Card file of outdoor games of the peoples of the north. Outdoor games on the themes "winter", "new year" card index on the theme Outdoor game of ice

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

Karelian folk game

Several pairs are playing. In each of them, one player carries the other, sitting on a sled. At the request of the players or by counting, a pair of drivers is selected who seek to catch up with any other pair of players and tarnish one of them. The player, sitting on the sled, salutes, he does it with a simple touch of the hand. If in a pair one is mastered, both become leaders. The game continues. Rules of the game. You need to play within the outlined area. A couple who drove over its borders becomes a driver. You cannot play the players of the pair that was just leading.

"Stop, deer!"

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

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

Rules of the game. You can run away only at the signal "Run, deer!" The littered ones retreat to the appointed place. Salt must be careful.

"Deer hunting"

The players are divided into two teams. Everyone becomes behind the line drawn at a distance of 1.5 m from the antlers * (their number depends on the number of children in the team). Each child has a lasso in his hands. He tries to lasso (catch) the deer. Rules of the game. The winner is the one who has caught the most deer. Before taking part in this game, you need to learn the correct techniques for throwing the lasso. Throw a loop on the antlers of the deer should be at the signal. You cannot approach the deer closer to the place indicated by the line.

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

To complicate matters, the game can be played on the side of a mountain. The group of players is divided into two teams, which are located on two sides of the slide; each team has a maut (lasso). The leader pushes the sled with the horns attached to it. Children take turns catching a deer on the fly.

___________
  • Dry branches can be used as "horns".

"Shooting at the target with whirling"

Yakut folk game Take a cardboard disc 20–25 cm in diameter, painted with Yakut ornament (in the old days, the disc was made of birch bark, sewn twice). The disc is hung on a wall or on a pole. At a distance of 3-5 m from it, a pole (or bedside table) is placed, around which the player must run several times with the ball and throw it into the disc (target). The winner is the one who hits the target after having run over the pole (or bedside table) more times. Older children may be advised to shoot at the target with a bow instead of a ball.

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

"Musher and dogs"

Games of the peoples of Siberia and the Far East opposite edges the platforms are laid in parallel with two cords. The players stand near them, three people at a time, and join hands. Two are dogs, the third is a musher. The musher takes the hands of the dogs in front of him. Children in threes at the signal "Let's go!" run towards each other, from one cord to another.

Rules of the game. You only have to run on a signal. The winner is the triple that reaches the line faster. You can invite the players to overcome various obstacles.

"Ice, wind and frost"

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

Cold pieces of ice, Transparent pieces of ice Sparkle, ring: Dzin-dzin ...

They clap each word: first, in their own hands, then in the hands of a comrade. They clap and say ding-ding until they hear the signal "Wind!" Children-ice floes scatter in different directions and agree who will build a circle with whom - a big piece of ice. At the signal "Frost!" everyone line up in a circle and join hands.

Rules of the game. Those children who have more players in the circle win. It is necessary to quietly negotiate who will build the big piece of ice with whom. Those who agree join hands. Movement can be changed only at the signal "Wind!" or "Frost!" It is desirable to include different movements in the game: jumps, light or fast running, side gallop, etc.

"Triple jump"

A line is drawn in the snow, the players follow it. In turn, they jump from the line forward: in the first two jumps they jump from one foot to the other, in the third jump they land on both feet. The one who jumped further wins.

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

Options. The game is carried out with the distribution of children by links. Each link consists of two to four people. All children of one link go to the line at the same time. At the signal, everyone starts jumping together. The link wins, the participants of which jump further.

The game can also be organized in such a way that children from different teams compete in jumps at the same time. In this case, count how many first, second, third, etc. places were taken by members of each link.

Sled dog racing

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

Who gores whom?

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

Ikushkikmyak (Ear-elbow walking)

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

Piddletuck (Knee Jumping)

This fun takes place in the form of a competition. The game is started on the knees, hands on the belt and toes extended back. At the signal from the leader, the players jump up from their knees to squat, and then jump to their knees again. The game continues until only one player can continue the competition (this will not last long!)

Seal Race

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

Tunumiu

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

"Hares and dogs"

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

"The wolf and the deer"

The wolf is chosen from the players, the rest are deer. At one end of the site, a place for a wolf is outlined. Deer graze on the opposite side. At the signal "Wolf!" the wolf wakes up, leaves the den, at first walks around the herd with a wide step, then gradually narrows the circle of circumambulation. At the signal (growl of the wolf), the deer scatter in different directions, and the wolf tries to catch (touch) them. He takes the caught deer to himself. Rules of the game. You can only run out of the circle on a signal. Whoever gets caught must follow the wolf.

"Hunting for partridges"

Children represent partridges. They are placed on the other side of the site - the tundra, where there are devices that you can climb on (towers, benches, walls, etc.). On the opposite side are three or four hunters. Partridges fly, jump on the tundra. At the signal of the driver "Hunters!" they fly away (run away) and sit on branches (climb hills). The hunters try to hit the partridges with the ball. The caught partridges move aside and drop out of the game for a while. After two or three repetitions, other hunters are selected, the game resumes. Rules of the game. Partridges fly away only on signal. Hunters start catching partridges also only after this signal. You can shoot the ball only in the legs.

Fire Thieves

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

This is how the game continues until all the players of any team are captured. Rules of the game. When any of the players approaches the line of opponents, they are all obliged to stretch their arms forward. The pursuer must catch up with the enemy to the danger line, from where they started the game. The pursuer who has caught up with the fleeing person becomes the bearer of fire. He can go up to the opponent's line and, hitting the hand of any player, run back to his border as a beginner. In other cases, the pursuers are secretly appointed by the captain. One evader can be pursued only by one catching-up. It is prohibited to leave the playing area. Prisoners are freed when their friend, having received fire from an opponent, freely passes into the fortress and touches them with his hand: they all quickly run to their border. The pursuer can catch both the liberator and the released prisoner. Other players have no right to interfere with the game.

"Reindeer teams"

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

Rules of the game. Overcoming obstacles, the musher must not lose his team. A deer is considered caught if the musher has bitten him.

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

"Aleutian National Struggle"

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

"Tug on arms"

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

But in "Ldinka", a Russian winter game, it is good to play when the snow does not stick to "snowballs", on a well-trampled ground or a strong ice rink. "Ldinka" is played by young people, that is, junior and middle schoolchildren, from 5 to 10 people. The players, forming a circle, stand at a distance of 2 m from each other. The driver, selected with the help of the counting-out, is in the center and tries to "kick" the piece of ice outside the circle. It should be strong enough and not very large. The rest of the players prevent this by holding the piece of ice with their feet and direct it back to the center of the circle. The player who missed the piece of ice on the right side of himself changes roles with the driver. After agreeing, the players can move in a circle. If you move to the right, that is, counterclockwise, you need to defend your right flank. Conversely, by moving to the left, the players defend the left side. Of course, the driver and the players must launch the piece of ice so that it does not fly higher than the knees of the players. Hands cannot be used, the one who holds the piece of ice with his hands, gets into a circle and leads.

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

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

All players hold straight sticks, about 5 cm thick, corresponding to the player's height. They play with a small leather ball stuffed with wool. Participants lower sticks, each in his own "hole". The ball is at the driver, who seeks to conquer one of the holes, hitting it with the ball with the help of his stick, or shower the player with the ball on the shoes (below the ankle). If the "frost" managed to get into the feet of the "angler", they change roles. Having drowned the ball in someone else's "hole", the driver begins to count loudly to ten. During the counting, he tries to lower his stick into the "hole", and its owner tries to throw the ball out of the hole with his stick. Each player can hit the ball, which is being adjusted to his hole, with a stick. To prevent the ball from hitting the feet, the player bounces, leaning on the stick. The neighbors in the "hole" help: they throw the ball with sticks. The driver who has failed to win the hole for himself within the agreed time is considered a loser. Basic rules: you cannot hit the ball with your hands, feet, body. Any use of force is prohibited, the offender is appointed as the driver or is eliminated from the game. If the "frost" manages to occupy the hole, its former owner becomes the driver.

In the long winter, the peasants are engaged in handicrafts. Woven baskets, knitted shawls and painted toys must be taken to the fair sooner or later. The Estonian game "Fair" illustrates a craftsman's travel preparations. No special devices are needed to play. But the more friends gather for the game, the better. Driving - "fairman" assigns the other players the names of the items needed for the trip.

For example: "cart", "team", "arc", "bells", "bag", "purse". Players stand in a circle. The Fairground Man begins to talk about his travel packing, using the item names assigned to the players. The one whose item is named should wrap around himself in the heel of one leg. And if the player missed it and did not have time to react immediately, then he must give his "fant": a handkerchief, a lace or a note with his name. When the "fairman" finished collecting, "forfeits" are returned to the owners after completing some task.

The game can be played indoors with chairs. In this case, the players do not stand in a circle, but sit on chairs and, hearing their comic "name", jump up and run around the chair. The driver ends his story with the words: "The fair is closing ..." At this moment, the players should get up and run next to the chairs. And when the "fairman" says: "... the fair is closed!" take any chair, while the "fairground", for whom a chair is not provided, also tries to sit down. The one who did not get a place - drives.

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"Ice, wind and frost"

Main tasks: Teach children to use motor experience in new conditions; teach children to breathe cold air correctly; fix the signs of winter (frosty, snowing, blizzards, blizzards); to instill in children an interest in joint actions.

Equipment of the lesson: small hoops 12-16 pcs., fishing rod according to the number of children, ball.

Course of the lesson

I. Movement to the place of occupation: walking on snow, sliding on ice paths.

“Children, look around. How beautiful! A lot of snow! How fluffy he is, soft, silvery. Our sports ground is beautiful in winter! It's good to run, play and breathe clean, frosty air among the white snows.

Breathing exercise ... Breathe in fresh air through your nose. Pull in deeper, and exhale with your mouth. Like this. Let's repeat it several times. (3-4 times.)

Already you, winter is winter,

You came with frosts.

The wind howls, the blizzard blows,

Sweeping along the street. "

Game exercise "Blizzard" ... Children stand one after another in a half-turn and join hands. The most prepared child becomes the first - he is the leader. The presenter runs between snow ramparts, sledges, a snowman - leads the chain behind him. The main thing is not to open your hands and not touch objects. The teacher monitors the correct breathing of children. (3-5 min.)

II. ORU in a circle:

  1. "Snowflakes are slowly falling to the ground." Raise your arms up and slowly lower them down. (8-9 times.).
  2. "A strong wind blew in, snowflakes swirled." Spin to the right (left) side, followed by squatting. (6-8 times.)
  3. "Trees bend." Swing your torso from side to side. (6-8 times.)
  4. “What do children do to keep warm? .. And how do hares warm themselves? .. And how do birds get warm? ..- Jumping, jumping, running on the spot, etc.

Outdoor game "Two frosts" ... All players are located on the same side of the court. Two drivers - frosts - stand, turning to face the players, and say:

We are two young brothers

Two frosts are daring.

I am Frost - Red nose,

I am Frost - Blue nose.

Which one of you will decide

On the way - to start the path?

Children answer amicably:

We are not afraid of threats.

And we are not afraid of frost

Children run across to the other side of the playground, and the frosts try to freeze them (burn). Those who have been touched by frost are considered frozen, i.e. caught. After two runs, the drivers change. (3-4 times.) Rules of the game: start skipping only after the end of the words.

No planks, no axes

The bridge is ready across the river.

The bridge is like blue glass!

Slippery, fun, light.

Game exercise "From ice floe to ice floe" ... In two lines in a checkerboard pattern, 6-8 circles are indicated (the hoops are laid out) at a distance of 50 cm from one another - these are ice floes. Children jump in two columns on two legs, hands at random. The main thing is to land exactly on the piece of ice. (2-3 times.)

Outdoor game "Ice, Wind and Frost" ... The players stand in pairs facing each other and clap their hands, saying:

Cold pieces of ice

Transparent pieces of ice

Sparkle, ring

Dzin, dzin ...

They clap each word: first with their own hands, then with a friend. Clap their hands and say ding, ding until they hear the "Wind!" Children-ice floes scatter in different directions and agree who will build a circle with whom - a big piece of ice. To the signal "Frost!" everyone line up in a circle and join hands. Rules of the game... Those children who have more players in the circle win. It is necessary to negotiate quietly about who will build the big piece of ice with whom. Those who agree join hands. You can only change movements on a signal. It is desirable to include different movements in the game: jumps, light running, fast running, side gallop, etc. (3-4 times.)

III. Small activity game "I will freeze hands, feet". (Using a long stick, fishing rod) ... Children stand in a circle with their arms outstretched forward with one leg outstretched. In the middle of the circle, the driver with a fishing rod. The driver with the words “Freeze! I will freeze! " tries to hit the hands or feet of those standing in a circle with a fishing rod. Children should quickly move their hands behind their backs, put one foot on the other leg. The one who is touched by the leader is considered "frozen". Children who could not be “frozen” are noted. Rules of the game: Do not raise the fishing rod high; the arms and legs that the children have removed should be returned to their original position after the driver with the fishing rod moves to another player.

"Bear holiday"

Main tasks: To develop in children motor initiative, strength; broaden horizons, consolidate ideas about national holidays, traditions of our peoples; foster love for nature, respect for animals.

Equipment of the lesson: rope, 2-4 medicine balls, flag.

Course of the lesson

  1. “In January, the indigenous peoples of the north celebrate the Bear Festival. The bear is considered a sacred animal among the Khanty and Nenets. He is not touched by the hunters; he is treated with respect, like an older brother or father. On this holiday, people from different villages meet, organize games and competitions. So we will celebrate this wonderful holiday with you today.

Today is a long holiday

Nobody gets tired.

Today the whole village

And dances and sings. /R. Rugin. /

The bear holiday begins with the bravest residents going to wake the bear, because in winter, the bear sleeps.

Let's go also to the bear's "den". The road is not close to her. We'll have to overcome obstacles.

- "We are going through deep snow, track in track" - walking, raising your knees high.

- "Bumps ahead" - walking with stepping over snowballs.

- "Do not get lost in the forest" - walking "snake", bending around obstacles, trees.

- "We must hurry" - running at a moderate pace.

II. - In order not to be afraid of the bear, we must be strong and courageous, and for this we need to do exercises.

OSU in two ranks.

  1. "Strong hands". I.p .: o.s. hands to the shoulders, hands clenched into a fist. 1 - hands to the sides, unclench fists. 2- forcefully return the hands to the SP. (10 times.)
  2. "Let's pump up health." I.p .: feet shoulder-width apart, arms down. 1-2- tilt to the right (left), sliding with the right (left) hand on the thighs, saying "sh-sh-sh", the right (left) hand to the armpit; 3-4 - I. p. Do not bend or move the legs. (4-6 times.)
  3. "Strong legs." Squats. (8-10 times.)
  4. "We're clever." Jumping on two legs with a turn of 90 degrees. (2 times 20 pcs.)

To develop dexterity and attention,

We will now hold our competitions.

Competition game "Tug-of-war".

Two teams are tug-of-war. Who will win over to his side, he won. At the rope, the middle is marked with a red ribbon, a gymnastic stick is placed under the ribbon (draw a line). Rules: start pulling only on the command "Start!". (2-3 times.)

“And here is the bear den. Who is brave and will be able to wake up the bear? "

An outdoor game "Wake up, bear!" (Option "At the Bear in the Forest".) On one side of the playground there is a bear den (circle), on the other side (beyond the line) - the children's house. They leave the house and walk towards the den, saying:

Enough bear already sleeping -

We want to play with you!

With the last word, the bear runs out of the den and catches (salit) the players. Children try to escape to their home. After two runs, another bear is selected, and the caught ones come into play again. Rules of the game: the bear can catch the players only to the point - their "home", catch with a touch of the hand.

“After the bear woke up, people asked for forgiveness from him:

I'm sorry for coming

To you in the taiga with a gun.

Sorry to wake you up

You in your home! /R. Rugin. /

The bravest and strongest of all the inhabitants put on a suit or a bear skin, and the rest of the men fought with him, depicting a victory over the formidable forces of nature. How can we determine the strongest? (Answers of children.) Let's define with the help of heavy balls. Whoever throws the ball farthest will be the winner.

Game exercise "The Strongest!" ... Children stand in 2-4 columns (depending on the number of medicine balls). The players walk up to the line and throw the medicine ball with both hands from behind the head. The teacher marks the farthest throw with a flag. The game is repeated 2-3 times. With each repetition, a winner is determined. Rules of the game: throw the ball only in the specified way and from the line.

At the end of the holiday, people said words of gratitude to the bear and apologized for disturbing: we are like a brother to the bear

Thank you for everything.

"But we are not to blame" -

Saying goodbye, we say. /R. Rugin. /

III. Walking in columns for the strongest children. Children go through the circle of honor, take the rest of the children out of the playground and take them to Kindergarten.

"Merry Shrovetide"

Main tasks: Teach children to quickly navigate in space, using different options for motor actions, to act in concert; broaden horizons, consolidate ideas about everyday life, basic occupations and peculiarities of life in Russia; foster internationalism, collectivism, respect for work.

Equipment of the lesson: rope, 2 hoops, colored frozen figures, sledges, ski poles, cardboard pancake.

Course of the lesson

  1. “Today we are celebrating a holiday - not a simple one, but one in which fierce winter meets red spring. Do you know what this holiday is called? " Children answer in unison - "Maslenitsa"! “Who knows why it was decided to bake pancakes on Shrovetide? (Children: "The pancake is round in shape, it looks like the sun. It was believed that people, baking pancakes, thus help the sun bake hot, so that spring would come as soon as possible.")

II. ORU in several circles.

  1. I.p .: standing face in a circle, hands are clasped,

Raise your hands up, bend; - I. p. (6-8 times.)

2. I. p.: Standing with his back in a circle, touching each other's shoulders, legs wide apart.

Lean forward, try to touch the ground with your hands, do not bend your knees,

I. p. (6-8 times.)

3.I.p .: standing face in a circle, hands are clasped,

Sit down, hold on, back straight,

I. p. (6-8 times.)

4. I. p.: Standing one after another in a circle, hands on the belt,

Jumping, moving in a circle, one after another,

On signal - change of direction. (20x2 times.)

Well done, you deftly did the exercises. After all, only if you act together can you achieve success.

Previously, on Maslenitsa, not only pancakes were baked, but also around the village on a sleigh three times to go around - also draw a circle, help the sun.

Games - relay races:

"Sleigh Race". The players are divided into two groups. You have to drive your route, sitting on a sleigh, but pushing off the snow with ski poles. The first team to complete its route wins.

"Race on three legs". Two players standing side by side are tied together on one leg. Couples line up at the start line and, on command, run to the landmark. The first pair to cover the required distance wins.

And how many of you children know the sayings and proverbs about the generous Maslenitsa?

Children (take turns saying proverbs and sayings):

Without pies - not a name day, and without pancakes - not Shrovetide;

Damn - not a wedge, the stomach will not split;

Let the first pancake and lumpy, but all the rest are good;

Where there are pancakes, there we are, where there are pancakes, it’s okay, where there’s porridge with butter, there is our place.

Outdoor game "Snowflakes and Wind" .

To the words: "Snowflakes, fly, fly across the field!", Children should circle smoothly, like real snowflakes during a snowfall. And to the words: "Snowflakes, hurry, fly away from the wind!" - children run to the sides and squat so that the wind does not blow away. (3-4 times.)

And now there is new fun, honor and glory to all strongmen!

Russian fun, not only with strength, but also with laughter.

Tug of war game - this is an old Russian amusement that has been held on all winter holidays since time immemorial.

III. Game of small activity "Find a pancake". (Variant of the game "Quiet - Loud")

With the help of a rhyme, the driver is selected, he stands in the center of the circle and closes his eyes. The teacher gives one of the children a cardboard figure of a pancake). All children, except for the driver, know who has the pancake. When the driver approaches him, children begin to clap their hands and stamp their feet strongly, when they move away, they stop stomping and clap more quietly. The game continues until the driver finds a pancake.

"Fisherman's Day"

Main tasks: Introduce folk games and signs; to develop motor abilities: speed-power, coordination; foster a conscious attitude towards physical education and sports, respect for the traditions of our peoples.

Equipment of the lesson: 4 hoops, 4-5 plastic fish, 2 pots, 2 large spoons, large skipping rope,

Course of the lesson

I.“At the end of March, RYBALOV'S DAY is celebrated - one of the favorite holidays in Russia, as fish comes back to life from the winter quarters. They said: "There is water on Alexei from the mountains, and the fish starts to move from the camp", "Alexei Warm winter - winter to naught." On the street, children poured themselves with melt water, which gives health, and exclaimed three times: "Lada!" Goose fights were organized in Russian villages. If sweet sap awakened in the birches, then a holiday of birch sap was organized.

We will go to this holiday too. And for this we have to line up in pairs (threes). Can you line up quickly on a signal in pairs or threes?

An outdoor game "Two and three". Children walk or run all over the place. To the teacher's signal "Two!" form pairs with any nearby child, hold hands and run to a predetermined place (flag, tree), where pair after pair are built in the order in which they run up. If the teacher says “Three!”, Then the children form triplets and then run to the place of construction. (3-4 times.)

II.- The fish hit the ice together,

And the ice drift began on the river. /V. Stepanov. /

Fishermen are always preparing for the upcoming tests and doing a warm-up to prepare the body for stress:

  1. I.p .: o.s., hands in front of the chest

Perform 2 jerk movements with bent arms, spread the arms to the sides and 2 jerk movements with straight arms,

I. p. (8 times)

2.I.p .: feet shoulder-width apart, hands clasped behind in the lock

Turns of the body to the right and left. (8 times.)

3. Transfer of body weight from one leg to another. I.p .: legs apart,

Sit on one leg, put the other straight leg to the side, arms forward

Transfer the weight of the body to the other leg, keep the body straight. (6 times.)

4. Torso bends. I.p .: legs apart, hands on the belt,

Tilt the body alternately: forward - right (left) - backward - left (right). (4-5 times.)

5.I.p .: o.s.

Circular movements with the right hand (back - up, sharply lower forward - down). (6 times.)

Always, going to sea, fishermen checked with signs. And you - that cherished omens, fishing know?

Folk signs:

If the sky is red in the evening, wait for a strong wind;

Foam boiled in the sea - there will be a change in the wind;

If blue is visible on the horizon - to good spring crafts.

Now let's see whose artel will catch the most fish.

Game "Catch a fish". Children stand in a circle, each with a fish (any object) on the ground. Movement in a circle, completing tasks. At the signal, we quickly take the object (fish). Those who do not have enough are eliminated from the game.

Game "Merry Angler".

I am a cheerful fisherman, Children, holding hands,

A big catch is waiting for me, they go in circles and sing a song.

Beware of the worm, Driving - the "angler" is moving

We don't get off the hook! Inside the circle, counter-flow.

Waves splash in the river, Children stop and raise and lower their clasped hands

I hold the fishing rod in my hand, ("waves"). "Fisherman" "throws a fishing rod", turning around

its axis.

Here the float jumped, Children perform the "spring".

Someone pecked on the hook. With the end of the words, "angler" catches up with the children.

At the end of the game, each caught says the name of the fish familiar to him.

The fishing artel always took the fishing business to study Zuikov- are shy - teenagers. The fishermen taught plovers to lure fish with sentences like this: “The first fishing - with a feather in your mouth”, “Fishing for fish - bite in the mouth”, etc. And they also cooked plovers for fish soup. Let's see whose plovers will cook faster and tastier than the fish soup.

III. Small activity game "Weld an ear". Children stand in two columns. Next to the first participant on the floor there is a hoop with 5-6 fish, next to the last one there is a saucepan with a spoon. At the signal, the children begin to pass one fish to each other, the last participant lowers them into the pan. When the last fish is in the pan, the player interferes with the "ear" with a spoon and raises the spoon (the "ear" is ready). The first team to complete the task wins.

"The crow is the messenger of spring"

Main tasks: To develop motor abilities: agility, quickness; to acquaint with the traditions, folklore material of our people; reinforce the idea of ​​children about the habits of birds; foster cohesion, good attitude towards each other.

Equipment of the lesson: colored ribbons, 2 for each child, a ball.

Course of the lesson

I. According to legend, once upon a time the Crow flew to the northern lands. He sees - everything is empty, cold, gloomy. Then she pulled herself together with strength and croaked into the crow's throat. Her call flew over the open spaces, the earth came to life, a man woke up. Honor the Crow for all ages!

And today we will help the Crow to wake up nature? (Children: Yes!) Then line up one after another, and fly.

An outdoor game "Wake up, nature!" Children walk (run) in a column. To the teacher's signal "Wake up nature!" - disperse (scatter) around the site, waving their arms and saying “Kar! Kar! Kar! " At the signal "Fly!" - gather and continue walking (running) in a column behind the teacher. (3-4 times.) Rules of the game: Perform tasks on signals.

Today is a holiday

An ancient holiday.

On a visit food - food I am

People honor the crow's holiday

People are like one family. / L. Longortov./

II.“People rejoice at the cry of the Crow, the arrival of Spring. For seven days they have fun, sing songs, play games, and on the seventh day all families get together and celebrate the Crow's holiday. On this day, they wake up early: "Hurry, run to the street - the crow has arrived, brought gifts." Look, and ribbons are hung on the branches of our trees. Come on, jump, shoot two at a time. Let's dance with ribbons - Rejoice in Spring. " (You can listen to music using a portable tape recorder.)

1. I.p .: o.s., tapes in lowered hands.

Slowly raise your arms up, shaking your brushes, giving a wave-like motion to the ribbons,

Make two circles with one straight arm in the lateral plane.

The same with the other hand. (5-6 times.)

2. I. p.: Feet shoulder-width apart, arms to the sides.

Turn to the right, touch the right hand with your left hand, return to SP. The same in the other direction. (5-6 times)

3.I.p .: feet shoulder width apart, arms down

Slowly bend forward, bending over, straight arms forward, shaking the hands, giving the ribbons a wave-like motion,

Straighten sharply, pulling your arms back. (8 times.)

4.I.p .: o.s., hands below - behind

Sit down, put your hands forward, wave ribbons,

Return to ip (6-8 times).

5. Whirling in place in one direction, then in the other direction (2-3 times).

Children fold ribbons.

“Today we will play games with Crows and other birds.

A the first game called "Lame crow"

The “lame crow” is chosen by lot, the rest of the players are “sparrows”. A "nest" is marked on the site. The "lame crow" goes to its "nest", where it can stand on two legs.

"Sparrows" are trying to lure out the "crow". They can run at the "nest", chirping and food in different voices, teasing the driver: "Lame crow! Carr, carr, thief! " As soon as the "crow" looks after its victim, it stands on one leg, jumps out of the "nest", tries to "stain" the gaping "sparrow". If this fails, she stands on both feet, and the new "lame crow" hurries to the "nest". The "crow" can "stain" its victim on both legs, but at the same time it should not leave the "nest". Rules of the game: The “lame crow” must jump on one leg, on the one on which it jumped out of the “nest”. If she changes her foot or touches the ground with her other foot, she must go back to the "nest" and drive from the beginning. None of the "sparrows" has the right to jump into the "nest" and even step on the line. (4 - 5 times.).

“What birds do you know the names of? (Children answer.) That is how our teams will be called. " (For example: sparrows, jackdaws, crows.)

The second game is "Hurry up to fly." Sparrow children climb a log, raven children climb a gymnastic wall, jackdaw children climb on dug wheels, lumps. When the teacher says the names of two birds (sparrows - jackdaws) and counts to five, the two teams must switch places. Children who did not have time to take a place on a new subject receive a penalty point - an additional movement when changing places. (3-4 min.) Rules of the game: Do not start dashing until the teacher starts counting; not to jump from the stairs, but to get off.

“Many dangers lie in wait for birds. But the most dexterous and attentive - no dangers are terrible. "

The third game is "Hunters and Ducks". Holding hands, the players make a circle. Relying on the first or second, they form 2 teams: some - hunters, others - ducks. The hunters stay in their places in the circle, and the ducks come out in the middle of the circle. A line is drawn in front of the socks of those standing in a circle, beyond which hunters cannot cross. The hunters throw the ball, trying to hit the ducks. Ducks run away, dodge the ball. A duck hit by the ball is considered shot and leaves the circle. After a while, at the signal of the educator, the hunters count their trophies. Teams change roles. (3-4 min.) Rules of the game: throw the ball at the feet; if the hunter crossed the line, the hit is not counted.

II. Small activity game "Flies - does not fly". Children take the ribbons in their hands and walk around the playground. The teacher names the items. If flying objects are named, for example, an airplane, a bird, a butterfly, a beetle, etc., then the players raise their hands to the sides (or up) and wave the ribbons, otherwise they should not raise their hands. (2-3 min.)

"Ay, ay, the month of May!"

(Herbalist)

Main tasks: Teach children to use basic movement skills in a new environment; enrich motor experience; consolidate the signs of spring; foster courage, initiative, independence, ingenuity.

Equipment of the lesson: 2 colored ribbons (blue, red), log.

Course of the lesson

I. In May, the connection between two natural phenomena is interesting. This is the onset of cold snaps at a time when bird cherry blossoms and oak blossoms. Either north - a cold wind will blow, then a warm - south. Do you think the north wind can freeze us? (Children: "No!") Now we will run away from the north wind, and the south will defrost us. "

An outdoor game "North and South wind". Choose two drivers. One is tied with a blue ribbon on the arm - this is the north wind, the other red - this is the south wind. The rest of the children run around the playground. The north wind tries to freeze as many children as possible, to touch them with a hand. The frozen ones take any pose (hands to the side, up, on the belt, stand on one leg, etc.) The south wind tends to unfreeze the children, also touching the hand and exclaiming: "Free!" After 2-3 minutes. new drivers are appointed, and the game is repeated. (2-3 times.)

Rules of the game: do not move until the "South Wind" touches his hand and says "Free!"

“The north wind will not freeze us because we do not like to stand still: we run and jump, do exercises. Therefore, we do not notice the cold, we are warm and even hot. "

Switchgear in motion in a circle.

  1. For each step, jerks with hands alternately left up, right back and vice versa (6-8 times).
  2. Walking lunges to the right, left (one circle).
  3. For each step, bends to the forward leg and straighten the torso (one circle).
  4. Squats (6-8 times) while walking. Step right, put left, sit down, straighten up.
  5. Jumping, imitating jumping rope in running (one circle).
  6. Walking slowly. Breathing exercise (one circle).

II.- May is the time of the first herbs that are very necessary for pets and useful for people. May sorrel and nettle are the joy and decoration of any spring table. Streams are overflowing, and the water in them is cold. How can we get through the streams without getting our feet wet? " (Children answer: "Cross the bridge, jump over.")

The group is divided into two subgroups.

First subgroup fulfills jumping with a running start "Across streams" (indicated by two cords, lines - 80-100 cm wide). (6-8 times.)

Second subgroup fulfills walking on a log trying to maintain balance (not to fall into the stream). The task is performed one by one. Caregiver insurance is required (especially if the log is wet).

Then there is a change of movements in the subgroups and begins.

Movable game "Streams and lakes" ... Players stand in two columns with the same number of players in different parts of the court - these are streams. At the signal "Brooks are running!" all run after each other in different directions (each in his own column). To the signal "Lakes!" players stop, join hands and build circles - lakes. The winners are the children who build the circle faster.

Rules of the game: you need to run one after another, without leaving your column. It is possible to form a circle only on a signal. (4-5 times.)

III. Low activity game"Malechena is a cripple."

The players choose a presenter. Each player picks up a small stick (20-30 cm long). Everyone pronounces these words: Malechina is a cripple,

How many hours

It remains until the evening

Until the summer?

After the words "before summertime", children put the stick on the palm or on any finger of the right (left) hand. As soon as the children put their chopsticks down, the presenter counts: “One, two, three…. Ten". The winner is the one who held the item longer. The presenter can give different tasks: the players, holding the stick, must walk, crouch, turn right, left, around themselves.

Children should disperse across the entire area and stand as far apart as possible so that it is more convenient to keep the balance for the stick.

Option: to complicate the task, players can be asked to hold two sticks simultaneously on two palms (on the right and on the left).

List of used literature:

  1. A.I.Fomina. "Physical education and sport games in kindergarten ". A guide for the teacher of a preparatory group for school, 2nd ed., Dorab. - M .: Education, 1984.-159 p., Ill ..
  2. V.N. Shebeko. "Variable physical education in kindergarten": senior preschool age/ A guide for teachers of preschool institutions. - M .: Publishing house of the Institute of Psychotherapy, 2003. - 100p.
  3. LD Glazyrina “Physical culture - for preschoolers. Older age ": A guide for preschool teachers. Institutions. - M .: Humanit. Ed. Center VLADOS, 2000 .-- 264 p.
  4. LI Penzulaeva "Outdoor games and game exercises for children 5-7 years old." - M.: Humanit. Ed. Center VLADOS, 2001 - 112 p .: ill.
  5. M.D. Makhaneva "Raising a healthy child: a guide for practitioners of preschool institutions." - M.: ARKTI, 1999. - 88 p.
  6. VG Frolov "Physical education, games and exercise for a walk": A guide for the teacher. - M .: Education, 1986 .-- 159 p.
  7. M.A. Davydov "Sports activities for preschoolers", M., "Wako", 2007.
  8. Children's outdoor games of the peoples of the USSR: A guide for the teacher of children. Garden / Comp. A.V. Keneman; Ed. T.I. Osokina. - M .: Education, 1988 .-- 239 p .: ill.
  9. M.Yu. Kartushina, "Russian folk holidays in the garden", M., 2006.
  10. S.R. Nikolaeva., S.R. Katysheva et al. "The national calendar is the basis for planning work with preschoolers according to the state educational standard", St. Petersburg, "Childhood - Press", 2009. - 304 p.

Lilia Sudakova
Position: educator
Educational institution: MADOU kindergarten "Mashenka"
Locality: Noyabrsk, Tyumen region, Yamalo-Nenets Autonomous Okrug
Material name: A selection of games
Topic:"Outdoor Games of the Peoples of the Far North"
Date of publication: 20.01.2016
Chapter: preschool education

A practical guide for educators and trainers in physical culture
Outdoor games

peoples of the Far North

Content
THROWING GAMES: "NICE REINDEER" "WOLF HUNTING" (TIR) ​​"HUNTERS AND HARES"
RUNNING GAMES: "THE POLAR OWL AND THE ROLLERS" "THE DEER HARNESS" "THE FALCON AND THE FOX" "STREAMS AND LAKES" "HELLO, Catch up!" "BOLD GUYS" "HAWK AND DUCKS" "ICE, WIND AND FROST" "Catching deer" DEER AND SHEPHERD "RUNNING IN SNOWSHOOTS" ON A STICK ”“ NANAYA FIGHT ”GAMES ATTENTION:“ WHITE SHAMAN ”(RHYTHM)“ FISHERMAN ”JUMPING GAMES:“ HARES AND WOLVES ”“ JUMPING THROUGH NARTES ”“ TRIPLE JUMP ”JUMPING GAMES WITH THROWING! "COLLECTING DEER"
"SUULES - ICE STICKS" STORY GAMES: "Whale hunting" "DEER HUNTING" "HUNTERS AND WOLVES"
THROWING GAMES

"NICE REINDEER"

Target
: develop dexterity, exercise in throwing. A deer figure is placed on the side of the site at a distance of 3-4 m. A line is drawn. Reindeer herders arrange themselves in a line facing the reindeer. In order of priority, throw the ball with the right hand.
Rules of the game:
For each successful throw, a flag is given. Whoever has more flags is considered the winner.

"WOLF HUNTING" (TIR)

Target:
the hunter stands 4-5 m from the wolf (a figure cut out of plywood or cardboard). He must hit the running wolf with the ball. Two players hold the piece by the strings and move it to the left and to the right.
Rules

games:
You should throw the ball at the wolf from a given distance.
"HUNTERS AND HARES"

Target:
teaches children to jump on two legs, moving forward gently, on tiptoes, accurately throw the ball. Consolidates knowledge about the work of the northerners - hunters. On one side of the site, a circle is outlined for the hunter, on the other side - in circles - places for hares (there are two hares in each circle). The hunter walks around the site, as if looking out for
rabbit tracks, then returns to itself. At the signal of the educator, "The hares ran out into the clearing," the children leave their hobby houses and jump on two legs, moving forward. At the signal "Hunter!" the hares stop, turn their back to the hunter, and he, without leaving his place, throws a ball at them. The hare hit by the ball is considered shot, and the hunter takes him to himself.
Rules

games:
After 3 repetitions of the game, the shot hares are counted, then a new hunter is selected.
RUNNING GAMES

"POLAR OWL AND EVRAZHKI"
(middle, senior, preparatory group)
Target:
educate agility, endurance, develop high-speed skills. A snowy owl is in the corner of a playground or room. The rest of the players are the girls. To the quiet rhythmic beats of a small tambourine, the eurasian girls run on the court, to the loud beat of the tambourine, the eurasses become a column, do not move. The snowy owl flies around the eurasse and the one who moves or does not stand in a column, takes away with him. At the end of the game (after three or four repetitions), those players who have distinguished themselves with greater endurance are noted.
Rules of the game:
Loud bangs should not sound for a long time. Children need to react quickly to changing blows.

"REINDEER TIES"
(middle, senior, preparatory group)
Target:
educate agility, endurance, develop high-speed skills. The players stand along the wall of the room or along one of the sides of the playground in twos (one depicts a harnessed deer, the other a musher). At the signal, the teams run one after the other, overcoming obstacles: they go around the snowdrifts, jump over the log. They cross the stream on the bridge. Having reached the camp (to the opposite side of the room or site), mushers let their reindeer go for a walk. At the signal "Deer are far away, catch your deer!" each musher player catches his pair.
Rules

games:
Overcoming obstacles, the musher must not lose his team. A deer is considered caught if the musher has bitten him.
OPTION
... Two or three reindeer teams stand along the line. There are flags at the opposite end of the site. At a signal (clap, hitting a tambourine), reindeer teams run to the flag. Whose team is the first to reach the flag, she wins. Similarly, you can play the game "dog sledding". This option is typical for the coastal Chukchi.

"FALCON AND FOX"
(middle, senior, preparatory group)
Target:
educate agility, endurance, develop high-speed skills. The falcon and the fox are selected, the rest of the children are falconts. The falcon teaches its falcons to fly. He easily runs in different directions and at the same time makes different flying movements with his hands (up, to the sides, forward) and also comes up with some more complex movement with his hands. A flock of falcons runs after the falcon and follows its movements. They must accurately follow the movements of the falcon. At this time, a fox suddenly jumps out of the hole. Sokolates quickly squat on their haunches so that the fox does not notice them.
Rules of the game:
The fox's appearance time is determined by the leader's signal. The fox only catches those who do not sit down.
"HAWK AND DUCKS"
Evenk and Yakut game (middle, senior, preparatory groups)
Target:
educate agility, endurance, develop high-speed skills.
All children are accommodated on the lake (playground). One hawk is selected. At the command of the teacher "Hawk is flying!" all the ducks children fly away (run away) and hide in a shelter.
Rules

games:
Whoever the hawk touches is considered caught. After two - three times, the number of caught ducks is carried out.
"HELLO, CHOOSE!"
(middle, senior, preparatory group)
Target:
educate agility, endurance, develop high-speed skills. Players stand facing each other in the middle of the court, along the edges of it they mark houses. Then the couples form two lines that go to their homes. Each representative of the first rank goes to visit and gives his right hand to the one with whom he was paired, saying: - Hello! The hunter child answers: - Hello! The guest says: - Catch up! And he runs to his house, the owner catches up with him. Children take turns visiting each other.
Rules

games:
You can only greet with your right hand. It is necessary to say "Catch up" at the threshold of the player-partner's house. The one who catches up wins. You can go to visit in different ways: it is important, not in a hurry; joyfully, skipping; walk like soldiers in a formation, like clowns in a circus, etc.

"BOLD GUYS"
(middle, senior, preparatory group)
Target:
educate agility, endurance, develop high-speed skills. Children stand in two or three lines. A cord is placed at the opposite end of the room. Two or three presenters are chosen. Each leader in turn asks the children: for example, the first at the first line, etc. (Children answer.) - Are you brave guys? - Brave! I'll see how brave you are (slyly, with humor). One, two, three (pause). Who is brave? - I AM! I AM! - Run! The first line runs to the line, and the leader catches the fleeing ones, so the game is repeated with the next group of children.
Rules of the game:
You should only run after the word "run!", Dodging the leader. It is impossible to catch by the cord.

"ICE, WIND AND FROST"
(senior, preparatory group)
Target:
educate agility, endurance, develop high-speed skills. The players stand in pairs facing each other and clap their hands, saying: - Cold pieces of ice, Transparent pieces of ice, sparkle ringing: "Dzin, dzin ..." They clap each word: first in their own hands, then in the hands of a comrade. They clap their hands and say: "Dzin, dzin" until they hear the signal "Wind!" Children-ice floes scatter in different directions and agree who will build a circle with whom - a big piece of ice. To the signal "Frost!" everyone line up in a circle and join hands.
Rules

games:
Those children who have more players in the circle win. It is necessary to negotiate quietly about who will build the piece of ice with whom. Those who agree join hands. Movement can be changed only at the signal "Wind!" or "Frost!" It is desirable to include different movements in the game: jumps, light or fast running, side gallop, etc.

"DEER Catching"
(middle, senior, preparatory group)
Target:
exercise in throwing, develop dexterity. A fake deer is placed on the site. A line is drawn at a distance of 1.5-2 m. The reindeer herders are arranged in a circle. On command, a rope loop is thrown over the deer. You can throw on the loop one, two, three people. Whoever threw the noose caught the deer. The players are divided into two groups. Some are deer, others are shepherds. The shepherds join hands and stand in a semicircle facing the deer. Reindeer run along the delineated area. At the signal "Catch!" the shepherds try to catch the deer and complete the circle.
Rules of the game:
Reindeer can only be caught on a signal. The circle is closed when more players are caught. Deer try not to fall into the circle, but they no longer have the right to break out of the circle if it is closed.

"DEER AND SHEPHERDS"
(senior, preparatory group)
Target:
educate agility, endurance, develop high-speed skills. All players are deer with attributes imitating antlers on their heads. Two leaders - shepherds - stand on opposite sides of the site, holding a maut (a cardboard ring or a long rope with a loop) in their hands. Deer players run around in a crowd, and the shepherds try to throw a maut over their horns. Horns can imitate twigs that children hold in their hands.
Rules

games:
You need to run easily, dodging the maut. You can only throw a maut on the horns. Each shepherd chooses the moment to throw the maut.

"RUN IN SNOWSHOES"
(senior group)

Target:
develop dexterity, exercise in throwing. The players are divided into two teams and stand behind the line. Each team has one pair of snowshoes. At the signal of the educator (wave of the flag), the leaders of each team in snowshoes run to the flags set in advance on the opposite side of the site, each goes around his own flag and runs back, gives the snowshoes to the next team player. The winner is the team that finishes the run earlier.
Rules

games:
The game is played on the basis of a relay race. You can only transfer snowshoes outside the line. Going around the flag, you must not touch it.
"CAREE AND DOGS"
(senior, preparatory group)
Target:
educate agility, endurance, develop high-speed skills. At opposite ends of the site, two cords are laid in parallel. The players stand near them, three people at a time, and join hands. Two of them are dogs, the third is a musher. The musher takes the hands of the dogs in front of him. Children in threes at the signal "Let's go!" run towards each other from one cord to another

Rules of the game:
You can only run on a signal. The winner is the triple that reaches the line faster. You can invite the players to overcome various obstacles.
"STREAMS AND LAKES"
(middle, senior, preparatory group)
Target:
educate agility, endurance, develop high-speed skills. Players stand in five or seven columns, with the same number of players at different ends of the hall - these are streams. At the signal "Brooks are running!" all run after each other in different directions (each in his own column). To the signal "Lakes!" players stop, join hands and build circles - lakes. The winners are the children who build the circle faster.
Rules of the game:
You need to run one after another, without leaving your column. It is possible to form a circle only on a signal.

"Vazhenki and deer"
(senior group)
Target:
educate agility, endurance, develop high-speed skills. Several circles are drawn on the site. Each of them contains a vazhenka and two deer. The wolf sits behind a hill (at the other end of the site). To the words of the host: - a vazhenka wanders in the tundra, With her - the deer, Explains to everyone Everything that is not clear ... Small deer are stomping through the puddles. Patiently listening to Mom's instructions. The playing deer run freely on the tundra, bend over, eat grass, drink water. To the words "The wolf is coming!" fawns and deer run away to their houses (circles). The wolf takes the caught fawn with it.
Rules of the game:
Perform movements in accordance with the text. The wolf begins to catch only on a signal and only outside the house.

"TO A NEW STANDING"
(preparatory group for school)
Target:
educate agility, endurance, develop high-speed skills. The players become pairs. In a pair, one is a deer, the other is a musher. The teams stand one after the other. The host says: - Reindeer breeders are moving to new camps. After these words, everyone ran to the edge of the site, while the mushers, urging on the reindeer, emit the sound kkhkh-kkhkh, characteristic of tundra reindeer herders. Stopped by a signal from the master. During the movement, the teams make a halt. Mushers let go of the deer, which run scatteringly. At the signal "Team!" all should be built in the same sequence.
Rules of the game:
You need to start moving on a signal. The toboggan train must move in an orderly manner (sledges must not overtake each other). The order remains after the halt.
AGILITY AND STRENGTH GAMES

"PULLING THE ROPE"
(middle, senior, preparatory group)

Target
: to educate agility, courage, strength. The whole group is divided into two sections. A line is drawn, a knot is tied in the middle of the rope, which is on the floor to the line. At the instructor's command "Pull!" both teams begin to pull the rope in their direction. Whoever outweighs, he won. A line is drawn on the site. The players are divided into two teams and stand on both sides of the line, holding a rope in their hands. At the signal of the driver "One, two, three - start!" each team is trying to win the opponent over to its side. Whose team is able to do this is considered the winner, she is handed souvenirs. As at a holiday of reindeer herders.
Rules of the game:
A tug-of-war can only be started on a signal. The team that stepped over the line is considered defeated.
"FIGHT ON A STICK"
traditional game of Nenets fishermen (middle, senior, preparatory group)

Target
: develop endurance, strength, dexterity. A line is drawn on the site. Two players sit on both sides of the line facing each other and, holding the stick with both hands, resting their feet on the feet of the other. On command, they begin to pull the stick. A line is drawn. Two players sit on either side of the line, facing each other. Holding on to the stick with both hands and resting their feet on the feet of the other, they begin to pull each other. The winner is the one who pulls the opponent over the line.
Rules

games:
You should start pulling the stick at the same time at the signal. While pulling the stick, you must not change the position of the feet.
"NANAY STRUGGLE"
(senior, preparatory group)

Target
: foster agility, honesty, camaraderie, courage. Play in pairs on a mat or carpet. They take each other by the shoulders and wrestle arbitrarily, trying to put each other on the mat or on the carpet on their backs. The winner is the one who laid the opponent on his shoulder blades. Play in pairs on a mat or carpet. The players take each other by the shoulders and fight, trying to put the opponent on his back. The winner is the one who has reached the goal, laid the opponent on his shoulder blades.
Rules of the game:
You can only fight on a mat or carpet, without leaving it. Rough actions should not be allowed.
ATTENTION GAMES

"WHITE SHAMAN" (RHYTHM)
(preparatory group for school)
Target:
to educate attention, orientation in space The players walk in a circle and perform different movements. In the center of the circle is the driver. This white shaman is a kind person. He kneels down and beats a tambourine, then walks over to one of the
playing and gives him a tambourine. The recipient of the tambourine must repeat exactly the rhythm played by the driver.
Rules

games:
If the recipient of the tambourine repeats the rhythm incorrectly, he is out of the game.
"FISHERMAN"
(middle group)
Target:
to educate attention, orientation in space The players stand in a circle. They are fishermen. The driver shows them the movements of the fishermen: they pull the nets, listen to the fish, mend the nets, row with oars.
Rules

games:
Whoever of the players repeats the movements incorrectly, he leaves the game.
JUMPING GAMES

"HARES AND WOLVES"
(senior group)
Target:
is carried out with the aim of teaching children to jump on tiptoes on two legs, forward. One of the players is chosen as a wolf. The rest of the children represent hares. On one side of the site in the houses (draw circles at some distance from each other) hares are sitting. On the opposite side behind the hill is a wolf. On words
educator: "Hares gallop gallop, gallop, gallop to the green on the meadow, nibble the grass, eat, listen carefully, is there a wolf walking?" Hares run out of the houses and scatter around the site. They jump on two legs, sit down, nibble the grass, look around to see if the wolf is walking? When the teacher utters the last word, the wolf comes out from behind the hill and runs after the hares, trying to catch (touch) them. He takes the caught hares to his place behind the hill. As soon as the wolf leaves, the teacher repeats the text of the poem and the game continues.
Rules of the game:
After 2-3 hares are caught, a new wolf is selected.
"JUMPING THROUGH NARTES"
Nenets game (senior, preparatory group)
Target
: dexterity development, bipedal jumping exercise. Sleds (5-6 pieces) are placed in a row parallel to each other at a distance of 40-50 cm. The players jump over them in order of sequence.
Rules of the game:
The winner is the one who never touches the sled.
"TRIPLE JUMP"
(preparatory group for school)

Target:
exercise in vigorous jumping from foot to foot. A line is drawn. The players jump in order. They make three jumps from foot to foot, starting from the line. The winner is the one who jumps further. A line is drawn in the snow, the players follow it. In turn, they jump from the line forward: in the first two jumps they jump from one foot to the other, in the third jump they land on both feet. The one who jumped further wins.
Rules

games:
You need to start jumping from the line. You can only jump in this way.
OPTIONS
... The game is carried out with the distribution of children by links. Each link includes from two to four people. All children of one link go to the line at the same time. At the signal, they all start jumping together. The link wins, the participants of which jump further.

THROWING GAMES

"MANAGE TO CAPTURE!"
(senior, preparatory group)
Target:
develop dexterity, exercise in throwing. On the playground there are two equal groups of participants: girls and boys. The host throws the ball up. If the girls catch the ball, they start tossing the ball to each other so that the boys do not take possession of the ball, and, conversely, if the boys get the ball, they try not to give it to the girls. The team that can keep the ball longer wins.
Rules

games:
Passing the ball, you cannot touch the player's hands and hold the ball in your hands for a long time.

"COLLECTING DEER"
(senior, preparatory group)
Target:
develop dexterity, exercise in throwing. The group of players is inside the outlined circle - these are deer. Three shepherds are chosen - they are around. At the signal "One, two, three - start the beat!" the shepherds take turns throwing the ball at the deer. The deer hit by the ball is considered caught, beaten off from the herd. Each shepherd beats five or six times. Then he counts the captured reindeer.
Rules of the game:
You can only throw the ball at your feet and only on a signal from a place to a moving target.
"SUULES - ICE STICKS"
(senior, preparatory group)
Target:
develop dexterity, exercise in throwing. Each player chooses a stick for himself, which should be higher than his height. Several sticks are doused with water in advance and kept in the cold until they freeze up. The player takes the syuls in his right hand and stands sideways forward, bends his left hand at the elbow, and puts his right hand behind his back, passing the stick under the bent elbow of his left hand, and throws it strongly.
Rules

games:
The stick should only fly in the forward direction. The winner is the one who throws it further. If the stick flies to the side, then the player chooses from the game.

STORY GAMES

"WHALING"
(senior, preparatory group)
Target:
helps children to show how difficult the work of whalers hunters is, introduces the tools of their labor, children's attention to the beauty of nature, reinforces the name of labor and animals. First, a video of the film is shown, where the children observe the entire working process of butchering a whale. Then the teacher reads the fairy tale “Merry Rookery”. Children are divided into two teams: partakers and hunters. The ropes are the harpoon, and the big inflatable fish are the whales.
Rules

games:
The hunters shoot, kill the whale, bring it ashore, and the stripping team gets to work.

"HUNTERS AND WOLVES"
(senior, preparatory group)
Target:
develops dexterity, strength, fosters a sense of camaraderie. The site is divided in half. On one side, the hunters are holding balls, on the other, wolves. Wolves can move freely around the site, while hunters stand still near the drawn line. At the signal of the teacher, the hunters begin to aim at the wolves, trying to hit them, the wolves run around the site, trying to dodge the ball. While learning this game, the teacher pays attention to the fact that the hunters aim only at the feet of the children depicting wolves.
Rules

games:
After two or three times, the wolves caught are counted. Then the teams are swapped.
"DEER HUNTING"
(senior, preparatory group)
Target:
develops an eye, dexterity, ingenuity. Introduces deer habits, their features.
2 - 3 teams of children of 3 - 4 people in a team stand at the line in a column one by one. At a distance of 1-1.5 m. deer antlers are placed in one row according to the number of children in the team.
Rules of the game:
Each child holds a bat in his hand and tries to knock her horns off.

Nadire Bannikova
Card file of outdoor games of the peoples of the North

"Beware of the hunter"

Target: development of speed, quickness of reaction, endurance, coordination of movements

The game is played at any time of the year, the number of players is not limited. One of the players is holding the tail of a fox or arctic fox. The driver tries to catch up and tarnish the one who runs with the tail, but do it not so easy: Runners pass their tails to each other. When "hunter" tarnishes the player with the tail, they switch roles. At the end of the game, a player is determined who has never been a driver.

"Trap Run"

Target:

development of speed, leg strength

The game is played at any time of the year, the number of players is not limited. 2-3 teams take part in the game. Balls are tied to the right and left feet of each runner. (rubber balls in nets)... This will be "Traps"... At the command of the leader, the players run to the landmark, run around it and run back, pass the baton. The first team to complete the task wins.

"Fight of the cubs"

Target:

development of strength, dexterity, coordination of movements, attention, volitional qualities.

The game is played at any time of the year, the number of players is not limited. A circle is drawn with a diameter of 2 meters. Opponents squat in it (cubs, stretch their arms forward with their palms. It is necessary to push the opponent out of the circle, hitting his palms, or force him to the ground or floor with any part of the body. Whoever manages to do this is the winner.

"Fight of the moose"

Target:

The game is played at any time of the year, the number of players is not limited. 2-3 teams take part in the game. A circle is drawn, the players stand in it, each of them has a left hand tied to the body, a hat on his head. The task is simple and difficult - to take off the enemy's hat and not let him take off his. The team that takes off the most hats wins.

"Fast deer"

Target:

development of dexterity, coordination of movements, attention, courage.

The game is played at any time of the year, the number of players is not limited. A circle is drawn and a control line at a distance of 9-12 meters from it. On command, all participants move around the drawn circle. By command "Deer step" all participants go in a circle, raising their thighs high. By command "turn" turns around and continues in the opposite direction. By command "Lynx" participants run in a circle with the shins sweeping back. By command "Into place" participants perform jumps (running, jumping) for the control line. The last player to cross the control line is eliminated from the game.

Mystery:

One hundred pastures with beetles. (Trail of running deer).

"Vazhenka and Fawns"

Target:

development of dexterity, coordination of movements, attention, courage, ingenuity.

The game is played at any time of the year, the number of players is not limited. Several circles are drawn on the site (you can have hoops, each of them contains a vazhenka and two deer. The wolf sits behind a hill (at the other end of the site)... On words leading:

An important woman wanders in the tundra,

Fawn with her.

Stomp through the puddles

Small fawns

Listening patiently

Mom's instructions

The playing deer run freely on the tundra, bend over, eat grass, drink water. On words "The wolf is coming!" calves and mothers run away to their houses (circles)... The wolf takes the caught deer to itself.

"Sled race"

Target:

development of speed, endurance, strength of arms, legs, back muscles

The game is played in the winter season, the number of players is not limited. The participants are divided into three teams of three people. Line up at the start. One player from the team takes the sleds by the rope, the second sits on the sleds, the third assists, pushing the sleds from behind or in the back of the person sitting on the sleds. At the signal of the leader, the crews run to the landmark, go around it and come back. The team that comes to the finish line first wins.

"Animals and Birds"

Target:

development of coordination movements and speed-strength abilities.

The game is played in the winter season, the number of players is not limited. Before playing, players should be warned that it is necessary to copy the movement of an animal or bird as accurately as possible. The host calls the bird "duck", players spread their arms to the sides and flap them smoothly, like wings. The beast "Hare", players perform jumps in a squat, etc. The winner is the one who more accurately copies the movement of the animal or bird.

"Ice, wind and frost"

Target:

development of coordination movements, speed, resourcefulness

Participants stand in pairs, facing each other and clap their hands, sentencing:

“Cold pieces of ice, transparent pieces of ice, sparkle, jingle: dzin, dzin "They make cotton for each for each word: first in your own hands, then in the hands of your comrade.

Clap and say: "Dzin, dzin"- until they hear a signal "Wind".

On this signal, children scatter in different directions. On signal "Freezing" children return to couples and join hands.

"Partridges and Berries"

Target:

development of speed, dexterity, coordination of movements, attention.

The game can be played at any time of the year. The number of participants is not limited.

Holding hands, the participants form a circle. This will be a cage. Inside the cage there are 6-8 berries, and outside there are 2 partridges. The cell moves in a circle to the right or left (jumps, side steps, light jogging)... On the whistle, the cage stops and opens its doors (hands up)... Partridges run freely into the cage trying to catch a berry, (the caught berry is taken to its nest)... The winner is the partridge that has caught the most berries.

"Catching deer"

Target:

development of speed, dexterity, coordination of movements, resourcefulness.

The game takes place at any time of the year. The number of participants is not limited. The participants are divided into two teams. Some are deer, others are shepherds. The shepherds join hands and stand in a semicircle facing the deer. Reindeer run along the delineated area. On signal "Catch!" the shepherds try to catch the deer and complete the circle.

Rules of the game.

Reindeer can only be caught on a signal. The circle is closed when more players are caught. Deer try not to fall into the circle, but do not have to escape from the circle, if they are closed, the best players are those who were caught last.

"Reindeer Race"

Target: development of speed, dexterity, coordination of movements, attention.

Children run in pairs (the first is a deer, the second is a musher) between bumps (cubes, run around a tree (rack) and come back. The first team to finish the relay wins.

"Snow maze"

Target: development of coordination movements and speed-strength abilities.

Children put on models of snowshoes on their feet, on their backs hunting backpacks and walk between the snowdrifts (cubes of different sizes) to the counter and so come back. The first team to complete the relay wins.

"Deer and Shepherds"

All players are deer, on their heads they have atri buta imitating antlers. Two leaders - shepherds - stand on opposite sides of the site, holding a maut in their hands (cardboard ring or long rope with loops)... Deer players run around in a crowd, and the shepherds try to throw a maut over their horns. Horns can imitate twigs that children hold in their hands.

Rules of the game. You need to run lightly, dodging the maut. You can only throw a maut on the horns. Each shepherd chooses the moment to throw the maut.

"Partridges and hunters"

All the players are partridges, three of them are hunters. Partridges run across the field. The hunters are sitting behind the bushes. On signal "Hunters!" all partridges hide behind bushes, and hunters catch them (throw the ball at the feet)... On signal "The hunters are gone!" the game goes on: partridges fly again.

Rules of the game. You can run away and shoot only on a signal. You should only shoot at the legs of those fleeing.

"Streams and Lakes"

Players stand in five to seven columns with the same number of players in different parts of the hall - these are streams. On signal "The brooks are running!" everyone is running after each other and in different directions (each in his own column)... On signal "Lakes!" players stop, join hands and build circles of the lake.

The winners are the children who build the circle faster.

Rules of the game. You need to run one after another, without leaving your column. A circle can be built only on a signal.

"Fishermen and Fish"

There is a cord in the shape of a circle on the floor - this is a net. In the center of the circle there are three children - fishermen, the rest of the players - fish. Children-fish run all over the playground and run into a circle. Children fishermen catch them.

Rules of the game. You can only catch fish children in a circle. Fish should run in a circle (net) and run out of it so that the fishermen do not catch them. Whoever catches more fish is the best fisherman.

"Hello, catch up!"

Players stand in pairs facing each other in the middle of the court. Then the pairs form two lines, which diverge at a distance of ten large steps from the cord. They stand by the cord - this is at home. Each representative of the first rank goes to visit and gives his right hand to the one with whom he was paired, speaking: "Hello!" Host child answers: "Hello!" a guest is talking: "Catch up!"- and runs into his house, the owner catches up to the line. Children take turns going to visit each other.

Rules of the game. You can only greet with your right hand. Talk "Catch up" must be outside the line from the partner player. The one who catches up wins. You can go to visit differently: important, take your time; joyfully, skipping; walk like soldiers in a formation, like clowns in a circus, etc.




























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Attention! Slide previews are for informational purposes only and may not represent all the presentation options. If you are interested in this work, please download the full version.

Target:

  • To systematize children's knowledge about the traditions of the North, the peculiarities of the life of indigenous peoples; To teach children to respect the customs and traditions of the peoples of the North, to love their small homeland;
  • Develop a sustainable interest in outdoor games for indigenous peoples;
  • In games, develop physical qualities: agility, quickness, endurance.
  • Strengthen the ability to perform collective work on the application.

The decoration of the hall: on the central wall - a disc of the sun, an image of a polar owl; chum, deer, silver Christmas trees

Equipment:

  • snowflakes with tasks; 2 - 4 hoops of different colors;
  • hats: sun, wolf; letter;
  • audio recording "Song of the Eskimo", "Mansiysk Song";
  • presentations: "Taiga animals", "Our land";
  • a treat;

Hod: Guys, look at what a beautiful snowflake flew into our window when I aired the hall. It is unusual, it turns out - this is a letter, listen:

"Hello guys!

I heard that you are smart, clever, brave. Therefore, I ask you to help my granddaughter Ahnite wake up the sun. The path is not easy, you will meet many trials on your way. Hurry up, and all the tasks that need to be completed will be prompted by my friends - snowflakes.

Alom's grandmother.

Host: Well, guys, don't be afraid of difficulties ?

Then let's go. Stand in one column!

Where are we going? What do the Khanty and Mansi ride on the tundra?

(children's answers).

Musical-rhythmic composition

"Eskimo song"

Host: Oh, guys, something has become cold. Let's keep warm.

Game with elements of massage "Frost in our tundra"

There is frost in our tundra, stroking the nose from nostrils to the bridge of the nose

Well, everyone rubbed their nose!
We don't need to beat our thumbs forefinger and thumb
Well, everyone is listening! "sculpt" ears from the bottom up
Twisted, twisted,
So the ears flew off, all movements are performed in accordance with the text
They shook their head!
They knocked on my knees!
A pat on the shoulders!
And now they are drowning!

Host: We overcame the first test. Where do we go next?

Mansi song sounds

And here is the snowflake.

1 task: Guess the riddles and show the animals ( imitation of movements), living in the forests of our region.

/ Displaying pictures: owl, deer, wolf, fox, bear, squirrel. /

Host: And we coped with this task.

Task 2: Guys, what is the name of the dwelling of the indigenous people of the North? (Answers of children)

Correctly chum, but what is it made of? (Reindeer skins)

Host: Children, listen to the poem about the plague:

Tied a pole to another pole
Then with another pole,
Covered with deerskin.
And now the Nenets house is ready.
We call this house a plague,
He gives us his warmth
In the winter, harsh, gloomy.

Mobile game "Who will build the chum faster?"

The instructor takes two hoops of different colors and informs each team - who has what color "chum" (hoop). Teams must remember their color. Music plays, children scatter around the hall, depicting animals of the tundra. The instructor places hoops at different ends of the hall. At the end of the music, children must find their "chum", i.e. stand around the hoop and put your hands together at the top. The team that builds the "chum" faster wins.

3 task: Guys, what traditional crafts are the northern peoples engaged in? (reindeer husbandry, fishing, hunting)

The northern people are very clever and strong: they love to compete with each other. Who wants to try their hand?

Outdoor game "Reindeer teams"

Assignment 4: What is your mother called a deer?

Outdoor game "Vazhenka and Fawns"

Game rules: Perform movements in accordance with the text. The wolf begins to catch only on a signal. The playing deer run freely on the tundra, bend over, run away to their houses (circles). The wolf takes the caught fawn with it.

- A vazhenka wanders in the tundra, with her deer.

Little deer stomp through the puddles, patiently listening to the instructions of their mother ...

An outdoor game “Ice, wind and frost”.

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

"Cold pieces of ice, transparent pieces of ice, sparkle, ring: ding-ding"

To the signal "Wind!" Children - "ice floes" scatter in different directions.

To the signal "Frost!" children return to couples and join hands).

Host: Children, have we completed all the tasks?

The music sounds Ahnita comes out

Ahnita: Hello guys. Thank you for helping me get back.

And now let's all together wake up the sun, without it everyone is bad on a winter day.

Outdoor game "Heiro"

The players stand in a circle, hold hands, walk in a circle with an attached step, make regular waves back and forth with their hands and say "Heiro!" At each step. The Sun Leader is squatting in the middle of the circle. Players scatter when the sun rises and straightens (arms out to the sides).

Akhnita: And I also want to do some work with you that will decorate your groups in kindergarten.

/children perform an application - collective work on the proposed topic /

  • 1 painting - "Gifts of the Taiga"
  • Scene 2 - "Animals of the taiga"
  • Scene 3 - "Our Land"

Host: And now, all together, let's once again remember everything that our Khanty-Mansiysk district is rich in.

Presentation "Our Khanty-Mansiysk District"

Achnita: It's time to say goodbye.

And in parting, I want to tell you - love your small homeland, take good care of the vulnerable northern nature and then she will thank you with her generous gifts.

And I want to treat you to delicious pies with lingonberries.

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