Entertaining physical education games. Collection of outdoor games on physical culture

Outdoor games in physical education classes

There is no need to prove what place games have always occupied and occupy in the lives of children..

Children and play are probably the most interconnected concepts..

The game always attracts children, increases their interest in the lesson. Games form important skills of cooperation and communication in children. Responsibility of schoolchildren is brought up in the game activity. Their ability to take care of their comrades develops. To sympathize and empathize, to understand joys and sorrows, defeats and victories. Mobile games and game exercises have great importance for the all-round, harmonious development of children. Participation in game tasks and outdoor games of varying intensity allows you to master vital motor skills in walking, running, jumping, balance, climbing, throwing. In the process of outdoor games, children are developing the ability to show restraint, courage, self-confidence, the ability to act in a team and individually. In terms of content, all games are classically concise, expressive and accessible to the child. They cause active work of thought, contribute to the expansion of horizons, clarify ideas about the world around us, improve all mental processes, stimulate the transition of the child's body to more high level development. That is why the game is recognized as the leading activity of the child. Children reflect all their life impressions and experiences in a conditionally playful form that contributes to a concrete transformation into an image (“Geese-swans”, “At the bear in the forest”, “Kite and mother hen”, etc.). The game situation captivates and educates the child, and the beginnings and dialogues found in some games directly characterize the characters and their actions, which must be skillfully emphasized in the image, which requires active mental activity from children. In games that do not have a plot and are built only on certain game tasks, there is also a lot of educational material that contributes to the expansion of the sensory sphere of the child, the development of his thinking and independence of action. So, for example, in connection with the movements of the driver and the change in the game situation, the child must show a more complex, i.e. instant and correct reaction. Because only the speed of action leads to a favorable result. Great educational value is inherent in the rules of the game. They determine the entire course of the game, regulate the actions and behavior of children, their relationships, contribute to the formation of will, i.e. they provide the conditions under which the child cannot fail to show the qualities brought up in him.

MOBILE BALL GAMES

HUNTERS AND DUCKS

The players are divided into two teams - hunters and ducks. A big circle is drawn. Ducks stand in its middle, hunters are located outside. Throwing the ball, they try to knock down the ducks. Those who are hit by the ball are out of the game. When all the ducks are tagged, the teams change places.

LIZARD

Two teams are playing. One of them stands up, forming a circle. The second one lines up inside this circle in a column one at a time, holding on to the elbows of those in front: this is a lizard. Players standing in a circle try to hit the last of the column with the ball. The lizard team dodges, trying to save the last player. If he is salted, he leaves the circle, and the players already salute the one who is standing last. The game continues until then. Until all participants are knocked out, then the teams change roles.

DO NOT LET THE DRIVER

The players form a circle, inside which the driver stands. Those standing in a circle throw the ball in all directions. And the driver tries to catch him, or at least touch him. You can throw the ball no higher than your head, you can roll it on the floor. If the driver manages to touch the ball, then he stands in a circle, and the one who throws the ball off the ball becomes the driver. BALL IN A CIRCLE The players form a circle and count on the "first-second". The first numbers are one team, the second are the other. Two adjacent players are captains. They have the ball in their hands. On a signal, the captains pass the ball in a circle in opposite directions to the players of their team, i.e. through one. The ball must return to the captain as soon as possible. You can agree and pass it three times in a circle. If the balls collide, play continues from that spot. In the second option, the transfer starts from different sides of the circle in the same direction. One ball must overtake the other. The task of each team is to complete the exercises as quickly as possible, the captains raise the balls, showing that the game is over.

GAMES WITH VOLLEYBALL ELEMENTS

SHELLING

The participants in the game stand in a circle and throw a volleyball to each other through the air with both hands - you can take it from above and below, but you can’t hit the ball twice and drop it on the floor. Those who make mistakes (incorrectly receive the ball or send it inaccurately, etc.) squat in the center of the circle. The rest can now send the ball with a strong blow to those who are in the center. If the striker misses, he also sits down to them. However, those who are in the center can catch the ball sent to them, and if they are caught, everyone takes their places in a circle, and the one who sent the ball sits in the middle. PASOVKA The players form a circle, in the middle of which the driver with the ball stands up. Having tossed the ball, he passes it to one of the players, who, in turn, passes it back to the driver. He again passes to one of the players, etc. The object of the game is to keep the ball from falling into the court. After one or more losses of the ball, the driver changes.

GAMES WITH BASKETBALL ELEMENTS

OVERRIDE THE BALL

Ig those who fight stand in a circle at arm's length, facing the center. One of the players has a ball in his hands, and behind him is a driver. On a signal from the teacher, the children begin to quickly pass the ball in a circle with a basketball throw with both hands from the chest (or with a predetermined movement). The ball must be in the hands of each player. The driver runs in the same direction where the ball is passed and tries to overtake it before it falls into the hands of the player who started the game. If he succeeds, then the driver changes, and if not, then he leads again.

"DAY AND NIGHT" WITH BALLS

Two "houses" are marked with lines on opposite sides of the hall. The players are built in two lines facing each other, each at a distance of 1 m from the center line of the hall. They have balls in their hands. The team named by the teacher (for example, “Night”) runs behind the line of its “home”, dribbling the ball. Team "Day" rushes after, also dribbling the ball. With his free hand, the player tries to pin down the runner ahead of him before he crosses the line. Then everyone comes back and counts the number of people caught.

TARGET WITH BALL

The leader is selected, the rest of the players are freely placed on the court. The leader throws the ball to one of them. The task of the driver is to take possession of the ball or at least touch it. The task of the others is to prevent him from doing this, i.e. pass the ball to one of the comrades. You can't run just by holding the ball. You can move with the ball only by leading it (hitting it on the floor). The one from whose throw the ball was touched or caught becomes the driver.

FOOTBALL GAMES

STROKING

Various objects are placed on the site - skittles, cubes, etc. Children should circle the ball around them with their right and left feet, not letting go far from themselves. The winner is the one who more accurately and quickly covers the entire distance.

KILL AN OBJECT

Skittles are placed from the starting line at a distance of 4 m. The player's task is to kick the ball with a small run-up and knock down the pins with it.

BACK THE BALL

Children are divided into pairs, each of which has one ball. The task is to beat it off with the right and left foot in turn, sending it to each other from a distance of 2-3 m.

BALL FROM A CIRCLE

The players stand in a circle at a distance of 2-3 steps and try to kick the ball out of it with their feet. Each guards the gap between himself and a comrade standing on the right or left (by agreement). You can hit the ball with your hand or foot. The one who conceded the ball receives a penalty point, runs after the ball and puts it back into play. Players who have not received penalty points or who have fewer points than others win.

INTERCEPT

The players are divided into groups of 4 people. Three become forming a triangle, at a distance of 5-10 m from each other, one in the center. Players pass the ball to each other with kicks. The one in the middle tries to take the ball away from them. Hiking is one of the most accessible and attractive forms of extracurricular activities with students. In addition to cognitive walks are of great health value. They contribute to the hardening of the body, help to consolidate basic motor skills, and contribute to the physical development of children. At proper organization they help to cultivate such qualities as mutual assistance and care for each other, the acquisition of self-service skills and orientation in the area. And the fulfillment of the feasible public duties assigned to each of the participants fosters responsibility and initiative. The best time for walking is spring and autumn. Walks become especially attractive and interesting for children if they are combined with games. Their choice depends on the season and specific conditions. It is best to play games in a clearing, lawn or special area. As inventory, you can use natural material (pebbles, cones, branches) or take flags, balls, towns and other small equipment with you. Games on a walk should bring joy and pleasure to children, not be too tiring for them. It is enough to play 1-2 games, and then give the guys the opportunity to relax, take a walk, go about their business.

GAMES ON THE WALK.

CORNERS

Children stand near trees growing close to each other, or in places specially marked with flags. The driver walks between the players and, approaching someone, says: “Mouse, mouse, give me your corner, “Mouse” refuses. The driver goes with the same words to another. At this time, the rest of the children change places, and the driver tries to take the place of one of the running ones. If he succeeded, then the one left without a corner becomes the leader and the game continues.

BE ABLE TO CATCH

The players are divided into two teams and lined up in two lines on opposite sides of the clearing, facing each other. The distance between the lines is 15-20 meters. Opposite edges of the clearing are marked with flags. At the sign of the leader, the guys from one line, holding hands, go towards the guys from the other line, standing still. When the first line approaches the other at a distance of 3-4 steps, a signal is given. At a signal, the approached players disengage their hands, turn around and rush to their places at a run. The guys from the second line pursue the fleeing and try to pin them down before they run for their flags. Salted players are counted. The teams then switch roles and the game continues. The team that catches the most players in total wins. BURNERS The guys are built in two columns. A line is drawn at a distance of 2-3 steps in front of the columns. One of the players - the driver - stands behind the line. The children say in chorus: “Burn, burn clearly so that it does not go out. Look at the sky, the birds are flying, the bells are ringing. After the word “ring”, two players, standing last in the columns, run towards the line along their columns - one on the right, the other on the left, trying to grab their hands. The driver prevents this and tries to catch one of the pair before the children have time to join hands. If the driver managed to do this, then he forms a new pair with the one caught, which stands in front of the columns, and the one left without a pair becomes the driver. The game ends when all players run once.

BUTTERFLIES AND DRAGONFLY

Children are divided into two equal teams - “butterflies” and “dragonflies”. At 2-3 meters from the center line of the site on both sides, parallel lines indicate "houses". In one house there are butterflies, in another - dragonflies. At 10-15 m from each house, flags are placed along the edges of the site, for which the participants must run away during the game. At the sign of the leader, the children frolic in their homes: they jump, squat. At the command "Butterflies!" the players who have received this name run away for their flags, and the dragonflies try to catch up and overpower them. Salted players are counted. The game is repeated several times, and each time the leader calls the teams in random order. The team with the most players in total wins.

SNIPERS

A target is marked on the ground - three concentric circles are drawn one inside the other. The distance between the circles is 2-3 m. The basket becomes the central circle. The players have cones or pebbles in their hands. They stand behind the line of the outer circle and, at the command of the leader, they throw it into the basket. Those who hit the target receive 3 points. Then everyone stands behind the line of the middle circle and throws it into the basket again. For a successful throw, 2 points are awarded. Finally, throws are taken from behind the line of the inner circle. 1 point per hit. The most accurate arrows are marked.

BE SMART

The leader spins a long rope, one end of which is tied to a tree. Children stand at the back of each other's heads on one side of the rotating rope and, in turn, after waiting for a moment, run under the rope to the other side, trying to avoid touching. You can run one by one, two, in pairs, holding hands, etc. The leader calls the most dexterous.

Centipede

Inventory: no Venue: gym, outdoor area. Minimum number of players: 6-8. Type: general group, team. Develops: coordination, sense of partner. The game can be played just for fun or with multiple teams. In the first variant, the players are tightly arranged in a circle, in the back of each other's head. On command "One, two, three!" each slowly kneels to the player behind. After that, the "centipede" begins its movement. The difficulty in the game lies in the fact that without sufficient coordination and coherence it is almost impossible to take a step, since the "centipede" moves only with the synchronous movement of all players. If someone gets out of rhythm or confuses the legs, then the "centipede" tends to crumble and it is very difficult to keep it from breaking. In the team version of the game, the "centipede" does not close, and each of the teams must reach a certain place before the other.

GOLDEN GATE

A pair of players stand facing each other and raise their hands up - this is the gate. The rest of the players join hands so that a chain is obtained. The gate players say a rhyme, and the chain must quickly pass between them. Rhythm:

“Tra-ta-ta, tra-ta-ta.

We open the gate

Golden Gate.

Hurry everyone here.

We skip times.

We miss two

And for the third time -

We won't let you through."

With these words, hands fall, the gates slam shut. Those children who are caught become additional gates. Gates win if they manage to catch all the players.

"Potatoes"

A statue

Inventory: no. Venue: gym, outdoor area. Minimum number of players: 6. Type: with driver. Develops: speed, mutual assistance. Armenian folk game. A fairly large area is outlined on the ground, and the participants themselves are divided into catchers and evaders. One catcher is assigned for every 5 players. The catchers leave the field, and the runaways are freely located on the site. On a signal, the catchers chase the rest of the players, trying to knock one of them down. The tagged must immediately freeze in place, in the position in which he was tagged, becoming a "statue". Salted, any player can try to "free" by touching. Runners are not allowed to leave the field. The game is played until all the evaders are tagged. After that, other catchers are chosen, and the game continues.

Mountain goat

Inventory: marked area. Balls, according to the number of drivers. Venue: gym, outdoor area. Minimum number of players: 6. A large area is outlined on the ground, Two people are chosen as hunters, the rest of the players become mountain goats. Mountain goats move throughout the site. On a signal, the hunters chase them, trying to hit them with balls. The salted one sits on the ground, a hunter runs up to him and touches his back. This means he has been caught. After all the goats are caught, other hunters are selected and the game resumes.

fast skier

Players line up on skis without poles. At a distance of 40-50 m from the start, flags indicate the finish line.

At the signal of the teacher, everyone skis to the finish line. The participants who took the first three places are revealed. Then the run is carried out in reverse direction, and everyone except the winners participates in it. Between the top six, you can hold the final race.

In mixed teams, a general start is held separately for girls and boys. All players are divided into three or four teams, which line up in columns one at a time. There is a ski track in front of each column, the start line is marked with flags. Participants of the game on skis without sticks.

At the signal of the leader, the first numbers in the columns take three or four steps on skis to the mark, then slide on two skis, trying to go further. Whoever slides the farthest gets one point for the team, two points for second place, and so on. After the first, the second ones start, then the third in columns, etc.

The team with the fewest points wins.

Game "Hunters and ducks"

The players stand in a circle. Calculated on the first - second. The first numbers - ducks - enter the circle. The second numbers - hunters - remain in place.

At the referee's signal, the hunters throw the ball, trying to hit the ducks. The knocked out duck leaves the circle. The game continues until there are no ducks left in the circle.

After that, the teams switch roles.

Dragon biting its own tail

Inventory: no Venue: gym, outdoor area. Minimum number of players: 9-10. Type: general group, with a driver. Develops: coordination, dexterity. An old Chinese game. The players line up one after another. The right hand is placed on the right shoulder of the person in front. The first player is the head of the dragon, the last is its tail. The purpose of the head is to catch the tail. The body of the dragon (the rest of the players) is in constant motion and obediently follows the goloza. The chain of players must not break. The one through whose fault the gap occurred becomes the head. The body of the dragon plays along with the tail, preventing the head from grabbing it. When the head catches the tail, the last player in the column goes forward, becomes the head, and the penultimate player becomes the new tail.

Equipment: no Venue: open area, yard, school corridor Minimum number of players: 10 Type: team. Develops: dexterity, coordination, strength Players are divided into two teams. The first team lines up in an "elephant": the players bend down, and each subsequent one grabs the previous one so that his head is in the waist area - the armpit of the one in front. As soon as the "elephant" is built, the players from the second team alternately jump onto its back, trying to stay on it. They jump in the same way as through the "goat" in a physical education lesson. The first jumper should try to land as close to the elephant's head as possible to leave room for the others. The one who has not managed to stay in this horse no longer jumps. Usually, after all the players of the second team have jumped off, the task of the elephant is to go a certain distance with the riders on the back. For the players who make up the "elephant" the goal of the game is not to fall, for the players of the second team - to cause the "elephant" maximum inconvenience and, ideally, to fill it up. Then the teams switch roles.

Ball in the palm

Reaction game Equipment: Small ball or smooth stone Venue: gym, outdoor area. Minimum number of players: 6-8. Type: with driver. Develops: reaction, observation. Folk game of Burma The players line up in a row, holding their hands with open palms behind their backs. The driver walks behind their backs and, finally, lowers the ball into someone's palms. This player must suddenly leave the line, and his neighbors must try to grab him without leaving the spot. If they succeed, then the captured one changes places with the leader. If not, the player returns to their seat and the game continues.

Game "Who is faster?"

The guys are divided into two - four teams and line up on the same line in ranks, holding hands in teams.

At the signal of the referee, the players of the teams jump on one foot to the designated line.

The first team to reach this line wins.

ringlet

Inventory: a ring or a small similar object, easily hidden between the palms. Venue: gym, outdoor area. Minimum number of players: 7-8. Type: with driver. Develops: reaction, observation. Russian folk game. The players line up a few steps in front of a wall, and the leader stands opposite them. Players hold palms folded in a "boat" in front of them. The host also folds his palms in a "boat" and hides a ring between them. Approaching each player in turn, the leader holds his "boat" over the player's "boat", pretending that he is giving the ring to him. After the bypass of all the players is completed (the ring must be passed to one of them), the leader says: "Ring-ring, go out on the porch!". The player who has the ring must run out so that he is not grabbed and touch the wall with his hand. If he succeeds, then he changes roles with the leader.

edible-inedible

Equipment: ball. Venue: gym, outdoor area. Minimum number of players: 6-8. Type: with driver. Develops: reaction.

Players line up in front of the leader. The host throws the ball to each player in turn, while pronouncing a word. If the word is "edible" ("candy", "milk", etc.), then the player must catch the ball, and if it is "inedible" ("pot", "brick", etc.), then push him away .The one who makes a mistake (for example, caught a “boot” or pushed a “watermelon”) changes places with the driver. And in some cases, frustrated losers try to prove that you can eat a cat and a toadstool, although the latter only once.

Catch a bag

Inventory: a bag of sand, the weight of which is selected depending on the age of the players. Venue: gym, outdoor area. Minimum number of players: 6-8. Type: general group. Develops: coordination, strength, reaction. Alaska Indian Game. Players stand in a circle and throw a bag of sand. The one who does not catch him is out of the game and leaves the circle. The winner is the last player left in the circle. Drag and drop games

thresher

Inventory: no. Venue: gym, outdoor area. Minimum number of players: 7-8. Type: command. Develops: strength, mutual assistance. Yemeni game All players, except for one - the driver, stand in a tight circle. The leader remains outside. His task is to pull one of the players out of the circle. If he succeeds, then the driver changes places with this player. To complicate the task of the driver, the players move in a circle.

Inventory: dividing line. Venue: gym, outdoor area. Minimum number of players: 10. Type: team. Develops: strength. Belarusian game. Participants are divided into two equal teams. The players of each group form chains with their arms bent at the elbows. The strongest players - "groovy", become the head of the chains. Standing against each other, the “clockwork” also take each other by the arms bent at the elbows and, on a signal, each pull in their own direction, trying to either break the enemy’s chain or pull it over the intended line.

moon or sun

Inventory: dividing line. Venue: gym, outdoor area. Minimum number of players: 10-12. Type: command. Develops: strength. Chuvash game. Two players are selected from among the players who become captains. One captain is the "moon", the other is the "sun". The rest of the players approach them one by one and quietly, so that others do not hear, they say that he chooses each of them: the moon or the sun. After that, the player joins the corresponding team. After the section, the teams line up in columns behind their captains, grabbing the waist of the one in front, after which they try to pull the other team over the line drawn between them. The team that succeeds is considered the winner. dragging.

At Mazal

The participants in the game choose Mazal. All the rest move away from Mazal and agree that they will show him, after which they go to Mazal and say:

- Hello, grandfather Mazal - With a long white beard, With brown eyes, With a white mustache! - Hello, kids! Where have you been? What they were doing? - Where we were, we will not tell you, And what we did - we will show!

Everyone makes the movements that have been agreed upon in advance. When grandfather Mazal guesses, the players scatter, and grandfather catches them. Rules of the game. Grandfather Mazal chooses the fastest, most dexterous player to replace him.

pear

The players hold hands, forming a circle, in the middle of which is a boy or girl. This will be the pear. Everyone walks around the pear in a circle:

- We will plant a pear. Here, here! Let our pear grow, grow! Grow up, pear, That's such a height; Grow up, pear, This is the width; Grow up, pear, Grow up in a good hour! Dance, Mariyka, spin around for us! And we will pinch this pear. We will run away from our Mariyka!

The pear in the middle of the circle should depict everything that is sung in the song: dance, spin. To the words “This is such a height”, the children raise their hands up, and to the words “This is such a width”, they spread them apart. When they sing: “We will all pinch this pear”, everyone approaches the pear to touch it, and quickly runs away, and the pear catches someone. Rules of the game. All game actions must be clearly consistent with the words.

catch-up

A huge number of children's outdoor games is that the participants must not let themselves be caught by the driving player. These are "sorcerers" and "salochki" and "burners" and "rats", etc., etc. These games have been around for many years and are played (with various variations) by children all over the world. Note character traits, inherent in many catch-ups. The game may include the concept of "house" - a designated special place where the evader can hide from persecution. Often, after being caught, the player does not turn off the game process, but remains in it in a different role. For example, he may expect to be helped ("disenchanted") by his comrades, or he joins the driver as an assistant or even becomes another driver. In cases where this is not provided for by the rules, usually there is a change of playing roles. That is, the caught player becomes the driver, and the former driver joins the fleeing players. Here are a few types of catch-ups:

king of the hill

Inventory: no. Venue: snow (sand, etc.) slide. Minimum number of players: 4. Type: with driver. Develops: agility, coordination, strength. Russian folk game The rules of the game are extremely simple. Each player tries to be the first to climb to the top of the mountain and become its king, and the one who succeeds should try to stay in this role for as long as possible, pushing and pushing down competitors. Competitors themselves often make it easier for the tsar by grappling with each other. The game immediately turns into a noisy gambling dump and is usually played until the players run out of strength.

Equipment: chairs or circles drawn on the ground. Quantity - one less than the number of players. Venue: spacious room, open area. Minimum number of players: 7-8. Type: with driver. Develops: reaction, dexterity, speed. Argentine game. Choose one leader. He is a ship. The rest are wagons. Each wagon player builds a depot for himself: draws a small circle. The locomotive does not have its own depot. He goes from one car to another. To whom he approaches, he follows him. This is how all wagons are assembled. When all the cars are collected, the locomotive gives a signal (for example, whistles the whistle) and everyone runs to the depot circles, the locomotive too. The player left without a place becomes the driver. In the "home" version, chairs can be used as a depot. To whom there were not enough chairs, he leads.

monkey tag

Inventory: no. Venue: open area. Minimum number of players: 5-7. Type: with driver. Develops: speed, reaction, observation, artistry. A monkey driver imitates who he is in this moment haunts. If the pursued suddenly jumps on one leg, or squats, or starts dancing, the driver must exactly repeat his movements. The rest of the rules are similar to traditional tags.

Petushki

Inventory: knitted cap of medium density. Venue: open area. Minimum number of players: 4-6. Type: with driver. Develops: mutual assistance, speed, orientation in space (for the driver). We played a mixture of hide and seek with catch-ups - "cockerels". The name of the game was given by knitted cockerel hats, which just came into fashion. We played this game in the evening, at dusk. A rather dense cockerel was chosen, which, in a state stretched over the face, coolly (but not completely) limited visibility and was given to the driver. He pulled his hat up to his nose and turned to the wall, slowly counting to 10. Then he went to look. If the driver managed to find one of those hiding, then his task was also to catch up with him. If it was possible, then the player who was caught up was given this cockerel, and he became the leader. It was possible to distract the driver when he drove someone into a corner by running in front of his nose. Since in a cockerel dressed in a similar way, visibility differed little from zero, and only vague shadows were visible, this technique often worked. The driver was distracted, and the player almost already caught by him used the moment to run away to a more spacious place. The motionless sitting also helped - often the driver passed a few centimeters from the player, not noticing him, if he had strong nerves, and he did not betray his presence by movement or excited sniffing. It was the highest chic to sit in an open place. The game was quite tough, as the blind chase often ended with the driver falling or colliding with very hard objects.

One gate play

Inventory: ball / puck depending on the type of game. Sports gate or equivalent. Venue: gym, outdoor area. Minimum number of players: 5. Type: team. Develops: tactics, team interaction, general physical effect. They play it if there is not a large enough platform at hand. Or when there are few players for an interesting game on a large field. Although, several teams can play. In the game, as it is already clear from the name, only one gate is used, the optimal number of players in one team is 2-3 people. A neutral player is put on the gate. The purpose of the goalkeeper is to catch or return all the balls / washers flying into his goal, regardless of which team player struck. If the goalkeeper catches the ball, he randomly throws it into the field, trying not to give preference to any of the teams. There are several scenarios after a goal is scored: All players remain on the field in their roles and the game continues until a certain number of goals are scored by one of the teams The player who scored the goal switches places with the previous goalkeeper. Or, as an option, one of the players of the opposite team becomes the goalkeeper. If more than two teams play, then instead of the loser (that is, the one who did not score), the next one enters the field, etc. In a variant of basketball, the game is simply played in one common ring. Moreover, the rules for running and three-point shot can remain in force.

For the best goalkeeper

Inventory: ball / puck depending on the type of game. Sports gate or equivalent. Venue: gym, outdoor area. Minimum number of players: 2-3. Type: individual. Develops: coordination, reaction. Each player plays for himself, and the game itself consists of a series of duels between the goalkeeper and the striker. The game is of interest with the number of participants in 3-5 people, since it is not very interesting to play together, and with a larger number of players you have to wait a long time for your turn. One of the players stands on the gate, and the rest take turns punching him a certain number of penalties - hits on a stationary ball from a certain distance. For hockey, it would be more correct to call "shootouts", but since the throw is usually made from the spot, we will use football terminology. The number of goals conceded by the goalkeeper is summed up and remembered, and then the next player takes the place in the goal, and so on. The winner is the player who conceded the balls less than other goalkeepers. As an option: you can also play "for the best striker", then the goals scored are taken into account and the one who has more of them wins. You can play the game and combine both options.

Pioneerball

Equipment: ball. Volleyball net. Venue: gym, outdoor area. Minimum number of players: 6-8. Type: command. Develops: tactical skills, team interaction, general physical effect. It is difficult to say exactly how this game was born, but the fact that it was often included in the program of physical education lessons is a fact. The game was played on a volleyball court, only the ball was not thrown by touching the brush over the net, as in volleyball, but beforehand it was possible to catch it. And then to transfer to the opponent's half of the field or pass to the partner. Team players who dropped the ball conceded a goal.

bodyguards

Inventory: no. Venue: open area. Minimum number of players: 10. Type: with driver. Develops: speed. Reverse version of the previous game. They choose one driver - the devil, and the rest of the players pursue him. The devil has three bodyguards, they try to protect the devil and attack the player who is chasing him. If they succeed, then the salted person is obliged to run after the bodyguard.

Salki on a sled

Inventory: sled, one for a couple. Venue: open area. Minimum number of players: 6-8. Type: with driver. Game of the peoples of Karelia. Develops: speed, strength. Several couples take part in the game. One of each pair sits on a sled, the other is lucky. One pair is chosen as the leader. Drivers tend to catch up with any other pair and overpower one of them. This can only be done by the player sitting on the sled. The tagged couple becomes the leader and the game continues.

sticky stumps

Three or four players squat as far apart as possible. They depict sticky stumps. The rest of the players run around the court, trying not to get close to the stumps. Stumps should try to touch the children running past. Salted become stumps. Rules of the game. Stumps should not get up.

copper stump

Players are arranged in pairs in a circle. Children depicting copper stumps sit on chairs. The children-owners stand behind the chairs. To the Bashkir folk melody, the driver-buyer moves in a circle with variable steps, looks carefully at the children sitting on chairs, as if choosing a stump for himself. With the end of the music, he stops near the couple and asks the owner:

- I want to ask you, Can I buy your stump?

The owner replies:

- If you are a daring horseman, that copper stump will be yours.

After these words, the owner and the buyer go out of the circle, stand behind the Chosen stump with their backs to each other and to the words: “One, two, three - run!” - scatter in different sides. The one who runs first stands behind the copper stump. Rules of the game. Run only on signal. The winner becomes the owner.

Stick - thrower

A circle with a diameter of 1.5 m is drawn. A stick-thrower 50 cm long is placed in the circle. A shepherd is chosen with a counting book. One player throws a stick into the distance. The shepherd runs out after the thrown stick. At this time, the players are hiding. The shepherd returns with a stick, puts it back and looks for the children. Noticing the hiding person, he calls him by name. The shepherd and the named child run towards the stick. If the player ran before the shepherd, then he takes the stick and throws it again, and hides himself again. If the player came running later, he becomes a prisoner. He can only be rescued by a player who calls his name and has time to take a stick before the shepherd. When all are found, the shepherd is the one who was first discovered. Rules of the game. You can start looking for players only when the wand is found and placed in a circle. The named player must immediately come out of hiding. The prisoner is saved by the player who ran to the stick before the shepherd.

shooter

Two parallel lines are drawn at a distance of 10 - 15 m from one another. A circle with a diameter of 2 m is drawn in the middle between them. One Player is a shooter. He stands in a circle with a ball in his hands. The rest of the players start running from one line to another. The shooter tries to hit them with the ball. The one hit becomes the shooter. Rules of the game. At the beginning of the game, the shooter becomes the one who, after a sudden command “Sit down!” sat down last. The moment of throwing the ball is determined by the shooter himself. The ball thrown by, the players throw the arrow. If a player catches a ball thrown at him, then it does not count as a hit.

An oblong hole is dug in the ground, the width of which is slightly greater than the diameter of the ball. A stick is placed across the hole, closer to one of its edges, and a plank of strong wood with a transverse bar at one end is placed on the stick. A small rubber ball is placed on this end of the plank and lowered to the bottom of the hole. The cross bar supports the ball and prevents it from jumping off the plank. The other end of the board is raised up and protrudes above the hole. The toss determines who kicks the ball. The one who got the right to beat stands near the hole, and the rest of the participants in the game disperse a certain distance in different directions. From hitting the upper end of the plank with a stick, the ball flies up. All players, except the leader, try to catch him in the air. The one who catches goes to beat, and the one who beat goes to the catchers. If no one catches the ball, then the one that is near the hole hits again. From ten to fifteen children can take part in the game. Rules of the game. When catching the ball, you can not push each other.

Witch

Before the start of the game, a sorcerer is chosen. To do this, one of the players extends his right hand in front of him, palm down, the rest substitute one index finger under it. On the command "One, two, three!" or at the end of the rhyme, everyone withdraws their fingers, and the player with an outstretched hand needs to grab someone's finger. One whose finger is thus grasped three times becomes a sorcerer. Everyone scatters, and the sorcerer tries to catch up with someone and touch his hand. Caught freezes, spreading his arms to the sides. Other players can disenchant it by touching it with their hand. However, the sorcerer watches his victim, and as soon as someone removes the spell, he tries to re-strike them again. In addition, he tries to bewitch those who dare to rescue a comrade. Rules of the game. The bewitched player remains in place. Bewitched three times himself becomes a sorcerer, and his predecessor joins the fleeing.

quail

The players stand in a circle, legs slightly apart, arms lowered along the body. One player in the middle of the circle is a quail. To the words of a folk song:

- Oh, the quail has a headache

All participants together raise their hands up, touching their fingers on both sides of the head, and to repeat the words: “Yes, the head hurts,” they lower their hands along the body. To the chorus:

There was, there was a quail, There was, there was a gray-winged one -

the children join hands and walk in a circle to the left, and the quail points to the right. On the the last word everyone stops. To the words:

- Oh, the quail's knees hurt -

everyone leans forward and touches their knees, and at the repetition of the words: “Yes, my knees hurt,” they straighten up. The words and actions of the chorus are repeated. The host continues:

- Oh, quail's wings don't hurt -

all the players raise their hands to the sides and, to repeat the words: “The wings do not hurt,” they lower them down. To the words: “The birds got up and flew away!” Everyone is running in circles. Rules of the game. Perform movements beautifully, in accordance with the text.

Khlebchik

All who wish to play, holding hands, stand in pairs (pair by pair) at some distance from the player who does not have a pair. It is called Khlibchik (bread).

- I'm baking, I'm baking bread! (He shouts.) - Will you bake? (Asks the back couple.) - I'll bake! - Will you run away? - I'll see!

With these words, the two back players run in opposite directions with the intention of connecting and standing in front of the chub. And he tries to catch one of them before they join hands. If he succeeds, he, together with the one caught, makes a new pair, which becomes the first, and the player left without a pair turns out to be a chub. The game is repeated in the same order. Rules of the game. The last couple can run only after the end of the roll call.

The game requires a small rubber ball and an open area. In the ground, on the same line, not far from each other, they dig a series of holes - stoves (if the soil is soft, then the holes can be squeezed out with a heel or a ball). The stoves are made shallow so that a ball can roll over them. The number of stoves corresponds to the number of players. Players stand on both sides of the line of stoves, each near their own stove. The end players become facing each other, they start the game.

The end player rolls the ball over the stoves. If the ball does not remain in any of the holes, then the second extreme player rolls it back. When the ball gets stuck in someone's stove, all the participants in the game quickly scatter in different directions, and the one in whose stove the ball ended up throws it at one of the participants in the game, the kicked one catches the ball and, in turn, hits another player with it. In this case, it should be thrown from the place where the ball overtook the player. This continues until someone misses. Then everyone goes back to their stoves. The one who missed, exchanges stoves with one of the extreme players and starts the game from the beginning.

For the second miss, a line is drawn near the “mazun” stove, and for the third miss, a nest is made and a wand is planted. For each further miss, a chicken stick is stuck near the stove. When someone has five chickens, they hide them, and the owner of the quoit must find them and distribute them to the rest of the players, that is, catch up and touch them with a stick. All other players run away from the quote. The game starts over. Rules of the game. The number of players is from five to seven. Everyone has their own stove, near which misses are noted. You need to hit the ball from the spot and only at the feet. At the end of the game, the owner of the kvochka salutes until he has no sticks left.

Hedgehog and mice

Wattle fence

The players are divided into two teams of equal strength - hares and wattle. Two parallel lines are drawn - a corridor 10 - 15 cm wide. Players - wattle, holding hands, stand in the center of the corridor, and hares - at one end of the site. Children - wattle read:

Hare, hare will not enter our green garden! Wattle, braid, Hares climb, save yourself!

At the last word, the hares run to the wattle fence and try to break it or slip under the hands of the players. Hares that slipped through gather at the other end of the corridor, and those who were detained are told:

Go back to the forest, nibble on the aspen!

And they are out of the game. Children - wattle turn to face the hares and read:

Will not enter another time, The wattle fence saved us from hares.

The game is repeated until all hares are caught. After that, they switch roles. Rules of the game. The winner is the group that catches all the hares with fewer songs.

Hares and dogs

The players choose two or three hunters, two or three 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 the game is repeated, the children change roles. Rules of the game. Children determine the time of throwing at the target on their own. Throwing balls should be played at the feet.

school game

A rectangle is drawn on the site, consisting of five squares, the sides of which are 60 cm. These are classes. According to the counting rhyme or in another way, teachers are chosen. He takes a small stone, hides it behind his back in a fist, stretches his arms forward. One of the players - the student - must guess which hand the pebble is in. If he succeeds, then he gets the right to throw his pebble into the first class so that the pebble remains in the square. In this case, he again guesses in which hand the pebble is clamped, and if he is lucky, he throws it into the second class. If the pebble does not hit the square or the student does not guess in which hand the teacher has the pebble hidden, then he remains in the first class, the turn for the game passes to the next student. Whoever completes all classes first wins. Rules of the game. If the stone lies on the line, it is considered not to fall into the square. When the game is repeated, the child throws a pebble at the square on which he stopped the previous time.

Moor king

One of the players becomes the king of the Moors, all the rest - the Moors. The king stands behind one line, all the rest behind another at a distance of ten to twenty steps. The Moors come up to the king and in chorus conduct a roll call with him:

Hello, King of the Moors! - Hello! Who you are? We are Moors! – What can you do? - Any job.

The players pretend to do some work that they agree on in advance, for example, sawing, stabbing, digging, etc. If the king guesses what they are doing, the players run away, and the king tries to catch up with them. The one he caught up with becomes the king's assistant. The game continues until all the Moors have been caught. Rules of the game. Moors run away only on a signal (guessing the type of work by the king). The losers go over to the side of the king.

Ocean is shaking

The players sit on chairs arranged in a circle. The captain assigns to each player the name of an object from the ship's environment. Then he begins to move in the outer circle behind the backs of those sitting and talk about sailing on a ship, while naming the items necessary for sea navigation. All items named by the captain stand up, line up one after another, following the leader. When all the players got up, the captain shouts: “The sea is worried!” Children begin to move, depicting waves. Captain's command: "Sea, calm down!" serves as a signal that you need to take your seats as soon as possible. Left without a chair becomes the new captain. Rules of the game. It is necessary to build behind the captain in the order of the named items, you can take places only on a signal. You are allowed to sit in any free chair.

Those who play according to the counting rhyme choose the hostess and the hawk, the rest - the birds. The hostess, secretly from the hawk, gives the name to each bird: cuckoo, swallow, etc. A hawk flies. He has a roll call with the hostess:

- What did you come for? - For a bird. - For what?

A hawk names, for example, a cuckoo. She runs out, the hawk catches her. If there is no bird named hawk, the hostess drives the hawk away. The game continues until the hawk has caught all the birds. Rules of the game. You can run out and catch only a guessed bird.

watchman

The players lie down on the carpet and pretend to be asleep. The watchman runs between those lying, touches everyone with a stick and says: “Follow me!”. Those children who are touched by the stick follow the command. When everyone got up, the watchman suddenly shouts: “Night!”. All players should lie down as soon as possible, and the watchman watches them. Rules of the game. The command should be carried out quickly and unconditionally. The one who lay down last becomes the watchman.

Black and white

Two teams - "Black" and "White" - stand in ranks facing each other. The host throws a cardboard disc, one side of which is black, the other is white. Depending on which side of the fall is on top - white or black - one team starts to catch the other. The runaways are trying to jump out of the drawn line of the house. The team that has the most opponents caught during the game wins. Rules of the game. Catching opponents is possible only after the ascertaining words of the host: "White!" (Or: "Black!") You can catch up with the fleeing only to the line of the house. Houses caught behind the line do not count.

Click

Several people sit in a circle on a spread out soft mat and play with five small pebbles. Agree on the number of points scored (for example, up to ten). The first player tosses the pebbles from the palm of their hand. When they fall, he exposes the back of his hand: the pebbles, hitting it, roll over the bedding. It is necessary to direct them so that they lie away from each other. The player with one hand takes any of the pebbles and throws it up. While he is in the air, the player tries to grab another pebble from the mat and catch a flying pebble in the same hand. In this case, the pebbles should click against each other. Then the player places one pebble on the mat, and continues to act with the rest until all four pebbles are raised. In the next exercise, the player throws pebbles and tries to catch them on the back of his hand. The score is kept as follows: if the player managed to catch four pebbles, he is counted from ten points to four. The first person to reach zero wins. If the player did not have enough, for example, one point, but during the last toss he had four pebbles on the back of his hand, then he again waits for his turn, trying this time to catch only one pebble when tossing, which will give him the missing point. If, with the described methods of the game, it was not possible to score the required number of points, then the players proceed to the following tasks: they try to throw all five pebbles with the back of their hand so that they lie down, if possible, in two pairs and one aside. Now it is necessary, throwing up one pebble, to lift two from the litter at once. The next time they scatter the pebbles already so that three lie together, and the other two separately; then so that four lie separately from the fifth. Rules of the game. The first child plays until he makes a mistake. Then the next player in line plays. It is possible to scatter pebbles on the litter in groups only after they are caught on spread fingers. There are other ways to play as well.

Run to the river

At a distance of 10 - 15 m from the river, a line is drawn along which the players line up. At the signal of the driver, the players run to the river, take out its stone from the day and, running back, give the stone to the driver. The driver determines the first three places. The game continues. Rules of the game. The driver can lengthen or shorten the distance, give various tasks.

Get your hat

Players are divided into two teams, up to ten people in each. Caps are located at a distance of 10 - 15 m. The players in both teams get into pairs and move towards the hats, performing different movements. The first couples move first, then the second, and so on. For example, the first couples move forward by jumping on one leg, the second couples move on all fours, the third couples walk on their heels, the fourth couples in a half squat, the fifth couples advance in a deep squat. Rules of the game. Only the pair that reached first has the right to take the hat. The team with the most hats wins. When Continuing the game, it is better to change the types of movements between pairs. You can choose other movements.

put on your hat

"Dzhigit" is sitting on a chair. At eight to ten steps, the driver is taken away from him, turned to face the horseman, so that the driver can find out where he is sitting. The driver is blindfolded, turned around, given a hat in his hand. He must take a certain number of steps and put the hat on the horseman. The rest of the participants in the game count the steps of the driver aloud and cheer for him. When the game is repeated, other children are assigned to the role of the driver and the horseman. Rules of the game. The driver should not peep: the players should not help the leader, tell him

wand

The players (ten to twelve people) form a circle, each holding small sticks 10 cm long. To play, you need another large stick 50 cm long. from the circle. The one who remains last becomes the leader. He closes his eyes, counts out loud to ten, while the rest of the children hide. Before hiding, the players place a long stick with one end on the stone, the other on the ground. On the end of the stick, lying on the ground, carefully place small sticks. Having counted to ten, the driver opens his eyes and looks for children. Each of the players strives to imperceptibly run to the stick first and hit it on the end lying on the stone, so that small sticks fly into the air. The driver tries to prevent the players from doing this. If one of the players manages to hit the stick and scatter small sticks, then the driver closes his eyes again. If the driver manages to win, then the player who was found first becomes the driver. Rules of the game. So that no one touches the sticks, the driver, having found one of those hiding, quickly runs up to a long stick and loudly calls the name of the found one, and the discovered player stops and no longer hides.

Raise your handkerchief

Players stand in a circle, in the center of it they put a headscarf. The national melody sounds, everyone dances the Dagestan lezginka. With the end of the music, each participant in the game tries to be the first to pick up the handkerchief. Rules of the game. You can’t reach for a scarf and leave the circle before the music stops.

blind bear

Players are freely placed on a limited area. Each player has two sticks: one smooth, the other with teeth. Players choose a driver - a bear who is blindfolded. They drive a smooth stick over a stick with teeth, a sound arises. The bear goes to the sound, trying to stain one of the players. The one whom the bear stains becomes the leader. Rules of the game. The driver must not peek. Players are not allowed to run over the court line. If the bear cannot stain anyone for a long time, it is necessary to change the driver.

Tsuku-tsiya To play, you need two sticks: one is 70–80 cm long, the second is 15–20 cm long, the diameter of both sticks is 2 cm. With the help of a counting rhyme, two children determine who starts the game. They draw a line on which they put a large stick. The participant who started the game throws a short stick up and hits it with a long stick so that it flies as far as possible. He puts the long stick on the line again. The second player has the right to catch a small stick on the fly. If he catches her, he replaces the first player. If he does not catch, then he must take a small stick, throw it so as to hit the long one that lies on the line. When hitting a stick, the second player plays the game in the same way as the first. Otherwise, the game continues with the first player who gets 1 point. Whoever scores 5 points first wins. The winner hits a short stick 3 times long, trying to make the short stick fly farther from the line. From the place where the short stick fell after three blows, the loser must jump to the line on one leg, saying: tsik-tsiya, tsik-tsiya ... Rules of the game. In the event that the distance to the short stick turns out to be very large, you can jump alternately on one or the other leg.

Geese are flying

The leader is chosen by the player who knows as many names of animals and birds as possible. The leader comes up with the names of the flyers: “Geese are flying”, “Ducks are flying”, etc. Children raise their hands and flap their wings. At the same time, they say loudly: “They are flying” - and quickly lower their hands. When the leader says, for example: “Pikes are flying,” players can make a mistake and wave their hands. The one who makes a mistake is given a phantom, which he must help out at the end of the game (tell a poem, sing a song, dance). Rules of the game. Children should be careful and not make mistakes.

Hedgehogs and mice

All children, together with mouse players, stand in a circle. The hedgehog is in the center of the circle. At the signal, everyone goes to the right, the hedgehog - to the left. The players say the words:

A hedgehog runs - stupidly stupid, All prickly, sharp tooth! Hedgehog, hedgehog, where are you? What's wrong with you?

After these words, everyone stops. On (a signal, one player approaches the hedgehog and says:

Hedgehog legs stupid-dumb! Hedgehog eyes loop-loop! The hedgehog hears - everywhere is quiet, Chu! .. A mouse is scratching in the leaves!

The hedgehog imitates movements: walks carefully, listens. Mice at this time run around the circle. The host says:

Run, run, hedgehog, Do not spare your legs, You catch mice for yourself, Do not catch our children!

The mice run in a circle, running out of the circle. The hedgehog catches them (stains). Players quickly crouch and lower their arms. The mouse is caught: it is in a mousetrap. Thus, the game is repeated several times. Rules of the game. All act exactly according to the text. The hedgehog stains mice by lightly touching them with his hand. The stained mouse is out of the game.

Don't get caught.

A circle is drawn. All children stand behind him at a distance of half a step. The teacher appoints one of the players as the leader, and he becomes inside the circle anywhere. Children jump across the line into a circle. The driver runs in a circle, trying to touch the players when they are in a circle. When the driver approaches, everyone returns to the line. The player touched by the driver is considered the loser, but continues to participate in the game. After 30–40 seconds, the teacher stops the game and counts the losers. Then a new leader is selected from those children who have never been tarnished.

And gr a "Don't drop the stick."

The players form 2-3 circles. In the middle of each is a driver who holds a standing stick from above. The driver calls the name or surname of the player standing in the circle and releases the stick. The named must quickly run up to the stick and not let it fall. Then this student performs the functions of a driver. The most dexterous player is revealed, who never let the stick fall. The game lasts 4-6 minutes.

The game "Call numbers".

Students count in order. The teacher calls any of the numbers that take place in the columns. Those who received the corresponding numbers during the calculation run out of their columns, run to the agreed place and return back to the starting line. The one who arrives first gets one point. Then the teacher calls another number. The team with the most points wins.

Potatoes

Equipment: ball. Venue: gym, outdoor area. Minimum number of players: 6-8. Type: with driver. Develops: general physical effect, tactical skills. They play with a volleyball. The number of players from 5 people. The driver ("potato") squats down, the rest of the players are located around him and throw the ball, just like when playing volleyball. The dropped ball joins the potato - the potato grows. Players can not only throw the ball, but also jam potatoes, that is, hit the ball with the palm of their hand, trying to hit those who are sitting. If the player misses, he joins the potato. Seated players have the right to jump out of their haunches, trying to catch a passing ball. If this succeeds, the catcher changes places with the one whose transmission he intercepted. In a simplified version, standing players may not hit the ball immediately, it is allowed to catch it first and then throw it to a partner.

Owl.

The guys become in a circle. One of the players goes into the middle of the circle, he will portray an owl, and all the rest - Bugs, butterflies, birds. At the command of the host: "The day is coming - everything comes to life!" The kids run around in circles. The owl is “sleeping” at this time, that is, it stands in the middle of the circle, closing its eyes, bending one leg under itself. When the host commands: “The night is coming - everything freezes!”, The players stop and stand motionless, hiding, and at that moment the owl runs out to hunt. She looks out for those who move or laugh, and leads the guilty to her circle. They become owls, and together they “fly out” to hunt.

Jumping sparrows.

A circle of such size is drawn on the floor or playground so that all the players can freely fit around its circumference. One of the players - "cat", he is placed in the center of the circle, the rest of the players - "sparrows" - stand outside the circle at the very line. At the signal of the leader, the "sparrows" begin to jump inside the circle and jump out of it, and the "cat" tries to catch one of them at the moment when he is inside the circle. The one who is caught becomes a "cat", and the "cat" becomes a "sparrow". The game is repeated again.

And gr and with run "Homeless Hare".

From among the players, a "hunter" and a "homeless hare" are selected. The rest of the players - "hares" - draw circles for themselves, and everyone gets into his own - this is the "house" of the hare. The homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle. then the hare standing in the circle must immediately run away, because now he is becoming homeless, and the hunter can catch him. As soon as the hunter has caught (stained) the hare, they switch roles.

V a r i a n t i g r y. Instead of a drawn circle, the house is formed by 4–5 children holding hands. In each such circle becomes a hare. The game is played according to the same rules. After 2–3 minutes, at the signal of the teacher, the game is interrupted. One of the children forming the circle changes places with the hare standing inside the circle. The game is resumed again and repeated 4-5 times so that all the children play the role of a hare.

Repulsion and landing"

The venue is the sector for high jumps. Inventory - rubber bandage or straps for high jumps. The main goal is to learn how to push off and land. Organization - draw 4 lines on both sides of the bar in the landing pit and in the sector for the entire width of the pit. The distance between the lines is 20–30 cm. Number the lines. The first line from the bar on both sides is drawn at a distance of 40–50 cm and has the highest serial number. For example: the first line from the bar has No. 3, the second - No. 2, the third - No. 1. Divide the students into 2 teams and line up one by one on both sides of the pit. All students jump first on one side, and then on the other. The team championship is determined by counting all the points scored by the team members.

"Tender paws"

Purpose: relieving tension, muscle clamps, reducing aggressiveness, developing sensory perception, harmonizing relations between a child and an adult.

An adult picks up 6-7 small items of various textures: a piece of fur, a brush, a glass bottle, beads, cotton wool, etc. All this is laid out on the table. The child is invited to bare his arm to the elbow; the teacher explains that the “animal” will walk on the hand and touch it with gentle paws. It is necessary to guess with closed eyes which "animal" touched the hand - to guess the object. Touches should be stroking, pleasant.

Variant of the game: the "animal" will touch the cheek, knee, palm. You can switch places with your child.

Competition "FOOTBALL BOWLING"

Equipment: 5 pins + soccer ball

Composition of players: according to the number of applicants

Determination of the winner: individual or team standings

Competition program:

A five-pin bowling game consists of 10 frames. The player takes all consecutive hits on soccer ball in one game until all ten frames are completed. Points are counted for each throw (the distance from the place of impact to the pins is 10 meters)

Competition "With a BALL FROM BOREDOM"

Participants: All comers Determining the winners: Individual and team. Competition program: The participant stands 3 meters from the wall. Throws a basketball with a bounce on the floor against the wall. The result is counted (see) - the distance of the rebound from the wall. Whoever has the ball to land farthest wins.

Serso game

This game is over 200 years old. Purpose of the game: score 100 points by tossing a ring to each other

Competition "WHO IS THE MOST SKILLEST?"

Send the ring with a “rapier” to the rod - hitting 10 points Can be sent by hand, this is 5 points For a successful move (hitting the rod), another move before the first mistake Errors: The ring flew off the field The ring did not reach the rod

Competition "SUPERPOWER"

Participants: Everyone

Determining the winners: Individual and team.

Competition program:

Exercise "corner"

· Pull-ups on the bar

Holding a dumbbell at arm's length

Competition "BASKETBALL TRIATHLON"

equipment: skipping ropes according to the number of participants, 2 basketballs

determination of the winner: by the best time; team standings

Program:

1. flexion and extension of the arms in an emphasis lying down - 20 times

2. jumping rope - 100 times

3. throwing the ball from the foul line - 5 team hits

All participants simultaneously perform a certain number of "push-ups", jumping rope, when the last player from the code team finishes the exercise, everyone in turn begins to throw into the basket. The competition for the team ends after 5 hits.

Hares, watchman and bug

Tasks: strengthening the skill of fast running, agility, endurance; education of activity, collectivism. Equipment: rope. Location: gym, playground. Content: “watchman” and “Bug” stand out from the players, the rest are “hares”. On the site are indicated: on the one hand - burrows of hares, on the other - a garden and behind the garden - the watchman's house. In the middle of the site, at a height of 40-60 cm, a rope is stretched - a fence (the rope is hung on jumping racks so that it falls down when touched). Before the start of the game, the hares are in holes, and the watchman with the Bug is at home. At the signal of the teacher, the first eight to ten hares run out of their holes, jump over a rope (fence) and find themselves in a garden, where they begin to eat cabbage, move their ears (imitative movements of the hands), jump from one place to another. On the conditional sign of the teacher, the watchman shoots at the hares (claps three times in the palm of his hand). On the first cotton, the hares run home, overcoming the fence by crawling or crawling, without touching the rope. After the third clap, the Bug catches up with the hares and bites them (touches them with his hand). Rules: caught hares remain in place. Hares that ran beyond the lines of burrows cannot be overtaken. O.M.U: the watchman and the Bug can switch roles. When all groups of hares have been in the garden, a new watchman and a bug stand out.

sorcerers

Tasks: development of dexterity, quick wits, coordination of movements. Inventory: not required. Location: gym, playground, recreation. Content: a “sorcerer” is selected from the players. He taunts the players, and they must stand still with their legs apart. They are considered disenchanted if one of the running students crawls between their legs. Rules: You can not run outside the site. O.M.U: mark the best sorcerers.

Through the stream

Tasks: development of jumping ability, agility, coordination of movements, education of collectivism. Inventory: 2-3 jump ropes. Location: gym, playground. Content: children are at the line. At a distance of 3-4 m ahead, lines or cords indicate the first stream, 60-70 cm wide, after 2-3 m - the second (a third one is possible). At the command of the teacher, the first 8-10 people run, jumping over streams, and remain on the other side of the hall. Then, at the command of the teacher, the next 8-10 people perform the same task. Rules: you can not wet your feet in a stream, whoever gets wet is out of the game. The winner is the student who quickly overcame the streams. O.M.U: you must not interfere with your comrade. Mark the best players.

Tasks: development of speed of reaction, the ability to act in a team, training skills in walking, running, crawling, jumping. Equipment: gymnastic wall, benches. Location: gym, playground. Content: children are slowly running around the hall - this is a flock of birds. Leader ahead. He leads the pack. The flight lasts 0.5 - 1 min. The teacher gives the signal “Kite!”, the flock disperses. Everyone strives to quickly find some kind of shelter (bench, wall, etc.). The last bird to hide is out of the game for one repetition. Rules: the game is repeated 3-4 times. The pace is set by the teacher. You can't overtake the leader. O.M.U: at the end of the game, the leader is marked who has maintained the required pace of running and chosen the most interesting route.

flying fish

Tasks: development of coordination of movements, the ability to maintain balance, the development of skill in jumping. Inventory: two gymnastic sticks, cord. Location: gym, playground. Content: children run around the playground, jumping from time to time. These are flying fish. Two fishermen stretch the net (a cord 2.5 - 3 m long, tied to the ends of two gymnastic sticks) and try to catch the fish. The net glides across the surface of the earth. Whoever touches the cord is considered caught and is out of the game. Rules: the game is repeated 4-5 times. After 1.5 - 2 minutes, the fishermen count the catch. O.M.U: the teacher makes sure that all the children actively move around the playground, do not accumulate in one place, otherwise it is difficult to jump over the net. Options: the net slides at a height of 10-15 cm from the ground, the fishermen move forward by running.

Bees and bear cubs

Tasks: development of running skills, the ability to navigate in space, training skills in coordination of movements. Equipment: gymnastic wall, benches. Location: gym. Content: at a distance of 20-15 meters from the gymnastic wall, benches are placed in a line. Half of the children climb the gymnastic wall - these are bees. At the command “Bees, for honey!” children climb off the wall and run around the playground. Meanwhile, the bears climb over the benches and approach the flying bees. The teacher says: “The bears are coming!”, the bees fly away with a buzz into the hive (on the wall). The bears are coming back. Rules: after 2-3 repetitions, the children change roles. O.M.U: among the bees and bears, the teacher notes the best.

Sly Fox

Tasks: development of speed, agility, coordination, education of honesty, creative imagination, the ability to behave in a team of comrades. Inventory: not required. Location: gym, playground. Content: a line is drawn on one side of the site - the fox's house. The players stand in a circle at a distance of one step from each other. The teacher asks the players to close their eyes. The children close their eyes, and the teacher goes around the circle behind the children, and touches one of the players, who becomes a cunning fox. Then the teacher offers to open the eyes of the players and carefully see which of them is a cunning fox, whether she will give herself away with something. The players ask three times in chorus: “Cunning fox, where are you?”. While everyone is looking at each other. When all the players (including the sly fox) ask for the third time: "Sly fox, where are you?", the sly fox quickly goes to the middle of the circle, raises his hands up and says: "I'm here." All the players scatter around the site, and the cunning fox catches them. After the fox catches 2-3 people, the teacher says: “In a circle!”. The players again form a circle, and the game resumes. Rules: the players cannot scatter from the circle before the words of the fox: “I am here.” The site must be agreed in advance. O.M.U: before the game, it is necessary to remind the players that it is impossible to peep. After the end of the game, you need to mark the best fox.

Owl and bird

Tasks: development of dexterity, speed of reaction, coordination, speed of movement, education of creative imagination. Inventory: not required. Location: gym, playground, recreation. Content: the players choose an owl, he goes to his nest. Imitating the cry of the bird they have chosen, the players fly around the site. To the signal "Owl!" all birds try to fly to their nests. If the eagle owl manages to catch someone, then he must guess what kind of bird it is, and only then the one who is caught becomes an owl. Rules: birds can fly to their nests only after the command “Owl”. O.M.U: before starting the game, children choose for themselves the names of those birds whose voice they can imitate (for example: dove, crow, jackdaw, crane). It is better to choose a nest and an eagle owl on high objects (on stumps, a bench, etc.). Birds from the eagle owl hide each in their nest. Options: children are divided into 3-4 subgroups and agree on which birds they will portray, then they approach the owl and say: “We are magpies, where is our home?”; “We are seagulls, where is our home?”. Owl names the place where the birds should live. Birds fly around the site, at the word “eagle owl” they hide in their nests. The eagle owl must recognize the caught bird.

Jumping sparrows

Tasks: development of speed, dexterity, education of organization, attentiveness. Inventory: not required. Location: gym, playground, recreation. Content: "Cat" sits in the center of the circle, and the rest of the players - sparrows - become outside the circle. At the signal of the teacher, the sparrows jump into the circle and jump out of it. The cat is trying to catch the sparrow, which did not have time to jump out of the circle. Option: the game can last up to 30 seconds. It can be repeated several times (with rest breaks). Rules: it is allowed to jump on one, two legs by agreement. The one who ran through the circle is considered to be caught. O.M.U: the teacher notes those sparrows that the driver has never touched with his hand.

"Who fit"

Training. All players form a circle, blindfolded driver stands in the center. Game content. The leader points to one of the players, and he approaches the driver, lightly touches his shoulder, gives the voice of an animal or calls him by name, changing his voice. The driver opens his eyes at the direction of the leader, when the one who approaches takes his place. He must guess who approached him. If the driver guessed the one who approached him, the players change roles. The winner is the one who has never been a driver. Game rules:1. The driver should not open his eyes ahead of time. 2. The vote is given only by the one indicated by the leader. 3. The first driver is not considered a loser.

"Cosmonauts"

Training. At the corners and sides of the hall, 5-8 large triangles are drawn - “rocket launchers”. Inside each "rocket launcher" draw 2-5 circles - "rockets". Their total number should be 5-8 less than the players. On the side of each "rocket launcher" you can write routes, for example:

3-L-3 (Earth - Moon - Earth) 3-M-3 (Earth - Mars - Earth) 3-N-3 (Earth - Neptune - Earth) 3-V-3 (Earth - Venus - Earth) 3- S-3 (Earth - Saturn - Earth)

The players, holding hands, form a circle in the center of the hall. The content of the game. Children go in a circle and say:

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!

As soon as the last word is said, everyone scatters around the “rocket sites” and tries to take their places in any of the pre-drawn “rockets” as soon as possible. Those who are late for the “flight” stand in a general circle, and the “cosmonauts”, who have taken their places, announce their routes loudly 3 times. This means that they are taking a walk in "space". Then everyone again becomes in a circle, join hands and the game is repeated. Those who managed to make three flights win. Rules of the game: 1. Start the game - only on the established signal of the leader. 2. Run away - only after the words: “There is no place for latecomers!”

"Carp and pike"

Training. On one side of the site there are “carp”, in the middle there are “pike”. Game content. At the signal "carp" run across to the other side. "Pike" catches them. Caught "carp" (four or five) join hands and, standing across the site, form a network. Now the "carp" should run across to the other side of the site through the net (under the arms). "Pike" stands behind the net and lies in wait for them. When there are eight or nine "carp" caught, they form baskets - circles through which you need to run. There can be only one such basket, then it is depicted, holding hands, 15-18 participants. "Pike" takes a place in front of the basket and catches "carp". When there are more “carp” caught than not caught, the players form tops - a corridor of caught crucians, through which the uncaught ones run. "Pike", located at the exit from the top, catches them. The winner is the one who remains last. He is entrusted with the role of the new "pike". Game rules:1. The game begins at the signal of the leader. 2. All "carp" are obliged to pass the net, basket and tops when running. 3. Those standing have no right to detain them. 4. Players forming a basket can catch a pike if they manage to throw their clasped hands behind the back of the pike and drive it into the basket or slam the tops. In this case, all "carp" are released, and a new "pike" is selected.

"White bears"

Preparation. The site is the sea. A small place is outlined to the side - an ice floe. There is a driver on it - “ polar bear". The rest of the "bears" are randomly placed throughout the site. Game content. "Bear" growls: "I'm going out to catch!" - and rushes to catch the "cubs". First, he catches one "bear cub" (takes him to the ice floe), then another. After that, two caught "bear cubs" join hands and begin to catch the rest of the players. "Bear" goes to the ice floe. Having overtaken someone, two "bear cubs" join their free hands so that the caught one finds himself between the hands, and shout: "Bear, help!" "Bear" runs up, taunts the one he has caught and takes him to the ice floe. The next two caught also join hands and catch "bear cubs". The game continues until all the bears have been caught. The last one caught becomes a "polar bear". The last player caught wins. Game rules:1. The "bear cub" cannot slip out from under the hands of the couple surrounding him until the "bear" has taunted him. 2. When catching, it is forbidden to grab the players by their clothes, and those who run away run out of the boundaries of the site.

"Owl"

Training. From among the players, an "owl" is selected. Her nest is away from the site. It can be outlined, fenced off by a gymnastic bench. The players on the court are randomly placed. "Owl" in the nest. Game content. At the signal of the host: “The day is coming, everything comes to life!” - children begin to run, jump, imitating the flight of butterflies, birds, beetles, depicting frogs, mice, kittens. At the second signal: "The night is coming, everything freezes - the owl flies out!" - the players stop, freeze in the position in which they were caught by the signal. "Owl" goes hunting. Noticing the moving player, she takes him by the hand and takes him to her nest. In one exit, she can get two or even three players. Then the “owl” returns to its nest again and the children again begin to frolic freely on the playground. Players who have not been caught even once win. You can also note the best driver - who caught more players. Game rules:1. The "owl" is forbidden to watch the same player for a long time, and the caught one is not allowed to escape. 2. After two or three outings of the "owl" to hunt, it is replaced by new drivers from among those that she has never caught.

"Two Frosts"

Preparation. Two cities are marked on opposite sides of the site. The players, divided into two groups, are located in them. In the middle of the site are placed the “Frost brothers”: “Frost Red Nose” and “Frost Blue Nose”. Game content. At the signal of the leader, they turn to the players with the words:

We are two young brothers, Two Frosts are daring: I am Frost Red Nose, I am Frost Blue Nose. Which of you will dare to set off on a journey? The guys answer in chorus: We are not afraid of threats, And we are not afraid of frost! -

and start running from one city to another. Frost catches them. Anyone they manage to tarnish is considered frozen. He remains in the place where he was caught, and must, with outstretched arms, block the path of the players during the next dashes. When there are so many frozen that it becomes difficult to run, the game stops. The winners are those who have never been frozen. Game rules:1. You can start running only after the end of the recitative. 2. Tagging behind the city line does not count. 3. Salted guys can be helped out: for this, the rest of the players must touch them with their hands.

"Wolves in the Den"

Preparation. In the middle of the site, two parallel lines are drawn at a distance of 70-100 cm from one another. This is a corridor - a moat. It can be indicated by not quite parallel lines; narrower on one side and wider on the other. Two drivers - "wolves" - stand in the ditch; the rest of the players - "goats" - are placed on one side of the site behind the house line. On the other side of it, a line indicates a pasture. Game content. At the signal of the leader, the “goats” run from the house to the opposite side of the site to the pasture and jump over the moat along the way. "Wolves", without leaving the moat, try to knock down as many "goats" as possible, for which the "wolves" are awarded winning points. After 3-4 runs (by agreement), new "wolves" are selected and the game is repeated. Win "goats", not caught even once, and those "wolves" who scored more points. Game rules:1. Jumping over the moat is a must. 2. Caught "goats" are not out of the game.

"Ball on the Floor"

Preparation. All players form a circle. Two players stand in the middle of the circle. Those standing in a circle fall to one or two knees. They have one volleyball. Drivers turn to face the ball. Game content. At the signal of the leader, the players begin to roll the ball across the floor, trying to hit the feet of the drivers. Drivers run from the ball in a circle, bounce to escape from it. If one of the players manages to hit the ball at the feet of the driver, he takes his place, and the former driver becomes in a circle. Those who have never been drivers win. The first drivers are not considered losers. Rules of the game: 1. The game starts on a signal. 2. The driver, salted on the legs, immediately goes to the place of the one who salted him. 3. Salting can be done no higher than the knees. 4. The first driver is not considered a loser.

"Passing Balls in Columns"

Preparation. The players are divided into several groups - teams, and each of them lines up in a column one at a time, one parallel to the other. Players in columns stand at arm's length. For those in front in columns - a ball or other object. Game content. Option 1. On a signal, the players in front pass the ball over their heads to those standing behind them. Those in the same way pass the ball to those behind. Each time the last player in the column, having received the ball, runs to the right of the column to the leader, and then becomes the first in his column. The team of the one who brings the ball before the others gets the winning point. Then, also on a signal, they begin to pass the ball in columns. And so they play until all the participants visit the end of the columns and deliver the ball to the leader. The team that finishes the game first with the fewest penalty points wins. Game rules:1. The game starts only at the signal of the leader. 2. You can pass the ball over your head, and not in any other way. 3. The person who dropped the ball must pick it up, stand in place and continue the game. 4. Penalty points are awarded for each violation. Option 2. You can also pass the ball under your feet, spreading them wide.

"Swan geese"

Preparation. On one side of the site (hall) a line is drawn separating the “goose”. Four benches are placed in the middle of the hall (platform), forming corridors (“the road between the mountains”) 2-3 m wide. Mats are placed on the other side of the site - this is a “mountain”. All the players, except for two, become the goose - these are “geese”. A circle is drawn behind the mountain - a “lair”, in which two “wolves” are placed (Fig. 1). The content of the game. The leader says: "Geese-swans, in the field!" "Geese" pass along the "mountain road" to the "field", where they walk.

Then the leader says: “Geese-swans, go home, the wolf is behind the distant mountain!” "Geese" run to their "goose house", running between the benches - "along the mountain road." "Wolves" run out from behind a distant mountain and catch up with "geese". The salted ones stop. Those caught are counted and released to their herd of "geese". They play twice, after which new "wolves" are chosen from those not caught. And so the game is played 2-3 times, after which the never caught "geese" and "wolves" are noted, who managed to catch more "geese". The "geese" who have never been caught, and the "wolves" who managed to catch more "geese" win. Game rules:1. "Wolves" catch "geese" to the "goose". 2. "Wolves" can catch "geese" only after the words "over the distant mountain." 3. You can not jump over the benches or run on them.

"Swift Team"

Training. The players are divided into 2-4 equal teams and line up in columns one at a time parallel to one another. A line is drawn in front of the toes of those in front in the columns, at a distance of 2 m from it - the start line. At 10-20 m from the starting line, a stand or mace is placed against each column. The first players in columns stand on the starting line (Fig. 2). Game content. Option 1. At the command of the leader “Get ready, attention, march!” (or according to another conditional signal), the first players run forward to the uprights (maces), run around them on the right and return back to the start line. The player who crosses the start line first earns a point for his team. Those who have come running stand at the end of their columns, and the following players line up at the start line. Also, on a signal, they run to the object set against their column, go around it and come back. The one who comes first earns a point for his team again. And so all the players run in turn. Then the points are counted. The team with the most points wins. Game rules:1. You can not run out and cross the start line before the leader's signal. 2. You can only run around the object to the right, without touching it with your hands. 3. When running with a stick, be sure to hit it three times on an object or on the floor, counting loudly. 4. Returning, you need to stand at the end of your column. Option 2. You can use sticks in the game. Each player at the start holds a wand. Having reached the rack, he hits it three times on the rack or on the floor and comes back. Having run the start line, the player gives the wand to the next one.

"Relay of animals"

Preparation. The players are divided into 2-4 equal teams and line up in columns one at a time, one parallel to the other. Players in teams take the names of animals. Suppose the first are called "bears", the second - "wolves", the third - "foxes", the fourth - "hares", etc. Everyone remembers what animal he depicts. A starting line is drawn in front of the players in front. In front of each column, at a distance of about 10-20 m, it is placed on a mace or on a rack (Fig. 3). On distance

The finish line is drawn 2 m from the start.

Game content. The leader loudly calls any beast. Players who have taken the name of this beast run forward, run around the object standing in front of them and return back. The one who returns to his team first wins a point for it. The leader calls the animals randomly, at his discretion. Some he can call twice. Each time the players who come running take their places in the team. The game is played for 5-10 minutes, after which points are counted. The team that earns the most points wins. Game rules:1. If both players come running at the same time, no points are awarded to either team. 2. If a player does not reach the final destination, his partner from the other team earns a point.

"Calling Numbers"

Preparation. The place, inventory and preparation are the same as in the previous game. If the room allows and there are few players, you can build them in two lines facing the same direction on the same line. At a distance of 2 m from the building line of the players (start line), a finish line is drawn parallel to it (see Fig. 3). Game content. Players are calculated in order of numbers in each column - team. The head calls the players by numbers, alternating them at his discretion. Each time the first person to reach the finish line wins a point. The team with the most victory points wins. Rules of the game: 1. If the players stand in ranks, then they can be placed in a high or low start position, and from this position they must run out when called by the leader. 2. If a player breaks the rules, a point is deducted from his team. This rule is recommended to be applied starting from grade III, when students become familiar with the low start.

"The Fox and the Chickens"

Preparation. In the middle of the hall, four gymnastic benches are placed in the form of a square with slats up, this is a “perch”. One driver is chosen - "foxes" and one - "hunter". All other players are "chickens". In one corner of the hall, a “burrow” is outlined, in which a “fox” is placed. In the other corner stands the "hunter". "Chickens" are located around the "roost" (Fig. 4). Game content. At a signal, the "chickens" begin either to fly up to the "roost", then fly off it, or simply walk around the "chicken coop" (near the benches that form the "chicken coop"). On the second agreed signal, the “foxes”, having approached the “chicken coop”, catch any. "chicken" touching the ground (floor) with at least one foot. The "fox" takes the stingy man by the hand and leads him into his "burrow". If along the way he meets a "hunter", the "fox" releases the one he has caught, and he himself runs into the "burrow". The caught one returns to the "chicken coop", after which all the "chickens" fly off the perch. If the "hunter" catches the "fox", a new "fox" is chosen. Play 4-6 times. Players who are not caught even once win. Rules of the game: 1. Having run into the "chicken coop", the "fox" can only knock one player down. 2. At the signal of the leader, the "fox" must leave the "chicken coop", regardless of whether he caught the "chicken" or not. 3. Those standing on the rail can help each other (support).

Training. A start line is drawn on one side of the site. At 5 m from it, 3-4 lines are drawn parallel to it with an interval of 4 m between them. The players are divided into several groups - teams, and each line up in a column one at a time behind the start line. Each player has a bag of peas. Game content. The players taking turns in their teams throw the bags of peas as far as possible beyond the drawn lines and stand at the end of their column. The team in which the players managed to throw more bags over the far line wins. Rules of the game: 1. Everyone can throw only one bag. 2. The bags are thrown in turn each time at the signal of the leader. 3. The one who threw the bag immediately goes to the end of his column.

"Absolutely on target"

Training. A line is drawn in the middle of the site, along which 10 towns (maces) are placed. The players are divided into two teams and line up one behind the other on one side of the site facing the towns. The participants in the front line receive a small ball each. A start line is drawn in front of the line. Game content. On the established signal of the leader, the players of the first rank throw balls into the towns (maces), trying to knock them down. Downed towns are counted and put in place. The guys who threw the balls run, pick them up and pass them to the members of the next team, and they themselves stand in line behind them. At the command of the leader, the second-rank players (teams) also throw balls at the towns. Again, the downed towns are counted. So they play 2-4 times. The team that manages to knock down more towns in several times wins. Rules of the game: 1. Throwing balls is possible only at the signal of the leader. 2. When throwing, it is impossible to go beyond the starting line. Throwing over the line does not count.

"Cones, acorns, nuts"

Training. The players form a circle, in the middle of which the leader becomes, and the rest, breaking up in threes, stand one after the other facing the center (the first number is three to four steps from the leader (Fig. 5). The leader gives all the players names: the first in threes "cones", the second "acorns", the third "nuts". The content of the game. On a signal, the driver says loudly, for example: "Nuts". All players called "nuts" should change places, and the driver seeks to take any vacant seat. If he succeeds, then the player left without a place becomes the driver.If the driver says "acorns", the second ones in threes change places, if the "bumps" are the first in threes. When the game is mastered, the driver can call two or even three players in triples, for example: "bumps, nuts". The called ones must also change places. Players who have never been driving win. Rules of the game: 1. Called ones are forbidden to stay in place. 2. Players cannot run to any other top three (otherwise the player becomes the driver).

"Climbers"

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. At the extreme spans of the wall, gymnastic mats are laid (Fig. 6). Game content. 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 ascent to the wall is indicated in advance by the teacher (marked with a ribbon, a flag). When descending from the gymnastic wall, the player has the right to jump from the rail, located at a height of no 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". The team that manages to finish the relay race faster than others and makes fewer mistakes than the other team wins. Rules of the game: 1. It is forbidden to move prematurely 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.

"Strip Jumping"

Training. Lines indicate a corridor 2-3 m wide. Lines are drawn across the corridor, forming narrow (30 cm) and wide (50 cm) strips that alternate with each other. There can be 6-8 such strips. Through narrow strips, children jump, and from wide strips they repel when jumping. The class is divided into three or four teams that stand in lines (Fig. 7). Game content. On a signal, the first numbers of each team start jumping from the beginning of the corridor (with a push with both feet) through narrow strips, making an intermediate jump on each wide strip. Those who performed all the jumps correctly (without stepping on narrow stripes) bring their team a point. The second numbers also jump, etc. If a player steps on a narrow strip, he continues to jump further, but does not bring a point to the team. Jumping speed is not taken into account. The team whose players got the most points wins. Rules of the game: 1. The width of the stripes gradually increases (up to 60, 90.100 cm). 2. Teams are in the same position and follow the same sequence. 3. The one who jumped to the first strip gets one point, to the second - two points, and so on. 4. The one who landed inaccurately on the next strip or did not resist on it, leaves the game and does not receive points.

"Who will overtake?"

Training. The players are located along one of the walls of the hall. They are divided into fives and hold hands. These are commands. Game content. The task of the teams is, at the signal of the teacher, jumping on one leg, to reach the line drawn in front of them ten steps away. Then the teams turn around and jump in the opposite direction. The team that reaches the border first wins. The game can be made more difficult by giving the task of jumping on one leg, and holding the other, bending, by the ankle joint. Rules of the game: 1. You can not stand on both feet. 2. Players must not disengage their hands. 3. In case of violation of the rules, the team is awarded a defeat.

"Hit the ball"

Preparation. For the game you need one volleyball and tennis balls in an amount equal to half of the participants. The players are divided into two teams and line up on opposite sides of the site at a distance of 18-20 m from each other. Lines are drawn in front of the toes of the players, and a volleyball is placed in the middle of the court. Players of one team (by lot) receive a small ball. Game content. On a signal from the leader, the players throw the ball at the volleyball, trying to roll it back to the opposite team. Players from the other team collect thrown balls and, on a signal, also throw them at the volleyball, trying to roll it back. So, teams alternately throw balls a set number of times. The duration of the game is 8 - 10 minutes. The team that manages to roll the ball over the line of the opposite team wins. Rules of the game: 1. If during the game the volleyball rolls away from the players, it is placed in the court area on the same line. 2. In this case, the shelling of the volleyball starts from two sides at the same time. 3. Each ball driven over the opponent's line brings the team one point.

"Sentries and Scouts"

Training. The players are divided into two teams - "scouts" and "sentinels" - and line up along two opposite sides of the site at a distance of 18-20 m from one another. A line is drawn in three steps in front of the lines, and a volleyball is placed in the middle of the outlined circle. Game content. Players in teams are calculated in numerical order. The task of the "scout" team is to carry the ball over its own line, the task of the players of the other team is to prevent this. The teacher calls the number loudly, and the players standing opposite (having this number) run up to the ball. If the “sentry” gapes, the “scout” grabs the ball and runs away with it to his house, and the “sentry” is captured, stands behind the “scout”. If both players simultaneously run out to the middle, then the task of the “scout” is to, after performing a series of distracting exercises (arm movements, jumping in place and with a turn, lunges, etc.), divert the attention of the “sentry” (he repeats these movements after the scout) and carry the ball away. If the “scout” grabbed the ball, but the “sentry” overtook him and tagged him with his hand, the “scout” becomes a prisoner, otherwise he wins the duel. The game continues until all the numbers have taken part in the game. Prisoners are counted and released to their teams. The game is repeated, while the players change roles. The team that manages to take more prisoners wins. Rules of the game: 1. "Sentry" is obliged to repeat all the movements of the "scout", otherwise he loses. 2. You can only pursue a fleeing player to the extent of his house. 3. The player who dropped the ball is considered to be caught. 4. Each time the ball is put in place by the “scout”.

"Hunters and Ducks"

Preparation. The players are divided into two teams, one of which - "hunters" - becomes in a circle (before the line), the second - "ducks" - enters the middle of the circle (Fig. 8). The "hunters" have a volleyball. Game content. On a signal, the "hunters" begin to knock out the "ducks" from the circle. Each player can throw the ball himself or pass the ball for a throw to a teammate. "Ducks", running inside the circle, escape from the ball, dodging and bouncing. The padded "duck" leaves the circle. The game ends when there are no "ducks" left in the circle, after which the players switch roles.

The team that manages to shoot the "ducks" in less time wins. The head can set the time of the game for throwing the ball into the "ducks". Then the result is summed up by the number of "ducks" knocked out during this time.

Rules of the game: 1. During the throw of the ball, it is forbidden to step over the line. 2. Those in the circle are not allowed to catch the ball with their hands. 3. Players are not considered out if the ball hit them after bouncing off the floor.

"Relay race with climbing and climbing"

Training. Two teams of players line up in front of the gymnastic wall 7-8 m from it. In front of the teams, at a distance of 2-3 m, a gymnastic beam 90-100 cm high is installed in parallel. Mats are laid under the log, at the climbing point, and at the gymnastic wall, at the landing site (Fig. 9). Game content. At the signal of the teacher, the first players from each team approach the beam, climb over it, run up to the gymnastic wall, climb it, touch the flag suspended from the wall at a height of 2-2.3 m with their hand, go down and, returning, again climb over log. After that, new players enter the game, and those who return are the last in their line, and so on. The team that finishes the relay early and has the fewest rule violations wins.

"Relay race with elements of balance"

Preparation. 3-4 teams of 8-10 people are built in columns one at a time. One gymnastic bench is placed in front of each (rail up). Game content. On a signal, the head players run along the rail, run up to the wall and, touching it with their hand, come back. The second player runs forward when the returning player touches him with his hand. The one who completes the task stands at the end of the column. The team whose players finish the relay the fastest wins. Rules of the game: 1. The run starts on a signal. 2. Players are required to run along the rail of the bench. 3. Penalty points are given for each violation.

"Obstacle Course Relay"

Training. For the relay, two rows of obstacles are set up (benches, barriers, a horse, a goat, a designated trench). Two teams stand in columns one by one behind a common line. Game content. On a signal, the head players of both teams run forward, overcome obstacles and return back, bypassing these obstacles. The one who came running, touching the hand of the next player, stands at the end of the column. The game ends when all team members complete the task - the head player raises his hand up. The team whose players finish the relay the fastest wins. Rules of the game: 1. The run begins at the signal of the leader. 2. Overcoming all obstacles is mandatory. 3. Penalty points are calculated for each violation.

"Pull in a circle"

Training. Two concentric circles are outlined (one inside the other) with a diameter of 1 and 2 m. All players surround a large circle and join hands. Game content. At the direction of the teacher, the participants of the game go to the right or left. At the second signal (whistle), the players stop and try to pull their neighbors beyond the line of a large circle without separating their hands. Whoever gets into the space between the large and small circle with one or two legs is out of the game. Then the players again join hands and continue the game by the whistle. Players not drawn into the circle after a few repetitions are considered the winners. Rules of the game: 1. Players are not allowed to separate their hands while moving and wrestling. 2. Both players who unhooked their hands are out of the game. 3. When there are few players left, they stand around the small circle and continue the competition, observing the same rules.

"Drag Over the Line"

Training. Two teams of players stand one against the other along the line drawn between them. Boys stand against boys, and girls against girls, approximately equal in physical strength. Four steps behind each team are the players allocated for scoring. Game content. At the command of the teacher, the players approach the middle line and take one (or two) hands. At the second signal, everyone tries to pull his opponent over the line where the assistants are standing. The player who has been pulled over by touching the scoring player with his palm can again go over the line and play for his team again. Each player who is dragged earns one point for the team that pulled him. The team with the most points during the game wins. Rules of the game: 1. During the game only hand grips are allowed. 2. It is allowed to drag one by one, in pairs, several players at the same time.

Relay stage with balloon

Equipment: balls, buckets, sticks

Task: The first player pushes the balloon forward, runs the distance with it, directs the balloon into the bucket. He does all this by touching the balloon only with a baton, but by no means with his hands. Having driven the ball into the bucket, he picks it up and runs back and passes the ball and stick to the next player.

"Strong and smart"

Preparation. Two teams are arranged in a circle, through one. Inside the circle, at the line that bounds it, there are eight chocks, in the center of the circle there is a ball. Game content. On a signal, the participants in the game, holding hands and not disengaging them, try to push the enemy so that he knocks down a chock (town, small mace). The one who knocked her down takes the ball and, standing in the center of the circle, without leaving the spot, tries to hit one of the players of the other team with it, who scatter in different directions. The team with the fewest penalty points wins. Rules of the game: 1. If the thrower misses, his team is penalized with two penalty points. 2. For an accurate throw, the team that knocked down the chock is awarded one penalty point.

"Cockfighting"

Training. A circle with a diameter of 2 m is drawn on the floor. All players are divided into two teams and line up in two lines near the circle (one opposite the other). The content of the game. The players choose captains who send one of their players to the circle. Each of them stands on one leg, bends the other, and puts his hands behind his back. In this position, the participants in the duel (on a signal) begin to push each other out of the circle with their shoulders and torso, trying not to stumble. The winner is the player who manages to push the opponent out of the circle or make him stumble, thereby bringing the team a victory point. The team with the most wins wins. Rules of the game: 1. It is forbidden to remove hands from the back by the rules. 2. The match ends in a draw if both players are outside the circle at the same time. 3. The game continues until everyone has been a fighter. 4. Captains also fight among themselves (last).

"Call"

Preparation. Lines of cities are drawn on two opposite sides of the site at a distance of 18 -20 m. The players are divided into two equal teams, each of which chooses a captain. Conducting the game. Team players line up behind the city lines. The captain of the starting team sends any player to the city of the other team. Its participants extend their right arms forward with palms up, bending their elbows. The last player challenges any member of the opposing team to compete. He touches the palms of the players three times, counting loudly “One, two, three!” The one whom he touches for the third time must smack the caller. Everyone runs as quickly as possible to his home. If the called one managed to catch the opponent to the city line, then the latter goes into captivity and stands behind the back of the one who has put on the back. If the player is not caught, then, on the contrary, the called player becomes a prisoner. Then the captain of the other team sends the player to the challenge. It operates in the same way as its predecessor. If a player is summoned and captured, behind whom there is one or more prisoners, then he himself becomes a prisoner, and his prisoners return to their team. Thus, the number of players in teams changes all the time. The team wins, in which at the end of the set time (8-15 minutes) there will be more prisoners, or the team that took all the enemy players into captivity. Rules of the game: 1. The driver, calling the players, counts loudly. 2. He can touch any of them every time. 3. You can only touch with your right hand and extend only your right hand forward (you cannot lower it at the moment of touching). 4. If the captain himself was captured, he is replaced by one of the team players.

"Offensive"

Training. Teams line up facing each other on opposite sides of the site in front of the drawn lines and choose a name for themselves (for example, "Spartak" and "Zenith"). Conducting the game. The teacher invites the Spartak team to join hands and, at his signal, march towards the Zenit team. When the players are at a distance of three or four steps, the teacher blows a whistle, the players of the advancing team turn around and quickly run away from their home, and the players of the opposite team try to catch up and overpower as many opponents as possible. Those caught are counted and they continue to play for their team. Then, at the direction of the teacher, the players of the Zenit team attack, and those standing opposite catch them. The game is repeated several times. At the end of the game, they count how many pissed-off players are on the account of each team. Those who were not caught and pissed off more than the rest are noted. The team that knocks down more players for an equal number of runs wins. Rules of the game: 1. You can run away and catch up only on a signal. 2. Each team attacks the same number of times and catches the enemy only to the line. 3. You can offer players to take different starting positions: the attackers put their hands on each other's shoulders, take them under their arms, cross their arms, etc. 4. Waiting people can stand with their backs, sideways, sit, take a low start position.

"Flag Run"

Training. The class is divided into teams, in each of them a captain is chosen. Teams are located behind the starting lines - one opposite the other. The distance between the teams is 20-30 m. In the middle of the site, between the two lines that limit the strip 2-3 m wide, flags are laid out in a checkerboard pattern. Game content. On a signal, players quickly run up to the flags and try to collect as many of them as possible. After a set time, on command, the children return to their places, quickly line up. The captains collect and count the flags brought by their players. One point is awarded for each flag. The team with the most points wins. Rules of the game: 1. During the run, the player is allowed to collect any number of flags lying on the ground. 2. It is forbidden to take flags from each other. 3. You must not step over the lines that limit the place for flags. 4. Team captains play on an equal footing with everyone.

"Running With Revenue"

Preparation. The site is divided by a transverse line into two equal sections. At a distance of 2 m from the short sides of the site, two lines are drawn parallel to them. Between them, along the entire width of the site, 10 towns are placed on each side. The players are divided into two equal teams and are randomly placed on the court from the side of the lines behind which their towns stand (Fig. 10). Game content. At the signal of the teacher, the players of both teams begin to run across to the side of the enemy, trying to take possession of the towns, and each can take only one town in one run and take it to his side. Each player is allowed not only to take the enemy's towns, but also to salute those who cross with the towns in their own half of the site. The salted one gives the town to the one who salted it, and remains in place, waiting for the player of his team to help him out by touching his hand. The taken town is put in its place. The rescued player enters the general game. Play the set time (10-15 minutes). The team that manages to transfer more towns to their side wins. Rules of the game: 1. The game is allowed to start strictly on a signal. 2. Players may only be tagged in their own half of the court.

"Chase"

Preparation. Pupils line up on the site in two open lines of 6-8 m one after the other (Fig. 11). At 15 - 20 m from the first line, stuffed balls are placed (or flags are placed) 2 m from one another (according to the number of players in the line). A small cloth (tennis) ball is placed 2 m from each stuffed ball. Game content. At the command "Start!" players of both teams take the position of a high or low start (as assigned), and on the command "March!" rush to stuffed balls. Having reached them, the first numbers run around them from right to left and run for their starting line. The second numbers, bypassing stuffed balls, take small balls, turn around and rush after the fleeing first numbers, trying to hit their opponent with the ball. The first numbers, returning to their original place, stand behind the line where the second numbers stood. Those who are hit by the ball raise their hand. While the teacher counts the number of stained, the players in the throwing line pick up the balls and return them to their original place. Then the lines change roles. After several runs, it is calculated total number players caught by each team. The team with the fewest players caught wins. Rules of the game: 1. Each player must run around his ball. 2. After the turn, the player must run in a straight line without deviating to the side. 3. For violation of these rules, a penalty point is awarded to the team.

"Start After Throw"

Preparation. The class is divided into two teams - throwers and runners. On a spacious platform, throwers are located in a line 3-4 m from the starting line, on the side of the flags set 5-6 m from one another (Fig. 12). Opposite them, at the finish line, which is 15 - 20 m from the first starting line, two more flags are placed. Runners line up on the second starting line. On the starting line between the flags - two small balls. Game content. At the command "Start!" two throwers (in order) take their balls and stand in the starting position for throwing. At the same time, two runners take up a high (or low) start position. At the command "Attention!" throwers perform a throw, and on the next command “March!” - Runners rush forward. Throwers reach the finish line, go around each of their flags and come back. The runners pick up the balls after the throwers throw to hit the throwers. For a hit, the runner team gets a point. The balls are again placed between the flags, the next two throwers and two runners go to the start. This continues until all the throwers have thrown and run (each time the points scored by the runner team are counted). After that, the teams switch roles. The team with the most points wins.

Game rules:1. Throwers and runners run forward at the same time after the command "March!" 2. Throwing and dashing are carried out in a corridor 10-15 m wide. 3. Throwers after the throw must run around the flag at the finish line, otherwise they are considered tagged.

"Runway Guard"

Training. A stand 1.5-2 m high is placed in the center of the site (or hall). One team, having calculated in the order of numbers, takes a place around the stand, and the other, divided into two groups, is placed behind the front lines (Fig. 13). Game content. The players of the team standing behind the lines throw a volleyball between themselves, trying to get it into the rack. The players of the team located not far from the stand take turns running from one front line (stepping on it with their foot) to the other and returning back to the place they occupied before the start of the game. For each player who runs, the team gets one point. The game lasts 16-20 minutes, while after 8-10 minutes the teams change roles. The team that has made more runs during this time wins, i.e. scoring more points. Game rules:1. If the team throwing the ball manages to hit the stance, the players on the court change roles. 2. Those standing inside the area must not step beyond the circle line (2 m in diameter) drawn around the stand. 3. Defenders must not deliberately hold the ball. 4. Players inside the court must not run out before the appearance of the previous runner.

Golden Gate

This game is the forerunner of many popular games.

Description of the game In the game "Golden Gate" two players stand opposite each other and, holding hands, raise their hands up. Get "gates". The rest of the children stand one after another and put their hands on the shoulders of the person walking in front, or simply hold hands. The resulting chain should pass under the gate. "Gate" pronounce: Golden Gate Pass not always! The first time is forgiven, The second is forbidden, And the third time We won't let you through!

After these words, the “gates” abruptly lower their hands, and those children who were caught also become “gates”. Gradually, the number of "gates" increases, and the chain decreases. The game ends when all the children become "gates".

"Oncoming relay with running"

Training. The players are divided into several teams. Each, in turn, is divided in half. Teams line up opposite each other behind the lines. Players leading teams on one side of the court are given a baton (tennis ball). Game content. At the command "March!" wand players start running. Having run up to the head players of the opposing teams, they pass the baton to them and stand behind. The one who received the baton runs forward and passes it to the next player standing opposite, and so on. The relay ends when the teams change places on the court. Those who finish the run first win.

Rules of the game: 1. The relay starts on command. 2. It is necessary to run around the column from right to left and then pass the baton to the player who went half a step to the right. 3. To increase the load, you can play a game with double runs: the player who is on the opposite side, after passing the baton to him, again runs to where he started running.

"Day and night"

Training. The players are divided into two teams, which stand in the middle of the site with their backs to each other at a distance of 1.5 m. One team is given the name "Day", the other - "Night". Each team has a house on its side of the site (10-12 m). Game content. The teacher suddenly says the name of one of the commands, for example, “Day!” The players of this team quickly run away to their house, while the other team catches up and stains them. Salted players are counted (their number is recorded) and released to their team. Everyone gets back to their original places, and the teacher calls the team again. It is important that there is no strict alternation, then the players do not know which team will be named, and therefore are extremely careful. Before the signal, the leader, in order to divert the attention of the players, may offer them to perform various exercises (changing hand positions, jumping or stepping in place, etc.). The game is played several times, after which it is calculated how many players are caught in each team for the same number of runs (for three or four). The team with the most players wins. Rules of the game: 1. Players are allowed to tack only up to the line of the house. 2. The rest continue to participate in the game. 3. During the run, one participant can salt not only the person opposite, but also his neighbors.

"Circle Relay"

Training. All players are divided into three to five teams and stand in the middle of the hall like the spokes of a wheel, turning their right (or left) side to the center of the circle. It turns out a kind of sun with rays (Fig. 15). Each beam - line is a team. Players standing furthest from the center of the circle keep in right hand baton (town, tennis ball). Game content. At the signal of the teacher, those players who have a baton (town or tennis ball) in their hands run in a circle (on its outer side) past the rest of the “spokes” to their spoke and pass the baton to the player waiting on the edge, after which they stand at the other end his line (closer to the center). All players take a half step from the center. The one who received the baton also runs around the circle and passes it to the third number, etc. When the one who started the game is on the edge and an object is brought to him, he raises it up, announcing the end of the game by his team.

The team that finishes the relay first wins. Rules of the game: 1. During the run, it is forbidden to touch standing players, and those - to interfere with the players making dashes. 2. Penalty points are awarded for violations of the rules. The "Circle Relay", like the "Reverse Relay" described above, can be conducted while dribbling a basketball.

Boots - runners

It would be unfair to forget about this exciting children's competition.

Description of the game Two opponents are given very large adult felt boots. Children drown in them, and indeed they look like boys-with-toes in boots - Ogre walkers. There are chairs in front of them at a distance of 3-5 meters. At the command of the leader, they must run to the chairs, go around them and run back. The one who arrives first wins.

"Fishing Rod" (simple and command)

Training. To play, you need a rope 3-4 m long, at the end of which is tied a bag filled with peas or sand. Sometimes a regular jump rope is used for the game. This is a fishing rod with which the fisherman (leader) catches fish (the rest of the players). All players stand in a circle, and the driver - in the middle of the circle with a rope in his hands. Game content. Option 1. The driver rotates the rope with the bag so that it slides along the floor, making circle after circle under the feet of the players. They carefully watch the movement of the bag and jump up so that it does not hit any of them. The one who is touched by a bag or a rope stands in the middle and begins to rotate the rope, and the former driver goes to his place in a circle. The last two or three players left win. Rules of the game: 1. The player is considered caught if the rope touched his leg no higher than the ankle. 2. Players are not allowed to approach the leader while jumping. 3. The player who was touched by the rope is out of the game. Option 2 (command). Players standing in a circle are counted on the first or second and, accordingly, form teams. The driver (as in option 1) is the same. The player who was hit by the rope raises his hand up: he brings his team a penalty point. After each mistake, the score is announced loudly. The victory in the game is won by the team, after 2-4 minutes of the game, which received less penalty points. The rules of the game are the same as in option 1.

"Rope under your feet"

Training. Of the players, three or four columns are formed, which line up in parallel. The distance between them is 2 m, and between the players in the columns - one step. The head players in the columns receive a short rope. Game content. On a signal, they pass one end of the rope to those standing behind, both players carry the rope under the feet of the entire column (the rope almost touches the ground). Those standing in the column jump over the rope. The head player of the column remains behind, and the one who helped carry the rope (second number) runs forward. He gives the free end of the rope to the third, and the rope is again held under the feet of all the standing children. Now the second number remains at the end of the column, and the third one runs forward, etc. During the game, all players must pass the rope under the feet of their teammates. The game ends (lifting the rope up) by the player who was first at the beginning of the game. He ends the game in the same place. The winner is the team that finished the game first, provided that its players hit the rope the fewest number of times. Rules of the game: 1. Players are not allowed to touch the rope with their feet. 2. Each player must jump over the rope. 3. For each violation of the rules, teams are awarded penalty points.

"Jumpers and Fifteens"

Training. The participants of the game are divided into two equal teams, each of which lines up along the sides of the hall facing the middle. By lot, one team is appointed jumpers, the second - tags. The site is marked. At 1 m from the front border of the site, a starting line is drawn (for runners), and in front, after 3 m - the second starting line (for jumpers). In front of this line (10-12 m from it), a strip 1.5-2 m wide is drawn. The content of the game. At the command of the teacher "On the start!" four players from the team of jumpers take places behind the second line. Behind them, immediately behind the line closest to the wall, four from the tag team stand in the back of the head. At the command "Attention!" jumpers and tags take the position of a high start, and on the command "March!" everyone runs forward. The task of the jumpers is to reach the strip faster and jump over it. The task of the tags is to have time to pin the jumpers before they make a jump (the tags do not jump). If the jumper is not tagged before the jump, his team gets a point. The tag that touches the jumper with his hand before the start of the jump also receives one point. After the first fours, the second fours of jumpers and tags enter the fight until everyone takes part in the game. After that, the teams change roles and places on the start lines. In the end, the team with the most victory points wins. Rules of the game: 1. Fifteen is allowed to pass any player or several players. 2. The touch is counted only up to the moment of repulsion. 3. A jumper who stepped outside the strip or did not jump over it is considered to be tagged.

"Snipers"

Preparation. For the game, you need towns and tennis balls (preferably by the number of players). The participants of the game are built in one line and are calculated on the first or second. The first numbers - one team, the second - another. If the width of the court does not allow everyone to stand in one line, then the players form two lines, one at the back of the other. In this case, each line is a team. A line is drawn in front of the toes of the players, beyond which it is impossible to go when throwing the ball. At 6 m from this line and parallel to it, they are placed in a row (one and a half steps from one another) interspersed with 5 towns of two colors. According to the color of the towns, the teams are given names (for example, blue and white). Game content. At the signal of the teacher, the teams take turns in one gulp (all players at the same time) throw balls into the towns from a standing position, from a kneeling position or lying down, according to the rules of the game. Each captured town of its color is moved one step further, and the captured town of the opposing team is moved one step closer. The team that manages to push their goals further in the course of several throws wins. Rules of the game: 1. Towns are placed in new places after a volley from one of the teams. 2. Thrown balls are picked up by the players of the other team. 3. The teacher's assistant puts the downed towns in new places.

"Protect a Comrade"

Preparation. All players, except for two, stand in a circle at arm's length. A line is drawn in front of their socks. The players receive a volleyball. Two drivers go into the middle of the circle: they throw the ball at one, the other defends it, hitting the ball. The content of the game. At the signal of the leader, the players throw the ball to each other and try to knock out the driver with a direct hit. In the event of a hit in the driver, he is replaced by a defender, and the defender becomes the one who managed to pin the player with the ball. The players who last longer as drivers win. Rules of the game: 1. Hit when going beyond the circle line is not counted. 2. Headshots do not count. 3. The defender may hit the ball with any part of the body. 4. The driver must not touch the defender with his hands.

"Lizard"

Preparation. Participants are divided into two teams, one of which goes to the circle, and the other remains outside the circle with a volleyball. Players in a circle line up in a column led by the captain and take each other by the belt. Game content. At the signal of the leader, the players who form a circle throw the ball to each other, trying to knock out the last player in the column with a direct hit. The knocked out player is out of the game. After 5-8 minutes, the teams change roles. The team that knocks out the most players in a set amount of time wins. Game rules:1. It is not allowed to twist the spiral (hiding the latter). 2. Players must not disengage their hands. 3. Headshots do not count. 4. Hit from the rebound from the floor does not count.

Confusion

A fun game for a campaign of any age.

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

Game rules:1. The captain, defenders and servers must not step outside their circle. 2. You can not pull the ball out of your hands and hold it in your hands for more than 3 seconds. 3. If the defender of one of the teams accidentally touches the town with his foot and knocks it to the ground, the town should be put in place. 4. The town is considered to be knocked down when the ball of the captain of the other team hits it.

"Shootout"

Training. The game can be played on the volleyball court. In this case, there are middle and front boundaries of the site. Stepping back 1 - 1.5 m from the front line inside the hall, another line is drawn parallel to it to form a corridor (“captivity”). An additional line is drawn on the other side (Fig. 16). The content of the game. The players are divided into two equal teams, each of which is randomly located in its city on one half of the site (from the middle line to the corridor). During the game, you cannot enter the opponent's half. The leader throws a volleyball in the center, between the captains, and they try to hit it back to their players. The task of each team is to receive the ball and hit the opponent without going beyond the middle line. The opponent dodges the ball and, in turn, tries to hit the opposing player with the ball. Salted with the ball go beyond the line of captivity to the opposite side (into the corridor). The prisoner is there until his players help him out (by throwing the ball without touching the wall or the ground). Having caught the ball, the prisoner throws it to his team, and he runs from the corridor to his half of the field. The team wins, which, after 10-15 minutes of the game, will have more knocked-out players in the prisoner zone. The game ends ahead of time if all the players of one of the teams are captured.

Rules of the game: 1. You can kick the ball to any part of the body, except for the head. 2. You can catch the ball with your hands, but if the player drops the ball, then he is considered tagged and is taken prisoner. 3. It is not allowed to run around the court with the ball in hand, but you can dribble it. 4. The ball, which went out of bounds, is given to the team, because of the line of which it rolled out. 5. For the committed violations, the ball is transferred to the opponent.

"Dimble and sharp"

Training. Three concentric circles with diameters of 3, 10 and 15 m are drawn on the site. Six towns, chocks, small maces are placed around the circumference of a small circle. Game content. Two teams are playing. Each has one captain and three defenders. The rest of the players are servers. The captains are placed in a small circle, the defenders are in the middle, and the servers are placed in a large circle. The teacher gives a volleyball to one of the captains. He throws it to his server, who tries to pass the ball back to the captain. The defenders of the opponent try to intercept the ball and pass it to their server. Having received the ball, the captain knocks down one of the towns with it, which is removed from the site. The teacher gives the ball to another captain, and the game continues. The team whose captain knocks down four towns first wins.

Dwarfs and giants

Description of the game Children stand around the leader, who tells that there are very small people in the world - dwarfs, and there are huge ones - giants. When the host says: “Dwarfs!”, He sits down on all fours, lowers his hands, showing with his whole appearance what small people they are. He even pronounces the word "dwarfs" in a thin voice - that's how tiny they are. And when he says “Giants!”, His voice becomes rougher, the leader stands up to his full height, and even stretches his arms up - they are so huge. The children really like this game of the host, they laugh and also stretch to their full height - “giants” and sit on all fours - “dwarfs”. When the guys learned how to correctly follow the commands, the host warns that now he will see who is the most attentive. Leading: Remember, children, the correct commands: “Dwarfs!” and "Giants!" All my other commands do not need to be executed. The one who makes a mistake is out of the game. First, the host gives the correct commands, and then the words “dwarfs” and “giants” are replaced by similar ones. The one who makes the fewest mistakes wins.

Description: participants move freely around the hall in the basketball stance: straight, right side, left side, back forward, trying not to hit each other. At the signal of the teacher, they perform a two-step stop and assume the basketball player's stance.

The one with the correct stance wins.

Notes: Players who complete the exercise correctly can further evaluate other participants.

"Brother Rabbit, Brother Fox"

Venue: small hall or any venue.

Description of the game: all participants in the game are built in one line. The teacher walks along the line behind the backs of the students and touches one of them - this is a “fox”. Then all the participants (“rabbits”) disperse around the hall and say the following words: “If you drop the bowl, the bowl will break, if the fox’s tail is close, then Lisk is close.”

After these words, the “fox” loudly shouts “Here I am!”, while simultaneously jumping up and raising his arms, after which he catches the “rabbits”. The one whom the “fox” has caught goes to the “fox house”. After the game stops, all its participants are again lined up, and a new “fox” is selected. The game continues.

Note:

  • when choosing a “fox”, students stand with their eyes closed and hands clasped in a “boat” behind their backs. Whom the teacher touches by the hands is the “fox”;
  • if the child does not want to be the driver, he puts his hands on his stomach;
  • if during the first period of the game the participant was caught, then in the next period he cannot be a “fox” (when choosing “fox”, he puts his hands on his stomach);
  • as the game is mastered, the teacher must explain that the “fox” is not only fast, but also cunning, so she must deceive the “rabbits” - not give herself away ahead of time and choose a place in the hall where there are most of the game participants (so that you can immediately hurt one of them)
  • if the “fox” did not shout “Here I am!”, or did not raise her hand (that is, she was not seen or heard), the game stops and a new “fox” is selected;
  • the score is given to the fastest "fox" - she hunted well; to the “cunning fox” herself - for cunning; “rabbits” who have not been caught during the entire game or have been caught, but before that for a very long time and deftly dodged the “fox”.

“Swift deer”

Venue: Sports ground or large hall.

Description of the game: the teacher chooses four drivers - these are "wolves", the rest of the participants are "swift deer". “Wolves” are divided into two groups: two “wolves” are “beaters”, the other two are in “ambush”. At the signal of the teacher, the “deer” run away from the “wolves” to the other side of the site. "Beater wolves" catch "deer" throughout the site, and "wolves in ambush" - only on the middle line of the hall. After each run, the number of “deer” caught is counted, after which they can again take their place on the site. The game continues.

Note:

  • the number of runs and "wolves" depends on the size of the site and on the number of participants in the game;
  • the caught "deer" can drop out of the game and stay in a specially designated place. They enter the game when a new group of “wolves” is selected;
  • “wolves” are selected from those participants who were not tagged;
  • the score is given to the best group of “wolves” and those “deer” that were not caught during the entire game.

“Bouncers squared”

Venue: sports hall, any lined area.

Description: the participants of the game are divided into two teams, one of which will be in a square of 10 x 10 m, and the other outside it. On a signal, the members of the outside team begin to kick their opponents with the ball.

Notes: The player who has been knocked out must sit on the bench.

Options:

  1. The team that knocks out all opponents in the shortest time wins.
  2. The team that eliminates the most players in a given time wins.

"Jugglers"

Description: participants with small balls in their hands are located throughout the hall. At the command of the teacher, the children perform tossing and catching the ball: with one hand, with two, throwing it from hand to hand, etc. The participant(s) who stays on the court the longest wins.

Notes: the player who dropped the ball sits on the bench or goes “backstage” (a part of the hall specially designated for this), and continues to perform exercises with the ball there.

"Swift Team".

Venue: Sports Hall.

Description of the game: two teams are located on the volleyball court, each on its own side. Participants are built in a column or line. On each side of the court there are posts, one or two in each of the areas of the volleyball court, the total number of posts corresponds to the number of players in the team. Each member of the team knows to which zone he should move on the signal. The participant must run to the counter and return back. The first team to line up at the start line wins. The start line, as well as the location of the team on it, can be changed. It is also possible that participants perform certain exercises near the counter. In addition, at each stage of the game, players change zones.

"Team relay on the ground."

Venue: Playground around the school.

Description of the game: participants are divided into two teams. Then both teams conduct an inspection of the terrain along which the relay path will pass, as well as the obstacles that they will need to overcome. If possible, a judge is placed at each stage. After that, the teams draw lots, and one of the teams goes to the start. The finish is determined by the last player. Then the second team starts. The results of both teams are recorded by a stopwatch and at the end of the relay are compared, taking into account penalty points.

Obstacles in the relay race are determined taking into account the sports equipment located on the site.

Between obstacles, the team moves at a run.

"Curl Mice".

Venue: Gym or any venue.

Description: Participants are divided into two teams, each of which forms a circle. A prerequisite for the game is that the participants hold hands tightly and do not disengage until the end of the game. Both teams are in the middle lane. The teacher or a specially selected leader says the following words: “ears, drying, buns, mice, curls”. For each of these words, the team members must “twist”, crawling under each other's arms. The result is a circle-“curl”. Then the driver begins to keep score, and the teams take one step towards the score towards the wall or some landmarks. The first team to reach the goal wins.

Notes:

  • the score is kept slowly so that each of the participants has time to take a step
  • a reference point can be a student (or two students) released from the lesson, who stand with outstretched arms. As soon as he touches one of the approaching team, he raises his hands up, i.e. this team wins.

“Fox hunting”

Venue: The game is played near the school or in any restricted area.

Description of the game: all participants are divided into 2 teams, after which a draw is held. One of the teams becomes "hunters", the other - "foxes". At the signal of the teacher, the "foxes" run away and hide in the area. After 30-40 seconds, “hunters” run after them. The task of the “hunters” is to catch up or find the “fox”, taunt it and lead it by the hand to the “hunting lodge”. The game ends when the “hunters” catch all the “foxes”.

Note:

  • members of the “fox” team put on bibs;
  • “hunters” are in the so-called “hunting lodge” and always stand with their backs to the “foxes”;
  • the starting line for the “foxes” team is 5-10 meters from the “hunting lodge”;
  • “Foxes” are prohibited from: going beyond the boundary lines (fence, etc.), climbing trees, hiding in the school building and refusing to go with the “hunters” if they taunted him. In all these cases, the “fox” player is punished with penalty points and is considered to be caught;
  • "hunters" are forbidden to fight with the "fox" if she does not want to go. In this case, you need to run to the start line and call the number of the “fox” that violated the rules;
  • if the “hunter” taunted the “fox”, then he needs to take her by the hand and bring her to the “hunting lodge”. You can also transfer the “fox” to another “hunter”, and run further to “hunt” yourself. In the same way, you can transfer the number of the “fox” that violated the rules;
  • the winner is the team that, being a team of "hunters" caught all the "foxes" in less time;
  • penalty points are converted into seconds and subtracted from the time taken to catch the “foxes” by the opposing team.

"Hunters, wolves and fir-trees".

Venue: Gym or any venue.

Description of the game: one or more drivers are selected (depending on the size of the site and the number of participants), which are located in the corner of the hall or on the edge of the site - these are hunters. The rest of the participants are wolves. On a signal, the hunters run out of their shelter and try to overpower the wolves (with a ball or hand). The captured wolf does not leave the game, but “transforms” into a Christmas tree - it stops in place and raises its arms like branches. Trees standing nearby can move towards each other, join hands and form a forest. Those wolves that have not yet been tagged can hide behind fir trees or behind the forest, but even in this case they can be tagged. The wolf or several wolves, the last ones to be bitten, wins (they become hunters).

"Ginger cat"

Venue: Gym or Playground.

Description of the game: the teacher chooses one driver - this is the “Red Cat”. He becomes in the center of the hall, and the rest of the participants in the game (“mice”) are located around the “cat” and hold hands. Then the “cat” crouches and covers his eyes with his hands, as if he were sleeping. “Mice” refers to “cat” with these words:

“A sluggish red cat was resting his stomach.

I want to eat, but too lazy to toss and turn.

So the red cat is waiting - maybe the mouse will crawl up!

After these words, the “mice” scatter, and the “cat” catches them. Caught "mice" sit on the bench and "mourn" because the "cat" ate them. The game lasts 10-20 seconds, after which the "cat" chooses a new "cat" from the "mice" that have not been caught!. Then the “eaten mice” re-enter the game, and it continues. The game is played 3-5 times.

Note:

  • The “cat” closes his eyes with his hands so that he does not look in advance at the “mouse” he is about to catch. But the “cat” is allowed to spread his fingers and surreptitiously spy on the “mice”;
  • you can choose two “cats” and even three if the game is played in a large hall (in this case, they are located with their backs to each other);
  • as the game is mastered, the actions of the “mice” become more complicated - they can walk in a circle (on their heels, on their toes, etc.) or perform some attention exercises in a circle;
  • the score is given to the “cat” that caught a lot of “mice”, or to the “cat” that ran out very quickly and immediately caught several “mice”; or “mice” that have not been caught during the entire game

"The most accurate team."

Venue: Gym or any venue.

Description: Participants are divided into two teams. Then they are rebuilt in two columns, while taking a stand with legs apart, hands on the shoulders of the person in front. The very first participant holds the ball in his hands. On signal, that player leans forward and rolls him back as hard as possible. The last player receives the ball, runs forward with it and continues the action of the first participant. The team in which the captain with the ball in his hands is again in front of the team wins. A team is awarded one point for a win. After that, other captains are selected, but the scheme of the game changes: the participants close their eyes (either themselves or the player standing in front), and the players with the balls change their location, but at the same time try to be close to each other. On a signal, the rest of the participants open their eyes, run to their captains, line up in the same order and repeat the previous exercise.

The game is repeated 5-6 times, with the captains changing each time. There is no limit to how far the ball carriers can run, but they must be within sight of the other players.

The team with the most points wins.

Notes: the ball is passed only after the last member has entered the column. This player must give some sound command or password to the person in front: for example, “rocket is ready” or any other command.

"Detectives"

Venue: Gym or any sports ground.

Description: all participants are facing the wall. The teacher or the driver hide any small object anywhere (for example, a key). On a signal, the participants begin to look for a hidden object. Whoever finds it first becomes the “best detective”.

Notes: "best detective" can be further driving.

"Round dance"

Venue: Gym or any venue.

Description: All participants are divided into groups, each of which must include both boys and girls. The group joins hands and forms a round dance, while trying to remember each other. Then the participants disperse to opposite edges of the hall (separately: boys and girls) and line up. Then, at the command of the teacher, everyone performs turns or some other exercises, possibly with their eyes closed. At the command “Round dance”, the participants must join their groups. The team that does it faster than the others wins.

Notes: it is advisable to mark the place where the participants of the “Round Dance” are built with chips.

These games very well develop the child physically, as well as cheer up children

SKIING

Draw two lines on the asphalt with chalk, a sharp object on the ground for each team. We draw the lines intricately, in zigzags, so that they either move away or move closer. The participant is given 2 gymnastic sticks, which are now skis. On a signal, the players run, placing their feet only on the drawn lines, back and forth. While moving, you can help yourself with sticks.

SKATE RUN

The player gets up in large galoshes and overcomes the distance back and forth.

HORSE RIDING

The player sits on a stool, holding the edges and helping himself with his feet, overcomes the distance back and forth.

ROWING

It is necessary to take a gymnastic stick (no more than 1 m). The first one squats down with a gymnastic stick in his hands. On a signal, he starts moving forward. At the same time, for each step, she must touch the ground with a stick: a step with her left foot - with her right end, a step with her right foot - with her left end - 10 m. She returns back by running.

THE LITTLE HUMPBACKED HORSE

The participant bends at the waist, takes the ball (ball) and puts it on his back. To prevent the ball from falling during movement, it must be held with your hands, while remaining in a half-bent state. But the participant will need to overcome obstacles, for example, three stools placed on the relay line will need to climb up, then jump off it.

THE CORE OF BARON MUNCHHAUSEN

The core is a ball on which it is written: “core”. Participants must saddle the core, holding it between their knees and holding it with their hands. At a signal in this position, they must make their way to the turning flag and back. If the balloon pops, the team is out of the game.

PUSS IN BOOTS

The first participant, on a signal, must quickly put on big boots and quickly run to the finish line. It can be complicated. Place 3 skittles along the way. Running past them, each participant must linger and bow, beautiful and original (3 bows)

ROPE WALKER TIBUL

Stretch an ordinary rope along the ground from start to finish. All players in turn will run along it to the turn, and on the way back they will try to jump the entire distance on one foot. At the same time, you need to be careful: each time you put your foot on the rope, and not past. Otherwise, the judge's clap is heard, with which he warns of the danger.

FOX ALICE AND THE CAT BASILIO

2 members. One bends one leg at the knee and holds it with his hand, remaining on one leg. The second is blindfolded. The fox puts his free hand on the cat's shoulders, and on a signal they cover the distance back and forth.

DON'T KNOW ON A BALLOON

The participant takes a bucket in one hand, in which balls, skittles, cubes, etc. The other is a ball. And he runs with them to the finish line, where the hoop is located. The player puts one item from the bucket into the hoop. Returning to the team, he betrays the bucket and ball to the next participant. He does the same.

Municipal Budgetary Educational Institution

Basic Education School No. 15

Performed by a physical education teacher:

Babitskaya O.V.__________

Cherepovets

2017

Table of contents.

    Explanatory note. Introduction

    Outdoor games.

    Mobile ball games.

    Mobile games for reaction.

    Rhymes.

    Literature.

    Introduction.

The game has long been an integral part of human life, used for the purpose of education and physical development of the younger generation.

The concept of "game" includes many various forms game folklore, each of which, ultimately, contributes to the comprehensive development of children: physical, mental, mental. Gaming activity is one of the needs due to the very nature of man - this is the need to train muscles and internal organs, the need to communicate, receive external information.

The process of the game is connected with physical and motor exercises that are prestigious for children, the element of the new, the unknown is always embedded in the game.

An outdoor game is a natural companion of a child's life, a source of joyful emotions that have great educational power. Folk outdoor games are a traditional means of pedagogy. From time immemorial, they have clearly reflected the way of life of the people, national foundations, the idea of ​​honesty, courage, the desire to possess strength, dexterity, endurance, speed of movement, to show ingenuity, endurance, resourcefulness, will and desire to win. It is the game process that ensures the development of the educational potential of the individual, his individuality, creative attitude to activity, many games of the peoples of the world are similar to each other, and for almost all peoples, one of the most favorite attributes is the ball.

So in recent times our children lead a sedentary lifestyle, replacing physical education and sports with spending time watching TV and a computer, children's health is deteriorating. In addition, the ball modern school becomes one of the traumatic subjects: very often, children, not having received the proper development of physical skills in early and younger school age, in the future they get injuries of the hand and fingers. Exercises with different balls (small, large) are dynamic and emotional. They contribute to the development of strength, sports and strength qualities, coordination abilities, speed of simple and complex motor reactions, require the manifestation of resourcefulness, the ability to concentrate and switch attention, spatial, temporal, dynamic accuracy of movements and their biochemical rationalization.

They effectively influence the development of both mental processes (attention, perception, memory, imagination) and physiological (increases blood circulation, respiration, metabolism).

Target: strengthening the health of children, the formation of healthy lifestyle skills and the physical development of students.

Tasks:

1. Expansion of motor experience and its enrichment with new, more complex movements
2. Improving motor skills and their use in changing game situations
3. Development of creative abilities and physical qualities
4. Education of independence and activity with new, more complex movements
5. Introduction to the elementary norms and rules of relationships with peers.

When conducting outdoor games among primary school students, it is necessary to take into account the anatomical and physiological characteristics of children of this age, the relative susceptibility of their body to various influences. environment and rapid fatigue. The skeleton of a junior schoolchild is still being formed. A significant layer of cartilage tissue causes greater flexibility of the bones, especially the spine. The muscles are relatively weak (in particular, the muscles of the back and abdominals). The strength of the supporting apparatus is also still low. Therefore, outdoor games with a variety of movements, without prolonged muscle tension, are of great importance.

Children show great physical activity in games, especially in those cases when jumping, running, and other actions that require a lot of effort and energy are mixed with at least short breaks and active rest. However, they get tired pretty quickly, especially when performing monotonous movements. In light of the above, physical activity when engaging in outdoor games, it is necessary to strictly regulate and limit. The game should not be too long.

The function of attention in younger schoolchildren is not yet sufficiently developed, they are often scattered, switching from one subject to another. In this regard, it is desirable for them to offer short-term outdoor games in which high mobility alternates with short-term respite. The simplicity and scarcity of the rules is due to the insufficient stability of attention and the relatively poorly developed volitional qualities of children aged 6-9. Children of this age are active, independent, inquisitive, tend to immediately and simultaneously join the ongoing games, and during the game they try to achieve the set goals in a relatively short time; they still lack endurance and perseverance. Their mood changes frequently. They are easily upset by failures in the game, but, carried away by it, they soon forget about their grievances.

Children in grades 1-3 are very active, but, of course, they cannot calculate their capabilities. All of them basically want to be leaders, so the manager himself must appoint them in accordance with their abilities. You can also assign the player who won the previous game as a driver, encouraging him for not being caught, completing the task better than others, taking the most beautiful pose in the game, etc.

The choice of a leader should contribute to the development in children of the ability to correctly assess their strengths and the strengths of their comrades. It is recommended to change the driver more often so that as many children as possible can be in this role.

Signals in games for primary school children are best given not with a whistle, but with verbal commands, which contributes to the development of the signaling system, which is still very imperfect at this age. The recitatives are also good. The rhyming words spoken in chorus develop speech in children and at the same time allow them to prepare for the performance of the action on the last recitative. Children at this age are very vulnerable, so it is not recommended to take them out of the game for mistakes.

The leader should be tolerant of violations in the game, non-compliance with the rules, remembering that this is mainly due to inexperience, inability to play collective games and insufficient general physical development of children.

The predominant place is occupied by games, with short dashes in all directions, in a straight line, in a circle, with a change in directions; games with running such as "catch up - run away" and with dodging; games with bouncing on one or two legs, with jumping over conditional obstacles and over objects (low bench); games with passing, throwing, catching and throwing balls, cones, sandbags, pebbles at a distance and at a target; games with a variety of movements of an imitative or creative nature.

To conduct most games in the lower grades, the leader needs bright, colorful equipment, since in children the visual receptor is still poorly developed, and attention is scattered. The inventory should be light, convenient in volume, and correspond to the physical capabilities of children.

It is recommended to distribute outdoor games during the lesson as follows. In the main part of the lesson, for the development of speed and dexterity, it is better to play games - rushes ("Wolves in the ditch"), in which children, after a quick run with dodging, jumps, jumps, can rest. Games with rhythmic walking and additional gymnastic movements, which require organization, attention, and coordination of movements from the players, contribute to overall physical development (for example, the game “Who came up”). It is better to include them in the preparatory and final parts of the lesson.

Each game has certain rules that each participant must follow. Today's children know few games. Therefore, taking into account the individual characteristics of the children of the class, they must first be taught, introduced to the rules of a particular game, helped to organize themselves so that in the future the children can play games on their own, without a teacher.

    Outdoor games.

"Owl"

Training. From among the players, an "owl" is selected. Her nest is away from the site. It can be outlined, fenced off by a gymnastic bench. The players on the court are randomly located "owl in the nest".

Game content. At the signal of the host: “The day is coming, everything comes to life!” - children begin to run, jump, imitating the flight of butterflies, birds, beetles, depicting frogs, mice, kittens. At the second signal: "The night is coming, everything freezes - the owl flies out!" - the players stop, freeze in the position in which they were caught by the signal. "Owl" go hunting. Noticing the moving player, she takes him by the hand and takes him to her nest. In one exit, she can get two or even three players. Then the "Owl" returns to its nest again and the children again begin to frolic freely on the playground.

Players who have not been caught even once win. You can also note the best driver - who caught more players.

Rules of the game :

The “owl” is forbidden to watch the same player for a long time, and the caught one is not allowed to escape.

After 2-3 outings of the "Owl" to hunt, she is replaced by new drivers from among those who have never caught her.

"Two and Three"

The players run all over the playground. At the signal "Two!" the players form pairs with anyone nearby. At the signal "Three!" get up in threes.

"Tea, tea, help me out!"

A leader is chosen from among the children. Those children whom he touched are considered to be caught. They stand up with their legs wide apart, arms to the sides and say: “Tea, tea, help me out!” Any player can help the caught one if he crawls between his legs.

"Santiki-wrappers-limpompo"

Number of participants: from 6 people

The players form a circle, standing facing the center. The driver steps asidebecause he should not see who is chosen as the "ringleader". The task of the ringleader -show various movements who should be right there, keeping up withhim, repeat the players: clap, squat, bounce,threaten with a finger, etc. All players, except for the driver, pronounce duringmovement of the word: "Santiki-wrappers-limpompo!" The driver is called into the circle, and hebegins to walk inside it, looking closely at who commands the players.The ringleader must imperceptibly change movements, choosing the moment whenthe driver does not look at him. If the driver guessed the ringleader, then he changes fromroles, and if not, the game continues.

"Empty place"

Goals : improve running skills, develop agility.

The players stand in a circle, choose the driver. Starting the game, he runs past the players, pats one of them on the shoulder and continues to run further in a circle. The stained one quickly runs inopposite side of the driver. Which one of them will run first?to an empty seat in the circle, he occupies it, and the latecomerbecomes a leader.

"Best Circle"

Goals : improve your running skills.

All players are divided into four teams, join hands and formfour circles. These circles should be equidistant fromcircle drawn in the center of the site. On command signaltrying, without disengaging their hands, as soon as possible to get intocentral circle.

Rules of the game : Teams must not interfere with each other. winsthe team that managed to get into the circle without disengaging their hands.

"Mousetrap"

Goals : develop dexterity.

Participants are divided into two unequal subgroups. Lesser(about a third of the players) forms a circle - a mousetrap. The rest are mice, they are outside the circle. Players forming a circlemousetrap, clasped hands raise up. Mouse Playersrun into the circle and immediately run out. At the signal "Clap!" playingthey lower their hands in a circle and squat. The mousetrap is considered slammed. Mice that do not have time to run out of the circle are considered to be caught. They stand in a circle and the game continues. Whenmost of the mice are caught, the players switch roles.

"Neighbour's Hands"

Goals : develop attention, ingenuity.

The players stand in a circle. The leader of the game walks inside the circle and,stopping near some player, he says: “Hands!”

The player to whom the words are addressed must stand still, butthe player standing to his right must raise his righthand, and standing on the left - left.

Rules of the game : If one of the players makes a mistake (raises the wronghand or hesitates), then he is out of the game.

Salki "Feet from the ground"

Escaping from the "tag", the players must take their feet off the ground (floor). To this end, they climb on any object or sit down, lie down, raising their legs up. In this position, the "trail" has no right to salt them.

Salki "Give a hand"

In this game, the person running away from the "trail" shouts: "Give me your hand!" If one of the players takes his hand with him, then the driver does not have the right to touch them. If, on the other hand, another player joins, that is, there will be three of them, the driver has the right to salute any extreme.

"Find yourself a mate"

Goals : develop attention.

Participants stand in pairs, holding hands. At the signal of the driverthe players run away. On another signal, they must quicklyfind your friend.

Rules of the game : it is forbidden to push, get up not with your ownreal couple.

"Seine"

Playground 20 * 30 m. On the left and right sides of the site, places are determined for saving "fish", bounded by lines across the width of the site. The rest of the area is "water" on which "fish" swim. At the beginning of the game, all participants are divided into "fish" (2-3 participants) and "net" (other participants). "Fish" are in houses on one side of the site, and the players, depicting a "net", join hands, forming a chain. On a signal, "fish" leave the houses and go into the "water", swim on the "water" or run across to the other side. Depicting the "net", keeping the chain, run to them. They try to surround one or more "fish". When the hands of the two extreme players in the chain close, forming a ring, all the “fish” that are in it are considered to be caught and are out of the game. So they play until 2-3 "fish" remain free.

"Water"

drivingsitting in a circle with closed eyes. The players move in a circlein words:Grandfather water, What are you sitting under water, Look at a little,For one minute. The circle stops.Water gets up and, without opening his eyes, goes to one of theplaying. His task is to determine who is in front of him.Watercan touch the player in front of him, but the eyes cannot be opened. If awaterguess hechanges role and now the one whose name was called becomes the leader.

« Shore and river»

This game requires the children to be attentive. Two lines are drawn on the ground at a distance of about one meter. Between these linesriver, and along the edgesCoast. All the guys are on the banks. The leader gives the command: river, and all the guys jump into the river. On commandCoast everyone jumps to the beach. The host gives commands quickly and randomly to confuse the players. For example: coast, river, river, coast, river, river, river ... If on commandCoast someone was in the water, then he is out of the game. Inattentive players who, during the command, the river was on the shore, also leave the game. The game continues until the most attentive participant is determined. You can congratulate him and start the game again.

"Traps"

Six players stand in pairs, holding both hands and raising them up. ittraps, they are located at a small distance from each other. All other players join hands, forming a chain. They must move through the traps. By the cotton of the leader, the traps slam shut, i.e. the guys depicting traps lower their hands. Those playing who are caught in a trap form pairs and also become traps. In this game, the most dexterous and fastest of the guys is revealed - the one who managed not to fall into a single trap until the end of the game.

"The kite and the mother hen"

One of the players is chosen as a "kite", another - as a "brood hen", the rest - "chickens". They stand behind the "hen", forming a column. Everyone is holding on to each other. On a signal, the “kite” flies out of the nest and tries to catch the “chicken”, which is the last in the column. The “hen”, stretching his arms to the sides, does not allow the “kite” to grab the “chicken”. All "chickens" follow the movements of the "kite" and quickly move after the "hen". You can’t: unhook your hands and hold the “kite” with your hands.

"Carp and pike"

Half of the children form a circle - "pebbles in the pond." The distance between the players is two steps. The rest of the players are divided into 2 pike. Which is located outside the circle, and "carp". Running inside the circle On a signal, the “pike” quickly runs into the circle, trying to catch the “carp”. They rush to take a place behind one of the players standing in a circle (“pebbles”). "Pike" catches those who did not have time to stand behind the "pebble". After 3-4 repetitions, the caught "crucians" are counted; children depicting "pebbles" and children depicting "carp" change roles; a new "pike" is appointed.

"Crows and Sparrows"

Two parallel lines are drawn at a distance of 1-1.5 meters. Another 4-5 meters are measured from them, and they are drawn along the line. The first two lines are the start lines, the second- houses. Teams line up with their backs to each other near the first lines, i.e. at a distance of 1-1.5 meters. There are two teams, one of them is calledsparrows, and the second -crows. The leader stands between the teams and calls the words:sparrows orcrows. If the host said:crows, then the crows catch up with the sparrows, who are trying to escape for the second line, i.e. hide inhouse. All captured sparrows become ravens. If the leader sayssparrows, then the sparrows run and catch the crows. The game can continue until there are no players left in one team. Or the game goes a certain number of times, and then the team with the most players wins.

"Hello"

Everyone stands in a circle, shoulder to shoulder. The driver walks along the outside of the circle and touches one of the players. The driver and the player who was hit run in different directions along the outside of the circle. Having met, they shake hands with each other and say: "Hello." You can also say your name. Then they run further, trying to take an empty place in the circle. The one who is left without a place becomes the leader.

"Hare without a lair"

The participants of the game stand in pairs facing each other, raising their clasped hands up. It -hare lair. Two drivers are selected -hare andhunter. Haremust run away fromhunter,while he can hide inlair,those. stand between the players. The one to whom he stood with his back becomeshareand runs away fromhunter. If a hunter" osasithare, then they switch roles.

"Traffic light"

Two lines are drawn on the site at a distance of 5-6 meters from each other. The players stand in one line. The driver stands between the lines approximately in the middle with his back to the players. The leader calls a color. If the players have this color in their clothes, they freely pass by the leader for another line. If there is no such color in clothes, then the driver can touch the space between the player's lines. The salted one becomes the driver. If the players all switched to the other side, then the driver again becomes his back to the players and calls the letter.

"Wolves in the Den"

A corridor is drawn on the site(ditch) up to 1 meter wide. A ditch can be drawn in a zigzag, where it is narrower, where it is wider. Inditch drivers are located -wolves. There are few of them - only 2 or 3. All the rest playing -hares - try to jump over the ditch and not be tagged. If the hare is touched, he is out of the game or becomeswolf. Wolves can hurthares just being in the ditch.Hares the ditch is not crossed, but jumped over. If leghare touched the territory of the moat, which means that hefell into the ditch and in this case is also out of the game.

"Heel-nose"

For the game you need 12-20 people.

Two circles are formed: external and internal with the same number of players. One person from the inner circle and one from the outer form a couple (each must remember his partner). At the command of the leader, the outer circle begins to run clockwise, and the inner one against. The host will give commands that each pair must complete, and very quickly. The last pair is out of the game.

For example, if the host calls out:Back to back! it means that the pairs must connect precisely with these parts of the body. The last pair to do so is out of the game. The pair that reaches the end wins.

Leader commands can be:

palm to palm

ear to shoulder

knee to palm

heel to heel

knee to shoulder

elbow to heel

back to back

heel to toe, etc.

"Cones, acorns, nuts"

The players stand in a circle of 3 one by one, facing the center. The driver becomes in the center. The leader gives all the players a name: the first in threes are cones, the second are acorns, the third are nuts. On a signal, the driver says, let's say "Nuts!" All players called nuts should change places. The driver strives to take any vacant seat. If he succeeds, then the player left without a place becomes the driver. If the driver says "Acorns!" the players who stand second change, and if “Bumps!”, then the first players. You can call all three names out of order. Players who have never been drivers win. You can build each triple not in a column, but in a circle.

"Hurry up to take a seat"

The players form a circle and are calculated in numerical order. The driver becomes in the center of the circle. He loudly calls any 2 numbers. The numbers called must immediately change places. The driver tries to get ahead of one of them and take his place. Left without a seat goes to drive. The numbers should not change.

"Change of Places"

The players are divided into two equal teams. On the two opposite front sides of the hall, two borders for both teams are marked. One team is behind the other border, the other behind the other. The distance between the teams is at least 12-15 meters. At the signal of the leader, each team simultaneously runs across the opposite border, i.e., the teams change places. You can move different ways: running, jumping, on two legs, on one, etc. The method of movement is determined in advance. The team that manages to quickly take places on the opposite side wins.

"The Fastest"

Two teams play, the players of each are calculated in order and remember their numbers. They stand in a common circle (through one) facing the center. The ball is in the center of the circle. The host calls any number, the players under this number from both teams run around the circle outside (both run in the same direction), and when they reach the place where they stood before, they run to the ball to take it. Whoever does this first earns their team a winning point. The game is played for 3-5 minutes. The team with the most points scored wins.

"Stain the Last"

Two teams of 5-7 people stand one after another and take the belt. One column stands opposite the other. On a signal, the first player of each column seeks to spot the trailing player of the other team. The touch is counted if the players of his team have not disengaged their hands. To do this, they must be very mobile and closely monitor the movement of the team - the caterpillar, which is trying to strike back. A point is awarded for each correct touch. The game lasts 3-4 minutes, after which the winner is determined - the team with the most points.

"Third extra on a walk"

Having broken into pairs, the players stand in a circle and slowly walk in one direction, holding hands or arm in arm. Free hand on the belt. The one who runs away, when he is in danger, attaches himself to any pair, taking the last one by the arm, and then he cannot be caught. The third player on the other side of the pair must run away from the driver and also, fleeing from persecution. Join any pair on the right or left, grabbing the last one by the arm. The game continues until the driver catches one of the runaways. Then the caught one changes role with the driver. In this game, the driver and the evader are allowed to run through the circle, but it is forbidden to needlessly touch the players in pairs while running past.

2. Outdoor ball games.

"Salki"

Purpose of the game : development of endurance, speed and coordination abilities.

Rules of the game:

Easy option.The players are freely located in the hall (on the court). One of the participants is the driver. They give him a ball, which he lifts up and says loudly: “I am a tag!” Salka tries to catch up and touch one of the players with her hand. The ball is passed to the salted one, he says loudly: “I am a tag” - and the game continues.

The new driver is not allowed to immediately touch the player who has dumped him with his hand. The winners are the guys who were not tagged.

When playing a game with a large number of participants, it is better to divide the site into three or four independent sections. Then the tag and the group of players run only within their area.

Complicated options:a) Rescuing a comrade, you can cross the road to the driver, Then the tag begins to pursue the one who crossed his path, or another player; b) there is one or two houses (outlined circles) where it is not allowed to kick players. Stay in the house for more than 10 s. not allowed; c) the tag is not allowed to touch the hand of the one who jumped onto the projectile, climbed the gymnastic wall, clung to the crossbar, in a word, tore his legs off the ground. The rules forbid the tag to guard the escaping for more than 5 seconds. Salted changes role with the pursuer.

"Calling Numbers"

Purpose of the game : development of attention, correct execution assignments.

Rules of the game:

Players are built in columns in front of the posts, located at 15-20 m, and are calculated in order. The teacher loudly calls a number, for example "5". The fifth numbers of the teams run to the rack, performing various tasks with the ball, run around it and return to their places. Whoever crosses the finish line first (it is held four steps in front of the columns) receives one point. If more than two teams play, the result is summed up in the same way as in the previous game. If two teams are playing, the second-place finisher receives no points.

The teacher calls the players in any order and does not stop the game until everyone starts one or two times. The scoring can be done by an assistant.

« Ball average"

Purpose of the game : development of speed, accuracy.

Rules of the game :

The players form several circles. In the center of each circle is the middle one, who alternately throws the ball to his comrades, and they pass it back to him, in a circle. Having received the ball from the last player, the middle one raises it up. The team that finishes passing the ball first wins. After that, you can change the central player.

If during the transfer of the ball he fell out of his hands, he must be picked up and continue the game. The middle player is not allowed to miss any of the players, he must pass the ball to each one in turn.

"Race of balls in columns"

Purpose of the game : development of speed and agility.

Rules of the game:

The players are divided into two, three or four teams and stand in columns one at a time. Those in front have a volleyball. At the teacher's signal, the balls are passed back. When the ball reaches the one standing behind, he runs forward with the ball (everyone takes a step back), becomes the first and starts passing the ball back, etc. The game continues until each of the team players is first.

It is important to ensure that the ball is passed with straight arms tilted back, and the distance between the players in the columns is at least half a meter.

"Absolutely on target"

Purpose of the game : development of dexterity, accuracy when throwing a ball.

Rules of the game :

Two teams line up in two lines, one against the other, at a distance of 10-12 m. A line is drawn in the middle, along which ten towns are placed. Players of one team receive a ball (tennis, rag) and, on a signal, everyone simultaneously throws the balls so as to hit the towns and knock them down (as many as possible). The downed town is placed one step closer to the team that threw the balls.

The other team picks up the balls and knocks down the towns in the same way. Now the downed towns are set aside one step closer to the same team. Then the first team throws again, and so on four times in turn.

The team that knocks down more towns (in total for four throws) wins.

"Hunters and Ducks" ("Circular Bast Shoes")

Purpose of the game : development of coordination abilities, accuracy.

Rules of the game:

The players are divided into two teams, one ofsome- "hunters" - becomes in a circle (before the line), the second - "ducks" - enters the middle of the circle. The "hunters" have a volleyball. On a signal, they begin to knock the "ducks" out of the circle. Each player can pass the ball 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 ends when there are no "ducks" left in the circle, after which the players switch roles. The team that manages to shoot the "ducks" in less time wins.

The teacher can set the time of the game for throwing the ball into the "ducks". Thentotalis summed up according to the number of "ducks" knocked out during this time.

The rules of the game forbid, when throwing the ball, stepping over the line. Those in the circle are not allowed to catch the ball with their hands. They are not considered to be knocked out if the ball bounces off the floor in them.

In the "Circular Bast Shoes" players in the circle are allowed to catch the ball thrown at them. If the attempt is unsuccessful, the player leaves the circle, but if the ball is in the hands, the player who was previously knocked out returns to the circle. If there is no one outside the circle, then the team that caught the ball is awarded a spare point and the knocked-out one remains in the circle after a while.

Hitting a player from the ground also does not count, it is not allowed to step outside the circle when throwing.

« Get the ball"

Purpose of the game : the development of speed.

Rules of the game:

Description of the game. From gymnastic sticks, 2-4 corridors are made up to 30 cm wide and 3-4 m long. Children are divided into 3-4 teams and line up at the beginning of the corridors. The first one rolls the ball, runs after it and tries to catch it, preventing it from rolling out of the corridor. Then he passes the ball to the next, himself stands behind the line or sits on a chair. The team that not only quickly, but also correctly completes the task wins.

ATTENTION:

The teacher stands at the other end of the corridor and monitors the correctness of the exercise: “Do not throw the ball so hard if you do not have time to catch up with it. Cover the ball with your hand from above with a boat. Offers new tasks: to catch a rolling ball after the words: “One-two-three! Catch"; catch at the end of the corridor, in the middle, at the flag.

"Hurry to catch"

Purpose of the game : development of the eye and coordination abilities.

Rules of the game :

The game is played in four subgroups standing in circles. In the center of each circle is the driver. Children throw the ball to each other, trying not to touch or catch the driver. If he succeeds, he takes the place of the one who unsuccessfully threw the ball. The last one goes to the middle of the circle.

ATTENTION:

The teacher makes sure that the children do not hold the ball for a long time, do not throw it to the same child. If the driver cannot catch the ball for a long time, a new one is appointed. The game can be complicated: enter two drivers and throw two balls.

"Jump over"

Purpose of the game : development of coordination abilities, to teach an accurate and strong throw to a horizontal target.

Rules of the game:

The players line up in a column one by one against the wall at a distance of 3-4 m. The first one throws the ball into the wall, jumps over it after a rebound, the second one catches it after hitting the ground and also sends the ball into the wall and jumps over, etc.

ATTENTION:

The teacher helps the children to complete the task correctly with specific comments. If the ball bounces badly off the floor, he says: “Throw the ball higher into the wall!” If the children hit the ball while jumping: "Don't be late with the jump."

"SHOOT"

Purpose of the game : improving the technique of passing the ball and throwing at the target.

Rules of the game :

They play on the volleyball court. The players are divided into 2 equal teams, each has a captain. The captains stand in squares behind the front lines of the site, on opposite sides, that is, so that the opposing team is between the captain and his team. They play with a volleyball.

A player hit by a ball thrown at him must leave the field and go to his captain. A hit does not count if the ball hit the head or off the ground. When catching or otherwise hitting a player, a bounced or dropped ball can be picked up, but if it rolls out of the court to the opponent's side, the team loses it. When all the players in the team are knocked out of the field, the captain enters the field. The team that knocks out all the players from the field, including the captain, wins.

"Don't give the ball to the driver"

Goals : improve ball handling skills.

The driver at the beginning of the game is in the middle of the court. Restplayers, running around the court in random order, throwball to each other. The driver tries to take possession of the ball. From that placewhere he managed to catch the ball, he throws the ball at any player. ATin the event of a hit, the player becomes the driver, and the former driverparticipates in the game on an equal footing with everyone.

Rules of the game : 1. The player who was hit by the driver with the ball raiseshand and loudly says: "I am the leader."

2. Any player has the right to pick up or catch a ball that has bouncedfrom the player who has become the driver, and continue the game.

"Ball after"

Goals : develop dexterity, speed.

The players form a circle. The teacher gives the players standing indifferent places on the ball. Then he says: “The ball is in pursuit!” playingat the same time they begin to pass them on to their comrades. If one ballcatches up with the other, i.e. both will be in the hands of one player, then heexits the game.

Rules of the game : Each player quickly passes the ball without concedingother players.

"Stop"

Description of the game. Players choose a driver who becomes in a circle. Around him, all the players are calculated in numerical order. At the signal of the leader, the driver hits the ball on the floor and calls any number. The playing number who was called runs to the middle of the circle and tries to catch the ball. The rest of the players scatter in different directions. As soon as the new driver catches the ball, he says: “Stop!”. The players must stop and stand still, and the driver tries to hit any player with the ball. Players can dodge the ball without leaving their seat. If the driver does not hit the player, he must run after the ball; The players run around the court again. Having caught the ball, the driver says: “Stop!”. If the driver hits someone, they change places and the game continues.

"Find the ball!"

Goals : develop dexterity, improve ball handling skills.The players stand in a circle, close to each other, facing the centercircle. The driver goes to the middle of the circle. All children hold handsback. One of them is given a medium-sized ball. Children begin to pass the ball to each other behind their backs. The driver tries to guess who has the ball. Turning now to one, then to another child,he says: "Hands!" According to this requirement, the player must immediatelystretch both hands forward.

Rules of the game : The one who has the ball becomes the driver, or whodropped the ball.

"The Salka and the Ball"

The players run around the court, fleeing the pursuit of the driver, and pass the ball to each other, the task is to pass the ball to the player who is being overtaken by the driver, since the player with the ball cannot be kicked. In this case, the driver must chase the new player. The rules allow the driver during the game to salve the ball on the fly, intercepting it. If the ball is in the hands of the driver, he is replaced by the player responsible for the loss of the ball.

"Ball to the neighbor"

The players stand in a circle facing the center at a step distance from each other. Two players standing on two opposite sides of the circle each have a volleyball. At the set signal of the leader, the players begin to pass the balls to each other to the right or left in a circle in one direction so that one ball catches up with the other. The player who has two balls loses. Then the game starts over, the balls are received by two players standing on opposite sides of the circle. At the end of the game, the best players are marked. The ball must be passed to each player, without missing anyone, the player who dropped the ball must pick it up and return to his place, passing on.

    Reaction games.

"Ball in the palm"

Equipment: Small ball or smooth stone

Minimum number of players: 6-8.

The players line up in a row, holding their hands with open palms behind their backs.

The driver walks behind their backs and, finally, lowers the ball into someone's palms. This playershould suddenly leave the line, and his neighbors should try to grab him without leavingwhile from the spot. If they succeed, then the captured one changes places with the leader. If ano, the player returns to their seat and the game continues.

"Ring"

Inventory: a ring or a small similar object, easily hidden between the palms.

Venue: gym, outdoor area.

Minimum number of players: 7-8..

Develops: reaction, observation.

Players line up a few steps in front of some wall, and opposite themleader gets up. Players hold palms folded in a "boat" in front of them. Leadingshe also folds her palms in a "boat" and hides a ring between them.

Approaching each player in turn, the leader holds his "boat" over the "boat"player, pretending that he is giving the ring to him.

After the bypass of all players is completed (one of them must have a ringtransmitted), the host says: "Ring-ring, go out on the porch!".

The player who has the ring must run out so that he is not grabbed and touchwall hand. If he succeeds, then he changes roles with the leader.

"Knees"

Inactive, but very exciting game.

The number of players is not limited, but the optimal number is from 3 to 10 (more is possible,but then you need to have enough time at your disposal and stock uppatience).

Game description:

The players sit close to each other. The left hand of each rests on the right kneeone neighbor, and the right one - on the left knee of the other. If the circle is not closed, then the extremeput one hand on their knee. During the game, you need to quickly clap your hand on your knee, without breaking the sequence: one hand after the other. If someone clapped out of turn or simply raised his hand, he removes the “mistaken hand”. Eventuallyone or more winners remain. For more interest you need during the gamekeep the pace high.

Rules of the game:.

1. You need to clap on the knee 1 time in strict sequence.

2. In case of an error, the player removes only one hand - the "mistaken" one.

    If the playermake a mistake twice, he is out of the game.

4. Rhymes.

1. The counting rhyme begins: On the oak - a starling and a jackdaw. The starling flew homeand counting end.2. The mice came out once,see what time it is.One two three four!The mice pulled the weights.Suddenly there was a terrible ringing.The mice are out!3. The bees flew into the field,buzzed, buzzed. The bees sat on the flowers.We played - you drive. 4. Squirrels treated hares, they were served carrots,ate all the nutsand you were told to drive. 5. Behind the glass doors is a bear with pies.Hello little friendhow much is a pie?A pie costs three, but you will drive. 6. Three dolphins sailed,arched their backs to the sky, They flew from three sides. You shark, get out! 7. One, two, three, four, five, -we want to play now."Yes" and "no" do not sayyou still have to drive. 8. One, two, three, four, five,We can't count our friendsand without a friend in life is tight,get out of the circle. 9. One, two, three, four, five,We're here to play.A magpie flew to us and ordered you to drive. 10. A zealous horse with a long mane gallops through the fields, here and there, where he gallops - come outout. 11. A thread, a needle - a Komsomol girl came out.12. Three knives flew from the second floor - red, blue, blue - choose any one for yourself.13. There are cars in the garage - Volga, Chaika, Zhiguli - choose your keys. 14. On the golden porch sat the king - the prince, the king - the prince, the shoemaker, the tailor - choose who you will be. 15. A crocodile walked, smoked a pipe, the pipe fell and wrote: “Shishel thought, farted, left.” 16. Enibeni, ricky - fakie, turbo - urbo, sintibryaki, eus, beus, cosmodeus - bam.17. Eniki - beniks ate dumplings, how many dumplings did beniks eat.18. A month came out of the fog, took out a knife from his pocket - I will cut, I will beat - you still drive. 19. An apple rolled around the garden and fell right into the gurgling water. 20. A car was driving through a dark forest for some kind of interest, inti - inti - interest, go out to the letter "C".

Literature.

    Culture of health from childhood S. A. Isaeva “Changes and dynamic pauses at school”, Practical guide, Moscow IRIS PRESS, 2010

    A popular guide for parents and teachers L. P. Fateeva "300 outdoor games for younger students."

    To help preschool teachers. ABOUT. Kazin "Physical culture in kindergarten".