Ball game. Synopsis of figurative-game GCD with elements of gymnastics in the preparatory group "Golden Key"

Letter game.

The players stand in a circle and hold hands, the leader is in the center of the circle. One of the players says: “I am sending a letter...” and says the name of any player standing in the circle. He passes the "letter" by shaking hands to the right or left neighbor. The player whose hand was shaken must pass the shake to the next player. When the player to whom the “letter” was sent feels the squeezing, he must say: “Received!” - and in turn announce to whom he sends a "letter". The leader's task is to intercept the "letter". To do this, he must point to a person who, in this moment sends a letter. It is quite difficult to do this, since the host does not know in which direction the "letter" is sent. If the leader has coped with his task, he becomes in a circle, and the player caught in the transmission of the “letter” takes the place of the leader.

4. The game "I'm not a brake".

Everyone is standing in a circle. They are recalculated in order, remembering their number. The driver in the center calls two numbers from the available ones. Those two whose numbers were called should change places. The driver must have time to take the vacant seat. Who did not get a place, he becomes the driver. He stands in the center of the circle and says: "I'm not a brake." And all the rest answer: “But we noticed.” And the game continues on.

The game "Pif-Paf".

All players stand in a circle. First, the host calls the name of any player. The named must sit down. And his neighbors to the right and left start a duel. Its principle is very simple. It is necessary to extend a hand in the form of a pistol towards the enemy and say: "Bang-Bang." The one who does this a little later than his opponent or instead of “Bang-Bang” says, for example, “Ptyzh” (which happens very often) loses. If the person whose name was called did not sit down in time, then he was killed, because he is between two shooters. The killed (loser) leaves the circle. The winner of the duel calls someone's name, and everything repeats. You can't name your neighbors. The winners are the two remaining in the circle.

Game "Frog".

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All children become in a circle, one farmer (leader) is selected, he becomes in the center of the circle and one water, he goes out of the circle. The water says: night has come - the farmer fell asleep, all the mosquitoes and frogs fell asleep, the neighbors fell asleep ... At this time, the water goes in a circle behind the backs of those standing and touches the back of one of the children - this man is now a frog, the rest are mosquitoes. Water: "Morning came and the frog went hunting!" Everyone opens their eyes, now the farmer's task is to determine who the frog is. The task of the frog is to eat as many mosquitoes as possible - showing different participants the tongue (whoever was shown, he sits down). After finding a gluttonous reptile, a new farmer is selected, and the former becomes water...

Game "Giraffe - Elephant - Duck".

Everyone is standing in a circle. The driver unexpectedly points at someone and says one of three words (giraffe, elephant, duck). If the word "giraffe" is spoken, then this player raises both hands up, and his two neighbors - on the right and on the left - should squat down. So they portrayed a giraffe. If "elephant": the player makes a trunk out of his hands, and the players on the right and left make ears to him. If "duck" - the player himself makes a beak from his hands, and the neighbors make waves with his hands. A player who hesitates or makes the wrong piece is out of the game.

Game "Count up to 10".

“Now, at the signal to start, you will close your eyes, put your noses down and try to count from one to ten. But the trick is that you will count together. Someone will say “one”, another person will say “two”, a third will say “three”, and so on… However, there is one rule in the game: only one person must say the word. If two votes say "four", the count starts over. Try to understand each other without words.”

All players form a circle, and one of them becomes in the center and closes his eyes. Children, holding hands, walk in a circle to the right (left) and say: “Here we lined up in a circle, Turned at once suddenly».

At these last words, everyone releases their hands and turns 360 °, continues to move in the same direction: “And as we say: Skok, hop, hop. . Guess who's voice." The words "skok, skok, skok" are said by one to whom the leader suggested in advance. The one in the center opens his eyes and tries to guess who said the words "hop, hop, hop." If the driver guessed right, he goes to the middle. If the driver does not guess correctly, he continues to drive-stand in the middle of the circle.

Elena Simonova

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Activate the motor activity of children, develop imagination using imitative exercises. Teach children to perform exercises on the rings “Reach for the chin”, “Corner”. Exercise in somersaults forward with repulsion, independently performing grouping and repulsion; master the technique of rotating the hoop on the arm and waist. Develop balance muscle strength hands, coordination of movements, dexterity, speed of reactions. Cultivate a sense of collectivism and mutual assistance, compliance with the rules of the game, evoke positive emotions.

Equipment: mats, rings, large and medium hoops, ribbons with rings.

STUDY PROCEDURE:

Introductory part: The children walk in a circle. Suddenly a thin voice is heard: “Guys, it's me Pinocchio. Help me find the golden key so that I can open the door and come to play with you." Children go in search of a golden key. “In order to find the key, we need to crawl like kittens - imitative exercises: “Kittens” - walking based on knees and palms, “Cubs” crawling based on feet and palms, “Bug” - crawling relying on feet in front and hands behind the back, “Frogs” - crawling with a hopping step relying on hands and feet, “Kangaroo” - jumping on two legs with high knees and moving forward, “Ducklings” - walking in a squat, “Hares” - jumping on two legs with moving forward.

Main part: Pinocchio guys are waiting for us, we must certainly find the golden key, and in order to find the key we need to become strong, courageous. And exercises will help us.

A set of general developmental exercises without objects “To hard way pass, you need to strengthen the muscles.

1. "I'm bending back."

I. p .: - about. with., keep your head straight, shoulders back, connect your shoulder blades, lower your hands down with your palms to your hips.

Execution: Connect the hands in front and interlace the fingers. Make an exhale. While inhaling, slowly raise your arms up, turn your arms over your head with your palms up and bend back, keeping the emphasis on the entire foot. Calmly exhaling air through the nose, lower the arms through the sides down and return to and. n. Perform 3-6 times.

2. "My socks turn me around."

I. p .: - feet shoulder-width apart, arms spread apart, palms down.

Fulfillment: With emphasis on the heel, turn the toe of the left leg to the left and turn the torso to the left, keep straight position legs, a deflection is performed in the lumbar part of the spine, the head is retracted slightly back. Return to i. n. Do the same to the right. Perform 3-4 times.

3. "I get my knees with my head."

I. p. - standing, legs together, arms raised up, fix the abduction of the sacrum back.

Fulfillment: Leaning forward and down, try to reach with your head to straightened knees, and with your hands to your socks. Repeat 3-4 times.

4. "I'm pulling up and stretching out."

I. p .: sitting, hands resting behind with a turn of the palms towards you. Fix the abduction of the sacrum back to straighten the back in a sitting position.

Fulfillment: Resting on straight arms and connected heels, lift the torso up and stretch it with a lumbar deflection. Fix the deflection and slowly return to and. n. Perform 3-4 times.

5. I am doing Camel.

I. p .: Stand on two knees.

Fulfillment: With straight arms, reach the heels and rest on them with both hands, bending the torso forward upwards, and the head down to the heels.

Insurance: Support the child under the back when bending on the bridge.

5. I do the “corner” and play with my hands.

I. p .: - sitting, hands lie freely on the hips.

Fulfillment: At the same time, raise straightened and connected legs from the floor with outstretched socks and straight arms in front of the chest with turned palms inward. Fix the "angle" with a long hold. Then, in the "corner" position, perform hand movements - gently raise and lower through the sides, up and down. Lie on your back - relax. Run 2 times.

Game exercise "We will pass all the obstacles and still find the key."

Exercise on the rings "Get the rings with your chin"

Fulfillment: having grabbed the rings, the child tries to pull himself up on his hands, bending them at the elbows.

Complication: pull-ups on the hands with a straightened torso and connected straightened legs.

Belay: from the back, with a grip under the arms. Gradual transition to insurance without support.

Exercise on the rings "Corner"

I. p .: gripping the rings with hands 4 fingers from above, large - from below.

Fulfillment: pull up on your hands and lift forward connected straightened legs with outstretched socks forward.

Complication: pull up until the arms are straightened above the level of the rings and perform a corner, raising the connected straightened legs with outstretched toes forward.

Belay: from the back, help in pulling up and moving to straightened arms.

Game exercise “We don’t waste time, we squat in a group and perform a somersault”

Roll forward with repulsion three times in a row

I. p .: Sit down, hands close to the toes, bend your head to your knees.

Fulfillment: Straightening the legs, push off with both legs at once, transferring the weight of the body to the hands, roll over over the head forward, without touching the floor, roll onto the shoulder blades and sit (in grouping) on ​​the buttocks with the emphasis of the hands behind the back and the head tilted forward. Then push off with both hands behind your back and group in a squat.

Insurance: The teacher, standing on the side, with one hand clasps both arms of the child in the elbow area so that he does not bend his arms, and with the other hand clasps both legs of the child under the buttocks, helping him to push off with both legs at once.

Game exercise "In order to find the key for us, we need to twist the hoop."

Rotation of the hoop on the waist, arm

After completing all the exercises, the teacher invites the children to look under the benches. Children find a golden key and open the door. Pinocchio (doll) appears in his hands with ribbons with rings. Pinocchio invites children to play.

The mobile game "Traps with ribbons".

Tasks: To develop in children dexterity, ingenuity. Practice running with dodging, catching and building in a circle.

Description: The players are built in a circle, each receives a ribbon, which he lays behind the belt or behind the collar. In the center of the circle is a trap. At the signal “run”, the children scatter, and the trap seeks to pull the ribbon from someone. The one who has lost the ribbon steps aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The trap counts the number of ribbons and returns them to the children. The game starts with a new trap.

Rules: The trap should take only the tape, without delaying the player. The player, having lost the tape, steps aside.

Options: Choose two traps. You cannot take a tape from a crouched player. The players run along the "path", "bridge", jumping over the "hummocks".

Final part: Guys, Pinocchio is very tired playing with you, let's show him how to restore breathing after intense physical activity.

Breathing exercise "Full breath".

Target: strengthen the respiratory muscles, deep ventilation of the lungs.

Stand straight, feet shoulder-width apart. Take a free deep breath while raising your hands in front of you up. Hold your breath (as long as it's nice). Perform an energetic exhalation open mouth, simultaneously lowering his hands and leaning forward ("Ha!"). Exhale with relief, as if freed from worries. Straighten up slowly.

Target: restoration of breathing, develop attention, cultivate a sense of camaraderie and collectivism, develop the ability to change the voice, auditory memory.

Rules: The guys stand in a circle with the teacher, the driver comes out to the center of the circle, who closes his eyes. The players walk in a circle, performing the movements that the teacher shows them, and say:

In an even circle, friend after friend

Well guess it fast!

the child, whom the teacher pointed out, says - “guess whose voice?”, Tries to change his voice so that he is not recognized. The driver must guess who said. If he guesses, then the one who spoke becomes the leader.

Guys, Pinocchio wants to tell you something, let's listen to him. Pinocchio: “Boys and girls, thank you very much for helping me find my “golden key” and letting me out. Now I know that you are brave, agile, strong, fast, skillful and love to play sports. And it’s time for me to return to the fairy tale, until we meet again, friends!

Outdoor games

for children

An outdoor game is a natural source of joyful emotions, which has a great educational power.

The game is the leading activity of children. They cause active work of thought, contribute to the expansion of horizons, clarify ideas about the world around us, and improve all mental processes.

An important role in the comprehensive physical education of children is played by sports games, elements sports games and sports exercises. They are selected taking into account the age, state of health, individual inclination and interests of children.

"Mouse Hunt"

The game is designed to form attention, coordination, operational orientation in the situation. All players are divided into pairs. One pair (possible by lot) becomes a "cat" and a "mouse". The remaining couples stand in a circle: one at the back of the head to the other (in fact, two circles are formed: external and internal). The distance between adjacent pairs should be large enough to be able to run between them. The "cat" must catch the "mouse". If he touches it, the "mouse" is considered to be caught and out of the game. But she can "hide" in a mink. To do this, she needs to stand in front of any couple in the circle. In this case, the "mouse" becomes the player who turned out to be the third in the pair. He continues to run away from the "cat". If the “cat” touches him when the “mouse” has already paired up, and the “third” has not yet had time to start running, hesitated, he becomes a “cat”. The winner is the "cat" that has taken the most "mice" out of the game, and the "mouse" that has lasted the longest in the game.

"Help a Friend"

This game is aimed at the development of mutual assistance and support for each other. Two players are selected, one of which is the driver, must catch up and “bash” the other. The rest of the children stand in a circle, at a distance of about one step. The evader and the driver run along the circle, and the second tries to catch up with the second. But the runner, if he feels that he is being overtaken, can ask for help from any player in the circle, calling out his name. Then the named player leaves his place and runs in a circle, and the first player who runs away takes his place. However, the vacant seat can be taken by the one who is catching up, then the one who does not have time becomes the “leader”. The game continues as long as the children are interested.

"Prisoner of the Ball"

develops both coordination and motor attention. All children line up in two lines facing each other. The outer player takes the ball and throws it to the opposite player. This player catches the ball and throws it to the player opposite, as shown in the diagram. Etc. When the ball reaches the end of the line, it is thrown into reverse side in the same order. If the player does not catch the ball, then he gets "captured" by the opposite team and starts playing on its side. The team that "captivates" as many players as possible during the game, which is limited in advance (for example, we play 5 minutes), wins.

"Balls - brooms"

This is a competitive game. It can be done with two participants or with two teams of participants. You will need two balloons and two brooms. Two participants must carry the balls on brooms a certain distance (for example, from the wall to the table) without dropping them or puncturing them. Balls cannot be held by hand. If they play in teams, then, according to the relay race principle, all participants take turns carrying the balls. The participant (or team) who succeeded in doing this receives a special certificate granting the right to sweep the premises with this broom for a week.

"Dark Labyrinth"

All participants in the game, except the leader, line up and close their eyes tightly. Then, with eyes closed, they begin to follow the leader’s commands: “Two steps forward, turn left, two steps right, turn around, step left, turn left, four steps forward, turn 180 degrees, two steps back, turn right, turn left, step forward, three steps to the left, etc.” Then, at the command of the host, “Open your eyes!” everyone opens their eyes and see who is standing. If someone is not like everyone else, then he leaves the game. The game then continues until only the two (or one) most attentive players remain.

"Bike Camera"

A bicycle pump is used, or an object imitating it. One child represents the "camera". (To facilitate entry into the game, an adult can act as the first number in the role of the "camera".) As the "camera" is pumped up, it changes poses and positions. First, he takes a sitting position, then spreads his arms, puffs out his cheeks, etc. At some point, the makeshift camera "bursts", imitating the sound of a busted tire. The participant is helplessly flattened on the floor. The role of the "camera" passes to another participant.

"Clothespins"

The game should be played outdoors or indoors, where there is a lot of free space so that children can run around. You will need a lot of clothespins (preferably bright, multi-colored). This game can be played by children and adults. The number of players is not limited. The whole group is divided into two parts. One part is “hunters”, the other is “deer”. All clothespins are divided into identical piles and given to all "hunters". "Hunters" attach clothespins to their clothes, and the game begins. After the signal (you can have a musical introduction or sound imitation hunting horn) "hunters" begin to catch "deer". Having caught the “deer”, the “hunter” attaches a clothespin to it and releases it. The winner is the "hunter" on which there are no clothespins left.

It is possible to assign a fine for each clothespin left by the hunter: to sing, dance, shout in the voice of a bird or animal, recite poems, etc. A fine can also be presented to the “deer”.

Educational option. The game can be used to practice counting skills. For example, count points by distributing them according to the color of the clothespins. For example, for red clothespins, add three points, and subtract one for yellow clothespins. Let the children choose the method of assessment, as fantasy tells them.

"Owl"

The driver stands out - “owl”. The players are on the court, and the “owl” is in the nest (the place designated for this).

At the signal of the instructor “The day is coming!”, the children, imitating the flight of butterflies, dragonflies, birds, beetles and “turning” into other animals, frolic, trying to show exactly who they portray.

As soon as the instructor gives the command: “Night is coming!”, All players are required to “freeze” in the position in which she found them. "Owl" goes hunting, moving leads to its nest. "Owl" changes after 2-3 games. You can reward those who take the best posture.

"Wolf in the Den"

Two parallel lines about a meter wide are drawn in the middle of the site. "Ditch" can be laid out with jump ropes. 1 or 2 "wolves" are selected. They become in a ditch. All other players - "goats" are placed on one side of the site, on the "pasture".

At a signal, the "goats" run to the other side, jumping over the moat. "Wolves", without leaving the moat, try to knock down as many "goats" as possible.

The taged "goats" are counted, the game continues. "Wolves" change after 2-3 runs.

"Two Frosts"

On opposite sides of the site, the lines “home” and “school” are marked. 2 "frosts" are selected. They stand in the middle of the platform.

"Frosts" appeal to the guys from following words: We are two young brothers, Two distant frosts One of them, pointing to himself, says:

I am Frost - red nose. Another:

I am Frost - blue nose. Together:

Which of you will dare to set off on a path? All the guys answer: We are not afraid of threats, And we are not afraid of frost! 1st option. After these words, the players run from the "home" to the "school". "Frosts" salat, "freeze" those who run across.

The instructor counts the tagged players, and the run is made in the other direction.

"Hare without a home"

The players, except for the two drivers, become pairs facing each other, hold hands and are located on the court. Between the pairs becomes the third - "bunny". One of the drivers is a “hare”, the other is a “hunter”. The “hare”, fleeing from persecution, becomes in the middle of the pair, displacing the “bunny” located there.

If the pursuer has stained the evader, they switch roles.

"Catch the last one!" ("Kite, mother hen and chickens")

All players, except for one dedicated driver, stand in a column one at a time, take the one in front of him by the belt. The head player in the column is the "hen", the driver is the "kite", and the rest are the "chickens". The kite is trying to catch the chicken behind everyone. The player, representing a hen, stretching his arms to the sides, prevents the kite, guards the pursued chicken. All the chickens, without separating their hands, run off either to the left or to the right, helping these extreme players to get away from the kite. If the chicken is not caught within the agreed time, then the kite hunt is considered unsuccessful. You can't separate your hands. The roles of the players need to be changed. The game should not involve more than 10-12 people.

"White bears"

The site is a “big polynya”, where “bear cubs” swim and frolic. Near the site on the "floe" the place of 2 drivers - "polar bears" is indicated.

At the signal of the instructor, the players join hands and begin to catch the “bears”. The one who was caught with free hands is considered to be caught.

The detainees are taken to the "floe". When there are 2 "bear cubs" on it, they help the "parents" and also begin to catch.

The number of catchers increases sharply. Therefore, the instructor must stop the game for a rest (everyone stops in their places). At this point, the instructor makes comments about the progress of the game. After a pause, the game continues until all the "bears" are caught. You can't run out of the area.

All players form a circle, and one of them becomes in the center and closes his eyes.

The players, holding hands, walk in a circle to the right (left) and say: “Here we lined up in a circle. They suddenly turned around." At these last words, everyone releases their hands, turns 360 ° and continues to move in the same direction. And how do we say: “Lap, jump, jump. Guess who's voice." The words “hop, hop, hop” are said by one player, who will be offered by the instructor in advance.

The one in the center opens his eyes and tries to guess who said these words. If the driver guessed correctly, then he goes to the middle. If the driver does not guess correctly, he continues to drive - to stand in the middle of the circle.

"To your flags"

All players, divided into several groups of 6-8 people, form circles, are located throughout the site. In the center of each becomes the captain (leader) with a flag. It is desirable to have flags of different colors for each group.

At the first signal from the instructor, all the players, except for the drivers, scatter around the site. They can have fun, but as soon as the instructor's second signal sounds, everyone stops and closes their eyes.

At this time, the drivers quietly and quickly change places at the direction of the leader. After that, he gives the third signal: "To your flags!". The players open their eyes and look for their flag. The winners are those who managed to run to their flags earlier, line up in a circle and hold hands. The game is played several times.

"Day and Night" ("Crows and Sparrows")

Two teams stand in the middle of the site at a distance of 1.5–2 m. One of them is “day”, the other is “night”. Each team has a “house” on its side of the court.

As soon as the instructor says: “day”, the team must quickly run away to their “house”, and the “night” team must catch up with the fleeing. After that, the teams return to their original places. If “night” is pronounced, then the “day” command plays the role of catching up. The leader counts the taunted ones, and the game continues, and the unexpected call is not made in turn, but the number of repetitions is the same for the entire game. The team that defeats more "opponents" wins.

"Empty place"

Players (10-15 people) form a circle. The distance between them is the same. The driver follows the circle. He touches someone with his hand and runs in any direction in a circle. And the one whom he touched with his hand leaves the circle and runs in the other direction, also along outside. Both seek to occupy the vacant ("empty") place. The one who did not have time to do this becomes the driver. So that the players do not collide when they meet, the driver must give way to the side closest to the circle.

"Fishing rod"

All players (no more than 12–15 people) become in a circle. The driver becomes the center of the circle. It has a rope (skipping rope) 3–4 m long, at the end of which is a large knot or a light bag.

The driver rotates the rope under the feet of the players, and they, bouncing, try not to touch it.

The one who hits the rope and falls for the “bait” becomes the leader.

A variant of the game - "fishing rod" team. The players form a circle and are divided into 2 teams. The driver is always the same. Whoever gets hit by the rod loses a point. The game is won by the team in which the players fell for the "bait" the fewest number of times.

"Quick Places" (“The guys have a strict order” )

All players line up in 1 or 2 columns one at a time and stretch their arms forward, lightly touching the shoulders of those in front of them.

At the command of the leader: “Ran away!” all the guys run in different directions. On the second command: "Quickly in places!" everyone should line up in the starting position, putting their hands on the shoulders of the person in front. The one who took the last place loses. If 2 columns are playing, then the group that lined up before the other wins.

"Cosmonauts"

At the corners and sides of the site (hall), 5-8 large circles are drawn - “rocket launchers”. Inside each rocket launcher, 2–5 circles are drawn - “rockets” (you can put small hoops instead). Total amount missiles can be for 5-8 pieces less than number playing. All players stand in a circle in the center of the court.

The players walk in a circle, holding hands, and say: “Fast rockets are waiting for us to travel around the planets, to whichever we want, we will fly to such. But there is one secret in the game: there is no place for latecomers! After these words, everyone runs to the rocket sites and takes places on any of the rockets. Those left without a seat go to the leader or to the center of the site. After that, the game can be restarted

"Who came?"

All players form a circle, the leader is in the center. The leader points to one of the players and he approaches the driver, who stands with his eyes closed, lightly touches his shoulder and 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 did not guess twice, he is replaced.

"Swan geese"

On one side of the site, a line is drawn that separates the "goose". 4 benches are placed in the middle of the site, 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 in the goose house - these are “geese”. A circle is drawn behind the mountain - a “lair”, in which 2 “wolves” are placed (Fig. 7).

The head of the game says: "Geese-swans, in the field." The geese are walking along mountain road in the "field", where they walk. Then the leader says: "Geese-swans, go home, the wolf is behind the distant mountain!" Geese run back to their goose house, running along the "mountain road". Wolves run out from behind a distant mountain and catch up with the geese (only to the goose house). The salted ones stop. Neither geese nor wolves are allowed to jump over or run over the benches. Those caught are counted and released to their herd of geese. They play 2 times, after which they choose from not caught new wolves. The game is played 2–3 times, after which the geese and wolves that have managed to catch more geese are noted.

"Swift Team"

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 of the columns and a start line is drawn 2 m from it. At 10–20 m from the starting line, a stand or mace is placed against each column. The first team players stand on the starting line.

At the agreed signal of the leader, the first players run to the posts, 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 the team. Those who come running stand at the end of their teams, and the following players line up at the start line. So all the players run in turn. Then the points are counted. The team with the most points wins.

Sticks can be used in the game. Having reached the rack, the player must hit the stick 3 times on the rack or on the floor and return back. Having run the start line, the player gives the wand to the next one.

"Relay of animals"

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. Everyone remembers which animal he depicts (bear, wolf, fox, hare, etc.). Before ahead standing playing the starting line is drawn. In front of each column, at a distance of about 10–20 m, a mace or a stand is placed. A finish line is drawn at a distance of 2 m from the start.

The leader loudly calls any beast. Players bearing the name of this animal run forward, run around the object opposite them and return back. Whoever runs back to their team first wins a point for their team. The leader calls the animals randomly, at his discretion. Some he can call and 2 times. 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. If both players run at the same time, no point is awarded to anyone, and if the player does not reach the final point, then his partner from the other team earns a point.

"Jumping Sparrows"

A circle with a diameter of 4–6 m is drawn on the floor (ground). A leader is chosen - a “cat”, which gets up or crouches in the middle of the circle. The rest of the players - "sparrows" - are outside the circle.

At the signal of the leader, the sparrows begin to jump into the circle and jump out of it. The cat is trying to catch the sparrow (only in the circle), which did not have time to jump out of it. Sparrows hop on one or two legs. The one who ran through the circle is considered to be caught and goes to the center of the circle, crouching, or sits on a bench. A sparrow is considered caught if the cat touches it with its hand when it is in the circle with at least one foot.

"Hares in the Garden"

2 concentric circles are drawn on the floor (ground): the outer one is 6–8 m in diameter, the inner one is 3–4 m in diameter. The rest of the players - "hares" - are outside the large circle.

On a signal, the hares begin to jump on both legs, trying to get into the garden. The watchman, without going beyond the large circle, tries to catch the hares - touch them with his hand. Caught hares move aside. When 3–5 hares are caught, a new guard is released from those not caught. The winner is the one who has never been caught, as well as the best watchmen who managed to catch the set number of hares faster.

"The Fox and the Chickens"

In the middle of the site, 4 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 a hunter. Chickens are located around the perch (Fig. 9).

At a signal, the chickens begin to fly up to the perch, then fly off it, or just walk around the "chicken coop". On the second agreed signal, the fox catches any chicken that touches the ground (field) with at least one foot. Those standing on the rail can help each other (support). The fox in the chicken coop can only attack one player. He takes the salted one by the hand and leads him into his hole. If a hunter meets a fox along the way, he releases the one he has caught, and he himself runs into a hole. The caught one returns to the chicken coop, after which all the chickens fly off the perch. If the hunter catches a fox, a new fox is chosen. At the signal of the leader, the foxes must leave the chicken coop, even if he did not catch the chicken.

Play 4-6 times. Players who are not caught even once win.

"Absolutely on target"

A line is drawn in the middle of the site, along which 10 towns are placed. The players are divided into 2 teams and line up one behind the other on one side of the site facing the towns. Participants in front of the standing line receive a small ball. A start line is drawn in front of the line.

At the set signal, the players in the first rank throw balls into the towns, trying to knock them down. Downed towns are counted and put in place. The players 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 participants in the second rank 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.

In the game, you cannot go beyond the starting line when throwing.

Basketball on chairs

This is a variant of the game of basketball, which can be played in a small indoors. The players are divided into two teams and each player is assigned one chair. The players of each team line up their chairs in a row, with one row facing the other. The player on one side of the team must turn to face the seats, that is, opposite his team, and fold his arms to form a ring. The player on the opposite end of the second team must do the same. These two players are the "baskets"; their hands are the target of the players on their teams. Tossed into the air between two teams balloon. Players try to drive the ball into their "basket". In this case, all players continue to sit on chairs. The game lasts until a certain time or until a certain number of points is reached - the limit is set by the players themselves before the start of the game.

"Treasure Hunt"

This is great fun for a large group of kids in a small enclosed space. Children are divided into teams (the more teams, the more interesting, but each team should have at least four or five people). The facilitator names the goal of the search - "treasure" - one item at a time. The team that will bring first desired item to the center of the room scores a point. "Treasures" should be items that children are most likely to have, such as shoelaces tied together, a woman's long hair, jewelry, or something blue.

"Train Wreck"

It takes at least 10 people to crash a train. Players sit in a circle on chairs or on marks that indicate seating. One player stands in the center of the circle and says some truthful information about himself. For example, "I have clothes on of blue color". Everyone who also has a blue piece of clothing must stand up and change places. You can not sit in a neighboring place; The new seat must be at least two seats away from the old one. While the players change places, the player who was standing in the center also tries to take a place. The one who was left without a place goes to the middle of the circle and becomes the new leader. If the host can't think of anything to say, he yells, "Train wreck!" and all players must change places.

"Guess who?"

This game is great for spending time at the camp or in the company of children who are just getting to know each other. Children are divided into two teams and two players pull the cover between the teams so that they cannot see each other. One player from the team comes forward and sits facing the bedspread. On the count of three, the players lower the veil and two chosen players must call out the name of the one sitting opposite. The player who calls out the name later than the other must go to another team. The game continues until all players are on the same team.

"Man to Man"

This game is well suited for a large group of children. Players become in a circle, and one player becomes in its center. The player in the center says "Person to person" and then names two parts of the body, such as "head to foot". All players must find a partner and connect these parts of the body, that is, one player puts his head on the leg of another. The last pair to find a partner and take a position is out of the game.

"Blind Volleyball"

The principle is the same as in normal volleyball. But instead of a net, some kind of dense fabric is stretched so that the players do not see each other. In this state of affairs, the players should be ready for any surprises, because the ball will fly out at them from almost nowhere and they will need to try to hit it almost nowhere.

To ensure that no one breaks the rules, the players must choose an independent referee who will stand at a distance from the crazy area and monitor the cleanliness of the game.

"Octopus"

Game Zone(room, playground) is divided into two parts. One part will represent the sea kingdom of the octopus. It can be designed accordingly, but in such a way that the design does not interfere with the movement of the participants in the game. The other part is the coast. You can mark this border with chalk or agree that the "sea" ends near the closet. An “octopus” is chosen, which cannot go ashore, but the rest of the participants run wherever they want, “swim in the sea”, trying not to get into the “tentacles” of the octopus. If the "octopus" was able to touch the participant, he is considered caught and turns into a "shell". "Shell" falls to its knees and is grouped. The "Shell" can be released by running around it 3 times.

"Bathing in the sea" participants can tease the octopus with a song:

Octopus - eight legs! Couldn't catch us!

"Dance Marathon"

Newspapers are required for the game. Better - an even number of participants, divided into pairs, but, as an option, you can dance alone. Each couple spreads out their newspaper and begins to dance on it to the music. Rule: you can not step from the newspaper to the floor. At the leader's signal, the couples fold their newspapers in half and continue to dance. On the next signal - four times, then - eight, etc. The couple that stepped on the floor from the newspaper is out of the game. The couple that is the last to dance on the newspaper wins.

"Mountain path"

All children stand behind each other's heads. The first, the leader, leads the whole group along the mountain path. He crosses imaginary obstacles (jumps over cracks, climbs over stones, walks along a narrow path). All other players repeat his movements. At the clap of an adult, the leader becomes the end of the snake, and the second player becomes the leader. And so on until everyone in turn plays the role of leader.

"Cockfighting"

For the game you will need panicles to brush off the dust. Children who wish to participate in the "cockfight" receive a whisk and take the following position (for right-handers): stand on right leg, and raise the left to the chest, bending at the knee, and press it with the left hand. IN right hand take a broom. The "fight" begins.

Players, jumping on one leg, try to use the panicles to knock down the opponent and force him to stand on both legs. Who stumbled and stood on both feet, leaves the site, and another "cock" takes his place. The winner is determined by the number of wins.

"Fishing Net"

A leader is chosen, and the rest of the players scatter around the court. The driver runs after the players and tries to touch someone. The caught player takes the driver by the hand, and together they begin to "catch" the rest. Then a third one joins, and so on. A net is formed that catches the rest of the players. The game continues until all the players are caught or the last ones are inside the network, when the network will consist of a sufficient number of players and cannot be broken.

"Salki"

Classic children's ball game. All children run freely around the playground, and the driver tries to hit the players with the ball. The “salted” player leaves the game and leaves the field of the site. The game continues until there is only one “not pegged” player left. He is the one who wins. Before playing, it is important to warn children about safety precautions. You can't throw the ball very hard. We must try not to hit the head of other players. Violation of this rule is “punished” with a fine: the leader leaves the site, and another driver is chosen.

"Cat and Mice"

It is necessary to arrange the chairs in a circle so that the seats are directed inward;

a “mouse” sits on every chair, except for one, and a “cat” stands behind her.

The “cat” standing behind an empty chair winks at the “mouse” that has attracted it, thereby luring it to itself;

the task of the "mouse" is to move to an empty chair, the task of the "cat" is to hold it;

the “cat” left without a “mouse” lures another to itself;

after a while, the participants switch roles.

Freeze

The game requires a balloon;

the leader throws the ball up and while it flies, the children should move as they want - jump, run, but as soon as the ball is in their hands, everyone freezes;

those who did not have time to stop are out of the game.

"Sly Fox"

Let's determine the place where the house of the cunning fox will be;

participants become a circle without touching each other and close their eyes;

the driver appoints a "cunning fox" by going around the circle and touching one of the participants;

everyone opens their eyes and at short intervals they ask in chorus “Where are you, sly Fox?"»;

after the third question, the cunning fox runs to the center of the circle, raises his hand and shouts "I'm here!";

the players scatter, and the fox catches them and takes them to the house;

after one participant is not caught, the game is repeated.

"Homeless Bunny"

We choose two participants - "hunter" and "homeless hare";

participants "hares" mark each of their houses - draw a circle or stand in the center of the hoop;

the "homeless hare" runs away from the "hunter", while trying to drop into someone else's house;

the “hare”, into whose house the “homeless hare” jumped in, changes roles with him and begins to run away from the “hunter”;

if the "hunter" catches the "hare", then they change roles.

"Hot potato"

Players stand or sit in a circle;

the leader turns on the music and during its sounding all the players pass the “hot potato” ball to each other as quickly as possible;

the player who has the ball in his hands at the moment when the music stops is out of the game;

The game ends when only one player remains.

Games - round dances

Objectives: The development of auditory perception, the ability to distinguish the voices of peers.

Raising the desire to actively participate in games.

"We gathered in an even circle

Let's turn back together,

How about, say: (says the first child)

2. Entertainers.

Objectives: 1. Teaching children various dance moves

2. Cultivating mindfulness.

"Smooth circle

One after another

We go step by step.

Stay where you are

together

Let's do it like this"

The children stop, the entertainer shows the movements. Children repeat it, the entertainer changes. Rule: movements should not be repeated.

3. Carousel.

Objectives: Teaching children the ability to move in accordance with words.

Raising interest in round dance games.

"Barely - barely, barely - barely,

The carousels spin

And then around, around

Everyone run, run, run.

Hush, hush, don't rush!

Stop the carousel!

One - two, one - two

The game is over!"

Then change direction and continue the game.

4. Silence.

Goals: 1. Teaching children the ability to move in accordance with the words.

2. Education of discipline.

"Silence at the pond,

The water does not sway

The reeds do not make noise

Go to sleep kids."

At the end of the words, the children stop, squat and lower their heads. In this position are 10 seconds. Anyone who moves is out of the game. The game is repeated until one child remains - the winner.

5. Cat and mouse.

Objectives: Teaching children the clear pronunciation of words.

The development of motor activity.

“Vaska walks - white

Vaska's tail is gray

Only mice will scratch

Sensitive Vaska is right there.

With the end of the words, the children stop and make a passage in one place - the gate. The mouse runs away from the cat, running through the gate and crawling under the arms of the children standing in a circle. The cat catches the mouse, but it can only run through the gate. When the cat catches the mouse, the game is repeated with another mouse.

6. Cap.

Objectives: Teaching children various dance moves.

Cultivating friendships with each other. Content: children stand in a circle. In the center, one child - the "cap" is squatting. Children go in a circle with the words:

"Cap, cap

thin legs

red boots

We fed you

We fed you

Put on feet

Forced to dance"

Children stop, clap their hands with the words:

"Dance as much as you want

Choose who you want"

The child - "cap" dances and chooses another "cap".

Goals: Development of auditory perception, desire to take an active part in games.

"Vanya - Vanya, you are in the forest

We call you - "Ay"

Vanya close your eyes

Who called you, find out.

The children stop. The child in the circle closes his eyes. One of the children calls his name. The driver guesses.

8. Snowstorm.

Goals: Development of motor activity. Building a sense of balance.

"Rounded, broke the mill

The grinders are spinning

Meli - meli, fall asleep

And fill the bags"

At the last word, everyone should stop and stand without moving. Anyone who fails to stop in time and maintain balance is out of the game. The game continues until there are a couple of children left.

9. Dawn - lightning.

Objectives: Teaching children the ability to clearly pronounce words. Development of running strength. Cultivate interest in the game.

"Dawn - lightning

red maiden

Walked across the field

Dropped the keys

golden keys

Blue ribbons

One - two, do not crow,

Run like fire."

FROM last words the driver touches one player. They both run in different directions and run around the circle. Whoever grabs the left ribbon first is the winner, and the loser becomes the leader.

10. Churilki

Goals: Development of sound perception.

Education of activity, interest in the game.

“Tryntsy - bryntsy. Bells

Gilded ends.

Who plays the bells

That blind man's buff will not catch.

After these words, the player with bells begins to ring them and walk in a circle, and the blind man tries to catch him. As soon as the blind man's blind man catches him, other players change them.

11. Cabbage

Objectives: Teaching children the ability to clearly pronounce words.

Education of physical activity.

"I'm sitting on a stone

Small pegs amuse

Small pegs amuse

I fence my city,

So that the cabbage is not stolen

Did not run into the garden

wolf and fox,

Hare mustachioed,

A fat bear."

The guys are trying to quickly run into the garden, grab the "cabbage" and run away. Whom the owner touches with his hand in his garden, he no longer participates in the game. The player who takes the most "cabbages" out of the garden is declared the winner.

12. Children and a rooster.

Objectives: Teaching children the ability to unconditionally and accurately follow the rules of the game.

Development of dexterity of movements. Formation of joyful emotions.

"Cockerel - cockerel,

golden scallop,

butter head

Silk beard.

Why are you getting up so early?

Do you let the kids sleep?

After these words, the children squat down and make “houses” from their hands above their heads. The “rooster” crows three times, the children scatter around the hall, and the “rooster” catches them. The first child caught becomes a "rooster".

13. Lamb.

Cultivating mindfulness and endurance.

"You are a lamb, gray

With a white tail.

We fed you

We fed you.

You do not butt us

play with us

Hurry up."

At the end of the words, the children run in all directions, and the “lamb” catches them.

Rule: You can scatter only after the end of the words.

14. Take a seat.

Objectives: Teaching children to play by the rules.

Development of running strength.

"Like a magpie chirping

I won't let anyone into the house.

I cackle like a goose

I'll slap you on the shoulder - run!"

Saying "run!" the driver lightly hits one of the players on the shoulder. The circle stops, and the one who was hit runs away from his place and runs towards the driver. The one who runs around the circle takes a free place earlier, the remaining one becomes the driver.

Rule: The circle must immediately stop at the word "run". While running, do not touch children standing in a circle.

15. Gifts.

Objectives: Teaching children the ability to play round dance games, memorize words and move in accordance with the text.

Cultivate interest in the game.

We brought gifts for everyone

Who wants to take it

Here's a doll with a bright ribbon,

Horse, spinning top and plane.

The child, whom the teacher points to, chooses a toy. If he chooses a doll, then they say the words:

"Doll, doll, dance

Wave the scarlet ribbon";

if he chooses a plane, then the children say:

"The plane is flying, flying

A brave pilot sits in it”;

if he chooses a horse, then the children say:

“The horse runs our tsok - tsok - tsok.

The clatter of fast feet is heard”;

if the top chooses, then the children say:

"That's how the top spins

Buzzed and on the barrel.

Children perform movements in accordance with the text.