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Outdoor games indoors Rain

The players read the poem:

Rain, rain, droplet

Water Saber,

I cut a puddle, I cut a puddle,

Cut, cut, did not cut.

And he got tired and stopped!

While the text is being read, all players perform voluntary movements. With the last word “stopped,” all movements stop, the participants seem to freeze. The presenter must notice who moved. He is out of the game.

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Outdoor games indoors Do not snooze!!!

Children walk in a circle holding hands. At the leader’s signal “Stop!” players stop, make three claps, turn around their axis and begin moving in the other direction. If a child gets confused and makes a mistake, he leaves the game. The game may end when two or three children remain.

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Outdoor games

Lamb

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The participants of the game stand in a circle, and the “lamb” stands inside the circle. Players walk in a circle and say the words:

You are a little gray lamb,

With a little white tail!

We gave you something to drink

We fed you.

Don't butt us!

Play with us!

Hurry up and catch up!

At the end of the words, all players run away, and the “lamb” must catch them.

    

Outdoor games

Father Frost

WITH
Santa Claus is selected using a counting rhyme. All players scatter, and Santa Claus tries to touch any player and freeze him. At the moment of freezing, you can take any position. The winner is the one who has never been caught by Santa Claus.

Outdoor games

Sea-shore

The players stand in a circle. When the leader says: “Sea,” all players jump forward one step, with both feet at once. And if “Shore”, all players jump back. The presenter may confuse the players. Those who make a mistake squat in the middle of the circle.

Outdoor games

Merry firecrackers

Two teams play. The presenter says: “This is a team right hand. And this is the left hand command. When my right hand moves, the right team should clap their hands 2 times. Under left hand The left team claps twice. I will confuse you." Teams receive penalty points for mistakes.

Outdoor games

Lisa Patrikeevna

The leader is chosen using a counting rhyme. They tease him: “Fox, fox, tail home!” The fox rushes to catch the players, and the one she catches helps her catch the others.

The more players, the more interesting it is.

Outdoor games

Heron at work

A “swamp” is designated on the playing field. One child is chosen as a “heron”, the other children as “frogs”. The “Heron” stands in the swamp, and the “frogs” jump in the swamp and “croak”:

On one leg in a swamp

The heron is standing at work

Counting all the frogs

She leads all day.

But the funny frogs

We would only like to be in the swamp

Croak, play around.

The heron repeatedly raises and lowers its arms to the sides, as if flapping its wings, and says:

Stand on one leg

I'll eat a little frog.

I'll flap my wings,

I'll eat all the frogs.

After these words, the “heron” catches the “frogs” that did not have time to jump out of the swamp.

Multi-colored ball

The teacher reads the lines of a poem by V. Suslov.

Multi-colored ball

Jumps along the path

Along the path, along the path,

From birch to aspen,

From the aspen tree turn -

Straight to Ira

To the garden!

The players throw balloon(ball) in a circle. The person who receives the ball knocks it off the floor, after which everyone runs away, and the driver tries to “smear” the running participants of the game with the ball. The player who was hit by the ball again invites everyone into the circle and throws the ball to any player. The ball is passed around the circle again.

Rain

The teacher invites the players to sit freely in the classroom. Then he explains the conditions of the game, after which he recites poems by I. Tokmakova.

Rain, rain, drop,

Water Saber,

I cut a puddle, I cut a puddle,

Cut, cut, did not cut.

And he got tired and stopped!

Everyone performs voluntary movements. With the last word “stopped,” all movements stop and the participants in the game freeze. The presenter, passing by them, notices the one who moved. He leaves the game.

Again, the presenter and a group of guys who have dropped out of the game recite a poem. It sounds loud and cheerful, but not very fast. Movements can be very diverse, but while standing still. At the end of the game, the host marks those who performed the most beautiful or difficult movements. It is possible to reward the “most persistent” participant in the game.

Merry ax

This game can be played both outdoors and indoors. The guys stand in a circle, holding their hands behind their backs. The leader, passing behind the players, hides a small object from any player - a “small hatchet”. Then everyone together (or the leader) recite the text of I. Demyanov’s poem. The one of the players who received the last words (but preferably not the one with the hidden object) goes to look for an axe.

Egor took an ax in the corner,

I went into the yard with an ax,

Egor began to repair the fence,

Yegor lost his axe.

So he is still looking.

Look for an ax too!

Triangular cap

The game develops attentiveness and coordination of movements. The players are randomly placed in a circle in the classroom. The presenter explains the conditions of the game, then says the words:

My cap is triangular,

My triangular cap.

And if the cap is triangular,

This is not my cap.

Repeating the words a second time, players show a triangle of fingers on the word “triangular”. Next, in addition to showing the triangle, the players should lightly hit themselves in the chest on the word “my”. Then, pointing the triangle towards themselves, the players must touch their heads on the word “cap”. In the future, everyone playing together with the leader pronounces the words and performs all 3 actions. The words are repeated faster and faster with each repetition. Those who are confused leave the game and only repeat the words. The one who doesn't go astray wins.

Be careful!

The game stimulates attention, promotes learning, and rapid and accurate response to sound signals.

The guys stand in a group, freely, but at arm's length from each other. March music (or any rhythmic) sounds. Children march to music and may perform dance moves.

In this case, the game director randomly gives commands at different intervals. Children must implement movements in accordance with the command.

For example:

"Bunnies!" Children jump, imitating the movements of a hare.

"Horses!" Children hit the floor with their feet.

"Crayfish!" The children back away.

"Birds!" Children run with their arms outstretched (imitating the flight of birds).

"Heron!" They stand on one leg.

"Frog!" They squat and jump in a squat position.

"Doggies!" Children bend their arms (imitating the movement when a “dog serves”) and bark.

"Chickens!" Children walk around, “look for grains” on the floor and say “Ko-ko-ko.”

“Cows!” Children stand on their hands and feet and say “Moo-moo!”

The game can last 20-25 minutes. At the end of the game, the teacher marks the most attentive.

Gawkers

The game promotes the development of volitional (voluntary) attention.

Children walk in a circle one after another, holding hands. Musical accompaniment at march tempo is possible. At the leader’s signal, the players stop, clap 4 times, turn 180° and begin moving in the other direction. The direction changes after each signal. If the child gets confused and makes a mistake, he leaves the game.

These are the poses!

The game can be used to develop observation and memory, it will contribute to the development of children's relaxedness and their communication abilities.

At the request of the children, five players are selected from the group. One of them is the driver, the rest are spectators. Children show the driver “their poses.” He goes around the children and remembers their poses. Then the children go into the hall and sit on chairs, and the driver repeats the poses in the sequence in which he saw them.

The “spectators” shout whether the pose is repeated correctly or not. If incorrect, one of the “spectators” (optional) goes “on stage” and repeats the pose.

The game is repeated 2-3 times until everyone is sure that the poses are shown correctly.

Mysterious proverbs

This game helps develop speech junior schoolchildren, logical thinking, introduces to the origins of oral folk art.

The teacher offers simple proverbs. The guys must explain what it means, what is the meaning behind it, and why it arose in people’s everyday life.

The master's work is afraid.

Every master in his own way.

A jack of all trades.

If the tailor spoils it, he will iron it out.

The potatoes are ripe - get down to business.

Without labor there is no fruit in the garden.

As is the care, so is the fruit.

More action - less words.

Every person is known in action.

There is grief - grieve, there is business - work.

Without discipline, living is not good.

Bread earned is sweet.

He who has dexterity acts dexterously.

Indoor games summer camp counselors are forced to spend time on rainy days. Of course, children will be limited in space, but the goal of these games is to develop ingenuity, imagination, acting abilities and much more.
There are plenty of ways to entertain children in bad weather. fun games indoors that will cheer up children and leave joyful memories.

Indoor games

"Snowball". The players sit in a circle. The first one says his name. The second says the name of the first and his name. The third names the previous two and the owl, etc. until the first one calls out everyone's names.

"Mathematics". Children sit in a circle. The teacher gives the task: “Let’s start counting in a circle. The one who has a number divisible by 3 pronounces his name instead of the number.”

"Candle". Participants in the game sit in a circle around a candle. The teacher picks up the talisman and begins introductions. “Allow me to introduce myself: Masha... Height... Weight... Volumes... Foot size... Education..." The introduction depends on the content of what the teacher wants to hear. If the goal is to learn something interesting from the children’s hobbies, then the teacher talks about his hobbies at the same age; if the goal is the content of future activities, the teacher talks about what he did in a health camp at the same age; if the goal is to understand the child’s internal state, then the teacher talks about his experiences at this age. The talisman is handed over to the narrator. The presenter sets the theme, rhythm, content, directs and regulates the flow of the game.

"Who is absent". After everyone has introduced themselves, the lights go out and one person leaves the room. Those remaining must guess who is missing and say his name.

“Shapes”. The players stand in a circle. A rope is stretched inside the circle, which everyone holds on to with their hands. The presenter explains what is needed with eyes closed, without opening your hands, build a square, an equilateral triangle, a star, using only oral conversations.

“Animal Voices”. Children are divided into pairs, choosing the voice of an animal. Then they disperse to different sides of the room and, with the lights off, they are faced with the task of finding a partner based on the voice of the chosen animal.

“Guess what I see!” This game can be played anywhere and everywhere: it relieves boredom and gives pleasure. And it works best by distracting attention if Petya is quarreling with Anya again or Kolya is sadly huddled in a corner.

Start like this:

You: I see something red that you don't see!

Child: Hearts on the curtains?

Him: The cover of Tanya’s book?

Him: Oleg’s hat?

Him: Is there a candy wrapper on the table?

Believe me, this can continue indefinitely!

“A story without adjectives”. Participants are divided into groups of 4 people. Each group receives the task of writing a story on some topic in 10-15 minutes (“How I was getting ready for the camp”, “Our journey to the camp”, etc.). But at the same time, empty spaces should be left in the story instead of adjective definitions. Then the groups get together and take turns writing into their stories adjectives that are randomly spoken to them by representatives of other groups. These adjectives can be funny (but not offensive). The finished stories are read out and the funniest, most original work is determined. Game duration is 40-50 minutes.

“Guess the song (poems)”. A group of guys are playing. The driver is identified and moves out of earshot. The guys select a song or poem, from which an ode line or verse is selected. For example, a line from Pushkin’s poem: “I remember wonderful moment, you appeared before me...” All the guys sitting in a circle take one word from this line. The driver returns and begins interviewing the guys. He can ask any questions, the most awkward ones, to everyone in turn or separately, such as “What is your attitude towards salted cabbage?”, and the answerer must use the word given to him: “I have a wonderful attitude towards cabbage!”

“Konachko”(end-beginning-end). You can play with two, three, two teams or in a circle. Words must be selected in such a way that the last syllable of the first word serves as the beginning of the second: HAND-HOOD-THRESHOLD, etc. the one who hesitates is eliminated from the game. You can individually create chains on a specific topic. The one whose chain is longer wins.

"Nonsense" Two players, secretly from other players, agree on the topic on which they will communicate non-verbal means. They start a conversation. Eyewitnesses, having guessed what we're talking about, join the conversation. When everyone is involved in the game, starting with the last person to connect, they begin to find out the subject of communication - how they understood the topic of the conversation and what information they conveyed.

“Walking down the street”. All players are assigned numbers. No. 1 begins: “There were 4 crocodiles walking down the street,” No. 4 replies: “Why 4?”, No. 1: “How many?”, No. 4: “And 8.” No. 8 comes into play: “Why 8?”, No. 4: “And how much?”, No. 8: “And 5!” etc. if anyone makes a mistake or hesitates, he gives a forfeit. Collected forfeits at the end of the game

are being played out.

"Guess who". The one who starts chooses one of the players and describes him like this: He is small, cheerful and dark-haired. Everyone looks at each other. Maybe it's Rita, Tanya or Kostya? If no one can guess, the description can be clarified: this man is wearing black patent leather shoes, a red sweater and a hair clip in his hair. Now, of course, it is clear to everyone that this is Yulia.

“Fumbled Banana” Children sit in a circle. Everyone has something hidden under their shirt. One of the children tries to guess by touch what is there. The game becomes more interesting if the rule applies: do not immediately name the guessed objects, but feel everything that is hidden and only then name who has what is hidden.

“Clothes Exchange”. Children sit in a circle and carefully look at each other’s clothes, trying to remember them. Then one of them goes out the door, and several players exchange parts of clothing. The presenter enters and tries to determine who is wearing other people’s things and who they belong to. It will immediately catch your eye if the boy Sasha puts on Anya’s skirt. It's not so noticeable when you change socks.

“Attention, he’s coming!” Children stand in a circle as close to each other as possible. They pass from hand to hand soft toy or some other item while the music is playing. Everyone tries to get rid of this item as soon as possible. As soon as the music stops, the one who has the toy in his hands leaves the game.

"Present". The players sit in a semicircle and choose a driver, then invite him to go out for a while. Each player prepares a gift for himself: a knife, pencil, coin, pin, etc. The driver's name is. He goes around everyone and tries to remember who has what item. Then he comes out a second time, and the players collect all the things in one place. They call the driver again and offer him to give out gifts to whomever he wants. If the driver distributes gifts correctly. They choose a new driver; If he makes a mistake, repeat it a third time. After the third time, a new driver is chosen.

“Snapshot”. The presenter places several objects on the table (pencil, box, paper clip, knife, etc.) and covers them with a sheet of paper. Then he calls the players. When everyone is ready, he lifts the sheet covering the items for 3-5 minutes and closes it again. It is suggested that everyone write down what objects they saw. Then they check the correctness of memorization. The one who remembers more than others and without mistakes wins.

"What changed?". 10-15 postcards are laid out on the table. The players are asked to remember the location of several postcards within 1-2 minutes. When everyone looks at it a second time, it is suggested that they say what movements were made. The winner is the one who correctly indicates all (or more) changes.

“Hands on the table!”. The players are divided into two equal groups and sit on both sides of the table. One group receives some small object: a coin, a button, an elastic band - and begins to pass it under the table. Suddenly, one of the players from the other group loudly says: “Hands on the table!” Immediately the entire group passing the item should place both hands on the table, palms down. Someone must have an object under their palm. The second group must guess who has it, and only one guesses, consulting with his comrades. If he guesses correctly, the item goes to his group. Then the whole group begins to pass the item under the table, and the first group guesses who has it. If they don’t guess correctly, then the first group keeps the item and they win a point. This is how they play until the agreed number of winning points.

“A fun game of spoons” Prepare one less spoon than the participants in the game. Let the participants of the game sit in a circle on their haunches, hands behind their backs. Place spoons in the middle in a circle (one less than the players in the game). The presenter tells a story that might start something like this:

Once upon a time there lived a family. Their last name was Lozhkins...

When children hear the word “spoon,” they should grab one of the spoons as quickly as possible. The one who does not get a spoon is eliminated from the game. Then the spoons are put back in their original place and the game continues. Do not forget to put one spoon aside, and then the story continues:

One Sunday, the Lozhkins decided to go somewhere for lunch with the whole family. Everyone dressed smartly, only little Oleg did not want to part with his pajamas. “If you don’t get dressed immediately, you’ll get a spoon in the forehead!” - Dad said, angry. But Oleg stubbornly stood his ground. The grandmother said: “And after lunch, you and I will eat ice cream with small spoons,” and persuaded her grandson. Oleg changed clothes and everyone got into the car. The cafe was called “Golden Spoon”. Everything there was very beautiful, and the waiters behaved unusually respectably. At one of the tables sat a fat lady with a red dog, and opposite her was a thin gentleman, her husband, who was licking his spoon. “Look, dear,” he said to the fat lady, seeing how the Lozhkin family sat down at the table. - it’s amazing how many children there are - and only one dog!” The food was served. Just as dad was about to pour mom a glass of wine, the dog Mopsy pulled the tablecloth. The chaos came out great. Plates, forks, knives, glasses and spoons fell to the floor. A terribly excited waiter came running. He calmed down only after Papa Lozhkin paid for everything. The Lozhkin family had to leave the cafe. They went straight to the tent where they sold sausages and ate the fried sausages, which were very tasty. Only the pug didn’t get anything: he had to just watch as punishment.

Instead of spoons, you can play with other objects, for example, chestnuts, plushies, cubes, etc. It is only important that they are at the same distance from the children. Children should always keep their hands behind their backs and handle each other carefully. Carefully. And inventing a story is not at all difficult. It may well be long, but it will definitely be interesting and fun.

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PLAYING WITH CHILDREN INDOOR

Living - non-living

The presenter names living and inanimate objects mixed together, and the children answer in chorus only “living”, and are silent when they answer “inanimate”. The children who make the fewest mistakes win.

Line

Children line up in one line in the direction of the leader's hand. When he speaks in all directions, everyone runs away. And when they heard the chant: “The guys have strict order, tra-ta-ta, tra-ta-ta, they know all their places,” they run and line up in a new direction. The latter is considered the loser.

Find the color

Children stand in a circle and, at the leader’s command, look for objects of the named color in order to touch them. The loser is the one who touches the desired thing last. He is out of the game.

Predator

All children are fish, one of them is a predator. When an adult shouts: “Ship,” the fish take cover against one wall, when they shout “Storm,” they take cover at the other, and when they hear the word “predator,” they begin to flee, while the predator reveals itself and begins to catch them.

Sunny bunnies

This activity is suitable for sunny weather. Should take small mirror, let sunbeams onto the walls and ceiling and watch them together with your baby.

Runners are jumping -
Sunny bunnies.
We call them, but they don’t come.
They were here - and they are not here.
Jump, jump around the corners.
They were there - and they are not there.
Where are the bunnies? Gone.
Haven't you found them anywhere?
(A. Brodsky)

Listen

The leader whistles, signaling the blindfolded players and changing their direction. Focusing on the sounds, you need to find an adult.

Items

Children bring with them some small items and put them in one place. Next, choose one of the players to stand with his back to the objects. The presenter, pointing to one of the objects, asks: “What should the person who owns this object do?” All players see this object, but one has his back to it and does not know whose object the leader is pointing at. This player's job is to assign "fines", a task that the owner of the item must complete in order to redeem the item.

Through the hoop

The player holds a racket with a table tennis ball in one hand, and a gymnastic hoop in the other. The player’s task is to pass the hoop through himself from top to bottom, then from bottom to top, without dropping the ball. They play in pairs. The one who completes the task faster wins.

Arithmetic cubes

To play you need 3 dice. Everyone throws them 3 times. If among the dropped numbers there are identical ones, they are added up (for example, 3, 5 and 3 are dropped, the sum is 3+3=6, and if all are drawn different numbers, let's say 5, 2 and 3 - they are not taken into account). If it happens that after the next throw all 3 numbers turn out to be the same (for example, 4,4 and 4), then the sum of these numbers also doubles. The winner is the one who has the largest sum of numbers after three throws.

Clothespins

Players need to find and collect all the clothespins in the room. Clothespins can be different: plastic, wooden, colored, transparent, old, new. Main principle: the bigger, the better. The players are divided into pairs. The couple is given a headband with clothespins. The task is very simple. One child blindfolds himself. Clothes pins are attached to the partner's clothes. Moreover, those around them hang up the clothespins, not the child himself. Where to attach them is up to them to decide. The player has no right to interfere in the process. Next comes the time for the player to act blindfolded. His task is to find and remove all the clothespins from the player as quickly as possible.

Funny pictures

A game for developing visual memory. Invite your child to carefully look at 10 pictures, each of which depicts a familiar object. Then ask your child to name the items he remembers one by one. The number of items that the child remembers is important. Show your child pictures that he did not name. Please try again in 10 minutes. Offer to remember all the pictures in an hour.

Get the town

Participants in the game take a toe-to-toe stance, with their hands clasped behind their backs (the hand of one hand grabs the wrist of the other). When squatting, he must, without moving from his place and without touching the floor with his hands, lift the small town (puck, cube, cone, etc.) located behind his leg. The winner is the one who succeeds the most times out of three attempts.

Find the bunny

To play you will need a clean handkerchief. You should take it by its 2 adjacent ends, look behind it on both sides and ask: “Where is our bunny? Where did he run off to?” After this, you need to tie the ends of the scarf into knots so that they look like bunny ears, and say: “Here comes the bunny! Where is his tail?” At the remaining end of the scarf you need to tie a small knot-tail: “Here is the tail! Let’s stroke it.”

gold fish

The child is a goldfish who offers the fisherman his wish. You come up with something supernatural, and he must find a good reason why he cannot fulfill your desire. Then you can switch roles.

Damaged fax

Participants sit in a row one after another. The last participant draws a picture on the back of the person sitting in front of him. The player who receives the message must repeat it as accurately as possible on the back of the person sitting in front. The first player in the row, having received the message, draws it on paper. After this, the drawings of the first and last players are compared and it is revealed which participants in the game the fax failed on. Before the next round, all players must change places.

Geometric shapes, letters and small words, various symbols (dollar icon, euro, ampersand, copyright) can be used as drawings.

It is advisable to start the game with simple geometric pictures. To make the game more dynamic, you can prepare drawings for transmission in advance, secretly from the participants in the game.

You can play a team version of the game - all participants are divided into teams of 5-8 people and simultaneously submit a drawing. The winning team is the one whose resulting drawing is closest to the original one.

Musical chairs

After the music stops, sit down on a chair as quickly as possible. The one who did it last or who did not have enough chairs loses.

Loaches

The players stand in a circle and raise their arms up, forming a “collar”. The host declares the two players standing next to each other to be loaches. One loach stands in a circle and is called “escaping”, the other behind the circle is called “catching up”. The running distance is small - you need to run around the circle once and take your place, but you will have to run not in a straight line, but along a winding line, slipping into the “gate” from one side or the other.

At the leader’s signal, both loaches take off. If the runner has won, that is, has reached his place earlier, then a loach is appointed instead, and the one who is catching up remains the same. If the one catching up with the escaping one, then the one catching up chooses a replacement, and the escaping loach remains the old one.

The game can be played with a division into two teams, counting everyone standing as the first and second numbers, then the escaping and catching loaches are selected from different teams, and the success of one or the other brings one point to his team.

Dwarfs - Giants

Children stand waist-deep in water. The presenter gives the signal by shouting the word: “Dwarfs!” Everyone sits in the water. Behind the signal: “Giants!” - all players jump up. The one who makes a mistake is out of the game. The one who remains wins.

Extra item

The teacher places rows on the typesetting canvas geometric shapes. In each row, one figure differs in color (shape, size). Students must find the “extra” figure and explain why they decided so. For the correct answer, the student receives a chip.

Ball over the line

Players from two teams enter the water and line up at opposite sides of the pool facing the middle. The side is for them in the game the line of the house that they defend. The leader throws the ball into the middle between the teams. The players swim towards him and, having taken possession of the ball, begin to throw it among themselves, trying not to give it to the opponent. The challenge is this. To approach the opponent's house and touch the side of the pool with the ball. On an open reservoir, the playing field is limited by floats and paths of floats. The game lasts 10 minutes. The team that manages to touch the opponent's house with the ball the most times wins.

Hurry up to pick

A participant stands in a circle with a diameter of 1 meter with a volleyball in his hands. There are 8 tennis (rubber) balls behind the player.
At a signal, the participant throws the ball up, and while it is in the air, he tries to pick up as many balls as possible and, without leaving the circle, catch the ball. The participant who managed to pick up more balls wins.

Monkey tag

Monkey tag is a type of tag. The driver catches up with the runner, who is changing his methods of movement; the driver is obliged to change his method of movement after the runner.

Chain fishing

Chain fishing is a type of tag. The beginning is like a game of fishing in pairs, only the drivers remain in one chain. This game takes place interestingly in the forest or among the pillars.

Freeze in place

To conduct the game, one or more participants are appointed to play the role of sorcerers. The one who is touched by the sorcerer must stop in place and spread his legs apart. The player can continue the game if one of the runners crawls between his feet.

Flying Dutchman

This game is best played in the forest, especially if everyone is frozen. They will warm up very quickly.
Players (10-30 people) stand in a circle and join hands. One pair of people runs in a circle. Suddenly one of them hits the clasped hands of someone in the circle. The couple that was hit must jump out of the circle and run around it, the couple that hit does the same, only they run in the opposite direction. The two who run around the circle the fastest take the empty place. Others remain running around in circles. History repeats itself.

Falling stick

Standing in a circle, several players settle down in numerical order. Participant number 1 takes a gymnastic stick and goes to the middle of the circle. Having placed the stick vertically and covering it with his palm on top, he loudly calls a number, for example 3, and runs back to his place. The one who is named runs forward, trying to catch the falling stick. If he manages to do this, then participant number 1 again takes the stick and, placing it vertically, calls out a number, etc. If the stick falls to the ground, then the one who failed to pick it up becomes the driver. The game lasts 5 - 7 minutes. The winner is the one who played the role of leader less than others.

The last word

The presenter names different nouns. Suddenly he interrupts, approaches one of the children and asks to repeat the last word. If the child was inattentive and did not remember it, he receives a penalty point. The one with the fewest penalty points wins.