Mobile games for primary school students. Outdoor games with children of primary preschool age - Timofeeva E.A.

Mobile game "Round dance"

Target: teach children to dance; practice squatting.

Children behind the teacher pronounce the words. Holding hands, they walk in a circle.

Around rose bushes, among herbs and flowers

We are circling, we are circling a round dance, oh, we are a cheerful people!

Before we started spinning, we fell to the ground.

Wow!

When pronouncing the last phrase, squats are performed.

Mobile game "Carousel"

Target: to develop children's balance in movement, the skill of running, to increase emotional tone.

Description. The teacher invites the children to ride on the carousel. He holds a hoop in his hands (being in the middle of the hoop) with multi-colored ribbons tied to it. Children take up ribbons, the teacher moves with a hoop. Children walk and then run in a circle. The teacher says:

Barely, barely, the carousels spun,

And then, and then everything run, run, run!

Hush, hush, don't run, stop the carousel,

One and two, one and two, the game is over!

The children stop.

Mobile game "Sparrows and a car"

Target: teach children to run in different directions without bumping into each other, start moving and change it at the signal of the teacher, find their place.

Description. Children - "sparrows" sit on a bench - "nests". The teacher depicts a "car". After the words of the teacher: “Flew, sparrows, onto the path,” the children rise and run around the playground, waving their arms - “wings”. At the signal of the teacher: “The car is driving, fly, sparrows, to your nests!” - the “car” leaves the “garage”, the “sparrows” fly into the “nests” (sit on the benches). The "car" returns to the "garage".

The mobile game "One, two, three - run!"

Target: to exercise children in the ability to act on a signal; develop speed of running, coherence of collective actions.

Description. Children stand near the teacher and listen to what he says. If the teacher says: “One, two, three, run to the tree,” the children run to the tree and wait for the teacher. If the teacher says: “One, two, three, run to the sandbox,” the children run to the sandbox and wait for the teacher.

Mobile game "Wave, wreath"

Target: teach children to dance; practice running.

Description. Children and the teacher stand near a tree, around which you can form a circle and dance. The teacher says: “You guys are the leaves from which I will weave wreaths. A breeze blew, the leaves scattered ”(children run around the playground). At the signal of the educator: “Wave, wreath! Curl, wreath! Don't get confused!" (children run to the teacher). The teacher helps to form a circle. Together with the teacher, the children dance around the tree, saying rhyming lines:

Let's go out, let's go for a walk, take a walk in the garden,

We will collect leaves, make a wreath.

We will pick up a lot of leaves, yellow and red,

And we will weave wreaths from different leaves.

Mobile game "Shark and fish"

Target: development of children's ability to run in a certain direction; navigate in space.

Children - "fish" "swim". At the signal of the teacher: "Shark" - the children hide, "swim away" into the shelter (rope house).

The mobile game "White Bunny is sitting"

Target: teach children to listen to the text and perform movements with the text; teach them to jump, clap their hands, run away after hearing the last words of the text; bring joy to children.

Description. Children - "bunnies" are sitting on a bench. The teacher suggests that the “bunnies” run out to the middle of the site (“clearing”). Children go to the middle of the playground, stand near the teacher and squat down. The teacher says the text:

Little white bunny sitsChildren move their hands

And wiggles his ears. hands, raising them to the head,

Like this, like this mimicking rabbit ears.

He moves his ears.

It's cold for a bunny to sitThey clap their hands.

Gotta warm up the paws

Clap, clap, clap, clap,

You need to warm up your paws.

It's cold for a bunny to standbouncing on both

Bunny needs to jump. legs in place.

Jump-jump, jump-jump,

Bunny needs to jump.

(Toy name) scared the bunny Specifically, it is stated

Who scared the bunny

Bunny jumped and galloped away.(teacher shows

toy).

The children run to their seats.

Instructions for carrying out.The game can be played with any number of children. It is imperative that before the start of the game it is necessary to prepare the places where the children will run away - “bunnies”. At first, you can not single out the driver, all children simultaneously perform movements in accordance with the text. After repeated repetition of the game, you can select the child for the role of "bunny" and put him in the middle of the circle. Having finished reading the text, one should not quickly run after the children, one should give them the opportunity to find a place for themselves. It is not necessary to demand from children that they must sit down in their place; everyone takes a free place on the bench. With the systematic conduct of the game, children remember their places well and quickly find them.

Mobile game "My cheerful sonorous ball"

Target: teach children to jump on two legs, listen carefully to the text and run away only when the last words are spoken.

Description. Children stand on one side of the playground, next to them is a teacher with a ball in his hands. He shows how easily and high the ball bounces if it is beaten off with the hand, accompanying the actions with the words:

My cheerful ringing ball

Where did you jump off to?

Red, yellow, blue,

Don't chase after you.

Then the teacher invites the children to jump, while hitting the ball on the ground. After reading the poem again, he says: “Now I’ll catch up!” Children stop jumping and run away. The teacher pretends to catch them. The teacher, without using the ball, invites the children to perform jumps, while he himself raises and lowers his hand above the heads of the children, as if hitting the balls.

Mobile game "It's snowing"

Target: to teach to correlate their own actions with the actions of the participants in the game; exercise children in running, making turns around themselves.

The teacher reads the poem:

White fluffy snow is spinning in the air,

And quietly falls to the ground, lies down.

Children run around in circles.

Mobile game "Sun and rain"

Target: to teach children to walk and run in all directions, without bumping into each other, to teach them to act on the signal of the teacher.

Description. Children squat down behind the line indicated by the teacher. The teacher says: “The sun is in the sky! You can go for a walk." Children run around the playground. To the signal: “Rain! Hurry home!” - run for the designated line and squat down. The teacher says again: “Sunny! Go for a walk" and the game is repeated.

Mobile game "Airplanes"

Target: teach children to run in different directions without bumping into each other; teach them to listen carefully to the signal and start moving on the verbal signal.

Description. The teacher invites the children to prepare for the “flight”, having previously shown how to “start” the engine and how to “fly”. The teacher says: “Get ready for the flight. Start the engines!" - children make rotational movements with their hands in front of the chest and pronounce the sound: “Rrr”. After the teacher's signal: "Let's fly!" - children spread their arms to the sides (like the wings of an airplane) and “fly” - scatter in different directions. At the signal of the educator: "To land!" - The children sit on the bench.

Mobile game "Bubble"

Target: to teach children to become in a circle, to make it wider, then narrower, to teach them to coordinate their movements with the spoken words.

Description. Children, together with the teacher, hold hands and form a small circle, standing close to each other. The teacher says:

Inflate, bubble, inflate, big,

Stay like this and don't break.

The players step back and hold hands until the teacher says: “The bubble has burst!”, Then they lower their hands and squat down, while saying: “Clap!” You can also invite the children after the words: “Bubble burst” to move to the center of the circle, still holding hands and pronouncing the sound: “Shhh” (air comes out). Then the children “inflate” the bubble again - they step back, forming a large circle.

Mobile game "Snowflakes and wind"

Target: development of children's imagination, attentiveness, ability to play in a team; exercise in running, making turns around yourself, in squats.

The teacher says the words:

Now I'll take a look:

Who knows how to have fun

Who is not afraid of frost.

The teacher - "wind" imitates the blow of the wind, and the children - "snowflakes" move around the site, depicting the flight of snowflakes. Children hide (sit down) when the teacher stops blowing.

Mobile game "Train"

Target: teach children to walk and run in a column one by one, speed up and slow down movement, make stops on a signal; to teach children to find their place in the column, not to push comrades, to be attentive.

Description. Children stand in a column one at a time (not holding each other). The first is a “locomotive”, the rest are “cars”. The teacher gives a whistle, and the “train” begins to move forward slowly at first, then faster, faster, and finally, the children start running. After the words of the educator “The train is approaching the station”, the children gradually slow down the movement - the train stops. The teacher invites everyone to go out, take a walk, pick flowers, berries in an imaginary clearing. On a signal, the children again gather in a column - and the train begins to move.

Mobile game "Sparrows and a cat"

Target: to teach children to jump gently, bending their knees, to run without hitting each other, to dodge a catcher, to run away quickly, to find their place, to teach children to be careful when taking a place, not to push their comrades.

Description. Children - "sparrows" sit in their "nests" (in circles marked on the ground, or drawn on the asphalt) on one side of the site. On the other side of the site - "cat". As soon as the “cat” dozes off, the “sparrows” “fly out” onto the road, “fly” from place to place, looking for crumbs, grains (children squat, tap their knees with their fingers, as if pecking). But here the “cat” “wakes up”, “meows” and runs after the “sparrows”, which “fly away” to their “nests”. First, the role of the "cat" is played by the teacher, and then one of the children.

Mobile game "Hares and the wolf"

Target: teach children to listen carefully to the teacher, perform jumps and other actions in accordance with the text; learn to navigate in space, find your place.

Description. Children - "hares" hide behind bushes and trees. Away, behind a bush, is a "wolf". "Hares" run out into the clearing, jump, nibble grass, frolic. At the signal of the teacher: “The wolf is coming!” - "hares" run away and hide behind bushes, trees. "Wolf" is trying to catch up with them. In the game, you can use a poetic text:

Bunnies jump: lope, lope, lope -

To the green meadow.

Grass is pinched, eaten,

Listen carefully

Is the wolf coming?

Children follow the text. With the end of the text, a "wolf" appears and begins to catch "hares". At first, the role of the “wolf” is performed by the educator.

Mobile game "Shaggy dog"

Target : teach children to move in accordance with the text, quickly change direction, run, trying not to get caught by the catcher and not pushing.

Description. Children stand on one side of the playground. One child, located on the opposite side, depicts a "dog". The children quietly approach him, and the teacher at this time says:

Here lies the shaggy dog,

Burying your nose in your paws,

Quietly, quietly he lies,

Not dozing, not sleeping.

Let's go to him, wake him up

And let's see: "Something will happen?"

Children are approaching the "dog". As soon as the teacher finishes reading the poem, the “dog” jumps up and “barks” loudly. The children scatter, the "dog" tries to catch someone. When all the children hide, the "dog" returns to its place.

Mobile game "Catch me"

Target:

Description. The children are sitting on the bench. The teacher invites them to catch up with him and runs in the opposite direction from the children. Children run after the teacher, trying to catch him. When they run up to him, the teacher stops and says: “Run away, run away, I’ll catch up!” The children run back to their seats.

Instructions for carrying out.The teacher should not run away from the children too quickly: they are interested in catching him. You should also not run too fast after the children, as they may fall. At first, the run is carried out in only one direction. When the children run up to the teacher, it should be noted that they know how to run fast. When the game is repeated, the teacher can change direction, running away from the children.

Mobile game "Frost Red Nose"

Target: development of the ability to perform characteristic movements; get kids to run.

The teacher stands in front of the children at a distance of 5 meters and says the words:

I am Frost Red Nose. The beard is all overgrown.

I'm looking for animals in the forest. Come out quickly!

Come out, bunnies! Girls and boys!

(Children go towards the teacher.)

Freeze! Freeze!

The teacher is trying to catch the guys - “bunnies”. The children run away.

Mobile game "Chickens in the garden"

Target: develop coordination of movements, speed of reaction; exercise in running, squatting and crawling.

Description. In the middle of the site they limit a small area - a "garden". Not far from him, on one side of the platform, they put a chair - this is the “house” of the watchman, on the other hand, at the level of the chest of the child, a rail is strengthened on the racks or a tape is pulled - the “house” for chickens. The role of the "watchman" is first performed by the educator, and then by more active children. The rest are chickens. At the signal of the educator: “Go, chickens, for a walk” - children - “hens” crawl under the “fence” (rail), make their way into the “garden”, run, “look for” food, “cackle”. The "watchman" notices the "hens" and drives them out of the "garden" - claps his hands, saying: "Shoo, shoo!" Children - "hens" run away, crawl under the rail and hide in the "house". The "watchman" goes around the "garden" and sits down again. The game is repeated. If the game is played for the first time, then the area of ​​\u200b\u200bthe "garden" is not indicated. Children run around using the entire playground.

Mobile game "Birds in nests"

Target: to teach children to walk and run in all directions, without bumping into each other; teach them to act quickly on the signal of the educator, to help each other.

Description. On one side of the playground, hoops (“nests”) are freely laid out according to the number of children. Each child (“bird”) stands in its own “nest”. At the signal of the teacher, the children - "birds" run out of the hoops - "nests" - and scatter all over the site. The teacher imitates the feeding of “birds” either at one or the other end of the playground: the children squat down, hitting their knees with their fingertips - they “peck” the food. "The birds flew into the nests!" - the teacher says, the children run to the hoops and stand in any free hoop. The game is repeated. When the game is mastered by children, new rules can be introduced: lay out 3-4 large hoops - "several birds live in the nest." At the signal: “The birds flew into the nests” - the children run, 2-3 children stand in each hoop. The teacher makes sure that they do not push, but help each other to stand in a hoop, use the entire area allocated for the game.

Mobile game "On a flat path"

Target: to develop coordination in the movement of arms and legs in children; teach to walk freely in a column one at a time; develop a sense of balance, orientation in space.

Description. Children, freely grouped, go along with the teacher. The teacher pronounces the following text at a certain pace, the children perform movements according to the text:

On a flat path Go step by step.

On a flat path

Our feet are walking

One - two, one - two.

By pebbles, by pebblesJump on two legs

Moving forward.

Stones, stones...

In the hole - boom! To squat.

Climb.

The poem is repeated again. After several repetitions, the teacher says another text:

On a flat path, on a flat path

Our legs are tired, our legs are tired

This is our home, this is where we live.

At the end of the text, the children run to the "house" - a predetermined place behind a bush, under a tree, etc.

Mobile game "Shepherd and flock"

Target: to consolidate in children the ability to play according to the rules of the game, exercise in walking and running.

Description. Children depict a "herd" (cows, calves, sheep). They choose a "shepherd", give him a pipe and a "whip" (jump rope). The teacher pronounces the words, the children perform movements in the text:

Early - early in the morning

Shepherd: "Tu-ru-ru-ru",

("The Shepherd" plays the pipe.)

And the cows are in harmony with him

Tightened: "Moo-mu-mu."

Children - "cows" moo. Then the "shepherd" drives the "herd" into the field (to the agreed lawn), everyone walks along it. After a while, the "shepherd" snaps his whip (jump rope), drives the "herd" home. The game is repeated.

Mobile game "Horses"

Target: to teach children to move together one after another, to coordinate movements, not to push the one running in front, even if he is not moving very fast.

Description. Children are divided into two groups: some depict "horses", others - "grooms". Each "groom" has "reins" - jump ropes. At the signal of the teacher, the “grooms” catch the “horses”, “harness” them (put on the “reins”). At the direction of the teacher, children can ride (run in pairs) quietly, trot or gallop. After some time, the “horses” are unharnessed and released into the meadow, the “grooms” sit down to rest. After 2-3 repetitions of the game, the children change roles. In the game, children alternate movements: run, jump, walk, etc. You can offer different plots of trips: to the races, for hay, to the forest for firewood. If the "groom" cannot "catch" any of the "horses" for a long time, other "grooms" help him.

The mobile game "Hen - Corydalis"

Target: exercise children to quickly respond to the signal of the teacher; exercise children in walking.

The teacher depicts a "chicken", the children - "chickens". One child (older) - "cat". "Cat" sits on a chair on the sidelines. "Chicken" and "chickens" walk around the site. The teacher says:

A hen came out - a Corydalis, with her yellow chickens,

The chicken cackles: "Ko-ko, do not go far."

Approaching the “cat”, the teacher says:

On a bench by the path, a cat lay down and dozes ...

The cat opens its eyes and catches up with the chickens.

The "cat" opens its eyes, meows and runs after the "chickens", which run away to a certain corner of the site - the "house" - to the mother chicken. The teacher (“chicken”) protects the “chickens”, spreading his arms to the sides, and at the same time says: “Go away, cat, I won’t give you chickens!” When the game is repeated, the role of the “cat” is entrusted to another child.

Mobile game "Find your color"

Target: to teach children to act quickly on a signal, to navigate in space; develop dexterity.

Description. AT different sides playground, the teacher puts hoops (made of cardboard) and puts one pin in them different color. One group of children stands around the red pins, the other - yellow, the third - blue. At the signal of the teacher: "For a walk!" - children disperse or scatter throughout the site in different directions. On the second signal: "Find your color!" - the children run to their places, trying to find the skittle of their color. The game is on repeat.

Mobile game "Hatchling and chickens"

Target: to teach children to crawl under the rope without touching it, to dodge the driver, to be careful and attentive; to teach them to act on a signal, not to push other children, to help them.

Children depicting chickens, together with the teacher - the "hen" - are behind a rope stretched between chairs at a height of 35-40 cm - the "house". On the opposite side of the site sits a large "bird". The “hen” leaves the “house” and goes in search of food, she calls the “chickens”: “Ko-ko-ko-ko”. At her call, “chickens” crawl under the rope, run to the “hen” and walk with her, looking for food. On a signal: "Big bird!" - "chickens" quickly run into the house. The role of the “brood hen” is initially performed by the educator, and then this role can be given to children, first at their request, and then at the direction of the educator. When the “chickens” return to the “house”, running away from the big “bird”, the teacher can raise the rope higher so that the children do not touch it.

Mobile game "Mice in the pantry"

Target: to develop in children the ability to perform movements on a signal; exercise children in crawling, running and squatting.

Children - "mice" are on one side of the site. On the opposite side, a rope is stretched at a height of 50 cm from ground level - this is a "pantry". To the side of the players is a “cat” (her role is played by the teacher). The "cat" falls asleep, and the "mice" slowly run into the "pantry". Penetrating into the "pantry", they bend down so as not to touch the rope. There they sit down and seem to “nibble” crackers. The "cat" wakes up, meows and runs after the "mice". They quickly run into their burrows. The game is restarted. In the future, as the rules of the game are mastered, the role of the “cat” can be played by one of the children.

Mobile game "Taxi"

Target: to teach children to move together, to measure movements with each other, to change the direction of movements, to be attentive to partners in the game.

Children stand inside a small hoop, hold it in their hands down: one on one side, the other behind the other. The first child is the "driver" of the taxi, the second is the "passenger". Children run around the playground (path). After a while they switch roles. 2-3 pairs of children can play at the same time, and if the area allows, then more. When children learn to run in one direction, the teacher can give the task to move in different directions, make stops. You can mark the stopping place with a flag or a taxi rank sign. At the bus stop, the “passengers” change, one gets out of the taxi, the other sits down.

Mobile game "Mice and a cat"

Target: to teach children to run easily, on toes, without bumping into each other; navigate in space, change movements at the signal of the educator.

Children sit on benches - these are “mice in minks”. On the opposite side of the site sits a "cat", whose role is played by the teacher. The "cat" falls asleep (closes his eyes), and the "mice" scatter around the site. But then the “cat” wakes up, stretches, meows and starts catching “mice”. "Mice" quickly run away and hide in "minks" (take their places). Caught "mice" "cat" leads to itself. When the rest of the "mice" hide in the "minks", the "cat" once again passes through the area, then returns to its place and falls asleep. "Mice" can run out of the "minks" when the "cat" closes its eyes and falls asleep, and return to the "minks" when the "cat" wakes up and meows. The teacher makes sure that all the "mice" run out and scatter as far as possible from the "minks". "Minks", in addition to benches, can serve as arcs for crawling, and then the children - "mice" - crawl out of their "minks".

Mobile game "Birds fly"

Target: to teach children to jump from low objects, to run in all directions, to act only on a signal; teach kids to help each other.

Children stand on a small elevation - a board, cubes, bars (height 5-10 cm) - on one side of the site. The teacher says: “The sun is shining outside, all the birds fly out of their nests, looking for grains, crumbs.” Children jump from elevations, “fly” (run around, waving their arms - “wings”), squat, “peck” grains (knock their fingers on the ground). With the words of the teacher: “The rain has gone! All the birds hid in their nests! The children run to their places. Before the game, the teacher must prepare low benches or such a number of cubes, bars, so that everyone who wants to play is enough. They should be placed on one side of the playground at a sufficient distance from each other so that the children do not push and can freely take their places. You need to show the children how to gently jump off, help them climb to the dais after running. When repeating the game, the signal can be given in one word: "Sun!" or "Rain!" Children need to know what to do at what signal.

Mobile game "Horsemen"

Target: to teach children to run without bumping into each other, to speed up or slow down movements, to navigate in space.

A group of children (5-6 people) stand at one edge of the playground. The teacher gives each a stick 50-60 cm long. Children sit on a stick and jump to the opposite side of the site, depicting "horsemen", trying not to bump into each other and not to touch objects, equipment located on the site. During the game, the teacher can offer the “horsemen” to go fast and slowly, as well as in different directions. When children learn to run fast, you can arrange competitions. A task is proposed: who will most likely ride a horse to a certain place on the site or track.

Mobile game "Tram"

Target: to teach children to move in pairs, coordinating their movements with the movements of other players; teach them to recognize colors and change their movement in accordance with them.

3-4 pairs of children stand in a column, holding each other's hand. With their free hands, they hold on to the cord, the ends of which are tied, that is, some children hold on to the cord. right hand, others on the left. These are trams. The teacher stands in one of the corners of the site, holding three flags in his hands: yellow, green, red. He explains to the children that the “tram” moves to a green signal, slows down to a yellow one, and stops to a red one. The teacher raises the green flag - and the "tram" goes: the children run along the edges of the site. If the teacher raises a yellow or red flag, the "tram" slows down and stops. If there are many children in the group, you can make 2 trams. The plot of the game can be more detailed: during stops, some "passengers" get off the "tram", while others enter, while lifting the cord. The teacher introduces the children to the rules of the road. He makes sure that all the players are attentive, do not miss stops, follow the change of flags and change the movement.

Mobile game "At the bear in the forest"

Target: the development in children of the speed of reaction to a verbal signal, the development of attention; get kids to run.

Of all the participants in the game, one driver is chosen, who is designated the "bear". Two circles are drawn on the playing field. The first circle is the "bear's" lair, the second is the house for all other participants in the game. The game begins, and the children leave the house with the words:

At the bear in the forest

Mushrooms, I take berries.

The bear doesn't sleep

And growls at us.

After the children say these words, the "bear" runs out of the den and tries to catch one of the children. If someone does not have time to escape into the house and the “bear” catches him, then he himself becomes a “bear”.

Mobile game "Crows and a dog"

Target: to teach children to imitate the movements and sounds of birds, to move without interfering with each other.

A “dog” is chosen, the rest of the children are “crows”.

Near the green Christmas tree The kids are jumping

Crows jump, croak: “Kar! Kar! Kar! portraying

Raven.

Here comes the dog Children run away from

And the raven dispersed everyone: “Aw! Aw! Aw!""dogs".

The game is repeated 2-3 times.

Mobile game "Geese - geese"

Target: development in children of coordination of movements, speed of reaction, ability to play in a team.

Children stand at one wall of the room. Driver (adult) in the middle.

The host says: "Geese, geese."
Children: "Ha, ha, ha."
Host: "Do you want to eat?"
Children: "Yes, yes, yes."
Leading: “Well, fly - if you want, just take care of the wings».


The children run to the opposite wall (their house is there), and the leader must have time to knock down as many children as possible.



GAMES WITH ROEMS FOR SCHOOL CHILDREN

Burners

They play on a lawn with a length of at least 20 m. The number of participants is 15 or more.

Participants, divided into pairs (usually in a pair - a boy and a girl), join hands. The couples become a column one after another. Ahead, 3-5 m from the first pair, there is a "burner" - the leader. All in unison, in a singsong voice, say:

Burn, burn bright

not to go out.

Look at the sky

birds fly,

the bells are ringing.

The "burner" stands with his back to the rest of the players. Starting with the words "look at the sky", he looks up. At this time, the last pair separates their hands, and one player goes to the left, the other to the right along the column forward. They are waiting for the last word "ringing" and after it they rush to run forward past the "burner". He chases after any of them and tries to catch before they join hands again (it is enough to touch with a hand - "sick").

Whom the "burner" catches, with that he becomes a couple in front of the column. The player left alone becomes the "burner". If the "burner" did not catch anyone, he "burns" again - he catches the next pair.

"Ravenface" has no right to peep when a couple is about to run past him.

No one should start running before it sounds the last word"ringing".

"Horelytsik" can "salt" the runners only until the moment they join hands.

"Kalim Baba"

According to the rhyme, the guys are divided into two equal teams. Both teams line up in a chain at a distance of 10-15 steps and firmly hold hands. One of the teams chooses among its participants "Kalim-babu", with which the participants of the other team talk:

- Kalim-baba!

Why, servant?

- Sew on the sleeves!

- Whose sides?

- On the fifth, tenth, Vanya to us here!

The participant, whose name was called, runs and tries with his chest to separate the hands of the standing guys in order to break through the chain. If he fails to separate it, he remains in the opposing team, and if he breaks through the chain, he takes the two who held him to his team. Then a member of the other team runs to break the chain. The team with the most members wins.

"Ocean is shaking"

According to the counting rhyme, the driver is selected, the rest of the players stand around him.

Driver says:

The sea is worried - time!

The sea is worried - two!

The sea is worried - three!

Marine figure, freeze!

At the words "Marine figure, freeze!" the driver depicts a figure with body movements. The guys must quickly repeat the same figure. Who does not have time or repeats inaccurately, leaves the game.

"Boyars"

The guys are divided into two equal teams. Holding hands, they line up opposite each other in a chain at a distance of seven to eight steps. Alternately approaching each other to the beat of the song, one group of players sings the question, the other - the answer:

Boyars, we have come to visit you, dear, we have come to visit you!

Boyars, why did you come, dear, why did you come?

Boyars, we need a bride, dear, we need a bride!

Boyars, which one do you need, dear, which one do you need?

Boyars, we need this one, dear ones, we need this one!

Boyars, her teeth hurt, dear, her teeth hurt!

Boyars, and we are her gingerbread, dear, and we are her gingerbread!

Boyars, she doesn't eat gingerbread, dear, she doesn't eat gingerbread!

Boyars, and we are her whip, dear, and we are her whip!

Boyars, she is afraid of whips, dear, she is afraid of whips!

Boyars, open the gates, give us the bride forever!

At the words "Boyars, we need this one," the chosen girl turns her back on the opposing team and walks like this until the end of the song. After the end of the song, she runs, trying to break through the clasped hands of the opposing team. If she fails to break the chain, she remains on their team. And if she succeeds, she returns to her team and takes a player from the other team with her. The team that manages to transfer all the players to itself wins.

"Kite"

Players choose "kite" and "mother hen". The rest of the participants are "chickens". They stand in single file behind the "chicken". "Kite" they shout:

kite, kite, wheel,

your children behind the forest,

playing with stones

but we are not allowed!

Shug, shug, kite!

"Kite" squats down and digs a hole, "hen" talks to him:

- What are you doing, kite?

- I'm digging a hole.

- What do you need a dimple for?

- I'm looking for a penny.

- What do you need a penny for?

- I'll buy a needle.

- What do you need a needle for?

- Sew a bag.

- What do you need a bag for?

- Put pebbles

- What do you need stones for?

- To scare your children!

Why scare my kids?

And for the fact that my grains in the barn pecked! "Kite" begins to catch "chickens" - attacks

on them from the right, then from the left side. And the "chicken" protects them, turning itself to the "kite". Finally, the "kite" catches the "chicken" behind everyone and takes it aside. So gradually catches all the "chickens". Then the "chicken" shouts:

Oh, my children, peck, pinch the kite! The "chickens" attack the "kite", peck it, shake it, and the "kite" runs away.

OUTDOOR GAMES WITHOUT RITES FOR SCHOOLCHILDREN

"Merry Relay"

Children are divided into two teams and line up in a column. In front of the first relay participants are the costumes of "Puss in Boots" (hat, cape, boots, belt) and "Little Red Riding Hood" (hat, vest, apron, basket). Each participant must put on this suit as quickly as possible, run to the mark, take it off there and return to the end of their column. The next participant runs to the mark, puts on a suit, runs to his column, takes it off and passes it on to the next participant. The team that completes the task the fastest wins. Winners - prizes.

"Treasure Island"

You need to prepare a "treasure" in advance, which can be divided into several people. Children are divided into two teams, which follow the signs to look for a "treasure" in the apartment. Announce start. In the process of searching, the guys solve clue puzzles, count steps, cast spells - in order to find out where the next clue lies. The winners are especially happy that they found their prize themselves.

"Firefighters"

Turn the sleeves of two jackets inside out and hang them over the backs of chairs. Place the chairs at a distance of one meter with their backs to each other. Place a rope two meters long under the chairs. Both participants stand at their chairs. On a signal, they must take their jackets, turn out the sleeves, put on, fasten all the buttons, then run around the opponent's chair, sit on their own chair and pull the rope. The one who has the rope in his hands wins.

ROPE GAMES

"Rope"

The players take the jump rope. Two hold it by the ends at one or another height (by condition), rotate and sing:

Rose, birch, poppy, cornflower,

white chamomile, scarlet flower!

Green maple, salt oak,

maple, tea, help me out!

On earth and on the planet:

fragrant lily of the valley, silvery fire!

I, I, I, I

it makes a loop!

The task of the rest of the participants in the game is to jump one by one under the rotating rope, jump for a certain time to the beat of the song and jump out from under the rope without hitting it.

"When hands get in the way"

Place the rope on the floor in a circle. Do you think it's not difficult at all - to turn around several times around yourself, remaining in a circle and not stepping on the rope? Yes, it would not be difficult, but here's a condition for you - you need to raise your hand above your head, turning around yourself, you need to look at this hand all the time.

Takes you somewhere...

"Reader"

The chair drapes under a small podium. A pair of high boots is placed on a chair. The reader, dressed in a wide cloak, stands behind a chair, puts his hands into his shoes and visually immediately turns into a dwarf. This "dwarf" and reads poetry. And the second participant in the performance, hiding under a cloak, puts his hands forward and makes them whatever he wants. It is simply impossible to keep from laughing!

You can tell the children that Pushkin played this game. Of course, no one will believe this, but in the book "Games for All Ages" (1844) one can read: "... another person puts her hands forward. These ... hands are constantly busy ... They regale the reciter tobacco, they wipe his face, nose with a handkerchief ... they point to his head when they call his heart, to his feet when they call his head - until the audience starts laughing loudly and the reciter himself will not be able to continue from laughter.

"King"

The king is chosen by lot. He sits in the middle of the circle, writes the name of some object on a piece of paper and hides the piece of paper. The rest of the participants in the game also write the name of an object on the sheets and throw the sheets into a hat or basket. "King", having mixed the sheets, gives one sheet to each player and opens his sheet. Everyone should indicate the similarities and differences between these items. The king, for example, named the sun. Others: rose, rain. Here is the similarity: like the sun between the stars - a rose between flowers; and the sun and rain revitalize the plant.

Everyone plays! One of the adults, let's say a grandfather, leaves the room and tries to quickly change something in his costume, puts on (or takes off) glasses, picks up some object that he did not have in his hands, puts a newspaper in his pocket (so that it is slightly visible), stoops unusually or begins to limp, etc. And so, having prepared himself in this way, he again enters the room where everyone is waiting for him impatiently. Everyone tries to catch before others what grandfather has changed in his appearance, in his suit, in his manner of moving. What you see should be reported out loud immediately. Grandfather, walking around the room, allows himself to be examined, but not for very long, no more than half a minute. And finally, he tells the participants of the game what they did not notice. For example, he says: “You didn’t notice two things. I took off my watch, and from my jacket pocket I could see a handkerchief that hadn’t been there before.”

The game was won by the one who noticed more changes than others.

Now let someone else come out of the room.

Outdoor games for younger students are of particular importance. They serve not only physical development but also social. Therefore, even if your child attends sports sections, encourage him to play with friends. Children begin to enjoy games with many participants and more complex rules.

So, a few simple outdoor games for children at home and on the street.

  1. Dog.

Develops coordination and agility.

One of the players stands in the center - he will be the "dog". The rest stand in a circle and begin to throw the ball to each other. The task of the "dog" is to catch him. When the ball is caught, the dog stands in a circle, and its place is taken by the one who last threw the ball.

  1. Olympics.

Unfortunately, the game of rubber bands is no longer as popular as it used to be. However, you can buy a rubber band and teach your child to jump through it or play the "Olympiad". This game is also suitable for indoors.

The rubber band crosses as shown in the photo. Players say: “O-lim-pee-a-da”, swinging the elastic band, and on the last syllable they tangle it, raising or lowering their hands, placing their feet. The task of the players is to climb through the rubber band without hitting it. The one who touches loses.

  1. Classics.

Chalk on the pavement draw large cells with numbers. Participants throw a stone on a certain cell. When hit, you need to jump to it on two or one foot, without stepping on the line. In case of an error, the turn passes to the next player.

  1. Ten.

Teaches dexterity, coordination of movements, the ability to wait for your turn. Everyone takes turns throwing the ball. different ways, and the rest of the participants monitor the correct execution. In case of an error, the ball passes to the next participant.

The movements can be as follows (both you and the children can come up with their own movements for each number):

- Throw the ball against the wall 10 times;

- 9 times throw the ball against the wall and catch it after bouncing off the ground;

- Throw the ball against the wall with your right hand 8 times;

- 7 times - with the left hand;

- 6 times throw the ball under the right foot, standing sideways to the wall and catch after rebounding from the wall;

- 5 times - under the left leg;

- Throw the ball 4 times, turn around and catch;

- Throw the ball 3 times, make 3 claps and catch;

- Throw the ball 2 times with one hand and catch with the other;

- Throw the ball 1 time, turn around, clap and catch.

  1. Zhmurki.

It is sometimes played even before school age, however, it is difficult for young children to follow the rules, in addition, the game can cause discomfort. Only to school age children can be enough long time blindfolded.

The child is blindfolded and untwisted. Other participants run nearby, and the host tries to catch them. You can agree that the players will clap, meow, etc. Another option is to give each child a bell, then the driver will look for those who run away by the sound. When the water catches one of the participants, he must guess who is in front of him by touch before the one caught becomes the leader.

  1. Treasure map.

The adult hides the "treasure" and invites the children to find it on the map. Usually a map is drawn up to look for each clue, so the adventure lasts longer and becomes more interesting. That is, the child reaches the tree on the map. Under the tree, he finds another map that shows how to get to the next clue.

  1. Crocodile.

Aimed at the development of imagination and theatrical abilities.

The child thinks of a word and writes it on a piece of paper. Then he depicts the thought with gestures, posture and facial expressions. The rest guess what the presenter is showing. The correctness of the guess is checked by a piece of paper with the answer. The next one shows the one who guessed the riddle first.

  1. Ring-ring.

Develops attention.

Everyone sits in a row and places their palms together. The driver holds a ring or other small object between his hands. Water bypasses all the children, passing their palms between the palms of each of the participants. To one person, the host passes the ring in this way. Then the water says: "Ring-ring, go out on the porch." The task of the one who got the ring is to run out, and the rest - to detain him. That is, the participants must carefully monitor the actions of the driver and guess which of the children he gave the ring to.

The education of physical abilities should be aimed at developing physical qualities (strength, agility, endurance, flexibility, speed) in children of primary school age. One of the means of education is outdoor games. They must be used in accordance with certain rules: change the speed, pace and spatial boundaries of movements; complicate the game.

After analyzing the literary sources, we selected outdoor games for younger students and systematized them according to the sections of the school curriculum. We offer outdoor games for the development of physical qualities, which can be included in the lessons physical education in elementary grades.

Section "Athletics":

“Two-round tagging”, “Through bumps and stumps”, “Calling numbers”, “Head and tail”, “Catching in pairs”, “Talking”, “Cosmonauts”, “Sharp on target”, “Carp and pike”, "Hares in the garden", "Through bumps and stumps", "Quickly in places", "Third Extra", "Polar Bears", "Geese Swans".

Section "Sports games":

"Passing the ball on the move", "Two hands", "Say what color", "Race the balls in a circle", "Passing the ball in columns overhead", "Ball traps", "Hunters and ducks", "Shootout" , “Four balls”, “Calls by numbers”, “Climbers”, “Who will overtake?”, “Paratroopers”, “Hares, watchman, Bug”, “Rope under your feet”, “Catch, run away”, “Motorcyclists”, "Ball to neighbor", "Moving target", "Pass-sit down", "Ball over the net"

Section "Gymnastics":

"Hoop on yourself", "Friendly threes", "Hold the hoop", "Rope walker", "Penguins with a ball", "Needle and thread", "Relay races with hoops", "Don't drop the bag", "Forbidden movement"

Section "Ski training":

“Fast Skier”, “Simple Fifteens”, “Get in the Gate”, “Relay - Biathlon”, “Marching Salki”, “Circular Bast Shoes”, “Slalom”, “Pick up the object”

"Cosmonauts"

Purpose of the game: helps to improve orientation in running with a change in direction and the ability to maintain balance after a sudden stop, brings up dexterity, speed of reaction, quick wits.

Preparation: 4-6 triangles are drawn along the edges of the site - “rocket launchers”. Inside each of them draw circles - “rockets”, but always a few circles less than the players. All the guys stand in a circle in the center of the site.

Inventory: not required.

Game progress:

At the signal of the leader, the children walk in a circle, holding hands, and say in unison:

Fast rockets are waiting for us to walk around the planets,

Whatever we want, we'll fly to such!

But there is one secret in the game: there is no place for latecomers!

After these words, everyone runs to the “rocket sites” and takes their places in the “rockets”. Those who did not have time to take a place go to the center of the site. After that, the game is repeated.

You can start running only after the word "no". There cannot be two “cosmonauts” in the “rocket”, and the one who first got inside the circle gets the right to stay in it.

"Carp and pike"

Purpose: promotes the education of dexterity, speed, orientation, courage, collectivism.

Preparation: two lines are drawn on opposite sides of the site - this is the “house of crucians”. The driver - "pike" - stands in the middle of the site, the rest of the players - "carp" - are located in one of the "houses".

Inventory: not required.

Game progress:

At the command of the leader, the “carp” begin to run across to the opposite “house”. "Pike" is trying to catch them. The stained step aside, and then, when there are 5-6 of them, they join hands, depicting a network. "Pike" stands behind the "net". Now, when crossing, "carp" are required to run through the net. Those caught later form a circle - a “basket”, and then “I top” - two lines facing each other. The one who is caught last wins.

  • 1. Crossing is allowed only on command.
  • 2. "Karasi" are obliged to run through all the "nets" of fishermen.
  • 3. Players forming a "net" should not interfere with running crucians.
  • 4. The pike cannot run into the "net" (the players can catch it).

Third wheel

Purpose: development of coordination of movements, attentiveness, speed qualities, improvement of the ability to navigate the terrain.

Preparation: Players line up in pairs inside the court. The distance between pairs is 2-3 meters. The driver and one of the players (running away) are located behind the line.

Inventory: not required.

Game progress:

At the signal of the leader, the driver seeks to tarnish the evader, and the evader can stand in front of one of the pairs, then the last player of the pair becomes the “third wheel” and runs away from the driver. If the driver manages to tarnish the player, then they change roles.

The evader can only take his place in the pair if he has run a full circle. Crossing the circle line is not allowed. Staining is possible only while running.

"Head and tail"

Purpose: development of speed qualities, flexibility, coordination of movements; fostering a sense of community.

Preparation: all participants in the game (10-20 people) line up in a column one by one. Each player takes his hands on the belt of the previous one. The first player is the "head" and the last one is the "tail".

Inventory: not required.

Game progress:

At the signal of the teacher, the “head” tries to catch up with the “tail”. After a certain time, the players (teams) change places.

If the “head” manages to catch up with the “tail” in the agreed time, then both players move to the middle of the chain, if not, then only the “head” moves.

The team that manages to catch up with the other team more times wins. Participants can move in various predetermined ways, as long as they don't break the chain.

"Absolutely on target"

Purpose: promotes the improvement of skills in throwing, develops accuracy and dexterity of movements, teaches discipline, collective action.

Preparation: two parallel lines are drawn at a distance of 12 - 15 m. In the center of the site, 10 towns painted in two colors (5 each) are interspersed in one row. Each team is assigned to the towns of a certain color. The players are divided into two teams and placed on opposite sides of the site. The players of one of the teams (by lot) are given a small ball.

Inventory: towns 10 pieces, small balls according to the number of players.

Game progress:

At the signal of the leader, the players of one team “volley” throw the balls into the towns. Each downed town of the throwing team is moved one step further. The other team's downed town moves one step closer.

After that, the other team throws. The sequence changes four times.

  • 1. Downed towns are put in a new place after all the balls have been thrown.
  • 2. The players collect the balls after the towns have been established.
  • 3. The team that manages to move their towns further away wins.

Hunters and ducks

Purpose of the game: to learn how to pass the ball in an attack, to consolidate the skills of catching the ball and how to pass. Helps to develop dexterity, speed of reaction, ingenuity, collectivism.

Preparation: the players are divided into two teams, one of which - "ducks", are located inside the circle ("lake"), and the second - "hunters" - stand outside the circle. Hunters have one (two) balls.

Inventory: volleyball (1-2 pcs.).

Game progress:

At the signal of the leader, the "hunters" begin to knock the "ducks" out of the circle with the ball. Each "hunter" can throw the ball himself or pass it to a teammate for a throw. "Ducks", running inside the circle, escape from the ball, dodging and bouncing. The padded "duck" leaves the circle. The game continues until all the "ducks" are "knocked out". After that, the players change roles.

  • 1. It is forbidden, when throwing the ball, to step inside the circle, otherwise the throw is not counted.
  • 2. "Ducks" do not have the right to leave the circle; whoever breaks this rule is out of the game.
  • 3. A hit is scored if the ball touches any part of the body other than the head and does not bounce off the floor or another partner.
  • 4. The player who is hit by the ball is out of the game until the change of teams.
  • 5. The team that spends less time or "knocks out" more players from the other team wins.

"Moving Target"

Purpose of the game: to teach children to pass, catch the ball, coordinate their actions with the actions of other players, develop dexterity, cultivate respect for a playmate.

Preparation: the players are divided into several groups, which become a circle. In the center of the circle is the driver. One of the players has a ball.

Equipment: volleyballs.

Game progress:

On a signal, those standing in the circle throw the ball to each other, trying to hit the driver. The one who has fallen becomes the driver, and the driver stands in a circle.

Options: you can throw the ball at the driver only after passing (or two, the sin of passing the ball) to each other.

  • 1. The ball can only be thrown at the feet of the driver.
  • 2. Hitting a player after the ball bounces off the ground does not count.
  • 3. If the driver managed to catch the ball, he is not out of the game, if the attempt was not successful, he leaves the circle.

"Tell me what color"

Purpose of the game: to improve dribbling on the spot and in motion, to teach to see the court, to develop dexterity, coordination of movements. Preparation: Students take balls (except for the driver) and spread out. The driver has 3 flags of different colors in his hands.

Inventory: basketballs, 3 flags of different colors.

Game progress:

Children lead the balls around the court in a step (on the run). The child, near whom the driver stops and shows a flag of any color, must, while driving the ball in place, say what color the flag is.

Options: 1. The role of the driver is performed by 3 children. 2. The driver shows the sticks, and the player must say how many of them.

Naming a color, do not stop working with the ball.

"Fast Skier"

Purpose of the game: helps to improve the ability to maintain balance when sliding on one ski, contributes to the development of agility and speed.

Preparation: the start line is marked and the finish line is 30m from it. The players are on the start line, standing on one ski (without sticks).

Inventory: skis.

Game progress:

At the command of the teacher, the players, pushing off with one foot, move on skis to the finish line.

  • 1. The first player to cross the finish line wins.
  • 2. Movement to start only on a signal.
  • 3. A player who has lost a ski must attach it to the place where he lost it.

"Behind me!"

The purpose of the game: the development of speed qualities, agility, coordination of movements, spatial orientation, ingenuity.

Preparation: students are located in a circle (diameter 50 - 70 m) on a laid track. The teacher is outside the circle on skis without poles.

Inventory: skis and sticks according to the number of participants.

Game progress:

All players slowly move on skis in a circle one after another. The teacher, approaching any of the players, says: “Follow me!”, After which the guest sticks ski poles in the snow and follows him. So the teacher gathers many or all of them, takes them away from the circle where the ski poles remained, and suddenly gives the command: “To the places!”. Participants strive to return to the circle as soon as possible and take places at any sticks.

The player left without sticks becomes the leader. The winner is the one who was the least leading. Monitor compliance with safety regulations.

"Friendly Threes"

Purpose of the game: development of group interactions; strengthening the skill of handling gymnastic equipment; development of dexterity, coordination of movements.

Preparation: players are divided into threes (4 - 6) and line up in front of a common starting line. In front of each trio at a distance of 8 - 10 m, a turning point is indicated.

Equipment: gymnastic hoops.

Game progress:

At the command of the teacher, the players leading the threes put on a hoop, run to the turning point, run around it and come back.

Another member of the trio crawls into the hoop, and now the two players are doing the same task together. They then return for the third member.

The three players who are the first to return to their original position in full force win.

"Climbers"

Purpose of the game: to improve the technique of climbing the gymnastic wall, the development of dexterity, coordination of movements.

Preparation: two teams of "alpinists" line up facing the gymnastic wall 6 - 7 m from it. Between the first players and the gymnastic wall, gymnastic benches are installed, turned upside down with slats. Gymnastic mats are laid at the extreme spans of the wall.

Inventory: gymnastic bench - 2 pcs., gymnastic wall pcs.

Game progress:

At the signal of the teacher, the first players begin to move along the rail of the gymnastic bench, go to the gymnastic wall, climb it, move along the wall to the last span and go down. The height of the rise to the wall is indicated in advance by the teacher. When descending from the gymnastic wall, the player has the right to jump from the rail, located at a height of not more than 70 - 75 cm, into a circle with a diameter of 40 cm, marked with chalk on the mat. Having landed, the player stands last in his line. The second players start moving on the gymnastic bench immediately after the landing of the previous "alpinist".

  • 1. It is forbidden to prematurely move along the rail of the bench.
  • 2. The player must not lose balance.
  • 3. You can not jump from a height higher than indicated by the teacher.
  • 4. Inaccurate landing is also prohibited. For each mistake, the player is penalized with a penalty point. The team that manages to finish the relay race faster than others and makes fewer mistakes than the other team wins.

Outdoor games for younger students

A lot of things change dramatically for young children coming to school for the first time. Especially for six year olds. The motor mode becomes different, mental, as well as static load increases. Children often play with computers, watch TV much more than necessary. In general, they move little, stay in a monotonous posture for a considerable time. Very important in this moment to take measures to prevent the consequences of adverse effects on the child of changed living conditions, to help him switch to the optimal motor mode for him in the current specific conditions, to prevent postural disorders.

In order to succeed in this by no means simple matter, it is necessary to establish close cooperation between the school and parents. The latter must understand that now they must pay attention to the physical education of children no less than in the first years of life. It is advisable to hold appropriate consultations with parents, explain to them how to organize for networks leisure, the correct motor mode, what means physical education should be used, how to ensure the prevention of postural disorders

Below are some outdoor games and physical exercises aimed at preventing posture disorders. We can recommend these games and physical education sessions for parents. We need to know how best to use them. Games and physical exercises focused on the prevention of posture disorders can be combined with the usual ones. Interest in exercise increases when using small sports equipment: balls, gymnastic sticks, hoops, etc. It is important to play games outdoors. AT cold weather classes should be organized in such a way that the children move as much as possible, so that the minimum amount of time is spent on explanations and commands. In hot weather, a place to play is chosen in the shade. Clothing should be appropriate for the season. Games should be held away from the carriageway, for example, using a grassy clearing, since falls on an asphalt site are painful, and a sandy surface is dangerous due to sand getting into your eyes.

It is important that the parents themselves participate in the games, in the performance of physical culture minutes: the personal example of adults increases the activity of children. However, one should not go to extremes: interfere with gaming activities, interfere with self-reliance. The main thing is that children take part in the game voluntarily. You can apply this technique: invite the guys to start with their favorite game, and then a new one, on posture. Physical education is carried out after watching TV programs of drawing, project activities to relieve fatigue from the spine caused by a long stay in a monotonous position. During the games, you should control physical activity. Under normal load, children's breathing quickens slightly, the face turns pink, but a little, the movements are coordinated, and the desire to play remains. If the child sweats, begins to breathe often, turns pale or turns very red, then the load is increased. Should stop or switch to more calm game.

GAMES may be like that.

"Vane". 4 skittles are set on the site, indicating the cardinal points. The player stands in the center. For each side, they determine their action: north - hands behind the head, east - hands on the belt, south - hands to the sides, west - hands to the shoulders, palms forward. The driver is an adult. The player, together with the driver, says: “The weather vane is being built with us, we are turning now. The wind is on the right, the wind is on the left - the weather vane turns skillfully. Then the leader calls the cardinal direction, for example: "south". The player turns towards the south pin and puts his arms out to the sides.

Methodical instructions. The game can be played both with one child and with a group of children. Parents explain the conditions of the game, show how to make turns, what movements to make with their hands, make sure that the children correctly assume the position of a rational posture. Turns must be performed clearly, under the account. After turning, the child assumes a conditioned position with the correct posture: the head is straight, the shoulders are apart, the stomach is tucked up. The pace is slow at first, then medium. Duration - 3-5 minutes. The game is repeated 2-3 times. In the intervals between repetitions, errors are noted, encouraged correct execution. The turn is performed in the position of the main rack. The child must learn to accept correct posture and navigate to the cardinal points.

"Cancer and Flies". The participants in the game are "flies". They choose the driver - "cancer". At the place of the game, two parallel lines are drawn (marked). The distance between them is 80-100 cm. This is the "river" where
"crayfish". The driver - "cancer" - becomes in the middle of the "river". "Flies" with an interval of 2-3 m are located
on one of the coasts. At the command of an adult, the children say: “Cancer lives under the stones. He chews fishtail. The fish tail is very dry. Cancer doesn't taste flies." Then they jump over the "river" with a running start. Anyone who does not fall into the "river" is considered to be caught. The driver takes him to his “hole” (to the square, circle drawn, indicated in the “river”), and the game continues. After 3-4 runs, the game is stopped, the caught ones perform one of the posture exercises and they are released. The winner is the one who has never hit the "river" and during the game maintained the correct posture.

Methodical instructions. The game can be played with a group of children or with one child.
Parents explain the conditions of the game, show posture exercises. Children must run
keeping the correct posture: the head is straight, the shoulders are divorced, the stomach is tightened. The role of the driver can take on an adult. Duration - 5-7 minutes. The game is repeated 2-3 times. Saying the recitative gives children the opportunity to relax. When performing exercises on posture, an account is used.

Posture exercises.

1. I.p. -o.s. 1-2 - squat, hands behind the head, elbows back; 3-4 - i.p. Repeat 4 times. The pace is slow. When doing a squat, keep your back straight, do not lean forward.

2.I.p. - o.s. 1 - raise the left leg, bent at the knee, hands on the belt; 2-3 - keep; 4-ip; 5-8 the same right foot. Repeat 4 times. The pace is slow. Maintain a stable position.

"Don't drop the bag." Mark the start and finish lines. The distance between them is 4-5 m. Two columns of 3-4 players each line up at the starting line. Everyone has sand bags weighing 100-150 g on their heads. You need to go along the corridor marked with sticks or ropes without losing the bag and maintaining the correct posture. The width of the corridor is 30 cm. The team that completes the task faster and correctly wins.

Methodical instructions. The game is played with a group of children. Children walk along the corridor in different ways, for example, on tiptoes, putting their hands on their belts, straightening their knees, placing their hands on their belts with their elbows back, in a semi-squat with a straight back, keeping their hands on their belts. Being in columns, the players start moving from the start after the ones in front reach the finish line. Sandbags are placed on the parietal region. When performing the movement, do not lean forward. You can play the game by lining up on the start line in a line, then the player does not get the win, but the team.

"Cat and Mice". The driver is an adult. He invites the children to line up in a circle. After on-
called "mouse" and "cat", the game begins. The adult says: “Stand in a round dance. Olya (Sveta...) is a mouse, Sasha (Yura...) is a cat. We will play together, the cat cannot catch up with the mouse. After the recitative, the "mouse" runs away, and the "cat" catches it. The "mouse" runs out of the circle and runs into it through the "gate" (between the players). The "cat" tries to catch up with the "mouse" by slipping through the "gate", but the players close it by crouching and placing their hands on their belts or behind their heads. The “mouse” can escape from the chase by replacing one of those forming a circle. To do this, she lightly hits any player on the shoulder, he runs away, and the "mouse" takes his place. At the end of the game, the most dexterous "cat" and the fastest "mouse" are noted.

Methodical instructions. Group game. Duration - 5-10 min. 3-4 repetitions. After 5 min. "cat" is changed. You can complicate the game by choosing two "mice" and two "cats". You have to make sure there are no collisions. When doing squats, children should keep their backs straight, do not lean forward, knees slightly apart, and maintain a stable position.

"The watchman and the sparrows". They choose the driver - the "watchman". The rest of the players are "sparrows". They draw or lay out a circle with a diameter of 2.5-3 m from the ropes. Small pebbles or cubes are placed in the circle. These are "grains". The driver - the “watchman” - stands around and says: “Sparrows-sparrows, gray feathers. You peck the crumbs from my palm. After the end of the recitative, the players jump in the circle on both feet, pick up an object (only one at a time) and quickly jump out of the circle. The driver tries to tarnish the player. Stained players pour "grains" back into the circle. At the end of the game, those who scored the most “grains” are marked. Stained players perform a posture exercise.

Methodical instructions. The game is played with a group of children or with one child. The role of the driver - "watchman" - can be assumed by an adult. The game is repeated 2-3 times. Its duration is 5-8 minutes. To perform posture exercises, use an account.

Posture exercise. I.p. - o.s. 1 - arms to shoulders, palms forward; 2-3 - keep; 4- i.p. Repeat 4 times. The pace is average. Exercise to perform with muscle tension.

"Snipers". Players line up in front of the throw line. Everyone has two rubber balls. At a distance of 4-5 m on a hill (on a bench or on a board), skittles are installed. At the signal "Bulley, fire!" players simultaneously perform a throw from behind the head at the targets. The exercise is repeated 2-3 times. The players who hit the most targets win.

Methodical instructions. The game is played with a group of children or with one child. Parents explain the conditions of the game, show how to throw the ball. They monitor the correctness of the throws, mark the most accurate players. The duration of the game is 5-10 minutes. Throws must be performed while maintaining the correct posture: the head is held straight, the stomach is tucked up.

"Passed-sit down." Teams are built in columns one at a time. The distance is one step. The captains, each with a large ball in their hands, stand in front of their columns 2-3 meters from them. On a signal, the captains send the balls to their first players, they catch them, throw them back, sit on the floor (legs crossed, hands behind their heads, elbows back) and assume the correct posture. The captains throw balls to the second players, and so on. The team that finishes the game the fastest wins, provided that its players maintain the correct posture.

Methodical instructions. Group game. Duration - 5-10 min. 2 repetitions. Parents play the role of captains. They tell the children the conditions of the game, show on one of the players what the position of the correct posture is. The players keep the sitting position, legs crossed, until the last member of their team completes the throw. The composition of the team - no more than 5-6 people. The game can be complicated by the requirement to throw the ball over the head.

"Legs with Posture Exercises". They choose the driver - "salka". The task of the "tag" is to tarnish as many players as possible. You can stain only those players who did not have time to take the correct posture. As soon as the evader takes the correct posture, he is already safe. The driver has to resort to tricks: allegedly chasing after one, and in passing, having contrived, taunt the other. Defeated players are out of the game.

Methodical instructions. Group game. Parents inform their children of the conditions of the game, teach them posture exercises, and monitor compliance with the conditions of the game. Duration -5-10 minutes, 2-3 repetitions, with the replacement of the driver by another player. At the end of the game note the best driver and players who have never been caught by the “salka”. If desired, the role of the driver can be performed by the parent.

Posture exercises.

1.Main stand.

2. Hands to the shoulders, palms forward.

3. Semi-squat, hands behind the head, elbows back.

PHYSICAL MINUTES

Kitty. Recitative: “A tricky beast lives with Grandma Alena. He is heated on the stove, without water he washes. Who, guys, will guess what kind of animal lives there?

1.I.p. - hands behind head. 1-3 - hands up, palms out - inhale; 4 - i.p. - exhale. 4 times.
The pace is slow.

2.I.p. - legs apart. 1-2 - tilt forward, hands behind the head, elbows back; 3-4 - i.p. 4 times. The pace is average.

3.I.p. - lying on the stomach, arms to the sides. 3 - bend with raising arms and legs; 4 - sp., relax the muscles of the back. 4 times. The pace is average.

4.I.p. - legs apart, hands on the belt. 1 - jump, legs together, clap above the head; 2 - acting; 6-8 jumps. The pace is average.

5.I.p. - o.s. 1 - hands up - inhale; 2 - relax the brushes; 3 - relax the forearms; 4 - slight tilt forward - exhale; 5-6 - i.p. 4 times. The pace is slow.

Methodical instructions. The recitative is pronounced by one of the parents, the child only gives an answer to the question. They use an account, for example: “Alyona’s grandmother has 1-2-3-4,1-2-3-4, etc.” Exercise 1 is performed with muscle tension. Rising on toes, the stomach is tightened, the shoulder blades are brought together. In exercise 2, you need to stretch well, look at the hands. Do not bend your knees while bending. Performing exercise 4, you need to look forward, keep your legs and arms straight, without deviating from the midline. Jumps are performed gently, landing on toes.

"Thumbelina". Recitative: “She was so small that she lived under a leaf. The head is about the size of a pea, but she is good. The girl is a little girl, and her name is Thumbelina.

2.I.p. - o.s. 1 - arms to shoulders; 2 - hands up; - hands to shoulders; 4 - i.p. 4 times. The pace is slow.

    I.p. - lying on your back, hands on the belt. Flexion and extension in the hip and ankle joints, movements as when riding a bicycle. The number of repetitions is arbitrary. Pace
    average.

    I.p. - lying on the stomach, hands to the shoulders. 1 - bend; 2 - hands up; 3 - arms to the sides; - i.p. Imitation of breaststroke swimming, legs in support. 4-6 times. The pace is average.

    Walking in place, arms through the sides up - inhale, i.p. - exhale. 10 sec. The pace is medium to slow.

Methodical instructions. The recitative is pronounced by one of the parents, the child only gives an answer to the question. Account is used. Exercise 1 is performed with muscle tension. In exercise 2, you need to stretch well, look at the hands. Imitating movements like when riding a bicycle, the elbows should be pressed tightly to the floor, rotations should be performed with a large amplitude. Exercise 4 to perform with muscle tension, pulling the shoulder blades well together. In exercise 5, children are taught to breathe deeply and relax properly.

"Bug". Recitative: " Ladybug, black head, six fast feet, flexible sandals. A cow deftly climbed onto a blade of grass, waved her wings, smashed and flew away.

    I.p. - o.s. 1 - bend over, hands on the belt, elbows back; 2-3 - keep; 4 - p.p. 4 times. The pace is average.

    I.p. - legs apart. 1-3 - springy forward bends, touching the floor with your hands; 4 - i.p. 4-6 times. The pace is average.

    I.p. - lying on your stomach, hands behind your head. 1 - bend with raising arms and legs; 2-3 - keep; 4 - i.p. 4-6 times. The pace is average.

    I.p. - o.s. 1 - hands up - inhale; 2.- i.p. - exhale. 4 times, the pace is slow.

Methodical instructions. The recitative is spoken by one of the parents. Exercises 2 and 4 should be performed with muscle tension. When tilting in exercise 3, the knees should be straightened. In exercise 5, children are taught proper relaxation and deep breathing.

"Steam locomotive". Recitative: “The locomotive fell ill, very strong overheating. There is no steam, trouble has come, water is flowing from the boiler. The engine is trembling all over, the locksmith began to treat him. Where a chisel, where a key, he was an affectionate doctor.

    I.p. - o.s. 1 - hands up, left foot back on the toe; 2 - i.p.; 3-4 - the same with the right foot. 4 times. The pace is average.

    I.p. - lying on your back, hands on the belt. 1-2 - raise straight legs; 3-4 - i.p. 4 times. The pace is slow.

    I.p. - lying on the stomach, hands up. 1 - bend over with arms raised. 2 - arms to the sides; 3 - hands up; 4 - i.p. 4 times. The pace is average.

    Walk in place, raising your knees high. 10 sec. The pace is medium to slow.

Methodical instructions. The recitative is spoken by one of the parents. Use an account.

Perform exercises 1 and 4 with muscle tension. Performing exercise II, you need to stretch well, look at the hands. In exercise III, you need to press firmly to the floor, do not deviate from the midline when lifting your legs.

All physical education sessions are organized in a well-ventilated area. Exercises lying on the back and stomach are performed on the mat.