Playtime games for first graders. Games for children at school Outdoor games for first graders at recess

Turkina Elena Nikolaevna,

defectologist teacher

Dear Guys! Do you want your breaks to be interesting and fun? Then we invite you to play! There are a lot of outdoor games that you can play at school breaks. At each break, you need to play one of them. You can play as a whole class or in small groups.

Games will help you make friends, relax, cheer up and gain strength for a new lesson. With a good mood, even the most difficult subject becomes more pleasant and understandable.

Teachers and your high school friends will help you organize the proposed games.

Game "I Can Do It"

Everyone stands in a circle, takes turns calling their name and showing what they can do. You can't repeat. For example: “My name is Sasha, I can do this ...” and shows a clap, a jump or something else. Everyone standing in a circle should say in chorus: “His name is Sasha, he knows how to do this” and repeat what he showed. And so everyone in a circle.

The game "Vanya, unravel the thread"

With the help of a counting rhyme, the host of the game is appointed - "Vanya". The rest of the participants stand in a circle, holding hands. The host turns away, the guys begin to “get confused”, without opening their hands, intertwining their arms and legs with each other. After that, they say in unison: “Vanya, unravel the thread, just don’t tear it.” The leader's task is to untangle the players back into the circle, trying not to disengage their hands.

One of the players becomes facing the wall, and the rest - 10 - 15 steps behind him. The driver says: “You go quieter - you will continue!”, Then he quickly turns and examines the players. While the driver pronounces his phrase, the players can move forward as much as they can; but by the time he turns, everyone should be standing still. If anyone moves even a little or smiles, the host will declare him the loser. The winner is the player who manages to get close to the driver and touch him with his hand when he turns away.

Game "Three, thirteen, thirty"

The participants in the game agree in advance: which of the numbers indicates which action. Players are built in a line at a distance of arms extended to the sides. The driver calls a certain number - the participants must quickly perform the appropriate action.

If the driver says "three" - all players must raise their hands up, with the word "thirteen" - hands on the belt, with the word "thirty" - hands forward, etc. (You can come up with a variety of movements). The driver can name the numbers in any order. Players must quickly execute the appropriate moves. The player who made a mistake takes one step back and continues the game there.

Game "Snake"

It is more interesting with a large number of participants. They choose the “head” and “tail” of the snake, the rest of the children stand between them, putting their hands on the neighbor’s shoulders. The task of the "head" at the beginning of the column will be to catch the "tail" at the end. The rest of the column members try to follow the "head" without removing their hands from the shoulders of their neighbors.

The game "The sea is worried"

The number of participants in the game should be at least five to seven people. The leader becomes in a circle, the rest walk in a circle, holding hands, changing the direction of movement, and in unison say: “The sea worries once (go clockwise), the sea worries two (go counterclockwise), the sea worries three (clockwise ), marine figure, freeze on the spot! After these words, the hands disengage, and each participant tries to take an unusual and funny pose, “frozen” in it. The host goes around all the children, watching that they do not move, and tries to make them laugh. If someone starts moving or laughing, he is out of the game. The most persistent wins, he becomes the next leader.

Game "Earth, water, fire, air"

The guys stand in a circle, in the middle is the leader. He throws the ball to one of the players, while saying one of four words: "earth", "water", "air" or "fire". If the driver said: “Earth”, the one who caught the ball should quickly name any domestic or wild animal; the player answers the word “water” with the name of a fish, the word “air” with the name of a bird. At the word “fire,” everyone should quickly turn around several times, waving their hands. Then the ball is returned to the leader. Slow and inattentive guys leave the game after the first mistake.

The game "Who has a long tail?"

The players form a circle. The host invites them to raise their right hand up, wave it, then lower it. He tells the guys that he will name different animals. Moreover, if the named animal has a long tail, the children should raise their right hand and wave it, but if there is no tail or it is short, they do not need to raise their hand. The host calls the animals, for example: horse (long tail); goat (short tail); cow (long); fox (long); hare (short); sheep (short); tiger (long); cat (long); bear (short); pig (short); donkey (long); squirrel (long). The leader raises his hand in all cases. Whoever makes a mistake gets a penalty point. The winner is the one who scored less penalty points during the game.

Game "Brook"

An odd number of guys are playing. Everyone stands in pairs one after another, holding hands high above their heads, forming a living corridor. The driver quickly passes through the corridor, takes one person by the hand and stands at the end. The one left without a pair becomes the leader.

Game "Cones, acorns, nuts"

The guys stand in threes and, holding hands, form a circle. Each of the three has a name: "cones", "acorns", "nuts". The leader is outside the circle. He pronounces the word "nuts" (or "bumps", "acorns"), and all the players who have this name change places, and the leader tries to take someone's place. If he succeeds, then he becomes a “nut” (“acorn”, “bump”), and the one who was left without a place takes the place of the leader.

Silent phone game

Two teams of players compete in which of them will correctly convey the hidden word by phone. The host thinks of it and quietly speaks in the ear of the first player, and he also informs the next player in the ear and so on until the last one, who calls out loud what he heard.

The game "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 two numbers. The called numbers should quickly change places. Taking advantage of this, the driver tries to get ahead of one of them and take his place. The one left without a seat goes to drive. The numbers assigned to the participants at the beginning of the game should not change when one or another of them temporarily becomes the driver.

A game « Forbidden movement »

The players stand in one line. The leader stands 5-6 steps in front of them. He invites the players to perform all movements behind him, with the exception of the forbidden one, established in advance by him (for example, you can’t raise your hands forward or squat). After the explanation, the leader begins to make different movements, and all the players must repeat them. Suddenly, he performs a forbidden movement. The one who repeated this movement takes a step forward or receives a penalty point.

Girls and boys!

Have a great study, good friends and, of course, fun breaks!

Literature:

1. Zaitseva O.V., Karpova E.V. At leisure (games at school, at home, in the yard). - Yaroslavl, Academy of Development, 1997.

2. Kozak O. N. Games and fun during vacations and holidays. - St. Petersburg, SOYUZ, 2000.

3. Korotkov I. M. Outdoor games for children. - M., Sov. Russia, 1987.


Games at recess have an important educational value. After hard work in the classroom, students need active rest. Outdoor games in children cause positive emotions and stimulate their physical activity. This switching of work allows the children to relax and it is easier to perceive the educational material in the next lesson. It takes at least 8-10 minutes to organize and conduct games. Students can play games on their own or under the guidance of teachers.

Change of numbers

The players stand in a circle shoulder to shoulder and are calculated in numerical order. The driver is in the center. He loudly calls any numbers. The called numbers should quickly change places, and the driver tries to take one of the empty seats. The one left without a seat becomes the driver.

Passing the ball

The players are divided into 2 or more teams, located at a distance of several steps from each other, and stand in a column one at a time. The head players are at the same distance from the intended line drawn on the ground; each of them holds a ball in their hands. At the command of the teacher, the ball is passed from hand to hand over the heads of the players until it reaches the last player. He quickly runs forward, becomes the head of his column, and the transfer of the sword begins again. When the first player is last and receives the ball, he runs to the intended line and puts the ball on the ground behind it. The one who does it before others ensures the victory of his team.

Note. The ball can also be passed between the legs of players or alternately: over the heads of odd players and between the legs of even players. You can also roll the ball between the legs of the players from one end of the column to the other.

Bell game

Holding hands, the children become in a circle, inside of which there should be two players. One of them is blindfolded, and the other is given a bell. Focusing on its sound, the first should catch, and the second should run away from it, drowning out the ringing in time.

The game requires skill and caution. It gives great pleasure not only to the players, but also to the audience.

Fulfill the agreement strictly

The host stands in front of the players and agrees with them on the following: when he bows, the children should turn away; when he stretches out his arms to them, they will cross them over their chests; when he shakes his finger at them, they will bow to him; when he stamps his foot, they stamp in return.

Before starting, conduct a three-minute “rehearsal” with the players. Anyone who makes a mistake is out of the game.

Attention game

The teacher explains the rules: “I will get up and sit down, at the same time giving you the command: “Stand up”, “Sit down”. You must follow my command, regardless of what I do myself. Started!”

The teacher sometimes says “Get up” on purpose, while he sits down and vice versa.

sparrows

A circle is drawn on the floor of such a size that all the players can freely fit around its circumference. One of the players - "cat" becomes the center of the circle. The rest of the players - "sparrows" are behind the circle, at the very line. At a signal from the leader, the "sparrows" begin to jump inside the circle and jump out of it, and the "cat" tries to catch one of them inside the circle. The one who is caught becomes the "cat", and the "cat" becomes the "sparrow", and the game continues. The one who has never been caught wins.

Option. "Sparrows" jump on one leg.

Who has a long tail?

The players form a circle. The leader invites them to raise their right hand up, wave it, then lower it. He tells the children that he will name different animals. Moreover, if the named animal has a long tail, the children should raise their right hand and wave it, but if there is no tail or it is short, they do not need to raise their hand. So the game begins. The head calls the animals, for example: horse (long); goat (short); burrow (long); fox (long); hare (short); sheep (short); tiger (long); cat (long); bear (short); pig (short); donkey (long); squirrel (long), The head raises his hand in all cases. Whoever makes a mistake gets a penalty point. The winner is the one who scored less penalty points during the game.

Brook

The number of players should be odd: everyone is divided into pairs and stand one after another, connecting pairs of hands raised high in pairs. The driver enters the formed corridor, chooses a pair from the players and stands at the end. The released player becomes the leader.

edible-inedible

For the game you need: a group of players sitting in a row, a leader and a ball. The host throws the ball to each player in turn and at the same time utters a word. If the word is “edible” (that is, it denoted some kind of food: “ice cream”, “sausage”), then the player must catch the ball. If “inedible” (“stool”, “cup”) - push away. The one who makes a mistake (catches the ball) - changes places with the leader.

A good reaction is required for the game, otherwise they laugh at the loser: “He ate his socks!”.

Broken phone

Usually two teams play. The host thinks of a word and whispers it into the ear of the first member of the team. He passes the word (also quietly so that no one hears) to the next player, and so on - along the chain. The last member of the team says the word aloud. The winning team is the one that correctly “delivered” the leader’s word through all the players. Sometimes you can hear hilarious versions of the hidden word, which was incorrectly conveyed by the “damaged phone”.

Many complicate the game: the host does not think of a word, but a whole phrase

Games at recess in elementary grades

Pilipenko Lyudmila Nikolaevna, teacher of the Plodovskoye secondary school of the Bakhchisaray district of the Republic of Crimea

The quality of the educational-educational process at school depends on the skillful organization of physical culture and health-improving work. A special place is given to the organization of sedentary and outdoor games during breaks with primary school students.

Conducting dynamic pauses contributes to the rallying of the children's team, better perception of educational material, physical development and education of volitional qualities; in the educational process allows you to reduce fatigue, increases emotional mood and performance.

Games are a great way to get distracted, tune in to a new way, or just cheer yourself up. After all, as you know, with a good mood it is always easy to learn.

I offer for colleagues some games that can be used when conducting dynamic pauses in elementary grades.

Green, red, yellow

Children stand in a circle, the teacher with three circles (green, red, yellow) in the middle. The teacher gives commands: "Stop! Get ready! Let's go!", while raising the corresponding circle. Students who make a mistake are out of the game.

Change of numbers

Playing children stand in a circle shoulder to shoulder and are calculated in numerical order. The driver is in the center. He loudly calls any numbers. The called numbers should quickly change places, and the driver tries to take one of the empty seats. The one left without a seat becomes the driver.

"Burners".

The players stand in pairs one after another. Ahead at a distance of two steps is the driver - the burner. The sing-song players say the words:

Burn, burn bright

To not go out.

Stay at the bottom

Look at the field

There are trumpeters

Yes, they eat kalachi.

Look at the sky

The stars are burning

Cranes cry:

Goo, goo, run away.

One, two, do not crow,

And run like fire!

After the last words, the children standing in the last pair run from both sides along the column. The burner tries to stain one of them. If the running players managed to take each other's hands before the burner stains one of them, they stand in front of the first pair, and the burner burns again. The game is repeated. If the burner succeeds in spotting one of the runners in a pair, then he stands with him in front of the column, and the one who is left without a pair burns. The burner must not look back. He catches up with the fleeing players

as soon as they run past him.

"Cat and Mouse"

The players stand in two rows facing each other, join hands, forming a small passage - a hole. Cats are in one row, mice are in the other. The first pair starts the game: the cat catches the mouse, and the mouse runs around the players. At a dangerous moment, the mouse can hide in the corridor formed by the clasped hands of the players. As soon as the cat has caught the mouse, the players line up. The second pair starts the game. The game continues until the cats catch all the mice.

Rules of the game. The cat must not run into the hole. The cat and mice should not run far from the hole.

Russian folk game "Zarnitsa"

The children stand in a circle, hold their hands behind their backs, and one of the players - the dawn - walks behind with a ribbon and says:

Zarya-lightning,

red maiden,

Walked across the field

Dropped the keys

golden keys,

blue ribbons,

entwined rings,

Went for water!

With the last words, the driver carefully places the ribbon on the shoulder of one of the

players, who, noticing this, quickly takes the tape, and they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game is repeated.

Rules of the game. Runners must not cross the circle. The players do not turn around while the driver chooses who to put a tape on his shoulder

Golden Gate
In the Golden Gate game, 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
They don't always miss!
Saying goodbye for the first time
The second is prohibited
And for the third time
We won't miss you!
After these words, the “collars” sharply lower their hands, and those children who were caught also become “collars”.

Rules of the game

    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.

    Children who are caught also become "collars". Gradually, the number of "gates" increases, and the chain decreases.

    The game ends when all the children become "gates"

Cones, acorns, nuts

Children stand in threes and, holding hands, form a circle. Each of the three has a name: "cones", "acorns", "nuts". The leader is outside the circle. The host says the word "nuts" (or "bumps", "acorns"), and all the players who have this name change places, and the host tries to take someone's place. If he succeeds, then he becomes a nut ("acorn", "cone"), and the one who was left without a place becomes the leader.

Rules of the game

    Children stand in threes and, holding hands, form a circle. Each of the three has a name: "cones", "acorns", "nuts". The leader is outside the circle.

    The host says the word "nuts" (or "bumps", "acorns"), and all the players who have this name change places, and the host tries to take someone's place. If he succeeds, then he becomes a nut ("acorn", "cone"), and the one who was left without a place becomes the leader.

Clap

Clapping is a fun attention and reaction game for a large group of kids. This children's game is well suited to play during breaks at school.

The players stand in a circle. Each player receives a serial number.
All players begin to rhythmically clap together: twice on their hands, twice on their knees. At the same time, one of the players says his number for clapping his hands, for example - “five-five”, and for clapping his knees - the number of any other player.
The player who did not have time to call his number or who called the number of an already eliminated participant leaves the game.
The last two remaining players win.

Rules of the game

    The players stand in a circle.

    Each player is assigned a number.

    Together they begin to clap rhythmically: twice on their hands, twice on their knees.

    By clapping his hands, the player calls his number, and by clapping his knees - the number of any other participant standing in the circle.

    The one who did not have time to call his number or who called the number of an already eliminated participant leaves the circle and stops the game.

    The last two players left win

Three, thirteen, thirty

Three, Thirteen, Thirty is a game that develops the attention and quick reaction of children well.

Game Description
The participants in the game stipulate in advance: which of the numbers - which action means.
Players are built in a line at a distance of arms extended to the sides.
If the driver (teacher) says "three" - all players must raise their hands up, with the word "thirteen" - hands on the belt, with the word "thirty" - hands forward, etc. (You can come up with a variety of movements)
Players must quickly execute the appropriate moves.

Rules of the game

    Participants agree in advance - which of the numbers - which action means

    Players line up at arm's length.

    The driver calls a certain number - participants must quickly perform the appropriate action

    The driver can name the numbers in any order

    The player who made a mistake takes one step back and continues the game there.

    The one who remains at the starting position at the end of the game wins.

Edible - inedible

For the game you need: a group of players sitting in a row, a leader and a ball. The host throws the ball to each player in turn and at the same time utters a word. If the word is “edible” (that is, it denoted some kind of food: “ice cream”, “sausage”), then the player must catch the ball. If "inedible" ("stool", "cup") - push away. The one who makes a mistake (catches the ball) changes places with the leader.

The game requires good reaction and attention.

Broken phone

Usually two teams play. The host thinks of a word and whispers it into the ear of the first member of the team. He passes the word (also quietly so that no one hears) to the next player, and so on - along the chain. The last member of the team says the word aloud. The winning team is the one that correctly “delivered” the leader’s word through all the players. Sometimes you can hear hilarious versions of the hidden word, which was incorrectly conveyed by the “damaged phone”.

Many complicate the game: the host does not think of a word, but a whole phrase.

Brook

The number of players should be odd: everyone is divided into pairs and stand one after another, connecting pairs of hands raised high in pairs. The driver enters the formed corridor, chooses a pair from the players and stands at the end. The released player becomes the leader.

cat and sparrows

A circle is marked on the floor with chalk or a rope. There will be a “cat” in the circle, and “sparrows” behind the line. At the signal of the teacher, the latter begin to jump into the circle, and the task of the “cat” is to quickly catch one of them. Then the caught "sparrow" itself becomes a "cat".

Association

One player passes a word to another, for example, "sea", and the other says a word in his ear that is related in meaning, for example "fish" and so on. Then the last person says aloud what was passed to him.

Find the hidden object

One student turns away, the rest of the children hide the object (stick, cube, etc.). After that, they tell the "route" to the one who will search: go two steps straight, turn left, go seven steps forward and you can search.

How is your stuff

The students go to the table. Everyone examines his clothes and answers the teacher's question: "Does Andrey's shirt live well?" The children answer: "Good. She is ironed, clean, all the buttons are in place." Not only the student's clothes are discussed, but also the hairstyle. shoes. All this will help you figure out how best to take care of your clothes and shoes in order to look neat.

Daily regime

Students are given plot pictures, which depict the regime moments of the student. Students look at the pictures, then quickly line up one after another, observing the sequence of performing routine moments.

How do we dress?

Students think of the names of items of clothing: a scarf, a dress, mittens, shoes, socks, etc. Each student quietly calls the teacher what he has planned (the same items should not be repeated). Then one of the children (at first the teacher does this) says, for example: "I was going to sled and put on myself ...". Interrupting the story, he points to any student who calls the intended word. Students must say whether the children dressed correctly in this case.

Stick, stop!

The students stand in a circle, the teacher in the center. The game takes place in the form of a relay race: the children name the words and at the same time pass the wand in a circle. About what topic the words will be on, they agree in advance: "What are we going to talk about?" - "About winter." The teacher suggests picking up words about the weather first and gives a wand to one of the guys; he calls the first word (frosty) and passes the stick to the next participant in the game, etc. Thus, the children pick up many words (windy, cold, snowy, etc.).

If the player repeats an already named word or cannot find the right one for a long time, the teacher says: "Stop! Wand, stop!" - and this student leaves the circle

Need - don't need

The host says: "I want to plant a garden. Do you need cabbage?" Children answer: "Need." Listing vegetable plants, the presenter calls fruit plants. Which of the children made a mistake pays a fant. Having "planted" the garden, the children continue the game - they begin to "plant" the garden. The leader, listing fruits, uses the names of vegetables. The winner is the one who has never made a mistake.

Who is it?

The students take the cards one by one from the leader, but in such a way that the children do not see what is drawn there. The one who pulled out the card imitates the voice and movement of the animal depicted on it, and the rest guess what kind of animal it is.

crossroads

For the game you need a "crossroads" (draw with chalk). At the intersection there should be "crossings", "safety islands", "stop" lines. The leader in the role of a traffic light stands in the center of the intersection. Students are divided into two groups: pedestrians and vehicles. At the signal of the "traffic light" pedestrians cross the street. Transport is moving. The leader monitors compliance with traffic rules. Violators are excluded from the game. Those who do not violate traffic rules win.

agile pedestrian

Pedestrians take turns crossing the intersection. Jump - means on the go to throw the ball into the green eye of the traffic light. Hit red - a pedestrian has no right to cross the street, is out of the game. Hit yellow - gets the right to throw the ball again.

Any number of players can participate in the game. The leader is selected first. He becomes facing the wall or just with his back to the rest of the players, who are located 10-15 steps behind him. The driver pronounces the phrase “You go quieter - you will continue” and quickly turns around, carefully looking at the players. Players can only move while the driver is saying the phrase. When he turns, everyone must be completely still. If a player moves even a little or even just smiles, he is out of the game. The winner is the one who can come close to the driver and touch him with his hand when he turns away.

Fishing rod.

    Participants stand in a circle. The leader in the center twists the rope, at the end of which is a small stuffed ball.

    The ball must pass under the feet of the players. Whoever touches the rope is temporarily out of the game. Those who never hit the rope win.

    Those who never hit the rope win.

Third wheel.

    Children in pairs, holding hands, walk in a circle. Two leaders: one runs away, the other catches up.

    The fleeing player will be saved from pursuit if he takes the hand of one of the pair.

    Then the one who remained becomes superfluous - runs away. When the pursuer touches the evader, they switch roles.

    Children stand behind the circle line. In the center of the circle is the leader. One of the players has a ball.

    Those outside the circle throw the ball at the leader, trying to hit him, or pass the ball to a friend to make a throw.

    The leader runs around dodging the ball. The player who did not hit the leader with the ball takes his place.

Jumping sparrows.

    A circle with a diameter of 4 m is drawn on the floor or ground. The leading "cat" becomes in the middle of the circle, the rest of the participants in the game are "sparrows". They are outside the circle.

    On a signal, the "sparrows" begin to jump into the circle and jump out of it.

    "Cat" catches.

    The caught "sparrow" is in the center.

    When all "sparrows" come across, a new "cat" is selected.

    That "cat" wins, which will be able to catch all the "sparrows" faster than others.

Two Frosts

    On opposite sides of the site, at a distance of 10-20 meters, the lines "home" and "school" are marked. Two "frosts" are selected. The rest of the guys are located behind the "home" line, in the middle there are two "frosts".

    "Frost" refers to the guys:

- "We are two young brothers, two frosts are daring."

One says: "I am frost - red nose", the other says - "I am frost - blue nose". Together they say: "Who will dare to set off on the path for you?" All the guys answer: "We are not afraid of threats, and we are not afraid of frost!"

    After these words, the guys run from "home" to "school". "Frosts" catch them and "freeze". The rest stop and stand motionless. "Frost" refers to the guys with the same words, and they, running back to the "house", touching the children, "thaw" them. "Frosts" are trying to "freeze" the remaining participants. After two dashes, a new pair of "frosts" are assigned from those not caught, and those who are caught are released.

    Repeated 3-4 times. The pair that catches the most guys wins.

Help a friend game

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 “leader” becomes the student who did not have time to take the place.

owl
The driver is chosen - "owl". The players are on the playground, and the “owl” is in the nest (the place allotted for this). At the signal “The day is coming”, children, imitating the flight of butterflies, dragonflies, birds, beetles and “turning” into other animals, frolic, try to most accurately show who they represent.

On 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 the nest. At the signal “The day is coming” - the “owl” goes into the nest, the players “come to life” again. "Owl" changes after 2-3 games.

……………………………………………………………………………..

I wish you all good health, good luck and success.

Outdoor games are necessary for the full physical and emotional development of schoolchildren. Playtime games for elementary grades will help children relax after hard work, develop their bodies and become more disciplined.

Games and entertainment at recess in elementary school: examples of outdoor games

Games during recess in elementary school have a positive effect on the physiological processes in the growing body, and also improve the functioning of all internal organs. Activity helps children boost their immunity, the body becomes stronger and can better resist seasonal colds and allergies. Mobility allows the child to grow up strong, confident in their abilities, dexterous people.

Outdoor games at recess for elementary grades are a kind of physical education, only in an interesting and understandable form for them. Instead of tilts, from which the child quickly gets tired and does not want to do, he can be offered to “pick mushrooms” or “catch mice”. Thus, the child will bend over without fatigue, developing his muscles, forming motor skills.

In addition to favorable physical development, outdoor games affect the emotional state of schoolchildren. Psychologists say that an active game helps to get rid of stress, feelings of anxiety, in turn, mobile team games allow the child to be liberated, learn to learn something new without fear, to train.

From a pedagogical point of view, outdoor games at recess serve as an excellent relaxation for children. Very often it is the most active children who show good learning abilities. But at the same time, active games should be controlled by the class teacher. After all, the game includes certain rules, learning them, schoolchildren learn to discipline themselves, obey some generally accepted norms, which is very important for children of primary school age. Discipline in the future helps students find a common language with other people, prepares them for adult life in a civilized society.

Also, do not forget that the game may require initiative from the child, he is eager to learn everything new in order to keep up with his knowledge. While playing in an unobtrusive way, children learn many concepts best, and the combination of theory with practice ensures the best result. Learning something new, the student has his own ideas, which he strives to bring to life. Some of these children become a leader, someone an initiator or a bright head of the team.

Games at recess in elementary school can be held in the corridor or in the classroom if it is rainy or cool outside. But the most useful thing is to go out into the fresh air with the children and run enough there, playing your favorite outdoor game.

The examples of games presented in this article have been very popular with children for many years, so they can be safely put into practice.

Game "Neighbor"

Children become in a wide circle in pairs, and only one child is left without a pair, now he will look for a neighbor. In order for another student to be next to him, a participant without a partner should simply call his name, and the other, upon hearing, quickly run over to him. But not everything is so simple, because the neighbor of the participant who is called may have time to detain his partner.

"Brook"

Another great game that brings children together, helps them get rid of shyness. Children in pairs hold hands and stand one after another, as in a column. Without disengaging their hands, the schoolchildren raise them up, and it turns out like a stream. During the game, the last participants run through the stream and stand in front, following them, etc. As a result, those who stood first are at the end, and the last come forward. In this way, couples can change many times, at least until the break is over.

"Cat and Mouse"

Pupils of elementary school love the game "Cat and Mouse" very much. Children stand in a circle and hold hands. Inside the circle is the Mouse, outside the circle is the Cat. The task of the Cat is to catch the Mouse, the rest of the children raise and lower their hands so that the Mouse has time to run, and the Cat does not catch it for a longer time.

"Handkerchief"

Children sit in a circle, one of them - Water holds a handkerchief in his hands, he does not sit down, but walks along the outside of the circle, thinking who would put it. Each of the participants should be attentive, because maybe he got the handkerchief. Seeing him near him, the child rises from his seat and runs after Water, and he must have time to sit in his place.

Game "15"

A game for children in grades 3-4, for which you need a ball. Children become a circle and start throwing the ball to each other in a clockwise direction. The first participant says “one”, then the count is kept silently. As soon as the count reaches 15, the ball must be thrown into the center of the circle. If the participant forgot to do this, then he himself sits in a circle. The next time the score reaches 15, he can be knocked out of the circle and back in the game.

"Hot Pie"

Another ball game. Children stand in a circle and very quickly throw the ball to each other. If, through someone else's fault, the ball falls, he is out of the game. The game continues until there is only one winner.

Fanta

Each child finds a separate wrapper for himself (it can be a piece of paper or any natural material). All wrappers are mixed and given to the host, who does not know which wrapper belongs to whom. The host looks at the phantom and comes up with a task (read a poem, dance, jump, etc.). Then each participant performs what is assigned to his phantom. The one who coped with the task best of all becomes the leader.

Intellectual game "Stop"

All participants sit on a bench, one stands opposite in a specially designated circle. This participant is the Leader, he asks the rest a question, the answer to which should be a certain word. Example: Lives in the forest, loves nuts, 5 letters (squirrel). When the Leader hears the correct answer, he runs away, and the participant who guessed correctly takes his place and shouts “Stop”. The game didn't end there. Now, the guesser needs to reach the Leader. To do this, he must guess how many steps he will need for this. If the number is calculated correctly, the participant who gave the correct answer can ask his question, and the ex-leader sits on the bench and solves it with everyone.

85. "Burners"

Training. Children become pairs one after another, holding hands. Ahead, at a distance of 3-4 m, the place of the driver.

Oblique, oblique, Don't go barefoot, But go shod, Wrap up your paws. If you are shod, The wolves will not find the hare, The bear will not find you. Come out, you burn, you burn!

As soon as the guys finish the recitative, the first couple separates their hands and runs forward to reconnect beyond the line where the driver can no longer catch. He has to catch one of the guys or he'll have to drive again. The driver becomes behind everyone in a pair with the one he caught. The other of this pair becomes the leader.

The game is won by those who have never been caught.

Rules of the game: 1. The game starts at the signal of the leader. 2. You can start running only at the end of the recitative.

86. "At the bear in the forest"

Training. All players are freely located on one side of the court. A line is drawn on the opposite side - the edge of the forest. Behind the line, two or three steps away from it, there is a “bear lair”.

I take mushrooms and berries from a bear in the forest, And the bear sits, growls at me.

When the children say the last word - “growls”, the “bear” jumps out of the den with a growl and tries to catch someone. Caught he takes to the lair.

The game ends when three or four guys remain uncaught, and they become the winners.

Rules of the game: 1. The game starts at the signal of the leader. 2. The driver can run out of the "lair" only when the last word of the recitative is spoken.

Training. The guys stand in a circle, in the middle is the leader, who is blindfolded.

We played a little, And now we got into a circle. You guess the riddle, Who called you - find out!

The leader silently points to one of the players, who exclaims: “Find out who I am!” The driver must say his name. If he guessed correctly, the recognized one becomes the driver, if he made a mistake, the game is repeated.

The winner is the one who has never been a driver.

Rules of the game: Option 1. 1. Words are pronounced only by the one whom the leader points to. 2. When the guys begin to distinguish the voices of their comrades, you can allow them to change the timbre of their voice.


Option 2. The players go to the right (or left) in a circle and say in a singsong voice: “We made the whole circle, let's turn around at once!” - make a full turn and continue to move in the same direction, after which they continue: “And how do we say:“ Skok, hop, hop "
(these three words are spoken only by a pre-designated player) - guess whose voice?


The victory conditions and rules are the same as in option 1.

88. "Traffic Light"

Training. Circles (10 cm in diameter) of red, green and yellow are prepared in advance, which are attached to sticks.

While moving in a column, one at a time, bypassing the site, the exercises change: red - everyone is standing, yellow - moving forward in a squat, green - moving forward on toes. Penalty points are awarded for each mistake.

The one with the fewest penalty points wins.

Rules of the game: 1. The game starts at the signal of the leader. 2. Penalty points are awarded for each violation.

89. Carousel

Training. The players become in a circle. A rope is lying on the ground, forming a ring (the ends of the rope are tied).

Barely, barely, barely

The merry-go-rounds spun, and then around, And then around and around, All running, running, running.

Children move slowly at first, and after the words "run" they run. At the leader’s command “Turn”, they quickly take the rope with the other hand and run in the opposite direction:

Hush, hush, don't rush, stop the carousel. One and two, one and two, That's the game over!

The movement of the "carousel" gradually slows down and stops with the last words. The players put the rope on the ground and scatter around the site. On a signal, they rush to get back on the "carousel", i.e. grab the rope with your hand, and the game resumes. You can take places on the carousel only until the third bell (clap). A latecomer to the "carousel" does not ride and is eliminated from the game.