Start in science. On the playground there are several “pastures” where “foals” can hide from the wolf, “foals” run around the “meadow”, and the “wolf” chases them. When a “wolf” approaches one or another “foal”, it can take refuge in the nearest “pasture”

Start in science.  There are several on the playground
Start in science. On the playground there are several “pastures” where “foals” can hide from the wolf, “foals” run around the “meadow”, and the “wolf” chases them. When a “wolf” approaches one or another “foal”, it can take refuge in the nearest “pasture”

The outdoor games of the peoples of the North and Siberia not only developed the necessary physical qualities- agility, strength, endurance, but also developed character - courage, patience, observation, which helped to survive in harsh climatic conditions. Sledding tag

Karelian folk game

Several couples play. In each of them, one player carries another sitting on a sled. At the request of the players or according to the counting, a pair of drivers is selected, who strive to catch up with any other pair of players and stain one of them. A player sitting on a sled makes a save with a simple touch of his hand. If one of the couples is pregnant, both become drivers. Game continues. Rules of the game. You must play within the designated area. A couple that goes beyond its borders becomes the driver. You cannot salt the players of the pair that was just leading.

“Stop, deer!”

Games of the Komi Peoples The players are in different places trampled snow area (its boundaries are marked). A shepherd is chosen. Having received the stick, he stands in the middle of the platform.

After the signal “Run, deer!” everyone scatters around the site, and the shepherd tries to catch up with one of the players, touch him with a stick and shout: “Stop, deer!” The one touched by the wand moves aside. The game ends when the shepherd has caught five deer.

Rules of the game. You can run away only at the signal “Run, deer!” The greasy ones go to the appointed place. Salting must be done carefully.

"Deer Hunt"

The players are divided into two teams. Everyone stands behind a line drawn at a distance of 1.5 m from deer antlers* (their number depends on the number of children in the team). Each child has a lasso in his hands. He tries to lasso (catch) the deer. Rules of the game. The one who catches the most deer wins. Before you take part in this game, you need to learn the correct techniques for throwing a lasso. Throw a noose over the deer's antlers when given a signal. You cannot approach the deer closer than the place marked by the line.

Options. Several people can catch one deer, that is, throw a lasso over one horn. In this case, they should stand without interfering with each other.

To make it more difficult, the game can be played on a mountainside. A group of players is divided into two teams, which are located on two sides of the slide; Each team has a maut (lasso). The leader pushes the sled with the horns attached to it. Children take turns catching deer in flight.

___________
  • Dry branches can be used as “horns”.

"Shooting at a target while circling"

Yakut folk game Take a cardboard disk with a diameter of 20–25 cm, painted with Yakut ornaments (in the old days the disk was made from birch bark, double-stitched). The disk is hung on the wall or on a pole. At a distance of 3–5 m from him, a pole (or a table) is placed around which the player must run several times with the ball and throw it at the disc (target). The winner is the one who hits the target after running around the pole (or table) the most times. For older children, we can recommend shooting at a target with a bow instead of a ball.

Rules of the game. You should agree in advance how many times you need to run around the pole. Throw at a target accurately from a certain distance.

"The Musher and the Dogs"

Games of the peoples of Siberia and the Far East Two cords are placed parallel on opposite edges of the site. The players stand next to them in groups of three and join hands. Two are dogs, the third is a musher. The musher takes the hands of the dogs standing in front. Children in threes at the signal “Let’s go!” they run towards each other, from one cord to another.

Rules of the game. You only need to run when given a signal. The three that reach the cord the fastest wins. You can ask the players to overcome various obstacles.

"Ice, wind and frost"

The players stand in pairs facing each other and clap their hands, saying:

Cold floes, Transparent floes Sparkle, ring: Ding-ding...

They clap for each word: first in their own hands, then in the hands of a friend. They clap and say ding-ding until they hear the signal “Wind!” Ice children scatter in different sides and they agree on who will build a circle with whom - a large piece of ice. At the signal “Frost!” everyone lines up in a circle and joins hands.

Rules of the game. Those children who have more players in the circle win. Agreeing on who will build a large ice floe with whom must be done quietly. Those who agree join hands. You can change movements only on the signal “Wind!” or “Frost!” It is advisable to include different movements in the game: jumping, light or fast running, side gallop, etc.

"Triple jump"

A line is drawn in the snow, and the players stand behind it. They take turns jumping forward from the line: in the first two jumps they jump from one foot to the other, in the third jump they land on both feet. The one who jumped further wins.

Rules of the game. You need to start jumping from the line. You can only jump in the specified way.

Options. The game is played with the children distributed into units. Each unit consists of two to four people. All children of one unit go to the line at the same time. At the signal, everyone starts jumping together. The team whose members jump further wins.

The game can also be organized in such a way that children from different levels compete in jumping at the same time. In this case, they calculate how many first, second, third, etc. The participants of each link took their places.

Sled dog racing

The competition is valid for two players. Players get on all fours, with their backs to each other. Then the players are connected to each other with a rope, attaching it to the waist of each player (a rope 4-5 meters long is needed). A line is drawn in the middle between the positions of the players. At the signal, each player tries to pull his opponent over the line.

Who's goring who?

Two players get on all fours, face to face, with their foreheads touching each other. A line is drawn between them. At the signal from the leader, each player tries to push the opponent back, while their foreheads must touch each other throughout the entire competition. The one who completely crosses the line wins.

Ikushkikmak (Ear-elbow walking)

For these fancy races, players lie on their stomachs, distributing their weight between their elbows and the balls of their feet. Each player then grabs their ears and holds them for the duration of the race. At the signal from the leader, the competition begins. The winner is the one who can go further than others without letting go of his ears.

Piddletatak (Knee Jumping)

This fun is carried out in the form of a competition. The game begins on your knees, with your hands on your belt and your toes pointed back. At the leader’s signal, the players jump from their knees to their haunches, and then jump to their knees again. The game continues until only one player can continue the competition (this won't last long!)

Seal races

Another running competition, this time the players imitate seals. Players position themselves on the starting line, supporting their torsos with their hands and relaxing their legs. At the signal, players must begin to move using only their arms - their legs trailing behind them like a seal's tail. Determine the finish line or limit the race time.

Tunumiu

Another competition of physical strength for two people. Players sit with their backs to each other, legs extended. Draw a line one meter from each player's toes. At the signal, each player tries to push the opponent over the line. Their backs must touch each other throughout the entire competition.

"Hares and Dogs"

The players choose two or three hunters, the same number of dogs, the rest are hares. Hares hide in the bushes, dogs look for them, bark at them and drive them to the hunters. Hunters try to hit hares with balls or snowballs (in winter). The hunter with the most hits is the winner. When repeating the game, the guys change roles. Rules of the game. Children determine the time of throwing at the target independently. The balls must be thrown at the feet of the players.

"Wolf and Deer"

A wolf is chosen from the players, the rest are deer. At one end of the area a place for the wolf is outlined. Deer graze on the opposite side. At the signal “Wolf!” The wolf wakes up, leaves the lair, first walks around the herd with wide steps, then gradually narrows the circle around it. At a signal (the growl of a wolf), the deer scatter in different directions, and the wolf tries to catch (touch) them. He takes the caught deer to his place. Rules of the game. You can only run out of the circle when given a signal. The one who is caught must follow the wolf.

"Partridge Hunt"

Children pretend to be partridges. They are placed on that side of the site - the tundra, where there are devices that can be climbed onto (towers, benches, walls, etc.). There are three or four hunters on the opposite side. Partridges fly and jump across the tundra. At the driver’s signal “Hunters!” they fly away (run away) and sit on branches (climb to heights). Hunters try to hit partridges with a ball. Caught partridges move aside and are eliminated from the game for a while. After two or three repetitions, other hunters are chosen, and the game resumes. Rules of the game. Partridges fly away only when given a signal. Hunters also begin to catch partridges only after this signal. You can only shoot the ball at your legs.

"Fire Thieves"

(for middle school children) Playground rectangular shape(length 30–40 m, width 15–20 m). A circle with a diameter of 2–4 m is drawn in each corner. Each circle is a fortress. Inside the rectangle, retreating 4 m from the two narrow sides, draw lines of danger (or fire) 2–3 m long. Two teams of ten to fifteen people play. They are located along the danger line. Each team has a captain and chooses a distinctive sign (an element of the national costume). The right to start the game first is determined by drawing lots. At the signal, the team captain who starts the game approaches the opponents, takes fire with a light blow to the hand of any of the players and runs away to his border. He runs after him, trying to catch him until the first player reaches the border. The one who is caught becomes a prisoner and is imprisoned in the enemy’s fortress. If it is not possible to catch the runner, and the one who is chasing has already reached the line of danger, then another player runs out from the opposing team, trying to capture the one who is chasing.

So the game continues until all the players of any team are captured. Rules of the game. When any of the players approaches the line of opponents, they are all obliged to extend their arms forward. The pursuer must catch up with the enemy to the danger line where the game started. The pursuer who catches up with the runner becomes the bearer of fire. He can approach the opponent's line and, having hit the hand of any player, run back to his border as a starter. In other cases, the pursuers are appointed secretly by the captain. One runner can only be pursued by one pursuer. It is prohibited to leave the playing area. The prisoners are freed when their friend, having received fire from his opponent, unhinderedly enters the fortress and touches them with his hand: they all quickly run to their border. The pursuer can catch both the liberator and the freed captive. Other players have no right to interfere with the game.

"Reindeer Sleds"

The players stand along one side of the site in twos (one depicts a harnessed deer, the other a musher). At a signal, the teams run after each other, overcoming obstacles: they go around snowdrifts, jump over a log, cross a stream on a bridge. Having reached the camp (the opposite side of the site), the mushers let their reindeer go for a walk. At the signal “Deer are far away, catch your deer!” Each musher player catches his own pair.

Rules of the game. When overcoming obstacles, the musher must not lose his team. A deer is considered caught if the musher has grazed it.

Option. Two or three teams of reindeer stand along the line. At the opposite end of the site there are flags. At the signal (clap, hit the tambourine), teams of reindeer run to the flag. Whose team reaches the flag first wins.

"Aleutian National Wrestling"

(for children of high school age) The fight takes place on a special site, in a circle of spears stuck into the ground. Striped to the waist, wrestlers, competing in strength and agility, must tear the opponent off the ground and lift him above them.

"Hand Dragging"

(for children of high school age) Participants sit opposite each other. The middle fingers of the right hands interlock, and with the left hands they rest on the opponent’s left shoulder and try to move him from his place.

But “Ice”, a Russian winter game, is good to play when the snow does not stick to the snowballs, on a well-trodden area or a strong ice skating rink. “Ledinka” is played by youths, that is, primary and secondary schoolchildren, from 5 to 10 people. The players, forming a circle, stand at a distance of 2 m from each other. The driver, chosen using a counting rhyme, is in the center and tries to “football” the piece of ice outside the circle. It should be strong enough and not very large. The rest of the players prevent this by holding the piece of ice with their feet and directing it back to the center of the circle. The player who missed the piece of ice on his right side changes roles with the driver. Having agreed, the players can move in a circle. If they move to the right, that is, counterclockwise, they need to protect their right flank. Conversely, by moving left, players protect the left side. Of course, the ice cube is driven and the players must launch it so that it flies no higher than the knees of the players. You cannot use your hands; the one who holds the piece of ice with his hands stands in a circle and leads.

Children from the Komi Republic play the game "Deer" at school during physical education lessons. The gym is a suitable size area for this game, but it is better to play outside. Before the game, you need to agree on the boundaries of the field, focusing on trees, bushes or pedestrian paths. A reindeer herder driver is selected. To do this, they run a race. Or, if there are few players, then they intercept the stick with their hands: the last one to grab the tip of the stick leads. On command, the reindeer herder catches the scattering “deer”, in the manner of a tag. The upset player must stop. The reindeer herder approaches him and asks the question: “Deer or man?” If the player answers: “Man!”, then he becomes an assistant to the “reindeer herder” and also catches “deer.” If he shouts “Deer!”, a new chase begins, but for the “deer.” A “deer” that has been greased for a certain time is considered caught and is sent to the “pen”, that is, it leaves the game. The reindeer herder's assistants - "people" - also try to grease the "deer". The game ends when there is only one "deer" left. He becomes another “reindeer herder”.

That's where the children are almost all year round play winter Games, so this is in the “permafrost” zone in Yakutia. Here is the old game "Ice hole". Reindeer herders traditionally hunted and fished. Children from about 10 years of age and adults play in the ice hole. They play on a playground with small holes dug in the snow. The holes (“ice holes”), according to the number of participants without a driver, are located at a distance of about two meters from each other. The driver plays the role of “frost”, who strives to “hit” the legs or freeze the hole.

All players hold straight sticks, about 5 cm thick, with a length corresponding to the player’s height. They play with a small leather ball stuffed with wool. Participants lower sticks, each into their own “hole”. The driver has the ball, who seeks to win one of the holes by hitting it with the ball using his stick, or hitting the player with the ball on the shoe (below the ankle). If the “frost” managed to get into the “fisherman’s” legs, they change roles. Having sunk the ball into someone else's "ice hole", the driver begins to count loudly to ten. While counting, he tries to lower his stick into the hole, and its owner tries to throw the ball out of the hole with his stick. Each player can hit the ball driven to his hole with a stick. To prevent the ball from hitting his feet, the player jumps, leaning on a stick. The ice-hole neighbors help: they bounce the ball with sticks. The driver who fails to win the “ice hole” for himself within the agreed time is considered a loser. Basic rules: you cannot hit the ball with your hands, feet, or body. Any use of force is prohibited, the offender is appointed driver or is eliminated from the game. If the “frost” manages to occupy the hole, its former owner becomes the driver.

During the long winter, peasants engage in crafts. Woven baskets, knitted shawls and painted toys sooner or later need to be taken to the fair. The Estonian game "Fair" illustrates how a craftsman prepares for his journey. Not needed for the game special devices. But the more friends gather to play, the better. The driver, the “fair owner,” assigns to the other players the names of the items needed for the trip.

For example: “cart”, “harness”, “arc”, “bells”, “bag”, “purse”. The players stand in a circle. The “fairman” begins to talk about his preparations for the trip, using the names of objects assigned to the players. The one whose object is named must wrap himself around himself on the heel of one foot. And if the player missed and did not have time to react immediately, then he must give away his “forfeit”: a handkerchief, a lace or a note with his name. When the "fairman" has finished collecting, the "forfeits" are returned to the owners after completing some task.

The game can be played indoors where there are chairs. In this case, the players do not stand in a circle, but sit on chairs and, upon hearing their comic “name,” jump up and run around the chair. The driver ends his story with the words: “The fair is closing...” At this moment, the players must get up and run next to the chairs. And when the “fair owner” says: “...the fair is closed!” take any chair, while the “fair-goer”, for whom there is no chair, also tries to sit down. The one who doesn't get a seat drives.

Nadezhda Polyachkova
Outdoor games of the peoples of the North

Raising a comprehensively developed personality has been and remains a primary task for us, employees preschool institutions and society as a whole. And the harmonization of personality development requires mandatory reliance on traditional folk origins. The physical development and motor fitness of people is significantly influenced by mentality, national characteristics, everyday habits and way of life.

2012 in the Republic of Sakha - Yakutia has been declared the year of unity and friendship peoples living on the territory of our republic. As part of the republican network project "Seven nations - seven diamonds» in our kindergarten there was a themed entertainment for the elders and preparatory groups « Outdoor games of the peoples of the North» . It is based on a plot - a journey, and the main emphasis is on familiarizing children with the names, rules and content of games peoples of the North. We present to your attention a summary.

Target: introduce games peoples of the North.

Tasks:

Educational: strengthen the skills of running, jumping, and the technique of throwing a ball at a target

Developmental: develop agility, speed, attention, jumping ability, sense of rhythm

Educational: cultivate a sense of camaraderie, mutual assistance, collectivism.

Inventory: Emblems peoples of the North, waybills (sequence of passing stations, high stand with a figurine of a fish, handkerchief, sledge (small sleigh made of waist cloth) 4 pcs., horsehair rug (diameter 1m, flat figurine of a deer, 15 small diameter balls, flags, large tambourine, background music.

Location: The entire third floor of the children's room garden: gym, choreography hall, Gym, theater area, "green" zone.

Progress of entertainment:

Leading: Dear Guys! Do you want to know more about our republic, what peoples live near us, in which the games they play? Then we go on a journey. We will ride on reindeer sleds, and your teachers will be your guides. You will move from place to place and learn a lot of new and interesting games. And when you hear a long whistle, it means it’s time for you to move to the next place. Now I will distribute waybills, which will indicate in what order you need to move. Well, are you ready to go?

Children: Yes!

Leading: Well, then go ahead! Our teams go to different stations. Have a nice trip, guys!

A long whistle sounds, and the teams (in pairs, one after another) they start moving. Parking at each station is 5 minutes, at each station there is a leader who conducts the game with each group of children.

1. Evenki nomad camp

Evenki outdoor game"Grayling fishing"

A rope with a figurine of a fish carved from wood tied to it (its length is 15-20 cm, width 2 cm) suspended from a high stand. Participants in the competition, jumping one after another, must touch the fish with their feet while jumping. Initial height 1m. The player who does not hit the fish is eliminated from the competition. Participants who reach the fish with their feet continue the competition at a higher altitude. The winner is the one who can reach the fish at the highest altitude.

2. Evenki nomad camp

Evenk outdoor game"Deer Catching"

The players are divided into two groups: shepherds and deer. The shepherds join hands and stand in a semicircle towards the deer. Deer run around the designated area. On signal "Catch" the shepherds try to catch the deer and close the circle. The circle closes when a large number of deer are caught; you cannot break out of the circle. Then the players change roles.

3. Russian village

Russian round dance game "Burn, burn clearly"

Children stand in a circle and hold hands. In the center of the circle is the driver. Children walk in a circle, saying words: “Burn, burn clearly so that it doesn’t go out, look at the sky, the birds are flying, the bells are ringing. One, two, three, run!” The driver with a handkerchief in his hand at this time moves inside the circle towards the round dance. On word "Run!", lowers his hand with a handkerchief between the two players. They must run in different directions in a circle; whoever reaches first, snatching the handkerchief from the leader, stands in his place.

4. Yukaghir nomad camp

Yukagir game "Nart-sleigh"

Relay race. Children are divided into two teams. Players must take turns running to the sled, jumping over it with both feet and returning to the starting line. (The distance between the sleds is 1 m, the number is 2 per team.)

5. Yakut village

Yakutskaya outdoor game"Don't step in the tar".

The players stand in a circle, holding hands. A horsehair rug is placed in the center of the circle. round shape. At the signal, the players, without releasing their hands, begin to push those standing next to them so that they step on the mat ( "resin"). Anyone who steps on the mat is eliminated games, the one who remains last wins.

6. Chukotka nomad camp

Chukotka game "Sharp Reindeer Herder".

A figure of a deer is placed on the site. Reindeer herders are located at a distance of 3-4 m from him (in a line, facing the deer.) First girls, then boys. They take turns throwing the ball at the deer. For every successful shot (hit) The reindeer herder receives a flag. The one wins, which has more hits.

7. Dolgan nomad camp

Dolganskaya folk game"White Shaman". The players walk in a circle and perform different movements. At its center is "white shaman" (driving). He kneels and hits the tambourine, then approaches one of the players and gives the tambourine. The one who received it must repeat the rhythm that the white shaman beat, if the player was able to repeat the rhythm, he beats his rhythm and the game continues, if the player repeats the rhythm incorrectly, he leaves games.

A long whistle sounds and all the teams return to the gym.

Leading: Well, our journey has come to an end. About what games you recognized the peoples of the North? Did you like the new ones? games? And we enjoyed working with you. You were active, agile, fast and attentive. Well done! Thanks to all!

Such entertainment can be carried out in the form of a thematic lesson for one group. It is held in the gym, moving from station to station in a circle, emblems and equipment are changed.

Literature:

Ivanov V. Kh., Traditional games and competitions of the peoples of the Arctic. Yakut part of the series., Yakutsk, 1997.

Glazyrina L. D., Methodology physical education children preschool age, M., 1999

Keneman A.V., Children's folk outdoor games , M., 1995

Yakut outdoor games

Junior group

"The Falcon and the Fox"

A falcon and a fox are chosen. The rest of the children are falcons. The falcon teaches his falcons to fly.

He runs easily different directions and at the same time makes various flying movements with his hands (up, to the sides, forward). A flock of falcon chicks runs after the falcon and watches its movements. They must repeat the movements of the falcon. At this time suddenly

The fox jumps out of the hole. The falcons quickly squat down so that the fox does not notice them.

Rules of the game: The time of the fox's appearance is determined by the presenter's signal. The fox only catches those who have not crouched.

"Wolf and Deer"

A wolf is chosen from among the players, the rest are deer. At one end of the area a place for the wolf is outlined. Deer graze on the platforms.

At the signal “Wolf!”, the wolf wakes up, leaves the den, and runs with long strides. At a signal (the growl of a wolf), the deer scatter in different directions, and the wolf tries to catch them (touch them). The wolf takes the caught one to himself.

Rules of the game: You can only run out of the circle when given a signal. The one who is caught must follow the wolf.

"The Wolf and the Foals"

A wolf is chosen from the group of players, and the rest of the children pretend to be foals.

They fence off the field where the foals graze and a place for the wolf. The foals are grazing in the field, at a signal (wolf!), the wolf runs with wide strides after the foals and tries to catch them, the foals run over the line into the house. The wolf takes the caught one to himself.

Rules of the game: The wolf can only run out when given a signal. Whoever is caught by the wolf follows the wolf.

Middle group.

"Sun" (Heiro)

The players stand in a circle, hold hands, walk in a circle, make even movements forward and backward with their hands, and say heiro for each step. Presenter - the sun is squatting in the middle of the circle. Players scatter when the sun rises and straighten up (extend their arms to the sides).

Rules of the game: All players must dodge the sun as it turns. To the signal “One, two, three – quickly run into the circle!” those whom the leader did not touch return to the circle.

"Hares and the Wolf"

One of the players is chosen as a “wolf”. The rest of the children pretend to be “hares”.

Hares live on one side of the site, and a wolf lives in a “ravine” on the other.

The teacher says: The hares are jumping, hop, hop, hop

To the green, to the meadow, to the meadow,

They pinch the grass, listen -

Is there a wolf coming?

Children perform movements according to the text. When the teacher says the last word “wolf”, the wolf runs out of the “ravine” and runs after the “hares”, trying to catch (touch) them.

The hares run into the house.

Rules of the game: The wolf can run out only after the last word “wolf”. The caught hares go to the wolf in the “ravine”.

"The Hunter and the Hares"

On one side of the site sits a “hunter” appointed by the teacher. On the other, “places of hares” are indicated by circles. Each circle contains 2-3 hares.

The hunter walks around the area, as if looking for traces of “hares,” then returns to his place. Teacher: “The hares ran out into the clearing for a walk,” the hares jump on 2 legs, moving forward. At the signal “Hunter!”, the hares crouch down, and the hunter, without leaving his place, throws a ball at them. The hare that the hunter hits with the ball is considered shot, and the hunter takes it home.

Rules of the game: The hunter throws the ball only after the signal “Hunter!”, Those caught follow the hunter.

Senior groups

"Ice, wind and frost"

The players stand in a circle. They clap their hands and say:

Cold pieces of ice, transparent pieces of ice,

They sparkle, ring, ding, ding...

On last words children jump in place on their toes until they hear the signal “Wind!”

Children - pieces of ice scatter in different directions. At the signal “Frost!” Children make a big circle - a piece of ice.

Rules of the game: you can change movements only by the signal “Wind!” or “Frost!” You can include different movements in the game: jumping, light or fast running, side gallop, etc.

"Streams and Lakes"

Players stand in five to seven columns with the same number of players playing different parts the halls are streams. At the signal “The streams ran!” everyone runs after each other in different directions (each in his own column). At the signal “Lake!” players stop, hold hands and build circles - lakes. The winners are the children who build a circle - a lake - the fastest.

Rules of the game: You have to run after each other without leaving your column. Forming into a circle is only possible when given a signal.

"Deer Fighting"

The group of players is located inside the outlined circle - these are deer. Three shepherds are chosen and they are outside the circle. At the signal “One, two, three - start beating!” The shepherds take turns throwing the ball at the deer.

The deer that was hit by the ball is considered caught and separated from the herd. Each shepherd beats 5-6 times. After which he counts the captured deer.

Rules of the game: You can only throw the ball at your feet and at a signal. You need to shoot from a place at a moving target.


On the topic: methodological developments, presentations and notes

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Ivan Germogenov,

trainer-teacher in Yakut national jumping

Khangalassky Youth Sports School of the Republic of Sakha (Yakutia)

The main goal of physical education of schoolchildren is to preserve physical health, development of the ability for productive work and defense of the Fatherland, mental and physical self-improvement of the individual.

The National School Concept states that a child should receive initial ideas and knowledge about the world from his environment, be brought up and develop based on the example of traditions laid down by his ancestors. In the same way, in the physical development of a child, it is necessary to instill knowledge, skills and abilities through mastering the original Yakut games and activities associated with labor activity Yakut people, and national sports.

Back in the 19th century century, Russian political exile Ivan Khudyakov drew attention to the fact that in the Yakut environment the influence of physical self-improvement is very strong and described the features of national games and physical exercises. Unfortunately, it should be noted that we still do not pay much attention to these exercises. It so happened historically that the ancient Sakhas needed to prepare their children for harsh living conditions, work, and wars. This was reflected in the fact that they always guided their children, developing in their children the skills and abilities that they would need in life. These are all manifestations of folk pedagogy. A boy brought up with such pedagogy grew up to be a real heroic athlete, a representative of his ethnic group with certain norms and rules of behavior, physically healthy, hardworking, a hunter, a warrior, an exemplary family man and father. After all, from infancy the child was placed in difficult conditions survival. Therefore, adults made sure that the child spent a lot of time in winter fresh air while doing homework n responsibilities, working, playing, and running barefoot in the summer, he hardened himself. The child was close to nature, loved it, respected it and respected its laws. Thus, in All this gave him the opportunity to grow into a strong and resilient person, confident in his abilities.

What were the national games? The children played, imitating a hunter, a rider on a horse, a deer, and a fisherman. But the peculiarity of all games, entertainment, and exercises was that they were primarily competitive in nature. As soon as we met, whether a child or an adult,They immediately began to measure their strength, compete in agility and speed. This is how competitions began. Another feature is that physical and labor education were an integral part of each other. Through work, the child became strong and resilient. From generation to generation, with mother's milk, the child absorbed the wisdom of folk life in the harsh conditions of the north. Therefore it is absolutely unacceptable With This was considered violence against a person, when someone beat or kicked someone, threw someone upside down. In the books of Yakut teachers P.K. Vasiliev and M.K. Okhlopkova, A.S. Fedorova, A.A. Shadrina talks about more than a hundred different Yakut national games. If you analyze these games and competitions, they clearly reveal a way of life, folk wisdom, rules of behavior of the Yakut people. Thanks to the National School Concept, we, rural teachers, And culture, we have the opportunity to take advantage of the behests of our ancestors and educate the younger generation in best traditions folk pedagogy. The program I developed consists of 40% of the use of Yakut national games. Also, this program is made taking into account age characteristics. physical development schoolchildren and the material and technical base of the educational institution.

Let's focus on the lesson system. It is entirely built taking into account the physical and mental development of schoolchildren. For example, in grades 1-4, the main emphasis is on a system of physical exercises - outdoor games, which, among other things, also develop observation and ingenuity. I introduce such games in the first part of the lesson.

In grades 5-8, children especially love to play around, want to learn a lot, and are curious. Physical activities must correctly direct these interests of the child P Therefore, in these classes you can introduce By general physical training e exercises that imitate the movements of a mower, fisherman, hunter, rider, and various animals. For example, it can be very interesting for children to imitate the movements of a mower. In the third part of the lesson, you can introduce both collective and games with the participation of one or two people. For example, the game “Oibonton uulaa h yn” (Waterhole). This game develops a lot of muscles: legs, back, gives skills in agility, flexibility, strength, balance and breathing. Thus, imitative, story games. For example,

    From ohsoru utuktuu (Kosets)

    Mas kerdiiri utuktuu (Exercises simulating actions lumberjack)

    Muus koyoru utuktuu (Exercises simulating the actions of a person stabbing ice)

    Talks battyyry utuktuu (Exercises simulating actions leather meats)

    Dierenkei (dance movements)

    Chokhchookhoy (squat jumping)

    Kyrynaastaa h eun (ermine jumping)

    Khoron otu urdunene ystanyy (jumping over grass stems)

    Atara (long steps)

In grades 9-11, the student grows a lot, becomes physically stronger, and increases in body weight. In these classes you can practice running, various outdoor games, and jumping. Since ancient times, Yakut children have had a tendency to run and walk. After all, families used to live at a distance from each other. Therefore, children had to run or walk to their neighbors or relatives. Ninth-to-eleventh-graders can be taught national games in the “Athletics” section -jumping kyly, ystana, kuobakh, etc. Yakut children are accustomed to e jump through small bodies of water, fences, through bushes, from hummock to hummock. In these classes you can introduce games such as

    Jumping to ylyy, ystanga, kuobakh

    Us togul us (Three kuobah jumps, three ystang jumps, three kyly jumps)

    Kuobakhtaan urdugu ystanyy (high jump with both legs connected)

    Naartany urdunen ystanyy (jumping over a sledge)

    Maamykta byra5yy (throwing a lasso)

    Mas tards h yyta (stick tug)

During gymnastics classes you can introduce:

    Kyrynaastaa h eun (ermine jumping)

    Kotokh yna5y turuoru (raising a frail cow)

    Oibonton uula h yn (watering hole - lifting a light thing by squatting on one leg without using your hands)

    Tutum ergiir (pinwheel)

    Halbas harata

    Dul5alaa h yn (imitation of jumping from bump to bump)

    Oh h uonu suu h unen uste tonsuyuu(jumping up with hands hitting marks at height)

    Kim kyayan turary (Who can rise first)

    Mas tards h yyta (pulling a stick), etc.

At this age, the teacher should pay special attention to the development correct posture, maintaining mobility and flexibility. Working individually with each person, you have to give them some physical exercises to do at home. This was also an incentive to study national games and learn them. In high school, children really enjoy team relay games. That’s why I organize the game by stations. For example, at one of the stations there are push-ups, at another - pumping up the abdominal muscles, at the third - jumping up, somewhere - performing n Doing flexibility exercises, then running and lifting dumbbells. The stations change every half minute. In 3-4 minutes the child must go through all the stations. You can walk several times l just once at the stations, only then you need to add a few more exercise stations.

It is also very interesting to introduce elements of national dances into classes: osuokhai, dierenkei, kiries tebii, atah tepsii ( round dance, jumping, moving in pairs against each other, walking criss-cross).

What may include extracurricular activities By physical culture. Firstly, outside of class, almost all students attend one or another sports section. Secondly, it became O It is a good tradition to hold such public events as autumn cross-country, intra-school competitions in basketball, volleyball between classes, competitions “Games of Ancestors”, “Yuryung Walan”, passing standards in the fall and spring, skiing, spring cross-country, school Ysyakh. By decree of the President of the Republic of Sakha (Yakutia), April 1 has been considered a holiday since 1999 - Fathers' Day. The holiday is aimed at raising the status of men and fathers.

Special attention I would like to draw attention to the “Games of Ancestors”. These are competitions for boys aimed at developing purely masculine qualities. As a rule, people from different backgrounds become participants in the competition. age groups: students, youth, veterans. At such games it is customary to compete in such competitions as us togul us, kyrynaastaa h yn, kuobakhtaan urdugu ystanyy, tutum ergiir, mas tardy h yyta. The results are summed up taking into account all 5 stages of the competition, and the absolute champion is revealed. These competitions are propaganda healthy image life and national games.

It has become a challenge of the times to possess the ability to maintain emotional and physical stability, the ability to act individually and in a group, the ability to use various forms and types of physical education activities for organizing a healthy lifestyle, active recreation and leisure, in possession modern technologies strengthening and maintaining health, maintaining performance . All this is reflected in the best possible way in the national games of the Sakha people.

Description of the presentation by individual slides:

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Yakut national games Sakha noruotun oonnyuulara Yakut national games Completed by: Koryakin Aman, 6th grade student at the Mayorskaya Secondary School. Head: Koryakina R. N. Koryakin R. P.

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Relevance Folk games are an integral part of the traditional culture of peoples, a reflection of the ethnic group as a whole and the history of its development. They were given a special place in the daily life of the ancient Yakuts. The Yakut national games reflected the peculiarities of the mentality and worldview of the people, which were based on the reverence and cult of nature that still persists. The origin of the games is closely connected with the way of life of the Sakha people, types of traditional farming: first of all, horse breeding, cattle breeding, as well as hunting and fishing. Many games were not just entertainment for children; they also had an important educational value, promoting physical and mental development children.

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Goal: Propaganda of the national outdoor games of the Sakha people Tasks: To study the literature about the origin and rules of the outdoor games of the Sakha people To get acquainted with the technology of making accessories for the national outdoor games of Sakha. Try playing games with your family. Subject of research: technology for manufacturing accessories for national outdoor games of Sakha Subject of research: national outdoor games of the Sakha people.

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Shooting at a target with circling (Salgydy) Take a cardboard disk with a diameter of 20 - 25 cm, painted with Yakut ornaments (in the old days the disk was made of birch bark, double-stitched). The disk is hung on the wall or on a pole. At a distance of 3 - 5 m from it, a pole is placed (or round bedside table), around which the player must run around with the ball several times and throw it at the disc (target). The winner is the one who hits the target after running around the pole or table the most times. For older children, we can recommend shooting at a target with a bow instead of a ball. Rules of the game. You should agree in advance how many times you need to go around the circle. Throw at a target accurately from a certain distance.

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Flying disk (Telerik) A disk with a diameter of 20 - 25 cm is cut out of double cardboard or birch bark, painted on both sides with Yakut ornaments. The disc is thrown upward, and the player tries to hit it with the ball. Option. The game can be organized under the guidance of an adult with older children who shoot at a thrown disk from a bow. Rules of the game. The time of throwing the ball and archery is determined by the player himself.

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Falcon fight (Mohso5ol ohsuhuuta) Played in pairs. The players stand on their right leg opposite each other, the left leg is bent. Arms crossed in front of chest. Players jump on their right foot and try to push each other with their right shoulder so that the other stands on both legs. When you get tired of jumping on your right leg, change it to your left. And then the shoulder thrusts change accordingly. If one of the players falls during a rough push, the pusher leaves the game. Rules of the game. The winner is the one who forces the other to stand on both legs. You can only push your partner away with your shoulder. Change legs simultaneously in pairs.

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Tug-of-war with sticks (Mas tardyhyyta) The players, divided into two groups, sit on the floor in single file: one group against the other. The front ones grab the stick with both hands and rest their feet against each other. The others in each group hold each other tightly by the waist. On command, they gradually pull each other over. Rules of the game. The winner is the group that pulled another group to its side, or raised several people in it from their seats, or snatched the stick from the hands of the one in front. The players on each team must be equal in number and strength.

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Falcon and fox (Mohso5ol uonna sahyl) A falcon and a fox are chosen. The rest of the children are falcons. The falcon teaches his falcons to fly. He easily runs in different directions and at the same time makes various flying movements with his hands (up, to the sides, forward) and also comes up with some more complex movement with his hands. A flock of falcon chicks runs after the falcon and watches its movements. They must exactly repeat the movements of the falcon. At this time, a fox suddenly jumps out of the hole. The falcons quickly squat down so that the fox does not notice them. Rules of the game. The time of the fox's appearance is determined by the leader's signal. The fox only catches those who have not crouched.

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One extra (Biir orduk) The players stand in a circle in pairs. Each pair in the circle is located as far away from its neighbors as possible. One leader is selected and stands in the middle of the circle. Starting the game, the host approaches a couple and asks: “Let me in.” They answer him: “No, we won’t let you in, go there...” (pointing to a more distant couple). At the time when the leader runs to the indicated pair, everyone standing second in the pair changes places, running to the other pair, and stands in front. The front ones are already becoming the rear ones. The presenter tries to take one of the vacant seats. The one left without a seat becomes the leader. Any number of children can play. Rules of the game. You can change pairs only when the leader runs in the indicated direction.

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During his research work I: studied the literature on the origins and rules of the game of national outdoor games. I met and tried to make accessories for games. I tried to play games with my family. National sports have great importance for physical development. The games of our ancestors have found a new lease of life these days. individual species national sports (khapsagai wrestling, tug-of-war, kyly, ystana, kuobakh) have received international recognition. Conclusion