Card file of outdoor games for preschool children. Card file of mobile and sedentary games

Card file

sports exercises and outdoor games

for older children preschool age

Educator MBDOU No. 20

Rostov-on-Don

Kislyakova S.I.

Games and exercises with snow

"Exact pass". The players are divided into pairs. Every child has a stick,

one child in a pair holding a puck. Children stand at a distance of 2–2.5 m from each other and throw the puck with clubs in smooth, gentle movements so that it hits the partner’s stick exactly.

legs, standing near the starting line. Task: throwing snowballs at a distance. As an ori-

several colored objects (skittles or cubes) are placed at a distance of 10-12m

from children.

"Glide down the path."Children are distributed in threes, approach the conditional line

and take hands. After a short run, two continue to run in the snow (packed

nomu), and the third (standing in the middle) slides along the ice path, standing on two or on

one leg. The players take turns changing places.

"The Snow Queen".From among the players, the driver is selected - the Snow Queen. Children run all over the playground, and the Snow Queen tries to touch them. The one she touches turns into ice and must remain in place. When the game is repeated, another driver is selected.

The first group stands on the starting line (indicated by a cord), putting snowballs at their feet. By

To the team of the teacher, the players throw snowballs to cubes (or skittles) standing at a distance of 3-4 m, the second line is 5-6 m, the third - 8-10 m. The winner is determined.

"Funny little sparrows".Children become in a circle (or a semicircle if the group is small).

lennaya), in front of each child at the feet lies one snowball. In the center, the driver is a cat. Sparrow children jump into the circle through the snowball and back out of the circle. The cat tries to taunt them before they jump back. After 2–2.5 seconds, the game stops, the number of losers is counted. The game is repeated with another driver.

"On the Ice Path"Children are divided into two groups. The first group is practicing

in slip. After a run on the packed snow, you need to slide on the icy

track, sit down in its middle, then continue sliding. Caregiver insurance

required. The second group at this time rides each other on a sled. At the signal of the teacher, the children change tasks.

"In places". Sleds are placed in a circle or in two lines one opposite the other. Children

sit on the sled in pairs (if the group is small, then one at a time). At the signal of education

calf, the children get up and scatter all over the site, spinning in different directions. On signal

"In places!" all players must quickly take their places on the sled (if possible, do not

confusing and sitting in his place). The game is repeated 2-3 times.

"A train". Sledding each other in a circle. After one full circle, the children

change places (pairs should be formed from guys approximately equal in physical

possibilities).

"Snowflakes". Children form a circle. walking in circles; to the teacher's signal "Wind!" snowflake children speed up their pace and start running at a moderate pace. On signal

"The wind is gone!" gradually slow down and stop.

"Don't get caught." A circle is laid out from the snowballs. Children stand in a circle, two in the center

leading. The guys jump on two legs in and out of the circle as the drivers approach, and they try to “freeze” the players. When several guys are tagged, the game stops, other drivers are selected from among those who have never been caught.

Exercise on well-packed snow

1 "Spring". I. p. - feet parallel, slightly apart, hands on the belt, torso

slightly tilted forward. Squats with hands forward.

2 "Heron". I. p. - legs parallel, hands on the belt. Raise the leg bent at the knee

hands to the side. Alternately lifting the right and left legs, then pause and repeat.

3 "Skater". I. p. - legs are parallel, slightly apart, hands behind the back. Perform a semi-squat, pause for up to 5-10 seconds and straighten up (4-5 times).

4 "Tumblers". I. p. - legs slightly apart, hands on the belt. Tilt your torso

to the right and to the left, slightly bending the knees (3-4 times in each direction).

5 Chanterelles. I. p. - pose of a skater. Walking, simulating skating, pro-

moving forward a distance of 3–5 m (3–4 times).

When the children have mastered these exercises on packed snow well enough, repeat

to do exercises on the ice platform.

Sports game exercises

"Quickly in the column!"Children are built in columns. For each column, a leader is assigned

a guide who leads her to a place marked with a cube (skittles) (each column has a cube of its own color). Children must remember the color of the cube and their place in the column. At the signal of the educator, the players scatter around the hall (site), trying not to hurt or bump into each other. After 20-25 seconds, a signal is given, and each player must take his place in the column. The teacher marks the winning team. By repeating the game, the running time can be reduced.

Ball over head.The players are divided into threes. Two guys are throwing

ball to each other, and the third stands between them and tries to touch the ball. If he succeeds, he changes places with the player who threw the ball.

"Come on - do not touch."The players are built in two columns and "snake" perform

walking between pins on toes (8-10 pins; distance between pins 40 cm). Escape-

gives a team that quickly and without loss (without dropping the pin) passed the designated distance.

"Penguins". Jumping on two legs with a bag sandwiched between the knees, using

energetic wave of the hands. The task can be performed in a circle, in the forward direction and between objects.

"Penguins 1". The players line up in two columns, each holding a bag. Exercise:

perform jumps on two legs with a bag sandwiched between the knees, bending around stuffed balls (4–5 balls; distance between balls 1 m). Go around objects, returning to the column from the outside. The teacher determines the winning team.

"Penguins 2". The players form a circle. Each child has a pouch that he

sweeps between the knees (Fig. 5). At the signal of the teacher, the children begin to jump on two legs,

moving in a circle After 30 seconds, stop, turn in the other direction and continue jumping. Repeat 2-3 times.

"Pass on the go." The players are divided into pairs and stand on the starting line.

In the hands of one player of each pair of balls of large diameter. At the signal of the teacher

children, throwing the ball to each other along the way, move to the opposite side of the hall (platform) to the designated line (distance 10 m). A pair is celebrated, which quickly and without losing the ball reached the finish line.

"Stop!" All players go around the hall or in a circle. At the signal of the teacher "Stop!"

everyone should stop where the team found them. The attention task is carried out both in walking and running or in their alternation.

"Carrying Balls"Players are built in two columns and stand on four sides

hall (platform). In the center is a large-diameter hoop (or basket) in which

there are small balls according to the number of players. At the command of the teacher, the children standing first in the columns run to the hoop, take one ball, return and stand at the end of their column. The second players start running after the first ones cross the marked line. Etc. The team that completes the task quickly and without errors wins.

"Quickly take it."The players form a circle and walk around objects.

(cubes, balls, skittles); items are 2–3 fewer than players. Suddenly, the teacher gives a signal: “Quickly take it!” Each player must take an item and raise it above their head. The one who did not have time to take the item is considered the loser. Repeat 3-4 times.

"Pass the ball." The players are built in 3-4 columns. Distance between children

column one step. The first player in the column receives the ball (large diameter). On signal

teacher, the first players pass the ball with both hands back between the legs and run to the end

his column. The next players pass the balls back and run to the end of their column and

"From bump to bump". On two sides of the hall in a checkerboard pattern lay out a flat

kie hoops (distance between hoops 30–40 cm). Task: by jumping "from bump to bump" to reach the "bank of the river". It is performed in two columns while maintaining a distance to avoid injury.

"Rope walker". The players stand in two columns, in the hands of each a bag with

sand. Walking is performed along a narrow path (width 30 cm) with a bag on the head. Hands are free to balance. The team that completes the task quickly and correctly wins.

Relay with the ball "Passing the ball in the column."The players are built in 3-4 columns.

There is a short cord in front of each column. Drivers with the ball in their hands (large diameter) stand opposite the first players in columns at a short distance. At the command of the teacher, the drivers throw the ball to the first players in the column, they catch the ball, throw it back and run to the end of their column. The second player receives the ball from the driver, returns it back and also runs to the end of the column, and so on. When the first players are back in their place in the columns, the teacher will mark the winning team. The relay is repeated 3-4 times.

Relay with the ball "Passing the ball in line."The players become several

rank. The player standing first in line has a large diameter ball. At the signal of the teacher, the player hits the ball on the floor (ground), catches it with both hands, passes it to the next player, and so on. The player standing last in the line also hits the ball on the floor and passes it to the right. When the first player has the ball again, he raises it above his head and says: “Done!” The winning team is determined.

E stafeta with the ball. Children take the starting position - kneeling, sitting

on the heels. Passing the ball with straight arms to the next player, in one direction and the other

(2 times in each direction).

"Come - do not drop". Walking "snake" between objects (6-8 cubes or stuffed

balls; distance between objects 1 m) with a bag on the head, hands freely balancing. At the end of the walk, take the bag in your hands.

"From circle to circle"Along the wall of the hall, 5–6 hoops are placed tightly, one to the other.

The players stand in two columns. At the signal of the teacher, the children take turns jumping on two legs, using a wave of their hands, from hoop to hoop without a pause and return to the end of their column from the outside (2-3 times).

Stop! The players stand in one line or randomly

close to each other. On the opposite side of the hall, the driver stands with his back to the players. He says loudly: “Walk fast, look, don’t yawn, stop!” For each word, the players move forward in steps (rhythmically, in accordance with the spoken text). At the last word, the children stop, and the driver quickly looks around. The one who did not have time to stop takes a step back. The leader turns away and says the text again, and the children continue to move. The player who managed to cross the finish line before the driver says the word "Stop!" becomes the driver. The game is repeated.

"Passing the ball in line."The players line up in 3-4 lines. In the hands of the first

player in each line the ball (large diameter). At the signal of the teacher, the children begin

pass the ball to each other in line. As soon as the last player in line receives the ball,

he raises it above his head and all the players must turn around and pass

ball backwards. The first in the line receives the ball, all the children turn again -

retract and return to their original position. The teacher announces the winning team.

"Ball against the wall" Children stand in 3-4 columns in front of the wall (shield). The player has

standing first in the column, a ball of small diameter. The player throws the ball against the wall, then goes to the end of his column. The second player must catch the ball after it bounces on the floor and throw it against the wall. Etc. The team that completes the task quickly and without losing the ball wins. Repeat 2-3 times.

"Who is more likely to the ball."Children stand in two lines. Mission: how can

run faster to the object, pick it up and raise it above your head (distance 10 m). At the command of the educator "March!" the exercise is performed by the first line. The teacher marks the first three participants. Then the second group performs the task, the teacher marks the winners. The task is performed by each team 3 times, in turn.

"Foot pass". Players stand in circles of 3-4 people. In the center of each circle, the water

shchy, in front of him lies a ball of large diameter. The driver rolls the ball with his foot to the players

(foot pass); each child, having received the ball, holds it for a few seconds, taking it with his foot, and again sends it to the driver.

"Dimble Bunnies".The teacher puts two cords (length 3 m) on the floor in parallel,

the distance between the cords is 2 m. At a distance of 1 m from the cords lies a hoop in which there is

ball. Task: stand sideways to the cord and on two legs jump over it to the right and

on the left, and so on until the end of the cord, then go to the hoop, stand in it and raise the ball above the headhowl. It is performed in two columns, the winner is determined in each pair. Repeat 2-3 times.

"Salk - dashes."Children are built in two lines; the distance between the lines is 1.5–2 m. At the signal of the teacher, the children of the first line from the starting line start running at an accelerated pace, and the guys of the second line try to catch up with them and put them down before they cross the finish line. The number of losers is counted.

The repetition of the exercise occurs from the finish line - the second group of children, at the signal of the teacher, proceeds to the task. Repeat 2-3 times.

"Passing the ball in the column."Children are built in 3-4 columns; the distance between the players is one step. The one standing in the column first has a ball (large diameter). At the signal of the teacher, the children begin to pass the ball back with both hands above their heads (foot stand shoulder width apart). The last player in the column receives the ball, runs to the front of the column and passes the ball in the same way. The task is performed until the first player in the column is the one who stood first before the start of the game. The winner is the team that coped quickly and without losing the ball

"Quickly in line."The players stand in three lines on three sides of the hall (platform) facing each other At the signal of the teacher “Run!” scatter, spin in different directions. At the signal "Quickly in line!" every child must quickly

find your place in the line. Repeat 3 times.

"Step over - do not touch."Walking with stepping over medicine balls (6-8 medicine balls)

for each step, hands behind the head (or on the belt). The exercise is performed in two columns at a moderate pace. The main thing is to maintain a stable balance and keep a distance.

"From bump to bump."Along the hall in two lines in a checkerboard pattern put 6-8 flat

hoops (or lay out circles from short cords, ropes). The players become

two columns. At the signal of the teacher, those standing first start jumping on two legs from

hoop to hoop without a pause - "from bump to bump". Children jump in a streaming way, keeping their distance.

"Nimble jumpers".On the site in two lines in a checkerboard pattern lay out

hoops (6-8 pcs.). Children in two columns jump into hoops on two legs - now to the right, then to the left (without a pause), cross the conditional line and turn around. The exercise is repeated in the opposite direction (3-4 times). The teacher marks the winning team.

"Pass the ball." The teacher puts the cubes in two lines (4–5 pieces; the distance between the cubes

kami 1.5 m). Task: to pass the ball with your feet, without letting it go far from you, passing between

"Pass each other." The boys are divided into pairs and roll the ball to each other

feet, alternately with the right, then with the left foot (the distance between children is 1.5–2 m). Girls perform jumping over a short rope (method of the choice of children).

"Giants and Dwarves".Walking in a column one at a time. At the signal of the teacher "Giants!" walking on toes, hands up, then normal walking; to the signal "Gnomes!" walking in a semi-squat, and so on alternation.

"The ball to the driver." The players form 3-4 circles, stand in a circle at a distance

one step apart. In the center of each circle is the driver, who alternately throws the ball to the players, and they return it back. As soon as all the players have completed the exercise, the driver raises the ball high above his head. The game is repeated 2-3 times with a change of drivers.

"Who is more likely to skittles."The players line up in two columns and stand at a distance

one step apart. At the signal of the teacher, the children take turns jumping from the original

features on two legs through the cord, to the right and left of it, moving forward, and so on to the end (distance 3–4 m), running around the object and going around the column from the outside in order to stand at its end. The next child in the column starts jumping after the first one has covered a third of the distance. Repeat 2-3 times.

Game exercises with football elements

"Ball to the wall". The players are located in front of the wall (fence) at a distance

3 m from her. Each child has a ball, which he beats against the wall at an arbitrary pace

alternately right and left foot.

"Smart Guys".Players line up in pairs across the court. Every couple

one ball. The distance between the children is 2 m. Task: send the ball to the partner with the right and left

foot in turn.

"Get it right." Various objects (cubes, stuffed balls) are placed throughout the site. The child circles the ball around objects with his right and left foot, without releasing it

away from yourself.

"Goal in goal". With the help of several cubes, gates are indicated. To the original

line (distance from the goal is 5 m), the players take turns going out and trying to kick the ball into the goal with the exact movement of the foot (right or left).

"Kill the item." Pins are placed on the same line at a distance of 4 m from the starting line.

Task: after a short run-up, hit the ball with an object.

"Exact pass". The players are divided into pairs. Each pair has one ball. Children

move from one side of the court to the other, hitting the ball to each other with the right and left foot alternately.

"Quick pass". The players become a semicircle (small group, distance

between the players 2 m), in front of them is the driver with the ball. He quickly and accurately kicks the ball with his foot to the first player, and he returns the ball with the same movement, etc. Then the driver changes places with the first player of the team. The exercise is repeated with another driver.

"Clever and fast."Players in a line dribble the ball in a run to the other side of the court,

slightly knocking him with his right, then his left foot so that he does not roll far.

"Pass in a circle." The players stand in a circle (a small group of children) and, rolling, hit the ball, send it to each other with a slight but precise movement of the right or left foot.

"Pass in a circle." The players stand in a circle, in the center is a teacher with a ball. He sends the ball

children in turn. Having received the ball, the child stops it and sends it back to the teacher with the same movement.

"Pass in three." Children form threes at a distance of 2 m from each other. One

ball player. The players pass the ball to the right in a circle with one foot, then to the left, and so on.

repeatedly.

"Get in the gate."Children dribble the ball from one side of the playground to the other to the marked line (distance 10 m) and, not reaching 2 m to the goal, try to score the ball into the goal.

Game exercises with shuttlecock and racket (badminton)

Children of older preschool age have access to games with a shuttlecock and racket, which

develop motor qualities - dexterity, speed, coordination of movements, etc.

For a variety of exercises and games with a shuttlecock, children's rackets are used. Next-

blows to show and explain to children how to hold a racket (like a hammer for hammering

nails), without straining the fingers, without changing the way the racket is gripped while hitting the shuttlecock. Receiving a shuttlecock on a racket is mastered by children somewhat easier than serving. Starting position for serving: legs slightly apart, the left foot is placed about a step forward, hold the shuttlecock by the plumage with the left hand, and take the right hand with the racket a little back and down. This is followed by a swing and a blow to the shuttlecock. It should be explained to the children that for the accuracy of the strike, the shuttlecock must be hit not with the middle of the racket, but with its upper edge, then there will be fewer misses. In the process of learning game exercises with a racket and a shuttlecock individually, in pairs and groups, the teacher monitors the technique and rules of execution, specifies how to hold the racket and hit the shuttlecock so that it flies in the right direction.

Racket and shuttlecock games are best played in calm weather.

"Don't drop it." The players stand in a circle (semicircle) or line. The legs are slightly

placed, in the hands of each child a shuttlecock. Task: toss the shuttlecock up with one hand

and catch it in the air.

"Throw - catch."Throwing a shuttlecock with one hand and catching it with the other while standing

on the spot and in motion (for a short distance).

"Volan towards".Children stand in two lines; distance between lines 2 m per

the distance of arms outstretched to the side from each other. Every child has a shuttlecock. On signal

teacher, each child throws the shuttlecock to the child standing opposite. The main thing is that the shuttlecocks do not fall and do not collide during the transfer.

"Throw in the ring."The players stand in a column one at a time (a group of 4–6 children)

in front of the basketball ring (height from the floor 2 m). Every child has a shuttlecock. On signal

teacher, the first child in the column approaches the ring and throws the shuttlecock from the bottom up with his right (left) hand, trying to get into the ring.

"Reflect the shuttlecock." Children stand in two semicircles at a distance of one step from each other.

Each child has a racket. The driver is selected; he stands in front of the players and alternately throws a shuttlecock to them, and they beat him off. After a while, another driver is selected.

"Kick the shuttlecock." Children become in a circle (semicircle). Each player has a racket and a shuttlecock.

Children toss the shuttlecock with a racket, trying to hit as many times as possible and not let the shuttlecock fall to the ground.

"Come - do not drop."The players line up. Every child has a shuttlecock

and a racket. At the command of the teacher, the children toss the shuttlecock with a racket, moving forward

step. The pace is arbitrary.

Shuttlecock through the net.In the middle of the site (hall) at a height of 120 cm from the floor, stretch

there is a net (or cord). Two teams of 5-6 people play. Players stand on either side of the net. Children from one team serve the shuttlecock (3-4 times), and the guys from the second team beat the shuttlecock to the opposite side through the net. Then the teams switch roles.

Outdoor games

"Owl". The tasks of the game are to develop in children: motor activity, attentiveness, speed of reaction, teaches to correlate movement with text. The game does not require any additional equipment. The number of players must be more than 4 people. Before the start of the game, the “Owl” is selected, which should sit in the nest. The nest can be anything, such as a sandbox or a circle drawn on the ground. All other participants in the game must arrange themselves in a chaotic manner around the playing area. At the sound signal of the leader: “The day is coming - everything comes to life”, the children should calmly run, jump around the site, depicting all kinds of animals, birds or insects. And the "Owl" at this time sleeps quietly in its nest. Then the next command of the host sounds “Night is coming - everything freezes” and at that momentall children must freeze in the position in which they ended up during the sound of the command. The owl wakes up at this time and flies out to hunt. She should notice the players who have moved, and take them to her nest. All players caught by an owl in subsequent rounds become owls and all together, on a specific command, fly out to hunt. The game is played until all participants in the game are caught. According to the results of the game, you can also mark the participant who caught all the most players.

During the outdoor game "Owl", as well as during many other outdoor games, it is forbidden to chase one player for a very long time, and the player who is caught is forcibly escaping.

"Sly Fox". The players stand in a circle. Distance between children

one step. The teacher invites the children to close their eyes, goes around the circle behind them and

touches one child, he becomes a fox. The players open their eyes and carefully look at each other, guessing which of them is a cunning fox, if she will give herself away with something. Children ask in chorus (with short pauses), first quietly, then louder: “Sly fox, where are you?” After pronouncing these words three times, the cunning fox comes to the middle of the circle, raises his hand and says: “I am here!” Everyone scatters around the site, and the fox catches them. He takes those caught to his house (a predetermined place). When the fox catches 2-3 children, the teacher says: “In a circle!” All players stand in a circle, and the game resumes.

"Salki". All the players run freely around the site, the driver is trying to

or stain. The player who is tarnished becomes a tag; if the salka can't last long

catch someone, then the teacher appoints another driver. If the group is large,

then you can appoint two drivers.

"Change of Places".The players are located in circles drawn on the floor (ground)

kah (or hoops) arbitrarily. Each of them has his own "house" - a circle, and the driver

There is no "house". At the signal of the teacher, the children change places ("houses"). driving

At this time, he tries to take an empty seat. The child left without a “house” becomes

winds the driver, the game continues. The teacher stops the game, pauses for a while, and the game resumes.

"Salki with a Ribbon".The players become in a circle.

Each one attaches a ribbon (a strip of colored material) to the back of the belt. In price-

three circles is the driver-trap. At the signal of the teacher "Run!" all children run-

yutsya, and the trap tries to pull the ribbon from someone. Player who lost his ribbon

moves aside. At the signal of the teacher, “One, two, three - run into the circle!” the children form a circle again. The trap shows the ribbons he has collected and returns them to the players. The game resumes with a new driver.

"Jumping Sparrows".The teacher lays out on the floor

a circle of rope (or draws on the ground) (landmarks can also be sandbags

or cubes). The driver is chosen - a kite. He stands in the middle of the circle. The rest of the children are sparrows, they stand outside the circle. Sparrows jump in and out of the circle. The kite runs in a circle and does not allow the sparrows to stay there for a long time. The sparrow, touched by the driver, stops, raises his hand, but does not leave the game. The teacher marks those whom the kite has never caught. The game is repeated after a short break.

"Hunters and Falcons!".On one side of the hall (platform) are falcons.

In the middle of the hall are two hunters. At the signal of the teacher “Falcons, fly!” the children were taken

go to the other side of the hall, and the hunters try to catch (tarnish) them before they

cross the line. When the game is repeated, other drivers are selected, but not from

the number of those caught. The game is repeated 3 times.

"Frogs in the swamp".On one side of the hall (beyond the line) there is a

shchy-crane. In the middle of the hall is a swamp (a circle made of cord). Children sit around

frogs and pronounce:

Here from the hatched rotten

The frogs splashed into the water.

Qua-ke-ke, qua-ke-ke,

It will rain on the river.

With the end of the words, the frogs jump into the swamp. The crane catches frogs that did not have time

jump. The caught frog goes to the crane's nest. When the crane catches a few

frogs, choose another crane from among those who have never been caught. The game is resumed

is being updated.

"Frogs and herons".The players walk in a circle. At the signal of the teacher "Herons!" jump

in a circle, take a stand on one leg, raising the leg bent at the knee, arms to the sides or

on the belt. Then continue walking, at the signal "Frogs!" jump on two legs in a circle

and sit down (hands on knees). The teacher gives signals in different order.

"Day and night". The players are divided into two teams - "Day"

and night". In the middle of the hall (platform) a line is drawn (or a cord is placed). At a distance

teams become two steps from the line with their backs to each other. The teacher says:

“Ready!”, then gives one of the teams a signal to run, for example, says: “Day”. Children run over the line, and the players of the second team quickly turn around and catch up with the rivals, trying to spot them before they cross the line. The team that manages to tarnish the most players of the opposing team wins.

"Two Frosts".

On opposite sides of the site, two houses are marked with lines. playing

located in one of the houses. Two drivers (Frost - red nose and Frost - blue nose) go to the middle of the site, face the children and say:

We are two young brothers

Two frosts removed,

I am Frost - red nose,

I am Frost - blue nose,

Which one of you decides

To go on a path?

All the chorus players respond:

We are not afraid of threats

And we are not afraid of frost.

After that, the children run to another house, and the frosts try to freeze them (kos-

touch by hand). The frozen ones remain in the place where the frost overtook them, and stand there until

end of the run. Frosts count how many guys they managed to freeze. After two dashes, other Morozov are chosen.

"Spider and Flies". In one corner of the hall, a web is indicated by a circle (or cord), where the leading spider lives. The rest of the children are flies. At the signal of the teacher, all the flies scatter around the room, “fly”, buzz. The spider is in the web.

At the signal of the teacher "Spider!" flies stop in the place where they were caught

team. The spider comes out and looks carefully. The one who moves, the spider leads into its web. After two repetitions, the number of flies caught is counted. The game is resumed with a different driver.

"Keys". The players stand in circles drawn in any

order (or laid out from short cords) at a distance of at least 2 m from one another. The leader is chosen. He approaches one of the players and asks: "Where are the keys?" Thatreplies: “Go to ... (calls one of the children), knock!” At this time, other children try to change places. The driver must quickly take a free circle duringdashes. If the driver cannot take a circle for a long time, he shouts: “I found the keys!” Thenall players change places, the one left without a place becomes the driver.

"We are funny guys."Children stand behind the line on one side

venues (halls). During the game, they need to run to the long line (distance 10–15 m). In the center of the site are two drivers. The children say in unison:

We are funny guys.

We love to run and jump.

Well, try to catch up with us!

After the word "catch!" children run across to the other side of the playground, and the drivers catch up with them. The one whom the driver has taunted, steps aside. As soon as the children cross the finish line

hell, the number of losers is counted. The game is repeated with other drivers.

"Hunters and Ducks".Children are divided into two equal teams - hunters and ducks. Ducks stand in the middle of a large circle. The hunters throw a ball (large diameter), trying to hit the ducks with it. The duck touched by the ball is out of the game. When the pain

most (about a third) of the ducks will be tagged, the teams change roles.

"Wolf in the ditch" In the middle of the hall (platform) draw two parallel lines (or put ropes)at a distance of 80-90 cm from one another - this is a moat. On one side of the platform beyond the linethere is a goat house. Choose a driver - a wolf. All goats are located in the house (beyond the line).The wolf gets into the ditch. At the signal of the teacher “Wolf in the ditch”, the goats run to the oppositeside of the hall, jumping over the moat, and the wolf is trying to catch them (to touch with his hand). The wolf takes the captured goats aside. The signal is given again. After two runs, all the captured goats return to their home, and a new driver is selected.

"Burners". The players line up in two columns, holding hands.

in pairs. Ahead is the driver. The boys say in unison:

Burn, burn bright

To not go out.

Look at the sky

The birds are flying

The bells are ringing!

One, two, three - run!

After the word "run!" the children standing in the last pair put their hands down and run to the beginning

columns: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he can join hands with his partner again. If the driver manages to do this, he joins hands with the one who was caught and they stand in front of the column. The one left without a pair becomes the leader. To increase motor activity, you can divide the children into two teams.

"Sparrows and a cat".A circle is drawn on the floor (on the ground) (or laid out from a rope), diameter 4 m. One child is a cat, he is in the middle of the circle. The rest of the children - sparrows, stand outside the circle. At the signal of the teacher, the sparrows begin to jump in and out of the circle (on two legs). The cat suddenly "wakes up" and tries to catch (feel) the sparrows. Anyone who did not have time to jump out of the circle is considered to be caught; he takes a step back from the circle. When the cat catches 2-3 sparrows, another leader is selected from among those not caught. The game is repeated.

Sedentary games in the senior and preparatory group

"Quiet - loud."With the help of a counting rhyme, the driver is selected, he stands in the center of the circle and closes his eyes. The teacher gives one of the players an object that can be hidden (lace, ribbon). All children except the driver know who has the item. When the driver approaches this child, the children begin to clap loudly

in the hands, when moving away - the claps become quieter. The game continues until

the driver will not find the item. If he fails to do this for a long time, then another driver is selected.

"Find a Pair"

Purpose: develops skills of classification and sorting, hand-eye coordination, motor skills of hands, thinking skills.

Items are laid out on the table that are combined with each other according to some signs. Mix them up. Children are invited to take any object and find a pair for it, and also explain why he considers these objects to be paired.

Various items are collected that are combined with each other (pencils, paper, sock and shoe, lock and key, etc.). Arrange items on the table and mix. Children are seated either by dividing into teams, or in pairs at the table, or one at a time.

An adult chooses any object and asks the child to find a pair for it (or the child chooses an object on his own). If the child finds a mate, it is put aside.

Take the next item and repeat the same. The game continues until all items are matched. Instead of objects, you can use pictures with objects.

"How are you?"

Purpose: to develop in children the ability to correctly describe movements and pronounce at the same time, mental skills, coordination of movement.

The leader is selected. The child shows the movements, and the rest of the children repeat after him. The game can be complicated by dividing the children into teams and, under the guidance of an adult, the teams perform movements. During the game, you can turn on soft music.

How are you? Like this!

Show the thumbs of both their hands pointing up.

How are you going? - Like this!

March.

How do you run? - Like this?

Run in place.

Do you sleep at night? - Like this!

Connect your palms and put your head on them (cheek)

How do you take? - Like this!

Press your hand towards you.

Do you give? - Like this!

Put your palm forward.

How are you kidding? - Like this!

Puff out your cheeks and gently hit them with your fists.

How do you threaten? - Like this!

Wag your finger forward, or at each other.

"Say the opposite"

Goal: learn quickly, find words opposite in meaning, develop memory, mental abilities. Expand your child's vocabulary.

Children stand in a circle, throw and catch a ball with the name of antonyms.

neat - slovenly
White black
blush - blush
shine - twinkle
close - distant
rich man - poor man
big small
fast - slow
correct - wrong
cheerful - sad, sad, boring
windy - windless
old - new
question answer
sunrise - sunset
high Low
extinguish - kindle
smooth - rough
vowel - consonant
deep - shallow
speak - be silent
city ​​- village, village
bitter - sweet
hot Cold
warm - cool
dirt - purity
do - mess around
day Night
good evil
friend - enemy
heat - cold, etc.

"Shuttle"

Purpose: To develop physical qualities, collectivism, the ability to act on a signal

You need to go so as not to touch the gate, the children hold each other's hands.

All the players stand in pairs facing each other and hold hands - this is the gate. The children from the last pair pass under the gate and stand in front of the column, followed by the next pair.

"Kolobok"

Purpose: to train children in coordination and orientation in space when performing various tasks, to develop auditory attention through the game.

The ball for this game can be any size. Players are not allowed to leave their place. Participants stand in a circle at arm's length from each other. In the center of the circle is the driver. The players pass the ball to one another with their feet, and the driver tries to intercept it. They can smoothly roll the ball, hit, make deceptive movements. You can't just pick it up. And the driver can do whatever he wants; hold the ball with your foot, hand, knock it out of the circle, just touch it lightly.

If the driver manages to hold the ball, he takes the place of the player from whom the ball hit him.

"PIKE"

Purpose: coordination of speech with movement, development of general speech skills, vocabulary enrichment, development creative imagination and motor imitation, learning the elements of pantomime.

The game is played with a ball. Children stand in a circle. Pike is selected. She goes to the middle of the circle.

Past the forest, past the cottages,

Floated down the river

red ball.

I saw a pike: -

What is this thing?

Grab, grab.

Don't catch.

The ball popped up again.

Come out, you lead!

On the first four lines of the poem, the children roll the ball from one to the other through the center of the circle (past the Pike). On the fifth line of the poem, the ball rolls over to Pike, who takes the ball, pronouncing the text of the sixth line, and, as it were, looks at the ball.

On the first three lines of the second stanza of the poem, Pike hits the ball on the floor, saying this text, on the fourth line she rolls the ball again to the children, who continue to roll it again from one to the other through the middle. The child on whom the words “You drive” came out with the ball in the middle. He becomes a pike. The game is repeated.

"Who left?"

Purpose: To develop mindfulness, ingenuity. The ability to quickly find what is missing.

It is forbidden to peep, you can appoint a leading child.

Children are built in a circle. The driver stands in the center of the circle and closes his eyes. The teacher touches one of the players standing in a circle, and he quietly leaves the room. The teacher allows the driver to open his eyes and asks him: “Guess who left?” If the driver has guessed correctly, then he stands in a circle and chooses another driver. If he didn’t guess correctly, he closes his eyes again, and the one leaving the hall takes his former place in the circle. The driver, opening his eyes, should call him.

"Flies - does not fly"

Purpose: To develop coordination, attention, the ability to work in a team.

The one who raised their hands incorrectly is considered the loser.

Children go in a column one by one. The teacher names various subjects. If the object flies, for example, an airplane, a bird, then the children should raise their arms to the sides and flap them like wings, if the object does not fly, then they should not raise their hands.

"Round dance"

Purpose: To develop the skill to act on a signal or to music, coordination of movements. Listen carefully to the teacher's instructions. The leader can be chosen by the child using a counting rhyme.

The players form two circles, one inside the other, and join hands. At the signal of the teacher, they begin to move in a given direction (walking or slow running). You can offer rhythmic walking to a song or musical accompaniment:

"round dance", "brook"

Improve the ability to act on a signal, develop coordination of movements. You can't open your hands.

Children go in a column in twos. At the command of the teacher "Brook", the children stop, hold hands and raise their hands up. Each pair, starting with the last one, runs inside (under the arms) one by one and stands in front, raising their hands up.

"Cold Hot"

Purpose: To develop auditory qualities, physical qualities.

It is forbidden to peek when the presenter hides the object.

The driver leaves the room, the children hide the object. After that, the driver enters and looks for the item. And the children follow him and say:

cold...warm...hot...helping to find a hidden object.

"Water"

Purpose: To develop coordination of movements, hearing, physical qualities.

Grandpa - Water!

Why are you sitting underwater?

Come out, come out for an hour.

Guess which one of us!

It is forbidden to peep. You can complicate the game - choose 2 water

Children stand in a circle, the water in the center. Children go in a circle and say words, after the words: - come out, come out ... the water one comes with eyes closed, hands forward, whoever it hits, he guesses.

"Bumblebee"

Purpose: to exercise children in coordination and orientation in space when performing various tasks. Develop auditory attention through play.

Roll the ball only with your hands; you can not catch, hold the ball.

The players sit in a circle. A ball rolls on the ground inside the circle. Those who play with their hands roll it away from themselves, trying to overpower the other (get into the legs). The one who was touched by the ball (stung) turns his back to the center of the circle and does not participate in the game until another child is touched. Then he comes into play, and the stung again turns his back in a circle.

Purpose: to develop coordination, attention, the ability to work in a team.

The driver should not open his eyes until he calls the caller. During this time, everyone should be quiet.

"We frolic a little,

All were placed in their places.

You, ... (name), guess,

Who called you, find out.

The leader closes his eyes. Children walk in a circle, the leader stands in the middle of the circle. At the end of the words, the children stop. The teacher points to one of the players.

"Axe"

Purpose: to develop physical qualities, collectivism, the ability to act on a signal.

The host cannot show to whom he gave the item.

Yegor took an ax in the corner,

With an ax went into the yard.

Egor began to repair the fence,

Yegor lost the ax.

That's what he's still looking for

Look for an ax too!

The leader (first an adult) hides a small object (hatchet) in the palms of one of the players. The poem is recited in chorus. The one from the players who had the word ax goes to look for him

"Find the Differences"

Purpose: to develop attention, memory, the ability to act on a signal.

The facilitator must determine what has changed for the players. The one with whom he found the most changes will drive.

Everyone sits in a circle. For the game to play, the players need to carefully examine each other. When the facilitator leaves the room, the participants should make small changes in their appearance: pin up their hair, bandage their fingers, unfasten a button.

Purpose: to develop auditory qualities, physical qualities.

Children form a circle. The driver stands in the center of the circle and closes his eyes. Without holding hands, the children walk in a circle to the right (left) and say:

We gathered in an even circle

Let's turn back together,

And how do we say "Skok-skok-skok",

The words "skok-skok-skok" are pronounced by one of the children at the direction of the teacher. The driver must find out who said these words. If he guessed right, he takes the place of the one who spoke the word. If the driver does not recognize the voice, the game is repeated, and the children go in a circle in the other direction.

"Statues"

Purpose: to develop coordination of movements, hearing, physical qualities, the ability to play by the rules.

You need to throw the ball straight into your hands. Listen carefully to the leader.

This game is best played with a big ball. Players stand in a circle and throw the ball to each other with their hands. Whoever does not catch the ball receives a penalty: continues the game, standing on one leg. If in this position he manages to catch the ball, then the penalty is removed; he stands on both legs. If another mistake is made, the player goes down on one knee. On the third mistake, he goes down on both knees. If the player catches the ball in this position, all penalties are forgiven and he continues the game standing on both feet. And if you fail, you will have to leave the game.

"How it all ended"

Purpose: to develop memory, mental abilities. Expand your child's vocabulary.

The game uses a fairy tale plot. Read the beginning of the story and ask to continue it. On a sunny autumn day, a hare and a hedgehog went to the forest to pick mushrooms. The hare picked up a beautiful birch leaf and saw a mushroom. "I found a red-capped mushroom!" he shouted happily. The hedgehog looked at the mushroom and said ....

Interactive technologies: work in small groups (triples), "chain", "carousel",

"aquarium", "big circle"

"Crossing on rafts"

Purpose: balance

The teams are built in columns one at a time in front of the starting line ("on the shore"), in the hands of the guide, two rubber mats (rafts) each. On a signal, he puts one rug in front of him on the floor and two, three or four people quickly stand on it (depending on the length and width of the rug). The guide then places a second rug on the floor, and the whole group moves onto it, passing the first rug further. And so, in turn, jumping from mat to mat, the group crosses the “river” to the opposite “bank”, where the participants remain behind the finish line, and one of the players returns in the same way for the next group. Players are not allowed to put their feet on the floor. Participants who violate this condition are eliminated from the game (considered "drowned"). The first team to complete the "crossing" without losses wins.

"Echo"

The players stand in a circle. The first player says his name and shows any movement (turn, clap, jump, etc.). All children in chorus repeat the name and movement three times, trying to pronounce with the same intonation as the first player. Then the next child says his name and shows the movement, everyone repeats, and so on, until all the children say their names.

"Swap places"

Purpose: to increase the creative activity of children, awaken imagination, cheer up, develop composure, attentiveness, the ability to manage their emotions and actions, the skills of collective and well-coordinated activities.

Children become in a circle. The instructor offers to switch places for those children who have something the same: blond hair, white T-shirts, pets, etc. For example, the instructor says: "Let those who have a bicycle change places." Children change places, etc. The game is played for 3-4 minutes

"Pay attention"

Purpose: to increase the creative activity of children, awaken imagination, cheer up, develop composure, attentiveness, the ability to manage their emotions and actions, the skills of collective and well-coordinated activities.

The teacher invites the children to perform all the movements that he names, but at the same time he himself can show completely different movements. For example, the teacher says: “Hands to the sides!”, raises his hands up himself, etc. The game is played for 2-3 minutes. It can be carried out both in a circle and in any other construction.

Option

Children do what the teacher shows, and not what he says.

"Flies - does not fly"

Purpose: to increase the creative activity of children, awaken imagination, cheer up, develop composure, attentiveness, the ability to manage their emotions and actions, the skills of collective and well-coordinated activities.

Children stand in a circle, in the center is an instructor. He names animate and inanimate objects that fly or do not fly.

Naming the object, the instructor raises his hands to the sides - up. For example, he says: “A bird flies, a chair flies, an airplane flies,” etc.

Children should raise their hands to the sides - up if a flying object is named.

Option

The game can be played while walking slowly.

"Who has the ball"

Purpose: to increase the creative activity of children, awaken imagination, cheer up, develop composure, attentiveness, the ability to manage their emotions and actions, the skills of collective and well-coordinated activities.

Children stand in a circle facing the center, hands behind their backs. In the center of the circle is the driver with his eyes closed. The leader gives a small ball to any of the players. Children begin to quietly pass the ball in a circle behind their backs. The driver, having opened his eyes, is trying to determine who has the ball, turning to the player: “Olya, show your hands!”. The child addressed by the driver shows his hands and again hides them behind his back. The ball cannot be kept in the hands for a long time. It is impossible for the driver to address the children in order.

If the driver has determined who has the ball, that player becomes the driver.

"Streams and Lakes"

Purpose: to teach children to run and perform rebuilds

Children stand in two or three columns with the same number of players playing in different parts of the hall - these are streams. At the signal "Brooks ran!" everyone runs after each other in different directions (each in his own column).

At the signal "Lake!" the players stop, join hands and make circles of the lake. The children who complete the circle win.

"Entertainers"

Goals; exercise in the ability to walk in a circle, invent movements, accurately repeat it, develop attention.

Description: Children stand in a circle. In the center of the circle, the driver is an entertainer. Children go in a circle to the right or left and say:

In an even circle, one after another

We go step by step.

Stand still, stay together

Let's do it... like this

At the end of the text, the children stop. The entertainer shows any movement, the players repeat it. The entertainer is replaced by another child, and the game continues. Each entertainer must come up with a movement that has not yet been shown.


Find your color
Purpose: to form orientation in space, to teach to act on a signal, to develop dexterity, attention.

Game progress: the teacher distributes flags of 3-4 colors to the children. Children with flags of the same color stand in different places in the hall, near the flags of a certain color. After the words of the teacher “Go for a walk,” the children disperse in different directions. When the teacher says “Find your color”, the children gather at the flag of the corresponding color.

The game may be accompanied musical arrangement. As a complication, when the game is mastered by children, you can change the indicative flags in places, placing them in different places in the gym.

Sun and rain
Purpose: to form the ability to walk and run in all directions, without bumping into each other; learn to act on a signal.

Game progress: children sit on chairs. The teacher says "Sunshine!". Children walk and run around the room in different directions. After the owls "Rain!", They run to their places.

The game can take place with musical accompaniment. After the game is well mastered, words can be replaced with sound signals.

Sparrows and car
Purpose: to form the ability to move in different directions without bumping into each other; improve the ability to respond to a signal, develop orientation in space.

Game progress: children sit on chairs on one side of the hall. These are "sparrows" in nests. On the opposite side is the teacher. He represents a car. After the teacher’s words “Sparrows flew”, the children rise from their chairs, run around the room, waving their arms. At the signal of the teacher "Car", the children run away to their chairs.

After the game is mastered by children, sound signals can be used instead of words.

A train
Purpose: to form the ability to walk and run one after another in small groups, first holding on to each other, then not holding on; learn to start moving and stop on a signal.

Game progress: first, a small group of children is involved in the game. at first, each child holds on to the clothes of the person in front, then they move freely one after another, moving their arms, imitating the movements of the wheels. The role of the locomotive is first played by the educator. Only after repeated repetitions, the role of the leader is entrusted to the most active child.

cucumber... cucumber...
Purpose: to form the ability to jump on two legs in the forward direction; run without bumping into each other; perform game actions in accordance with the text.

Game progress: at one end of the hall - a teacher, at the other children. They approach the trap by jumping on two legs. The teacher says:

Cucumber, cucumber, don't go to that tip,
The mouse lives there, it will bite your tail.

After the end of the chants, the children run away to their house. the teacher pronounces the words in such a rhythm that the children can jump twice for each word.

After the game is mastered by children, the role of the mouse can be entrusted to the most active children.

Mother hen and chicks
Purpose: to improve the ability to crawl under the rope without touching it; develop dexterity, attention; act on a signal; nurture mutual assistance, camaraderie.

Game progress: children depicting chickens, along with a hen, are behind a stretched rope. The mother hen leaves the house and calls the chickens "ko-ko-ko." At her call, the chickens crawling under the rope run to her. At the words "Big Bird" the chickens quickly run away. When the chickens run into the house, you can raise the rope higher so that the children do not touch it.

run quietly
Purpose: to cultivate endurance, patience, the ability to move silently.

Game progress: children are divided into three groups and line up behind the line. A driver is chosen, he sits in the middle of the site and closes his eyes. On a signal, one subgroup silently runs past the one leading to the other end of the hall. If the driver hears, he says "Stop!" and the runners stop. Without opening his eyes, the driver says which group ran. If he correctly indicated the group, the children step aside. If they make a mistake, they return to their places. So alternately run through all the groups. The winner is the group that ran quietly and that the driver could not detect.

Aircraft
Purpose: to form the ability to move in different directions without bumping into each other; learn to act on a signal.

Game progress: before the game it is necessary to show all game movements. Children stand on one side of the playground. The teacher says “Ready to fly. Start the engines!" Children make rotational movements with their hands in front of the chest. After the signal "Let's fly!" spread their arms to the sides and scatter around the room. At the signal "To land!" The players go to their side of the court.

The game is more emotional with musical accompaniment.

Find your house
Purpose: to form the ability to act on a signal, navigate in space; develop dexterity, attention, the ability to move in different directions.

Game progress: with the help of a teacher, children are divided into groups, each of which stands at a certain place. On a signal, they scatter around the hall in different directions. After the signal "Find your house" - the children should gather in groups at the place where they stood at the beginning.

After mastering the game, the original houses can be swapped. The game is more emotional with musical accompaniment.

rabbits
Purpose: to form the ability to jump on two legs moving forward; develop dexterity, ingenuity, confidence.

Game progress: on one side of the hall, chairs are arranged in a semicircle - these are rabbit cages. On the opposite chair is the watchman's house. Children sit on their haunches behind chairs. When the caretaker releases the rabbits into the meadow, the children crawl under the chairs one by one, and then jump forward. At the signal "Run into the cages", the rabbits return to their places, again crawling under the chairs.

Bubble
Purpose: to teach children to form a circle, changing its size depending on the game actions; develop the ability to coordinate actions with spoken words.

Game progress: the children, together with the teacher, holding hands, form a circle and pronounce the words:

Inflate a bubble, inflate a big one.
Stay like this and don't break.

The players, in accordance with the text, step back holding hands until the teacher says “The bubble has burst!”. Then the players squat down and say "Clap!". And they go to the center of the circle with the sound “shhhh”. then again become in a circle.

Where does the bell ring?
Purpose: to develop an eye, auditory orientation, the ability to navigate in space.

Game progress: children stand on one side of the hall. The teacher asks them to turn away. At this time, another adult, hiding, rings a bell. Children are invited to listen to where the bell rings and find it. The children turn and walk towards the sound.

You need to ring the bell loudly at first, then lower the sound.

colored cars
Purpose: to consolidate knowledge of color, improve orientation in space, develop a reaction

Game progress: children are placed at the edges of the hall, they are cars. To each his own colored circle. The teacher is in the center of the hall, in his hands he has three colored flags. He raises one, de having a circle of this color scatter around the hall in different directions. When the teacher lowers the flag, the children stop. The teacher raises a flag of a different color, etc.

The game is more emotional with musical accompaniment.

Where did they knock?
Purpose: to consolidate the ability to navigate in space, to follow the rules of the game.

Game progress: children stand in a circle. The driver stands in the middle and closes his eyes. The teacher silently walks around the circle behind, stops near someone, knocks with a stick and puts it so that it would not be visible. Steps aside and says "It's time!". The one standing in the circle must guess where they knocked and go up to the one who has the wand hidden. Having guessed, he takes the place of the child behind whom the wand was hidden, and he becomes the leader.

cat and mice
Purpose: to improve the ability to navigate in space, to avoid collisions; move in the general game situation.

Game progress: on one side of the hall, a plot is fenced - this is the house of mice (50 cm high). on the other side of the hall is the cat's house. The teacher says:

The cat guards mice, pretended to be asleep!
Children crawl under the rails and run.

The teacher says:

Hush, mice, don't make noise.
And don't wake up the cat!

Children run easily and silently. With the words "The cat woke up", a child depicting a cat runs after mice. Children do not crawl under the slats, but run into the burrows through the unfenced part.

At the bear in the forest
Purpose: to consolidate the ability to move in all directions, imitate game movements, move in accordance with the text.

Game progress: the children are located on one side of the hall, and the driver is on the other. Players move towards the sleeping bear saying:

At the bear in the forest
I take mushrooms and berries.
The bear doesn't sleep
And growls at us.

The bear with a growl tries to catch the children, they run away. Catching someone, takes him to himself. The game is repeated.

Mousetrap
Purpose: to develop speed, dexterity, attention; learn to coordinate words with game actions.

Game progress: the players are divided into two unequal subgroups. The smaller one forms a circle - a mousetrap. The rest are mice. Players in a circle move and sentence

Oh, how tired the mice are, their passion just got divorced.
Everyone gnawed, everyone ate, they climb everywhere - that's an attack.

At the end of the words, the children stop and raise their clasped hands up. Mice run into the mousetrap and immediately run out the other side. On a signal, the children lower their hands and squat. Mice that do not have time to run out are considered to be caught. They also stand in a circle. Game continues. When most of the children are caught, the subgroups change places.

Who has the ball?
Goal: develop mindfulness; to consolidate the ability to perform game actions in accordance with the rules of the game.

Game progress: players form a circle. The driver is chosen, who stands in the center. The rest of the players move tightly towards each other, hands behind everyone.

The teacher gives someone the ball, and the children pass it to each other behind their backs. The driver tries to guess who has the ball. He says "Hands!" and the one to whom they are addressing must put out both hands. If the driver guessed right, he picks up the ball and stands in a circle. The player from whom the ball was taken becomes the driver.

shaggy dog
Purpose: to improve the ability to move in all directions, to move in accordance with the text, to develop orientation in space, dexterity.

Game progress: children stand on one side of the hall. The driver - the dog - is on the other side. Children quietly approach him with the words

Here lies a shaggy dog, with his nose buried in his paws.
Quietly, quietly, he lies, either dozing, or sleeping.
Let's go up to him, wake him up, and see what happens!

After these words, the dog jumps up and barks loudly. Children run away, and the dog tries to catch them.

Take care of the item
Purpose: to teach children to act on a signal; develop dexterity, endurance, eye.

Game progress: children stand in a circle. At the feet of each child is a cube. The teacher is in a circle and tries to take the cube from one or the other child. The player, to whom the driver approaches, crouches and closes the cube with his hands and does not allow him to touch it. At first, the driver does not take the cubes from the children, but only pretends. Then, when repeating, he can take the cube from the player who did not have time to cover it with his hands. This child is temporarily out of the game.

Subsequently, the role of the driver can be offered to the most active children.

Cars
Purpose: to develop dexterity and speed; to consolidate the ability to move around the site in all directions.

Game progress: each player receives a steering wheel. At the signal of the driver (a green flag is raised), the children scatter in loose so as not to interfere with each other. On another signal (red flag) cars stop. The game is repeated.

The game is more emotional under the musical accompaniment.

We are fun guys
Purpose: to develop dexterity, dodge; improve the ability to follow the rules of the game.

Game progress: children stand on one side of the playground beyond the line. A line is also drawn on the opposite side - these are houses. There is a trap in the center of the site. The choir players say

We are funny guys, we love to run and jump
Well, try to catch up with us. 1,2,3 - catch!

After the glory of "Catch!" the children run across to the other side of the playground, and the trap tries to catch them. Those whom the trap has time to touch to the line are considered caught and move aside, skipping one dash. After two runs, another trap is selected.

Find yourself a mate
Purpose: to develop dexterity, the ability to avoid collisions, act quickly on a signal.

Game progress: handkerchiefs according to the number of children are needed for the game. half of the handkerchiefs of one color, half of the other. At the signal of the teacher, the children scatter. To the words "Find a couple!" children with identical handkerchiefs stand in pairs. If the child is left without a pair, the players say "Vanya, Vanya, don't yawn, quickly choose a pair."

The teacher's words can be replaced by a sound signal. The game is more emotional with musical accompaniment.

Fishing rod
Purpose: to develop dexterity, attention, speed of reaction.

Game progress: the players stand in a circle, in the center is the teacher, he holds in his hands a rope to which a bag of sand is tied. The teacher rotates the rope in a circle above the ground itself, and the children jump up, trying to prevent the bag from hitting them. Having described two or three circles with a bag, the teacher pauses, during which the number of those caught is counted.

Don't get caught
Purpose: to develop dexterity, speed; play by following the rules; improve jumping on two legs.

Game progress: the players are located around the cord laid in the shape of a circle. In the center are two drivers. At the signal of the teacher, the children jump on two legs into and out of the circle as the traps approach. Whoever gets tarnished gets a penalty point. After 40-50 seconds, the game stops, the losers are counted, and the game is repeated with a new driver.

Firefighters in training
Purpose: to consolidate the ability to climb gymnastic walls, develop dexterity, speed; improve the ability to act on a signal.

Game progress: children stand in 3-4 columns facing the gymnastic walls - these are firefighters. The first in columns stand in front of the line at a distance of 4-5 meters from the wall. On each span, bells are tied at the same height. On a signal, the children standing first run to the gymnastic wall, climb it and ring the bell. They go down, return to their column and stand at its end, the teacher marks the one who completed the task faster. Then a signal is given and the next pair of children runs.

Don't stay on the floor
Purpose: to develop dexterity, speed, dodge; play by following the rules.

Game progress: a trap is selected, which, together with all the children, runs around the hall. As soon as the teacher says the word "Catch1", everyone runs away from the trap and climbs on objects. The trap tries to overpower the fleeing. The children he has touched step aside. At the end of the game, the number of those caught is counted and a new trap is selected.

Traps with ribbons
Purpose: to develop speed, dexterity, eye; improve orientation in space, loose running.

Game progress: children stand in a circle, each has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. On a signal, the children scatter in different directions, and the trap tries to pull the ribbons from them. At the stop signal, the children gather in a circle, the driver counts the ribbons.

The game can be played with complication:

There are two traps in the circle.
- there are no traps, boys collect ribbons from girls, and girls from boys.

Fox and chickens
Purpose: to develop dexterity, speed of reaction, to learn to act on a signal, to develop orientation in space.

Game progress: on one side of the hall there is a chicken coop (you can use benches). Chickens are sitting on the perch. On the other side is a fox hole. On a signal, the chickens jump off their perches and move freely in the free space. With the words "Fox!" the hens run into the coop and climb onto the perch, and the fox tries to catch the hen. She leads the one who did not have time to escape into a soy burrow. When the driver catches 2-3 chickens, another trap is selected.

Traps
Develop agility, agility, speed.

Game progress: children line up behind the line on one side of the playground. They must run to the opposite side so that the trap standing in the middle does not catch them. Whom they touch is considered floodplain. After 2-3 runs, the catches are counted. Choose a new trap.

two frosts
Purpose: to develop speed of reaction, dexterity; to consolidate the ability to coordinate game actions with words.

Game progress: two houses are indicated on opposite sides of the site. The players are located in one of them. Leading - Frost Red Nose and Frost Blue Nose stand in the middle, facing the players and pronounce the text

I am Frost Red Nose. I am Frost Blue Nose.
Which of you will decide to set off on the path?

The chorus players answer: "We are not afraid of threats, and we are not afraid of frost!"

After these words, the children run across to the other side of the playground, and the Frosts try to catch them and freeze them. "Frozen" stop at the place where they were touched and stand still until the end of the run.

networks
Purpose: to develop dexterity, ingenuity, orientation in space, the ability to follow the rules of the game.

Game progress: some children stand in a circle and hold hoops. Others - "fish" - scurry back and forth through the hoops. The following options are possible:

1. Pike chases fish.
2. Children with hoops move slowly, on a signal they run in a circle, and then it is not possible to get out of it
3. Children with hoops stand motionless and only begin to move at a signal.

The catch is being counted.

Swan geese
Purpose: to develop dexterity, speed of reaction; to consolidate the ability to perform the actions of the role taken on; coordinate words with game actions.

Game progress: at one end of the hall, the house in which the geese are located is indicated. On the opposite side is a shepherd. On the side is the lair in which the wolf lives. The rest is a meadow. Children are chosen to play the roles of a wolf and a shepherd, the rest are geese. The shepherd drives the geese out into the meadow, they graze.

Shepherd: Geese, geese!
Geese: Ha-ha-ha!
Shepherd: Do you want to eat?
Goose: Yes, yes, yes!
Shepherd: So fly.
Geese: We can't, the gray wolf under the mountain won't let us go home!
Shepherd: Well, fly as you like, just take care of your wings!

Geese, spreading their wings, fly, and the wolf tries to catch them. After several runs, the number of floodplains is counted.

air football
Purpose: to improve dexterity, strength, ingenuity; develop coordination of movements.

The course of the game: children from a sitting position, pinching the bar with their feet, roll onto their backs and throw the bar over the net, into the goal or into the distance. Instead of a bar, you can use a ball.

Flying, not flying
Purpose: to consolidate children's knowledge about flying and non-flying objects; educate endurance, patience.

Game progress: children stand or sit in a circle, in the center is the teacher. He names animate and inanimate objects that fly and do not fly. Naming the object, the teacher raises his hands up. Children should raise their hands up if the object flies.

Ball option available.

Ocean is shaking
Purpose: to give knowledge about various steamships, old sailboats, rigging items.

Game progress: the players sit on chairs, each is assigned a specific name. Then the captain begins to move around the outer circle, naming the items needed for sailing. All the named items stand up. To the words “The sea is worried1”, the children begin to move to the music, depicting the movements of the waves. Captain's command "Calm the sea!" serves as a signal that you need to take your seats as soon as possible. Left without a chair becomes the captain.

Mail
Purpose: to develop game fantasy, the ability to follow the rules of the game.

Game progress: the game begins with the roll call of the players and the driver:

Ding, ding, ding!
- Who's there?
- Mail!
- Where?
- From the city…
What are they doing in that city?

The driver can say that they are dancing, singing, drawing, etc. All players must do what the driver said. And the one who does the job poorly,
gives a fan. The game ends as soon as the driver collects five forfeits. Then forfeits are redeemed by performing various tasks.

At Mazal
Purpose: to improve the coordination of movements.

Game progress: participants sit on chairs, choose grandfather Mazal. All the rest move away from him and agree that they will show. Then they go and say:

“Hello, grandfather Mazal with a long white beard, with brown eyes, with a white mustache”

Hello kids! Where were you, what did you do?
- Where we were - we will not say, but what we did - we will show.

Everyone performs the movements agreed upon. When the grandfather guesses, the players scatter, and he catches them.

birder
Purpose: to teach to distinguish and imitate the cries of various birds; develop the ability to navigate with closed eyes.

Game progress: the players choose the names of the birds. They stand in a circle, in the center of the blindfolded birders. The birds dance

In the forest in the woods
On a green oak tree
The birds are singing merrily.
Ah, the birder is coming,
He will take us into captivity.
Birds, fly away!

The birder claps his hands and starts looking for the birds. Whoever is caught screams imitating a bird.

The driver must guess the name of the player and the bird.

Four forces
Purpose: to develop attention, memory, dexterity.

Game progress: the players stand in a circle, in the middle - the leader. He throws the ball to one of the players, while pronouncing any of the words of the elements (for example, air). The one who caught the ball must name the inhabitant of the air. If the earth is named - an animal, if water - fish. At the word fire, everyone should turn around several times, waving their hands.

Black, white do not take, "Yes" and "No" do not say
Purpose: to develop mindfulness, the ability to monitor your answers during the game, to consolidate knowledge about the environment.

Game progress: The game starts like this:

They sent you a hundred rubles,
Buy whatever you want
Black, white do not take
"Yes", "No" do not say.

After that, the leader leads a conversation, asking questions. The one who got lost in the answer gives the driver a phantom. After the game, the offenders redeem their forfeits by completing various tasks.

Paints
Purpose: to consolidate knowledge of color and shades; improve basic movement skills.

Game progress: choose the owner and two sellers. All other players are paints who choose their own colors. Buyer knocks:

Who's there?
- Buyer.
- Why did you come?
- For paint.
- For what?
- For blue.

If this paint is not available, the owner says: "Jump on one leg along the blue path."

The buyer who guessed the most colors wins.

Flowers
Purpose: to consolidate knowledge about colors (or any other items, such as sports equipment), improve reaction, speed qualities.

Game progress: each player chooses a flower for himself. By lot, the chosen flower starts the game. It invokes any other flower, such as a poppy. Poppy runs, and the rose catches up with him. Then the poppy can name any other flower. The one who has never been caught wins.

Pick a couple
Goal: develop logical thinking, learn to play as a team.

Game progress: children are offered a pair of words that are in a certain logical connection. For example: cause-effect, genus-species. It is necessary to select for the specified third word from the list of already existing ones, the word that is in the same logical connection with it.

For example: school - training, hospital - doctor, gate - football, etc.

And third words: student, treatment, patient, ball, t-shirt.

Snowball
Purpose: to learn to form a sequence in words, memorize previous words, coordinate movements with words.

Game progress: a group game consists in the gradual formation of a sequence of words, and each subsequent participant in the game must reproduce all the previous words, preserving their sequence, adding their own word to them. The game is played with the passing of the ball.

forbidden number
Purpose: to promote the development of attention.

Game progress: players stand in a circle. You need to choose a number that cannot be spoken, instead of it you need to clap your hands, silently the required number of times.

Hear the command
Purpose: to promote the development of attention, improve the ability to organize independently, calm down.

Game progress: children go to the music. When the music stops, everyone stops and listens to the command uttered in a whisper, and that hour they perform it.

Opposite word
Purpose: to teach children to justify their decision, to select words opposite to the indicated one.

Game progress: invite children to choose words that are opposite in meaning to the data.

For words that allow ambiguous meaning (for example, raw), it is proposed to find all possible words of the opposite meaning and justify your decision.

guess the word
Purpose: to improve the ability to follow the rules of the game, to develop the skill of classification, highlighting the most significant features.

Game progress: children are invited to guess the names of randomly selected objects, while asking clarifying questions, to which you can get the answer "Yes" or "No".

Birds
Purpose: to consolidate children's knowledge about various birds; improve the ability to follow the rules of the game.

Game progress: the players choose the hostess and the hawk. The rest are birds. The hawk is flying. The hostess says

Why did you come?
- For a bird!
- For what?

The hawk calls. If there is no named bird, the hostess drives him away. The game continues until the hawk catches all the birds.

Fishing
Purpose: to consolidate children's knowledge about various types fish, to improve the ability to act according to the rules.

Game progress: The players are divided into two groups. Some stand in front of others at a distance of several steps. One group is anglers, the other is fish. At the beginning of the game, they have a conversation:

What do you knit? (fish)
- Seine. (fishermen imitate movements)
- What will you catch?
- Fish.
- What?
- Pike.
- Catch.

The fish turn and run to the line. Fishermen try to catch as many fish as possible.

Screw
Purpose: to develop creative imagination, imagination, plasticity of movement.

Execution: I.P. Basic jay. The body turns left and right. Hands freely follow the body.

One, two, three, four, five -
You fly into space!

Humpty Dumpty
Purpose: to develop creative imagination, the ability to get used to the image, advanced characteristic movements, perform movements simultaneously with the text

Fulfillment: the teacher pronounces the words:

humpty dumpty sat on the wall
Humpty Dumpty collapsed in his sleep...

The child turns the body to the right - to the left. On the words “fell down in a dream”, he sharply tilts the body down.

Fakirs
Purpose: to train individual muscle groups, to develop the ability to convey the characteristic features of the image.

Game progress: children sit, legs crossed, hands on their knees, hands hanging down, back and neck relaxed. The head is lowered, the chin touches the chest. The eyes are closed.

To the appropriate music, the children’s hands first “come to life”, then the arms and head rise, the body stretches forward and upward.

Psycho-gymnastics without fixing attention on breathing (4-5 years)

Bear cubs in a den
Children go home one by one exactly following the trail of the bear. They sit down and wait for the game.

Bump game
They throw cones. They catch and use equipment to take them off with their paws. Do they lay the cones aside and drop their paws along? bodies are resting. Performed 2-3 times

Games with a bee
Children raise their knees, making houses. The bee flies under the knees. Flies and bears? ata other? but raise their legs.

Cold - hot
Squeeze into a ball and relax the torso.

scarf games
Without opening your eyes, tie scarves. Turn your head from side to side. Okay, warm. Show facial expressions.

The bee interferes with sleep
Game of facial muscles. The bee decided to sit on the tongue - the children quickly clenched their lips, made their lips a tube and began to twist them from side to side.

Relaxation
From the bright sun, the cubs closed their eyes and wrinkled their noses. The bee flew in again and sat on the forehead (we move our eyebrows up and down).

Rest
The cubs are sleeping. Mom is in the forest.

Water got into my ears
In the supine position, shake your head rhythmically, shaking water out of one ear and out of the other.

face sunbathing
The chin is sunbathing - expose the chin to the sun, slightly open the lips and teeth (inhale). A bug flies tightly to close the mouth (holding the breath). The bug flew away. Slightly open your mouth, breathe out easily.

Nose sunbathing - expose your nose to the sun. The mouth is half open. A butterfly is flying. He chooses whose nose to sit on. Wrinkle the nose, lift the sponge up, the mouth is half open (holding the breath). Butterfly flew away, relax. Inhale.

Eyebrows - swing. Move your eyebrows up and down.

Rest
Sleep on the beach.

Psycho-gymnastics with fixation of attention on breathing (6-7 years old)

By the sea
Children “play in the water, go out and lie down on the sand with their arms and legs spread out.

sand play
Pick up sand in your hands (inhale). Strongly clenching your fingers into a fist to hold the sand (breath holding). Sprinkle sand on your knees, gradually opening your fingers (exhale). Shake off the sand from your hands, drop them powerlessly along the body.

Ant game
An ant climbed onto his toes - with the force of socks on himself, his legs are tense (inhale). Relax your legs in this position. Listen on which finger the ant sits (holding the breath). By instantly relieving tension in the feet, release the ant from the fingers (exhale). We lower the socks down, to the sides.

Sun and cloud
The sun went behind a cloud - shrunk into a ball (breath-holding). The sun came out - it's hot, relaxed (exhale).
Everyone is sleeping.

Purpose: to train individual muscle groups, improve endurance, the ability to convey movements with pantomime.

Fulfillment: children are located freely, depicting sleeping in different poses. The leader enters the hall and sees:

In the yard he meets a multitude of people.
Everyone is sleeping.
He sits like a dug in.
He walks without moving.
He stands with his mouth open.

He approaches the figures of children, tries to wake him up, takes his hands, but his hands limply fall.

Barbell
Purpose: to train individual muscle groups, develop endurance, willpower.

Fulfillment: we pull up and lift the bar with a jerk, then we throw it. Rest.

reindeer exercises
Children are divided into two teams. The teams are divided into pairs, in front - a deer. Behind the musher. You can wear reins or a hoop. Whose team will finish the distance faster.

Analik
A ball game similar to basketball, but without the net. Members of one team throw the ball to each other, while members of the other team try to take it away. (one participant in the game should not hold the ball for too long, he should quickly pass it to the players of his team).

Young reindeer breeder
Deer antlers lie at a distance of 3-4 meters (you can use ring throws0. Captains throw rings on the antlers in 5 pieces. This is a competition of captains.

Dexterous reindeer herders
At a distance of 3-4 meters from the children, a figure of a deer is placed. One by one, the children throw a ball at the deer, trying to hit it. Then they stand at the end of the column. The winner is determined by the number of hits in the teams.

counting

Shel ram
steep
Mountains.
Pulled out the grass
put
To the bench.
Who will take the weed
That one will go

counting
A goat walked along the bridge
And wagged her tail.
Caught on the railing
Went straight into the river.
Who does not believe, it is he
Get out of the circle

counting

On the road with legs crossed
Yogis sat on nails.

Thirty days do not eat, do not drink
You still have to drive.

counting

Tomorrow will fly from the sky
Blue-blue-blue whale
If you believe, stand and wait
If you don't believe me, come out


counting
Squirrels treated hares
And they served carrots.
They ate all the nuts themselves,
And they told you to drive


counting
Run around the butter dish
Cute girls.
One two Three -
You will be chasing them.

counting

A loud knock is heard:
One knock, two knock.
Three four five -
There is a knock again.
Will you knock loudly
Come out to play then!

counting


One, two, three, four, five,
Six seven eight nine ten -
Comes out all month long.


counting
The bell is calling everyone
The bell sings to us
Thin voice:
Ding-bom, ding-bom

I have a small family:
Grandpa, grandma, me
Mother and father.
Here is the end of the counting
A suitcase floated on the sea,
There was a sofa in the suitcase
An elephant rode on the couch.
Who does not believe - get out!

counting

One, two, three, four, five,
We will play hide and seek.
Sky, stars, meadow, flowers -
You go, lead

counting

Ah, ah, ah, oh
Masha sowed peas,
He was born thick
We will rush, you wait!
One, two, three, four, five -
Let's play hide and seek!
You're proud of you wait, And go ahead, lead
.

counting
Hedgehog, hedgehog, eccentric,
Sewed a prickly jacket.
I got into a circle and, well, count-
We will choose a vodilka.

counting
Stork-stork, stork-bird,
What do you dream about at night?
I have swamp edges,
- What else?
More frogs.
Catch them, don't catch them.

counting
At the Liteiny Bridge
I caught a whale in the Neva
Hid behind the window.
The cat ate him
Two cats helped...
Now there is no whale!
You don't trust a friend?
Get out of the circle

counting
One, two, three, four, five,
We're here to play.
Forty flew to us
And I told you to drive.


counting
A goat walked along the bridge
And wagged her tail.
Caught on the railing
Went straight into the river.
Who doesn't believe? It is he!
Get out of their circle!

counting
Once upon a time there were irons,
They loved pies!
At dinner, everyone could
Eat one big pie!
Who doesn't believe?
It is he! Get out of the circle!

counting
Tomorrow will fly from the sky
Blue-blue-blue whale.
If you believe, stand and wait
If you don't believe me, come out!


counting
Once upon a time there were a hundred children
Everyone went to kindergarten.
Everyone sat down for dinner
And ate a hundred cutlets,
And then they went to bed.
start counting again

counting
Who is white in winter
gray in summer?
Who can guess -
He plays with us.
One two Three -
Maybe it's you!

counting
Turtle tucked its tail
And ran after the rabbit
Got ahead
Who does not believe, come out!


counting
One, two, three, four, five,
Nowhere for a bunny to jump
Everywhere goes the wolf, the wolf,
He clicks with his teeth, click!
And we hide in the bushes
Hide, bunny, and you.
You, wolf, wait,
How do we hide - go!

Patter 6-7 years

An astronomer, a lawyer and one climber,
Architect, pharmacist and even artist
Sat on a carousel.
Could not resist and flew down:
Apothecary, artist, acrobat, astronomer.
Which of them are you not familiar with yet?

patter

White snow. White chalk.
White sugar is also white.
But the squirrel is not white.
It wasn't even white.
***
A pair of drums beat the storm.
A couple of drums were beating!

Patter
Flounder chatted incessantly

About white cormorants and large eggplants.

The sheep is in trouble
beard not growing
Sheep by nature
Completely beardless.

Patter
Boris came to Barbos
Caramel Barbosa threw
Caramel "Barberry"
Barbos quickly gnawed.
***
Once upon a time there was a white, white elephant
White as a cloud, he was.
The elephant was whiter
Loved the white buns.

Leg warm-up. (younger age)

What legs, what legs

You, our baby!

Neither dog nor cat

We will not give your legs.

These legs, these legs

They will run along the track.

For leg exercises younger age)

Frog, frog, four legs and belly

He lives in the swamp, he sings his song.

Qua-qua-qua!

Are crow jackdaws all healthy?

One unhealthy jackdaw pierced his leg

We will go to the market, we will buy a boot for a jackdaw.

For leg exercises

On the high road, big feet walked

Top-top-top

Little feet walked along the little path

Top-top-top.

Aty - baty were soldiers

To the market, to the market

Aty - bahts that they bought

Samovar - samovar.

For finger massage

Peas, peas, peas, peas, beans!

This finger grandma

This finger is a grandfather

This is mommy finger

This finger daddy

This is my finger - that's my whole family.

For finger massage.

Once - of course you are good

Two - of course you are handsome

Three - of course you are beautiful

And four - you're happy

Five - of course you are loved

Repeat with the other handle.

For finger massage

This finger - a mushroom found,

This finger cleaned the table,

This finger cut, this one ate,

Well, this one just looked.

For finger massage.

This finger is small

This finger is weak

This finger is long

This finger is strong

Well, this is a fat man,

And all together - a fist.

Poems about sports

IN THE MORNING FOR ORDER WE DO CHARGING,
TO STRENGTHEN HANDS, TO STRENGTHEN THE CHEST.
OUR EXERCISES ARE AGGRESSIVE MOVEMENTS,
STRONG AND HEALTHY PERSON BE.


***
Every day we guys
Starts with charging.
Make us a little stronger
Exercise will help.


Poems about sports
We are charging
We start in the morning
To contact less often
For advice to doctors.
***
Us pills and potion
And in the cold, and in the cold
Replace physical education
And cold water.


Poems about sport.

If you want to become skillful, fast,
strong, smart, brave.
Do physical education
And pour water on
Never be sad
Walk cheerfully in step.
****
Who is boldly friends with charging,
Who will drive away laziness in the morning,
Be brave and skillful
And fun all day long.

Deineka Alexander Alexandrovich

Hero of Socialist Labor. People's Artist of the USSR. Active member of the Academy of Arts of the USSR. Laureate of the Lenin Prize. Corresponding member of the Academy of Arts of the GDR.

Sport in the work of A. Deineka

"I like sports. I can watch runners, pentathletes, swimmers, skiers for hours. It always seemed to me that sport ennobles a person, like everything beautiful.These words belong to the remarkable artist A. A. Deineka. In his paintings, drawings, watercolors, posters, frescoes, mosaics, sculptures, Alexander Alexandrovich successfully embodied the theme of sports. He himself was a real athlete. And above all, in its spirit - combative, innovative, purposeful.

A. Deineka. "Goalkeeper". Butter. 1934.

Since childhood, he was a strong, brave, strong boy. I ran a lot, swam, did gymnastics. The artist retained this love for sports for the rest of his life. During the years of study at VKHUTEMAS, he continues to devote time to sports - he masters volleyball and boxing.

Deineka's own sports experience provides an inspired solution to this theme in art. Physical culture and sports, their necessity and novelty for the people, find the corresponding plastic expression in his work. The artist sees athletes against the backdrop of a high blue sky, in the rays of the sun, breathes in with them the cold morning air of water stadiums, hears the whistle of the wind and feels the dynamics of a free easy run.

In 1924 he showed his first paintings. One of them is on a sports theme - "Football". There is still a lot of abstract, schematic, inherent in the early etchings and drawings of the author. But the canvas was especially dear to the artist. He recalls working on it: “I was composing a new plastic phenomenon and had to decide without historical footnotes. I guessed to write something that worried and interested many. There was luck in my work. The game pushed me to its own independent language.

“Sport is a fascinating spectacle. The word "indifference" does not apply to him. I enjoy the beauty of free movements, the swiftness of runners, the elasticity of jumpers, the picturesqueness of the blue sky and the green field... Sport accommodates all shades of sensations. He is lyrical, he is major. It has a lot of optimism. It is the beginning of the heroic,” the artist shared his thoughts.



"Running" oil painting

Athletes, athletes, spectators - the master draws inspiration from them, feeling the poetry of a strong-willed, active principle. He reveals the facets of athleticism, seeing in it the real inclinations of the heroic. TRP - a combat physical culture sign - for Deineka, as for many young people of the pre-war years, sounds like a living slogan, a call for labor and defense of the country. The artist historically correctly embodies in his work the desire of millions to become physically hardened, strong, disciplined and self-possessed.

"Basketball"
1962
Canvas, oil. 100 x 75 cm
Museum of Fine Arts.


Looking on the painting by the Honored Artist of Russia A.V. Saykina "Children's Sports School",

“The painting by A. Saykina depicts a sports school for children. Gymnastics is taking place there. The girls are warming up. There are a lot of girls. They are all in tracksuits, with tied up hair. In this picture, I distinguish three groups of girls: in the center, on the side, behind. My attention is attracted by the girl standing in the center. She is dressed in a red swimsuit and white stockings. .On the side, a gymnast girl corrects a Czech. And on the other side, gymnasts are also sitting on a bench. One looks at the girl in the center, and the second is watching the coach. In the background, the coach teaches three girls a new exercise with a hoop. The girls synchronously pull the hoops up and they keep their posture. The coach shows that she is very experienced, and maybe even a champion. In the very background we see gymnastic equipment: a goat, a horizontal bar and a Swedish wall. I liked the picture because it is filled with children's emotions, dreams, hopes and of course victories. Saykina Alexandra Vasilievna (born in 1925) - Honored Artist Russian Federation. Born in the village of Melenkovo, Ivanovo region. She graduated from the Penza Art College (1945 - 1949) and the Kharkov State Art Institute (1949 -1955). Works mainly in the field of genre painting. Member of the Union of Artists of Russia since 1960.


_____________________________________________________________________________


No. 1. The mobile game "Cunning Fox".

No. 2. The mobile game "Mousetrap".

No. 3. The outdoor game "Frost Red Nose".

No. 4. The mobile game "Two frosts".

No. 5. The mobile game "We are funny guys."

No. 6. The outdoor game "Wolf in the ditch".

No. 7. The mobile game "Cosmonauts".

No. 8. The mobile game "The Herd and the Wolf."

No. 9. The outdoor game "Geese - Swans".

No. 10. The mobile game "Owl".

No. 11. The outdoor game "Traps with ribbons."

No. 12. The mobile game "Burners".

No. 13. The outdoor game "Homeless Hare".

No. 14. The mobile game "Quickly take it."

No. 15. Outdoor game "Cones, acorns, nuts."

No. 16. Outdoor game "Carp and pike."

No. 17. The outdoor game "Fifteen".

No. 18. Outdoor game "Whose link will gather sooner?"

No. 19. Mobile game "Carousel".

No. 20. Outdoor game "Polar Bears".

No. 21. Outdoor game "Lace".

No. 22. Outdoor game "Catching butterflies."

No. 23. The mobile game "Help me out!"

No. 24. The mobile game "Empty Place".

No. 25. The mobile game "Handkerchief".

No. 26. The outdoor game "Owl and Birds".

No. 27. Outdoor game "Day and Night".

No. 28. Game low mobility"Stop!"

No. 29. The game of low mobility "In places."

No. 30. The game of low mobility "Entertainers".

No. 31. The game of low mobility "Paints".

No. 32. The game of low mobility "Crayfish".

No. 33. The game of low mobility "Brook".

No. 34. The game of low mobility "Round dance".

No. 35. The outdoor game "The sea is worried."

No. 36. "Spend - do not hurt."

No. 37. "Run - do not hit."

No. 38. "Relay in pairs."

    Mobile games and exerciseswith jumps.

No. 39. Outdoor game "Who will quickly remove the tape."

No. 40. Mobile game "Fishing Rod".

No. 41. Outdoor game "Don't get caught."

No. 42. The outdoor game "Frogs in the swamp."

No. 43. The outdoor game "Salka on one leg."

No. 44. "Penguins".

No. 45. "Brave little sparrows."

No. 46. "Who is faster."

    throwing and catching.

No. 47. Outdoor game "Hunters and Hares".

No. 48. The mobile game "Onlooker".

No. 49. The outdoor game "The ball to the driver."

No. 50. Outdoor game "Ball up".

No. 51. Mobile game "Race of balls".

No. 52. Outdoor game "Throw the ball into the ring."

No. 53. The mobile game "Pass - stand up."

No. 54. The mobile game "Meeting".

No. 55. The mobile game "Kolobok".

No. 56. The outdoor game "Potato".

No. 57. The game of low mobility "Bumblebee".

No. 58. The game of low mobility "Pike".

No. 59. "Statues".

No. 60. "The ball in a circle."

No. 61. "Throw and Catch."

No. 62. "Catch the ball."

No. 63. "Say the other way around"

    Mobile games and exercisescrawling and climbing.

No. 64. Outdoor game "Don't stay on the floor."

No. 65. The mobile game "Flight of birds."

No. 66. Mobile game "Bears and bees".

No. 67. Outdoor game "Firefighters in training."

No. 68. The outdoor game "Catching monkeys."

No. 69. "Who is faster to the flag?"

No. 70. The game of low mobility "Who has the ball?"

No. 71. The game of low mobility "Forbidden movement."

No. 72. The game of low mobility "Guess who was caught."

No. 73. Outdoor game "Build a line, a circle, a column."

No. 74. The game of low mobility "Who left?"

No. 75. The game of low mobility "Flies - does not fly."

No. 76. The game of low mobility "Find and keep silent."

No. 77. The game of low mobility "Edible - inedible."

No. 78. The game of low mobility "Merry tambourine".

No. 79. The game of low mobility "Four Elements".

No. 80. The game of low mobility "Antoshka".

No. 81. The game of low mobility "Cold - hot."

No. 82. The game of low mobility "Rope".

No. 83. The game of low mobility "Water".

No. 84. The game of low mobility "King Peas".

No. 85. The game of low mobility "Echo".

No. 86. The game of low mobility "Find the differences."

No. 87. The game of low mobility "Cap and stick."

    Games for the development of auditory attention and phonemic hearing.

No. 89. "Telephone".

No. 90. "Bear".

No. 91. "Falcon".

No. 93. The game of low mobility "Guess what sounds."

№ 94. « Hear - clap ».

№ 95. « keen eye ».

Antique rhymes

Modern counting rhymes

References

Internet resources

    Outdoor games and exercises with walking and running.

1. Mobile game« Sly Fox».

Tasks: To develop in children endurance, observation. Exercise in fast running with dodging, in building in a circle, in catching.

Description: The players stand in a circle at a distance of one step from each other. Outside the circle, the fox's house is drawn. The teacher invites the players to close their eyes, goes around the circle behind the children and says “I’m going to look for a cunning and red fox in the forest!”, Touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and look carefully which of them is a cunning fox, if she will give herself away with something. The players ask in chorus 3 times, at first quietly, and then louder “Cunning fox, where are you?”. While everyone is looking at each other. The cunning fox quickly goes to the middle of the circle, raises his hand up, says "I'm here." All the players scatter around the site, and the fox catches them. The captured fox takes it home to the hole.

Rules:

The fox begins to catch the children only after the players who play 3 times in chorus ask and the fox says "I'm here!"

If the fox gave himself away earlier, the teacher appoints a new fox.

The player who ran out of the area is considered to be caught.

Options : 2 foxes are selected.

2. Mobile game« Mousetrap».

Tasks: To develop in children endurance, the ability to coordinate movements with words, dexterity. Exercise in running, squatting, building in a circle, walking in a circle. Contribute to the development of speech.

Description: The players are divided into 2 unequal groups. Smaller, forms a circle - a mousetrap. The rest are mice, they are outside the circle. The players, depicting a mousetrap, hold hands and begin to walk in a circle, saying “Oh, how tired the mice are, they gnawed everything, everyone ate. Beware of cheating, we will get to you, here we will put a mousetrap - we will catch everyone now. Children stop and raise their clasped hands up to form a gate. The mice run into the mousetrap and run out of it, according to the teacher “Clap”, the children standing in a circle lower their hands and crouch - the mousetrap slammed shut. Players who do not have time to run out of the circle are considered to be caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children switch roles.

Rules: Lower clasped hands at the word "clap ». After the mousetrap is slammed, you can not crawl under your arms

Options: If there are many children in the group, then two mousetraps can be organized and the children will run in two.

3. The mobile game "Frost Red Nose".

Two houses are marked on opposite sides of the site, the players are located in one of the houses. Leading - Frost Red Nose becomes in the middle of the site facing the players and says:

I'm Frost Red Nose.

Which one of you decides

To go on a path?

The players respond in unison:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost”, the children run across the playground to another house, and the driver overtakes them and tries to touch them with his hand, “freeze”. "Frozen" stop at the place where they were touched, and until the end of the dash they stand without moving. The teacher, together with Frost, counts the number of “frozen”. After each dash, a new Frost is chosen. At the end of the game, they compare which driving Frost froze more players.

4. Mobile game« two frosts».

Tasks: To develop in children inhibition, the ability to act on a signal (by word). Exercise in running with dodging in catching. Contribute to the development of speech.

Description: On opposite sides of the site, two houses are marked with lines. The players are located on one side of the court. The teacher selects two drivers who stand in the middle of the site between the houses, facing the children. These are Frost Red Nose and Frost Blue Nose. At the signal of the educator “Start”, both Frosts say: “We are two young brothers, two frosts are remote. I am Frost Red Nose. I am Frost Blue Nose. Which of you decide to set off on the path? All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. The frozen ones stop where the frost has taken them, and so they stand until the end of the dash for everyone else. The frozen ones are counted, after which they join the players.

Rules: Players can run out of the house only after the word "frost". Those who run out earlier and who remain in the house are considered frozen. Anyone touched by Frost immediately stops. You can only run forward, but not backward and not out of bounds.

Options: Behind one line are the children of the Blue Frost, behind the other are the children of the Red. At the “blue” signal, the blue ones run, and the Red Frost catches and vice versa. Who will catch more.

5. Outdoor game"We are funny guys."

Tasks: To develop in children the ability to perform movements on a verbal signal. Exercise in running in a certain direction with dodging. Contribute to the development of speech.

Description: Children stand on one side of the playground. A line is drawn in front of them. A line is also drawn on the opposite side. To the side of the children, in the middle, between the two lines, there is a trap appointed by the teacher. The children say in unison: “We are funny guys, we love to run and jump, well, try to catch up with us. One, two, three - catch! After the word “catch”, the children run to the other side of the playground, and the trap catches up with the runners. The one who was touched by the trap before the player crossed the line is considered to be caught and sits near the trap. After 2-3 runs, the caught ones are recalculated and a new trap is selected.

Rules: You can run across to the other side only after the word "catch". The one who was touched by the trap steps aside. The one who ran across to the other side, beyond the line, cannot be caught.

Options: Enter the second trap. On the way of the evaders - an obstacle - running between objects.

6. Mobile game "Wolf in the ditch".

A ditch is marked across the platform (hall) by two parallel lines at a distance of about 100 cm from one another. It contains a driver - a wolf. The rest of the children are goats. They live in the house (stand behind the line along the border of the hall). On the opposite side of the hall, a line separates the field. To the words of the educator “Goats, in the field, wolf, in the ditch!” children run from the house into the field and jump over the moat along the way. The wolf runs in the ditch, trying to rein in the jumping goats. Salted steps aside. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 runs, another leader is selected or assigned.

Directions. A goat is considered caught if the wolf touched it at the moment when it jumped over the ditch, or if it hit the ditch with its foot. To complicate the game, you can choose 2 wolves.

No. 7. The mobile game "Cosmonauts".

Description. At the corners and sides of the hall, 5-8 large triangles are drawn - “rocket launchers”. Inside each "rocket launcher" draw 2-5 circles - "rockets". And the total number should be 5-8 less than the players. The players, holding hands, form a circle in the center of the hall. Children walk in a circle and say:

Fast rockets are waiting for us

For planet walks.

What we want

Let's fly to this one!

But there is one secret in the game:

Latecomers - no room!

As soon as the last word is said, everyone scatters around the “rocket sites” and tries to take their places in any of the pre-drawn “rockets” as soon as possible.

Those who are late for the “flight” stand in a general circle, and the “cosmonauts”, who have taken their places, announce their routes loudly 3 times. This means that they are taking a walk in "space". Then everyone again becomes in a circle, join hands and the game is repeated.

Those who manage to make three flights win.

Rules of the game: 1. Start the game - only on the established signal of the leader.

2. Run away - only after the words: “There is no place for latecomers!”

8. Outdoor game"The herd and the wolf".

Tasks: Develop the ability to perform movements on a signal. Practice walking and running fast.

Description: Circles and squares are outlined on one side of the site. These are buildings: a calf barn, a stable. The rest is occupied by "meadow". In one of the corners on the opposite side is the "wolf's lair" (circled). The teacher appoints one of the players as a "shepherd", the other as a "wolf", which is in the den. The rest of the children depict horses, calves, which are in the barnyard, in the appropriate premises. At the sign of the educator, the "shepherd" in turn approaches the "doors" of the calf house, stables and, as it were, opens them. Playing the pipe, he leads the whole herd to the meadow. He himself goes behind. The players, imitating domestic animals, nibble grass, run, move from one place to another, approaching the wolf's lair. “Wolf,” the teacher says, everyone runs to the shepherd and stands behind him. Those who did not have time to reach the shepherd, the wolf catches and takes them to the lair. The shepherd takes the flock to the barnyard, where everyone is placed in their places.

Rules: The wolf runs out of the lair only after the word "wolf". Simultaneously with the wolf running out, all the players must run to the shepherd. Those who did not have time to stand behind the shepherd, the wolf takes them to him.

Options: Include a “watering hole” in the game, bend down and, as it were, drink water.

9. Outdoor game"Swan geese".

Tasks: To develop in children endurance, the ability to perform movements on a signal. Practice dodging. Promote the development of speech.

Description: On one side of the hall (platform) the house in which the geese are located is indicated. On the opposite side of the hall stands a shepherd. To the side of the house is a den (approximately in the middle of the hall in which the wolf lives, the rest is a meadow. Children are chosen to play the role of a wolf and a shepherd, the rest portray geese. The shepherd drives the geese into the meadow, they graze and fly.

Shepherd: Geese, geese!

Geese (stop and answer in chorus): Ha, ha, ha!

Shepherd: Do you want to eat?

Geese: Yes, yes, yes!

Shepherd: So fly!

Geese: We can't:

Gray wolf under the mountain

He won't let us go home.

Shepherd: So fly as you like,

Just take care of your wings!

Geese, spreading their wings (spreading their arms to the sides, fly home through the meadow, and the wolf, running out of the den, tries to catch them. Caught geese go to the lair. After two dashes, the number of geese caught by the wolf is counted. Then new drivers are selected - the wolf and the shepherd. The game is repeated 2-3 times.

Rules: Geese can fly home, and the wolf can catch them only after the words "So fly as you want, just take care of your wings." The wolf can catch geese in the meadow up to the border of the house.

Options: Increase distance. Enter the second wolf. On the way of the wolf obstacles, which must be jumped over.

10 .Mobile game "Owl".

The leader is chosen - “owl”, the rest of the children depict butterflies, birds, etc. At the signal of the educator: “Day! "- the children run around the hall, to the command:" Night! "- freeze and stop in the place where their team found them. The "owl" comes out of its nest and takes those who move to itself. The game is repeated.

11. Outdoor game "Traps with ribbons."

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

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

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

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

12. Mobile game "Burners".

The players line up in two columns, holding hands in pairs. Ahead is the driver. The boys say in unison:

Burn, burn bright

To not go out.

Look at the sky

The birds are flying

The bells are ringing!

One, two, three - run!

After the word "run! » the children standing in the last pair lower their hands and run to the beginning of the column: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he can join hands with his partner again. If the driver manages to do this, he joins hands with the one who is caught, and they stand in front of the column. The one left without a pair becomes the leader. To increase motor activity, you can divide the children into two teams.

13. Outdoor game"Homeless Bunny"

The players, with the exception of two drivers, are divided into groups of 3-5 people. To this end, it is best to build them in a circle and calculate three or five, depending on the number of players. Groups form circles and are placed in different places of the site at a distance of 2-4 m. In each circle - the lair - the first number stands in the middle and depicts a hare. One of the drivers is a hunter, the other is a hare that does not have a den (homeless). Drivers stand away from the circles. The leader gives the command to start the game: "One, two, three!" On "one" the leading hare runs away, and on "three" the hunter rushes to catch him. A hare, escaping from a hunter, can run into any lair (circle) in which the players hold hands. Then the hare, who was there, runs out, and the hunter begins to pursue him. If the hunter catches the hare, they switch roles. After the first numbers of the hares have run, the leader stops the game and offers the second numbers to become hares, and the first to take places in the circles. Then the third numbers become hares, and so on. You can also switch roles as follows: every time the hare runs into the lair, it changes place with the next player standing in the circle. At the end of the game, hares are noted that have never been caught. The rules stipulate that a hunter can only catch a hare outside the den. Hares cannot run through the lair. If the hare ran into the den, he must stay there. As soon as the hare ran into the lair, the player located there must immediately run out. Players forming a circle should not interfere with the hares running in and out.

If there are few players, then a circle is formed by 2-3 people.

14. Mobile game "Quickly take it."

Children form a circle and, at the signal of the teacher, walk or run around objects (cubes, cones, pebbles, which should be one or two less than children. At the signal: “ Take it quickly!” - each player must take the object and raise it above head.He who did not have time to pick up the object is considered the loser.The game is repeated 2-3 times.

No. 15. Outdoor game "Cones, acorns, nuts."

Training. The players form a circle, in the middle of which the leader becomes, and the rest, split into threes, stand one after the other facing the center (the first number is three to four steps from the leader). The leader gives names to all the players: the first in the threes are “bumps”, the second are “acorns”, the third are “nuts”.

Game content. On a signal, the driver says loudly, for example: "Nuts." All players, called "nuts", must change places, and the driver seeks to take any vacant seat. If he succeeds, then the player left without a place becomes the driver. If the driver says “acorns”, the second ones in threes change places, if the “bumps” - the first ones in threes. When the game is mastered, the driver can call two or even three players in threes, for example: “bumps, nuts”. The summoned must also switch places.

Players who have never been drivers win.

Rules of the game:

1. Those who have been called are prohibited from remaining in place.

2. Players cannot run to any other three (otherwise the player becomes the leader).

16. Mobile game "Carp and pike".

One child is chosen as a pike, the rest of the players are divided into two groups. One group forms a circle - these are pebbles, the other group - crucians that fall inside the circle. The pike is outside the circle. At the signal of the teacher: “Pike! ”- she quickly runs into the circle, trying to catch crucians. Carp hurry to quickly take a place behind one of the players and sit down, hide behind the pebbles. Carp caught by pike go beyond the circle and are counted. The game is repeated with a new pike. At the end of the game, the teacher marks the most dexterous drivers.

17. Mobile game "Fifteen".

The driver is selected, who receives a colored bandage, and stands in the center of the site. After the signal: “Catch! "- all the children scatter around the playground, and the driver tries to catch up with one of the players and touch him with his hand. If he succeeds, the child he has touched steps aside. After a while, the teacher gives the command: “Stop! ", and the game stops, the number of drivers caught is counted. The game is repeated with a new driver.

18. Mobile game "Whose link is more likely to gather?

The players are divided into several groups with the same number of children. Each group chooses a leader and stands behind him in a column. The teacher distributes ribbons to the leaders different color. According to the color of the ribbon, the link gets its name - “green”, “blue”, “red”, etc. The teacher strikes the tambourine, all the players begin to walk, run, jump around the site in different directions, changing movements depending on the pace and rhythm set by the teacher. At the signal “to the places”, the drivers stop at the place where the signal caught them and raise the ribbon up. The rest quickly gather behind the leader in columns, line up and stand at attention. The teacher notes which link came together first.

Option. When everyone is in motion, the teacher says: “Stop!” All the players stop and close their eyes, while the drivers run to other places, raise the ribbons and freeze. The teacher says: “To the places!” Children open their eyes and hurry to line up behind their leader.

Directions. In the game, you can use different formations and positions: in ranks, in circles, sit on the floor in Turkish style, stop on one leg, etc. You can enter the condition: “Do as the leader”, then, lining up in links, the children take the pose shown by the leader.

19. mobile game« Carousel».

Tasks: To develop in children the rhythm of movements and the ability to coordinate them with words. Exercise in running, walking in a circle and building in a circle.

Description: The players form a circle. The teacher gives the children a cord, the ends of which are tied. The children, holding the cord with their right hand, turn to the left and say the poem: “Barely, barely, barely, barely, the carousels spun. And then around, around, all running, running, running. In accordance with the text of the poem, children walk in a circle, first slowly, then faster, then run. During the run, the educator says: “Be-be-y-whether.” Children run 2 times in a circle, the teacher changes the direction of movement, saying: “Turn”. The players turn around, quickly intercepting the cord with their left hand and run in the other direction. Then the teacher continues with the children: “Hush, hush, don’t write off, stop the carousel. One, two, one, two, the game is over!" The carousel movements are getting slower. At the words “here the game is over,” the children lower the cord to the ground and disperse.

Rules: You can only take a seat on the carousel by calling. Not having time to take a seat before the third call, does not take part in skating. It is necessary to make movements according to the text, observing the rhythm.

Options: Everyone must take their place. Put the cord on the floor, running in a circle after it.


No. 20. Outdoor game "Polar Bears".

Training. The site is the sea. A small place is outlined to the side - an ice floe. On it stands the driver - "polar bear". The rest of the "bears" are randomly placed throughout the site.

Description. "Bear" growls: "I'm going out to catch!" - and rushes to catch the "cubs". First, he catches one "bear cub" (takes him to the ice floe), then another. After that, two caught "bear cubs" join hands and begin to catch the rest of the players. "Bear" goes to the ice floe. Having overtaken someone, two "bear cubs" join their free hands so that the caught one finds himself between the hands, and shout: "Bear, help!" "Bear" runs up, taunts the one he has caught and takes him to the ice floe. The next two caught also join hands and catch "bear cubs". The game continues until all the bears have been caught. The last one caught becomes a "polar bear". The last player caught wins.

Rules of the game:

1. The "bear cub" cannot slip out from under the hands of the couple surrounding it until the "bear" has taunted it.

2. When catching, it is forbidden to grab the players by the clothes, and those who run away run out of the boundaries of the site.

21. Outdoor game "Lace.

Children choose two drivers, one of them is a shuttle, the other is a weaver. The rest stand in pairs in a circle or semicircle facing the center. Children in pairs take each other's hands and make gates. The shuttle gets up at the second pair, and the weaver at the first. At the signal of the weaver, the shuttle begins to run like a snake without missing the gate, and the weaver catches up with it. If the weaver catches up with the shuttle before he reaches the end of the semicircle, then he becomes a shuttle.

The child, who was a shuttle, goes to the beginning of the semicircle, chooses the player of the first pair and stands with him at the opposite end of the semicircle, the player left without a pair becomes the weaver. If the shuttle runs to the last gate and is not caught, then they and the weaver get up last, and the first couple starts the game. One of the players of the first pair plays the role of a shuttle, and the second one plays the role of a weaver.

Rules. 1. The shuttle begins the game only at the signal of the weaver. 2. The weaver and the shuttle, running under the gate, must not touch the hands of the players standing in pairs.

22. Mobile game "Catching butterflies".

4 "catchers" are selected from the children. They stand in pairs and move to the edge of the site in one place. The rest of the children are "butterflies". To the words of the teacher: “Butterflies, butterflies flew into the garden”, children - “butterflies” fly - run all over the site. At the word of the educator "catchers!" two children, holding hands, try to catch a butterfly: to surround him, joining his free hands. When the catchers catch the butterfly, they take it to the edge of the site, to the bench. At this time, the rest of the butterflies squat down. To the words: “Butterflies, butterflies flew into the field”, children - “butterflies” jump all over the site. They are caught by another pair of catchers. When 4-6 butterflies are caught, count how many each pair caught. Then other catchers are selected.

23. Mobile game "Help

Children stand in a circle facing the center. Two children, chosen in advance, leave the circle and run: one child runs away, the other catches up. A child who is running away can be saved by standing behind one of the children who are standing in a circle and saying: “Help me out!” The child who was addressed should run away from the circle and also stand behind the other. If the child does not have time to get up, she will be caught. When the game is repeated, the next pair of children is chosen.

24. Outdoor game"Empty place".

The players stand in a circle, choose the driver. Starting the game, he runs past the players, spots one of them and continues to run further in a circle. The stained one quickly runs in the opposite direction from the driver. Whoever of them is the first to reach a free place in the circle, he occupies it, and the latecomer becomes the driver.

Rules. 1. If the children run to an empty seat at the same time, then they both stand in a circle, and a new leader is selected. 2. Children run only around the circle. 2. Those standing in a circle should not delay those who are running.

Instructions for conducting. This game is played at any time of the year in a large area where you can run without interference. The participants of the game stand in a circle at a distance of one step from each other, everyone's hands are lowered. If there are many children, it is better to organize two circles of players.

25. Mobile game "Handkerchief".

All participants in the game stand in a circle. The leader with a handkerchief goes around the circle, puts it on the shoulder of one of the players and quickly runs in a circle, and the one who put the handkerchief takes it in his hand and runs after the driver. Both of them are trying to take a free place in the circle. If the player with the handkerchief catches up with the leader and is able to put the handkerchief on his shoulder before he takes a free place in the circle, he again becomes the leader, and the player who gave the handkerchief takes the free place. If the runner is the first to stand in a circle, then the player with the handkerchief remains the driver. He walks in a circle, puts a handkerchief on someone's shoulder, the game continues.

rules. 1. Children should not run across the circle. 2. While running, it is not allowed to touch those standing in a circle with your hands. 3. Standing players must not delay running players. 4. The players should not turn around while the driver chooses who to put a handkerchief on his shoulder.

Instructions for carrying out. The more children who take part in this game, the wider the circle will be, which means that you need to make more efforts to fill an empty seat. Children in a circle stand one step apart from each other.

26. Outdoor game "Owl and birds".

The players choose an owl, he goes to his nest. Imitating the cry of the bird they have chosen, the players fly around the site. At the signal "Owl!" all birds try to fly to their nests. If the eagle owl manages to catch someone, then he must guess what kind of bird it is, and only then the one who is caught becomes an owl.

Instructions for carrying out. Before starting the game, children choose for themselves the names of those birds whose voice they can imitate (for example, a dove, a crow, a jackdaw, a sparrow, a tit, a crane, etc.) etc.) Each bird hides from the eagle owl in its nest.

Option. Children are divided into 3-4 subgroups and agree on which birds they will depict. Then they approach the owl and say: “We are magpies, where is our home?”; “We are seagulls, where is our home?”; "We are ducks, where is our home?" Owl names the place where the birds should live. Birds fly around the site, at the word "Owl" they hide in their nests. The eagle owl must recognize the caught bird.

27. Outdoor game "Day and night".

The players are divided into two teams - “Day” and “Night”. A line is drawn in the middle of the hall or a cord is placed. At a distance of two steps from the line, teams stand with their backs to each other. The teacher says: “Ready!”, Then gives one team a signal to run, for example, says: “Day!”. Children run over the line, and the players of the second team quickly turn around and catch up with the rivals, trying to spot them before they cross the line. The team that manages to tarnish the most players of the opposing team wins.

28. The game of low mobility "Stop!"

On one side of the site, a circle is drawn (with a diameter of about 1 m) - a place for the driver. At a distance of 20-30 steps from the circle, at the opposite end of the site, a horse line is drawn, behind it are the players. The driver, standing with his back to the field, says loudly: “Walk quickly, look, don’t yawn ... Stop!” When he says these words, the children quickly go to him, but at the word "Stop!" freeze in place. The driver quickly looks around and, noticing the one who did not have time to stop in time, did after the word “Stop!” movement, returns him to the horse line. The driver turns his back again and says the words, and the children start their movement from the place where the signal caught them. The game continues until one of the participants in the game stands with both feet in a circle, before the driver says the word “Stop!”. The one who did this becomes the driver, and the game is repeated.

Rules. 1. The driver is not allowed to look back until the word "Stop!". 2. He can say the phrase: "Step fast, look, don't yawn ... Stop!" - at any pace, but loudly. 3. The players begin to move simultaneously with the words of the driver. Walking is allowed only.

Instructions for conducting. To take the driver's circle, you need to be attentive, have endurance and be able to quickly respond to a signal. This is one of the few games where the child wins the right to be the driver. The game is very interesting if the driver says the words at a different pace: then very quickly, before the word “Stop!” pausing, then starting slowly, and ending with a patter. The game "Stop!" can be done at any time of the year.

Options.

1. All participants in the game have balls. To the word of the driver: “Walk quickly, look, don’t yawn ... Stop!” - children go and play ball at the same time, performing any exercise. They can dribble the ball, hitting it with one hand, alternately right and left, throwing up and catching, etc.

2. The driver says the words and plays the ball at the same time. Moving, the children perform the same exercises as the driver.

3. Only the driver has the ball. He says the words: "Step fast, look, do not yawn." All the players go towards the driver: “One, two, three, run!” To the word "Run!" the children run to the horse line, and the driver quickly turns around and, without leaving the spot, throws the ball at the fleeing ones. The one hit by the ball becomes the leader.

If the driver misses, then he leads again. But it also happens that while the leader was speaking the words, one of the children reached the circle and managed to stand in it. The driver finishes the phrase, passes the ball to the one who stood in the circle, and runs away with those playing for the horse line.

29. Game of low mobility"In places".

Sleds are placed in a circle or in two lines one opposite the other. Children sit on the sled in pairs (if the group is small, then one at a time). At the signal of the teacher, the children get up and scatter all over the site, circling in different directions. To the signal “In places! » all players must quickly take their places on the sled. The game is repeated 2-3 times.

30. Low mobility game"Entertainers".

Children become in a circle. The teacher appoints one of the players as an entertainer. He is in the middle of the circle. children go, as directed by the teacher, to the right or left under the following text:

In an even circle, one after another

We go step by step.

Stand still, stay together

Let's do... like this...

At the end of the text, the children stand at arm's length.
The entertainer shows some kind of movement, and everyone standing in a circle repeats it. Then the teacher changes the entertainer or the entertainer chooses someone instead of himself, and the game continues. Each entertainer himself must come up with movements and not repeat those that have already been shown before him.

31. The game of low mobility "Paints".

The players sit on chairs or on a bench (you can also use a log or a fallen tree). The seller and the buyer are selected. The buyer steps aside, the children tell the seller what kind of paint they want to be. The buyer comes and says: “Knock, knock.
"Who's there?" - asks the seller. Vova (Valya), the buyer gives his name. "Why did you come?" - "For the paint." "For what?" - “Behind the red (blue, yellow ...). The buyer names any color. If there is such paint, the seller says how much it costs (within 10), and the buyer hits him in the palm of his hand as many times. With the last number, "paint" runs away, and the buyer catches up with it. Having caught the paint, he takes it to the appointed place. Game continues. If there is no named paint, the seller says: “Jump along the red (green, etc.) track on one leg.” The buyer jumps to the agreed place and returns. The game continues until all colors have been bought.

32. Low mobility game"Crayfish".

Game progress: The players sort out in pairs, stand in a circle. Everyone in the pair turns their backs to each other and gives hands. With the beginning of the text, all pairs move in the same direction in a circle so that the first in the pair goes straight in the direction of movement and leads the hands of the second, walking backwards (this is cancer). At the end of the text, the game is repeated with a change of direction.

Tiki-taki, tiki-taki

Crayfish are walking in our river.

They walk backwards

Looking for crayfish in the ford river,

Crayfish have becomeode to drink -

Come out, you lead!

Option: The game is played in small subgroups of 4-5 people. The players are built in one line at the line drawn in advance (or at the wall of the room). At the line is one of the participants (river). With the beginning of the text, the line turns its back to the direction of movement and starts walking, walking back 16 steps (on lines 1-4). Further, the crayfish turn to the river with the words:

River, river, where is the ford?

- Here!

With these words, the river puts a hoop anywhere on the site, to which the crayfish must also approach backwards.

33. Game of low mobility"Brook".

Game progress: All the players stand in pairs facing each other and hold hands - this is the gate. The children from the last pair pass under the gate and stand in front of the column, followed by the next pair.

Rules: you need to go so as not to touch the gate, the children hold each other's hands.

34. Game of low mobility"Round dance".

Game progress: The players form two circles, one inside the other, and join hands. At the signal of the teacher, they begin to move in a given direction (walking or slow running). You can offer rhythmic walking to a song or musical accompaniment

35. Outdoor game "Ocean is shaking".

The participants of the game scatter around the court, stop at a distance of 1 m from each other, and each one marks his place with a circle. The driver walks between the players, performing different movements. He approaches the players and with the words "The sea is worried" puts his hand on the player's shoulder. Everyone touched by the driver follows him, performing the same movements. So the players all leave their seats. The driver takes them as far as possible from the circles. Then he suddenly stops, turns to the players and quickly says: "The sea is calm." The driver and the players run to take circles. The one who did not have time to take a circle becomes the leader.

36. "Spend - do not hurt."

Skittles (or cubes, stuffed balls) are placed along the hall (platform) on two sides; (6-8 pieces; distance between objects 30 cm). Children line up one at a time and, at the signal of the teacher, walk along one side of the hall between the pins at an average pace on toes, hands on their belts (or behind their heads, keeping good posture (keep head and back straight); on the other side, run “snake” between pins Repeat 2-3 times.

37. "Run - do not hurt."

Skittles are placed in one line at a distance of 40 cm from one another. In a column, one by one, the children run a "snake" between the skittles. Trying not to hurt them. The exercise is repeated.

38. "Relay race in pairs."

Children stand in 2 columns in pairs per line on one side of the site, the number of pairs in the columns should be the same. On the opposite side of the site (at a distance of 6 - 8 m.) Some objects (cubes, wooden blocks) were placed. At the signal of an adult, the first couples, holding hands, run to the cubes, run around them and return to the end of their column. As soon as they run across the start line, the second couples run away, and so on until all the couples run through.

That column wins, the players of which complete the task faster and do not separate their hands while running.

    Outdoor games and exercises with jumps.

40. mobile game« Who will soon take off the tape».

Tasks: To develop in children endurance, the ability to act on a signal. Children practice fast running, jumping.

Description: A line is drawn on the site, beyond which the children are built in several columns of 4-5 people. At a distance of 10-15 steps, a rope is stretched opposite the columns, the height is 15 cm higher than the hands of the children raised up. Against each column, a ribbon is thrown onto this rope. At the “run” signal, all those standing first in the columns run to their ribbon, jump up and pull it off the rope. The first person to remove the tape is considered the winner. Ribbons are hung up again, those who were first in the column stand at the end, and the rest move towards the line. At the signal, the next children run. Etc. Winnings in each column are calculated.

Rules: You can run only after the word "run". Pull off the tape only opposite your column.

Options: Place obstacles in the way. Stretch the rope at a distance of 40 cm, under which you need to crawl without hitting it. Draw two lines at a distance of 30 cm, through which you need to jump.

41. Mobile game "Rod".

Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the bag on the rope in a circle above the ground itself (the floor, and the children bounce, trying to prevent the bag from touching their legs. Beforehand, the teacher shows the children how to jump: vigorously push off the floor and pick up their legs under themselves. The teacher rotates the bag in both sides alternately.

42. Outdoor game "Do not get caught."

A circle is drawn on the floor (or laid out from a cord). All players stand behind the circle at a distance of half a step. The leader is chosen. He becomes in a circle anywhere. Children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are in the circle. The child touched by the driver steps aside. After 30-40 seconds the game stops. Another driver is selected, and the game is repeated with all the children.

Mobile game "Frogs in the swamp"

On one side of the hall (beyond the line) there is a crane driver. In the middle of the hall is a swamp (a circle made of cord). Frog children sit around and say:

Here from the hatched rotten

The frogs splashed into the water.

Que-ke-ke, qua-ke-ke,

It will rain on the river.

With the end of the words, the frogs jump into the swamp. The crane catches the frogs that did not have time to jump. The caught frog goes to the crane's nest. When the crane catches several frogs, a new crane is chosen from among those who have never been caught. The game is restarted.

43. Mobile game "Salka on one leg.

Children disperse around the playground, close their eyes, hands behind everyone. The host passes among them and imperceptibly puts a handkerchief in the hands of one. To the word "One, two, three, look!" children open their eyes. Standing in place, they carefully look at each other: “Who is the lark?” A child with a handkerchief suddenly lifts it up and says: "I'm a tart!" The participants of the game, jumping on one leg, try to get away from the tag. The one whom he touched with his hand goes to drive. He takes a handkerchief, lifts it up, quickly says the words: "I'm a salt!" The game is repeated.

Rules. 1. If the child is tired, he can jump alternately on the right, then on the left leg. 2. When the tag is changed, players are allowed to stand on both feet. 3. Salka must also jump, like everyone else, on one leg.

44. "Penguins".

The players stand in a circle. Each child has a pouch that he holds between his knees. At the expense of the teacher "1-8", children perform jumps on two legs in a circle. At the signal “Hop! » children jump sideways into the circle, return to their place in the circle. The task is carried out in the other direction.

45. "Brave sparrows."

Children are built in a circle, in front of each playing two snowballs. In the center of the circle, the driver is a cat. Children pretend to be sparrows and, at the command of the teacher, jump into the circle through the snowballs and jump back out of the circle as the cat approaches. A sparrow touched by a cat. Receives a penalty point, but is not out of the game. After a while, the teacher stops the game and counts the number of "pegged"; a new driver is selected. At the end of the game exercise, the most dexterous cat and bold, dexterous sparrows that did not fall into her paws are noted.

46. ​​"Who is faster."

The players line up in three columns. At the command of the educator, the players standing in the columns first (each player has a ball, jump on two legs (distance 5 meters) to the basket (hoop) and put the ball in it. They return running, and as soon as they cross the designated line, the following come into play players When repeating the game exercise, you need to take the ball from the basket and quickly return to your column.

    Mobile games and exercises withthrowing and catching.

47. Outdoor game "Hunters and Hares".

A hunter is chosen from among the players, the rest of the children are hares. On one side of the hall (platform) there is a place for a hunter, on the other - a house for hares. The hunter walks around the hall, pretending to be looking for traces of hares, and then returns to his house. Hares jump out from behind the bushes and jump (on two legs, on the right or left - whoever wants) in different directions. At the signal: "Hunter! "- the hares run away into the house, and the hunter throws balls at them (he has 2-3 balls in his hands). The hares he hit are considered shot, and he takes them to his house. After each hunt for hares, the hunter changes, but is not selected from among those caught. In order to avoid injuries in this game, it is better to use soft balls.

48. Mobile game "Onlooker."

Children stand in a circle at a distance of one step from each other and begin to throw the ball, calling by name the one who should catch it. The ball is tossed until one of the players drops it. The one who dropped the ball stands in the center of the circle and, on the instructions of the players, performs 1-2 exercises with the ball.

rules. 1. If the player drops the ball during the exercise, he is given additional task. 2. The ball is allowed to be thrown to each other only through the center of the circle.

Instructions for conducting. This game is best played with a small number of children. The ball for the game can be taken of any size, depending on the skills of the children: the smaller the ball, the more difficult it is to catch and perform exercises.


49. Outdoor game "The ball to the driver."

Players line up in two or three columns. At a distance of 1 m from them, drivers stand with a large ball in their hands. There is a line between them that cannot be crossed. The driver throws the ball to the player standing first in the column; he throws it back and runs to the end of the column, then the driver throws the ball to the second, etc. When the first player in the column is back in his place, he raises his hands up.

Game options:

1. Use balls of different sizes (small - d = 100-120 mm, large - d-200-250 mm).

2. The driver, throwing the ball to the player, calls some generalizing word, for example, a meadow (river, forest, transport, toys, clothes, dishes, etc.). The rest of the children, taking the ball, must say the words that are combined with this generalizing word, for example, a plant is a flower, grass, chamomile, etc.

50. Outdoor game "Ball up."

Children stand in a circle, the driver goes to its middle and throws the ball with the words: “Ball up!” The players at this time try to run as far as possible from the center of the circle. The driver catches the ball and shouts: “Stop!” Everyone should stop, and the driver, without leaving the spot, throws the ball at the one who is closest to him. The stained becomes the driver. If the driver misses, then he remains again and the game continues.

Rules. 1. The driver throws the ball as high as possible and only after the words: “Ball up!” 2. The driver is allowed to catch the ball from one rebound from the ground. 3. If one of the players after the words "Stop!" continued to move, then he must take three steps towards the driver. 4. Running away from the driver, children should not hide behind buildings or trees.

Instructions for carrying out. Children stand in a circle close to each other. The place of the driver in the center of the circle is best outlined in a small circle. If the driver does not catch the ball, which has rolled far away, before shouting: “Stop!”, He needs to catch up with the ball and return to his place. Children in the game must be very attentive, quickly respond to the signal.

Option. The driver stands in the center of the circle and performs an exercise with the ball, the children count to five. On the count of five, they quickly scatter. The driver shouts: "Stop!" - and throws the ball at one of the players who is closer. The stained becomes the driver. If he missed, he must catch up with the ball, and the children at this time try to run away as far as possible. At the signal "Stop!" everyone stops, the driver again tries to overpower someone.

51 . Mobile game "Ball race.

Children stand in a circle at a distance of one step from each other facing the center, counting on the first and second numbers. So they are divided into two groups (first and second numbers). In each group, the players choose the leaders. They should be on opposite sides of the circle. On a signal, the leaders begin to throw the ball only to the players of their group, in one direction. The group in which the ball returned to the leader first wins. Children choose another driver. The game is repeated, but the balls are thrown in the opposite direction. By agreement, the game can be repeated from 4 to 6 times.

Rules. 1. The leaders must start the game at the same time on a signal. 2. The ball is only allowed to be thrown. 3. If the ball has fallen, then the player who dropped it picks it up and continues the game.

Instructions for conducting. The game requires two balls of different colors. In order for the children to understand the rules of the game, you first need to play it with a small group (8-10 people). The players must accurately throw the ball, be careful when receiving the ball: the one who catches should not stand still and wait for the ball to fall into their hands. He needs to follow the direction of the flying ball, and if necessary, take a step forward or sit down.

Option 1. Children stand in a circle, calculated on the first and second numbers. Two players standing side by side are leading, they take the balls and, on a signal, throw them one to the right, the other to the left in a circle to players with the same number, that is, through one. The team that gets the ball back to the leader the fastest wins.

Option 2. The participants of the game stand in a circle at a step distance from one another and count on the first and second numbers. The two players standing side by side are the leaders. They take the balls and, on a signal, run in opposite directions around the circle. Having run around the circle, they stand in their place, quickly pass the ball to the players with the same number, that is, through one. Game continues. The winner is the team whose players first run with the ball in a circle and drop the balls less.

Rules. 1. The player is allowed to pass the ball to a player of his team only when he stands in his place. 2. The players must throw the ball to each other. 3. Running is allowed only around the circle.

No. 52. Outdoor game "Throw the ball into the ring."

Target: To teach children to hit the target, throw the ball and catch, develop an eye.

Description: The ring or basket is hung at a height of 120-130 cm. All players stand in a column behind a line drawn at a distance of 1.5 m from the target. Each child in turn throws the ball into the ring with a push from the chest. The one who gets into the ring more times is considered the winner.

53. Outdoor game« Pass - get up".

Tasks: To instill in children a sense of camaraderie, develop dexterity, attention. The muscles of the shoulders and back are strengthened.

Description: The players are built in two columns, at a distance of two steps from one another. In each stand from each other at arm's length. A line is drawn in front of the columns. Two balls are placed on it. At the signal to “sit down”, everyone sits down cross-legged. At the signal “pass”, the first in the columns take the balls and pass them over their heads behind those sitting, then they stand up and turn to face the column. The one who received the ball passes it back over his head, then gets up and also turns to face the column, etc. The column that passes correctly and does not drop the ball wins.

Rules: Pass the ball only over the head and while sitting. Get up only after passing the ball behind the person sitting. The one who failed to take the ball runs after him, sits down and continues the game.

Options: Pass the ball to the right or left by turning the body.

54. Mobile game "Meeting".

Two lines are drawn on the site at a distance of 4-6 m. The players are divided into equal groups and stand opposite each other behind the lines. On a signal, everyone simultaneously rolls balls or balls to each other, but so that they meet. The host gives one chip to the children whose balls have met. The pair with the most chips at the end of the game wins. The number of repetitions of the game by agreement.

Instructions for conducting. The playing field must be level. The distance between the players should be increased gradually. This game requires a lot of attention from children and the ability to appropriately distribute efforts when pushing the ball away depending on the distance. Children need to be prompted that the greater the rolling distance, the more energetic the push on the ball should be.

Option. In the center of the site put a flag or any other object. At a distance of 1 m from the flag, two lines are drawn on both sides, then a second pair is drawn at a distance of 1 m from these lines, and finally, a third pair of lines is drawn at a distance of 1 m from the second. The players are divided into equal groups and stand opposite each other behind the last lines. At the signal of the leader, all children simultaneously roll balls (balls) to each other, but so that they must meet in the center. The players whose “balls” (balls) have met move to the second line, and then to the first. The winners are the pairs whose players are the first to reach the first line.

55. mobile game"Kolobok".

Game progress: The ball for this game can be any size. Participants stand in a circle at arm's length from each other. In the center of the circle is the driver. The players pass the ball to one another with their feet, and the driver tries to intercept it. Players are not allowed to leave their place. They can smoothly roll the ball, hit, make deceptive movements. You can't just pick it up. And the driver can do whatever he wants; hold the ball with your foot, hand, knock it out of the circle, just touch it lightly.

If the driver manages to hold the ball, he takes the place of the player from whom the ball hit him.

56. mobile game"Potato".

Game progress. Players choose the driver - "potato". "Potato" sits in the center of the circle, the rest are located around it. Players throw the ball to each other, trying not to let the ball fall, and the “potato” tries to catch it. If the player sitting in the center managed to catch the ball, he changes places with the one who threw it. The one who drops the ball sits in the center of the circle. "Potato" can jump out and catch the ball. The game ends when all players except one have turned into potatoes.

57. The game of low mobility "Bumblebee».

Game progress: The players sit in a circle. A ball rolls on the ground inside the circle. Those who play with their hands roll it away from themselves, trying to overpower the other (get into the legs). The one who was touched by the ball (stung) turns his back to the center of the circle and does not participate in the game until another child is touched. Then he comes into play, and the stung again turns his back in a circle.

Rules: roll the ball only with your hands; you can not catch, hold the ball.

58. The game of low mobility "Pike".

Game progress : Children stand in a circle. "Pike" is selected. She goes to the middle of the circle. On the first four lines of the poem, the children roll the ball from one to the other through the center of the circle (past the "pike"). On the fifth line of the poem, the ball rolls over to the “pike”, which takes the ball, pronouncing the text of the sixth line, and, as it were, looks at the ball.

Past the forest, past the cottages,

Floated down the river

Red ball.

I saw a pike: -

What is this thing?

Grab, grab.

Don't catch.

The ball popped up again.

Come out, you lead!

On the first three lines of the second stanza of the poem, the "pike" hits the ball on the floor, saying this text, on the fourth line she rolls the ball again to the children, who continue to roll it again from one to the other through the middle. The child on whom the words “You drive” came out with the ball in the middle. He becomes a "pike". The game is repeated.

59. "WITHtattoos."

This game is best played with a big ball. Players stand in a circle and throw the ball to each other with their hands. Whoever does not catch the ball receives a penalty: continues the game, standing on one leg. If in this position he manages to catch the ball, then the penalty is removed; he stands on both legs. If another mistake is made, the player goes down on one knee. On the third mistake, he goes down on both knees. If the player catches the ball in this position, all penalties are forgiven and he continues the game standing on both feet. And if you fail, you will have to leave the game.

60. "The ball in a circle."

The players are divided into several groups of 5-6 guys and are built in a circle. In the center of the circle is the leader, he has a ball in front of his feet (large diameter). The driver rolls the ball with his foot to the players (pass with his foot, everyone takes it, and then sends it to the driver.

61. Throw and Catch.

Children are divided into pairs, in the hands of one child in each pair is a ball (large diameter). Freely located around the hall, the children throw the ball to each other.

62. "Catch the ball."

The players are divided into threes. Two guys stand at a distance of 2 m from each other, in the hands of each of them is a ball (large diameter); between them is a third player. Children throw the ball to each other, and the player who is between them tries to touch the ball. If he succeeds, he changes places with the player from whom the ball was directed.

63. "Say the opposite."

Children stand in a circle, throw and catch a ball with the name of antonyms.

    Mobile games and exercisescrawling and climbing.

64. Mobile game "Don't stay on the floor".

With the help of a rhyme, a trap driver is selected. The trap runs along with the children around the hall (platform). As soon as the teacher says “Catch! » all children run up and try to climb any elevation (benches, cubes, gymnastic wall). The trap is trying to show off. The guys he touched step aside. At the end of the game, the number of losers is counted and a new driver is selected.

65. The mobile game "Bird flight".

On one side of the hall are bird children. On the other side there are various aids - gymnastic benches, cubes, modules, etc. - these are trees. At the signal of the teacher “The birds are flying away! »Children, waving their arms like wings, scatter all over the hall. At the signal "Storm! » all birds run to the trees and try to take any place as quickly as possible. When the teacher says “The storm has stopped! ”, the children descend from the hills and again scatter around the hall -“ the birds continue their flight. Teacher insurance is required.

66. Mobile game "Bears and bees".

On one side of the hall is a beehive, and on the opposite side is a meadow. To the side is a bear den. At the prearranged signal of the educator, the bees fly out of the hive (they get down from the hills, fly to the meadow for honey and buzz. The bees fly away, and the bears run out of the den and climb into the hive (climb to the dais) feast on honey. As soon as the tutor gives the signal “Bears!” , the bees fly to the hives, and the bears run away to the den. The bees who did not have time to hide are stinged (touched by hand). The stung bears miss one game. The game resumes, and after repeating it, the children change roles.

67. Mobile game "Firefighters in training".

Children are built in four columns facing the gymnastic wall - these are firefighters. On each span of the gymnastic wall, a bell is suspended at the same height (on a rail).

At the signal of the educator: “March! "- the children standing first in the columns run to the gymnastic wall, climb it, ring the bell, go down and return to the end of their column. The teacher marks the child who completed the task the fastest. Then the signal is given again and the next group of children runs, etc. When climbing, it is important to show how the grip on the rail is performed - all fingers with a grip from above, thumb from below; Attention is drawn to the fact that children do not miss the rails (stepping on each, and descending from the last one, jumping off. When playing this game, insurance is required.

68. Mobile game "Catchingmonkeys".

Children pretending to be monkeys sit on climbing aids on one side of the playground. On the opposite side are the monkey catchers (4-6 children). They want to lure the monkeys out of the trees and catch them. The catchers agree on what moves they will make. They go to the middle of the site and show the planned movements. Monkeys at this time quickly climb the wall and watch the movements of the catchers from there. Having done the movements, the catchers go to the end of the site, and the monkeys get down from the trees, approach the place where the catchers were, and imitate their movements. At the signal of the educator, the “catchers” of the monkeys run to the trees and climb on them. Catchers catch those monkeys that did not have time to climb a tree. They take away those who are caught.

Note. It is necessary to ensure that the children do not jump off the wall, but go down to the last crossbar. When the game is repeated, the movements of the catchers must be new.

69. "Who is faster to the flag?"

Children are divided into three columns with an equal number of players in each. Arcs (hoops) are placed at a distance of 2 m from the starting line, a cord can be pulled (height 50 cm from the floor level), and then flags on a stand are placed at a distance of 3 m. The task is given: at the signal of the teacher, crawl under the arc, then jump on two legs to the flag, go around it and run back to the end of your column. The teacher marks those children in each column who quickly and correctly completed the task, and at the end of the game marks the team that scored the most points.

    Games for the development of attention, memory, observation and orientation in space.

70. Low mobility game"Who's got the ball?"

Tasks: To develop in children observation, dexterity.

Description: All players stand in a circle close to the center. One player becomes the center, this is the speaker. The players keep their hands behind their backs. One is given a ball. Children begin to pass the ball to each other behind their backs. The driver tries to guess who has the ball. He can ask each of the players to show their hands by saying "Hands". The player extends both hands forward, palms up. The one who had the ball or who dropped it stands in the middle, and the driver takes his place.

Rules: The ball is passed in any direction. The ball is passed only to a neighbor. You cannot pass the ball to a neighbor after the driver demands to show his hands.

Options: Put two balls into play. Increase the number of drivers. Give the task to the one who had the ball: jump, dance, etc.

71. Game of low mobility "Forbidden movement".

Target: development of visual attention

Description: The players, walking in a circle, repeat the movements that the driver shows them, but except for one - it is prohibited, for example: "Clapping hands." Play carefully: who repeated the forbidden movement - becomes at the end of the column. After a while, attentive players will be ahead, they will be the winners.

Rules of the game

    Children, walking in a circle, repeat all the movements for the teacher, except for one, for example: “Hands up!”.

    The one who performs the "forbidden" movement stands at the end of the column. Thus, more attentive children will be at the beginning of the column, and they are considered winners.

72. Game of low mobility"Guess who got caught».

Tasks: Develop observation, activity, initiative. Practice running and jumping.

Description: Children sit on chairs, the teacher offers to go for a walk in the forest or in a clearing. There you can see birds, bugs, bees, frogs, grasshoppers, bunnies, hedgehogs. They can be caught and brought to a living corner. The players follow the teacher, and then scatter in different directions and pretend to catch in the air or crouching on the ground. “It's time to go home,” says the teacher and all the children, holding the living creatures in their hands, run home and occupy each of their chairs. The teacher calls one of the children and offers to show who he caught in the forest. The child imitates the movements of the caught animal. Children guess who was caught. Then they go for a walk in the woods again.

Rules: Return at the signal "It's time to go home."

Options: A train ride (sitting on chairs, imitating movements and the sound of wheels with hands and feet).

73. Mobile game "Build a line, a circle, a column."

Tasks: Develop orientation in space, the ability to perform movements on a signal. Exercise in fast running, walking, bouncing.

Description: Children, divided into two groups, are built at opposite sides of the playground or room in two lines, facing each other. At the signal of the educator, they walk or run (depending on the tempo and rhythm, which are set by blows to the tambourine) throughout the site. Having stopped striking the tambourine, the teacher commands: “Build a line (circle, column)!” - and the children are built in their places in a line (circle, column). The group that lines up faster and more correctly wins.

Game options:

1. Before the start of the game, the teacher informs: you need to walk to the tambourine, run slowly to the bell, run fast to the sounds of the rattle.

2. After the signal, you need to stand exactly in your place.

3. Each group is built at the skittles of a certain color.

4. The teacher gives a signal by showing a card with the image of a column (line, circle).

5. The teacher gives a signal by showing a card with the image of a line, a column (by height, in reverse order).

74. Low mobility game"Who left?"

Game progress: Children are built in a circle. The driver stands in the center of the circle and closes his eyes. The teacher touches one of the players standing in a circle, and he quietly leaves the room. The teacher allows the driver to open his eyes and asks him: “Guess who left?” If the driver has guessed correctly, then he stands in a circle and chooses another driver. If he didn’t guess correctly, he closes his eyes again, and the one leaving the hall takes his former place in the circle. The driver, opening his eyes, should call him.

75. Low mobility game"Flies - does not fly".

Game progress: Children go in a column one by one. The teacher names various objects. If the object flies, for example, an airplane, a bird, then the children should raise their arms to the sides and flap them like wings, if the object does not fly, then they should not raise their hands.

The one who raised their hands incorrectly is considered the loser.

76. Low mobility game"Find and shut up."

Children stand along one side of the playground facing the teacher. At his signal, they turn to face the wall. The teacher hides the handkerchief at this time. Then, on a signal, the children turn and begin to look for a handkerchief. The finder, not showing a look, approaches the teacher, quietly tells him in his ear where he found the handkerchief, and takes his place in the line (or sits on a bench, chair). The game continues until most of the children have found the handkerchief. The game is repeated 3-4 times.

77. The game of low mobility with the ball "Edible - inedible."

If the teacher calls an “edible” word, the child catches the ball and holds it, if it is “inedible”, he quickly throws it back.

78. The game of low mobility "Merry tambourine".

Everyone stands in a big circle. The leader pronounces the words: “You run, a cheerful tambourine, quickly, quickly on your hands. Whoever has a merry tambourine will now dance for us. On whom the words end, those children go out into a circle and dance. The game is repeated 2-3 times.

No. 79. The game of low mobility "Four Elements".

Purpose of the game: Develop attention associated with the coordination of auditory and motor analyzers.

Description. The players sit in a circle. The host agrees with them that if he says the word "earth", everyone should put their hands down, if the word "water" - stretch their hands forward, the word "air" - raise their hands up, the word "fire" - rotate their hands in the wrist and elbow joints. Whoever makes a mistake is considered a loser.

80. The game of low mobility "Antoshka".

Children stand in a circle, walking in place, and say:

Antoshka-potato, bone leg,

Himself with an inch, a head with a pot.

Then all the players turn their backs in a circle, closing their eyes, and the teacher covers one child with a blanket. On the command "Turn around", the players turn their faces in a circle and open their eyes. The teacher asks the question: “Who is gone?”. Children must name the name of the child who is hidden. After the name of the hidden child is called, the magic bag will show who hid in it. (2-3 times).

81. Low mobility game « Cold is hot."

Game progress: The driver leaves the room, the children hide the object. After that, the driver enters and looks for the item. And the children follow him and say:

Cold...warm...hot...helping find a hidden object.

82. Low mobility game « Rope.

They take a long rope, its ends are tied. The participants of the game stand in a circle and take the rope in their hands. The driver is in the middle. He walks in a circle and tries to touch the hands of one of the players. But the children are attentive, they lower the rope and quickly hide their hands. As soon as the driver leaves, they immediately take the rope. Whoever the driver hits on the hand, he goes to drive.

Rules. 1. The players must hold the rope with both hands. 2. During the game, the rope must not fall to the ground.

83. Low mobility game"Water".

Game progress : Children stand in a circle, the water in the center. Children go in a circle and say the words, after the words: - come out, come out ... the merman walks with his eyes closed, hands forward, he guesses who he touches.

Grandpa - Water!

Why are you sitting underwater?

Come out, come out for an hour.

Guess which one of us!

84. Low mobility game"King Peas".

Game progress: According to the counting rhyme, the leader is selected - King Peas, he moves away from the children by 8-10 steps and turns his back. The rest of the children agree on what action they will portray. King Pea comes up to the children and says:

Children perform the planned movement / wash, play the accordion, sweep the floor ... / King Peas guesses. If he did not guess correctly, then he loses, the children tell him what they did and come up with a new action.

85. Low mobility game"Echo".

Game progress: Children go in a column one by one. The teacher pronounces a phrase, and the children, like an echo, repeat the last word. For example, the teacher says: “Kukareku” - the children answer drawlingly: “Ku-ku”.

86. Low mobility game"Find the Differences".

Game progress: Everyone sits in a circle. For the game to play, the players need to carefully examine each other. When the facilitator leaves the room, the participants should make small changes in their appearance: pin up their hair, bandage a finger, undo a button, etc. The facilitator must determine what has changed for the players. The one with whom he found the most changes will drive.

87. Game of low mobility"Cap and wand".

Target: to teach children to move in a circle clockwise and counterclockwise, to recognize children by voice, to follow all the signals, to keep silence. Develop the ability to act on a signal, hearing. Raise interest in outdoor games.

Game progress: One of the children goes to the center of the circle with a stick in his hands, puts a cap on his head so that it goes down to the very nose, covering his eyes. The rest of the children hold hands, forming a circle. They go in a circle and say: "One, two, three, four, five -

The wand will knock. The child in the cap knocks with a stick, with the end of the words everyone stops, turns to the middle. A child in a cap holds out a stick, the one to whom it points, takes the end of the stick, calls the name of the person standing in the circle. The child in the center must guess who called him, if he guessed right, he goes to the middle.

Option. Those in the circle say:

"1, 2, 3, 4, 5,

The stick will knock

And as he says - lope, lope, lope,

The host knocks with a stick, points to one of the children, he says the last words.

    Games for the development of auditory attention and

phonemic hearing.

Game progress: Children form a circle. The driver stands in the center of the circle and closes his eyes. Without holding hands, the children walk in a circle to the right (left) and say:

We gathered in an even circle

Let's turn back together,

And how do we say "Skok-skok-skok",

The words "skok-skok-skok" are pronounced by one of the children at the direction of the teacher. The driver must find out who said these words. If he guessed right, he takes the place of the one who spoke the word. If the driver does not recognize the voice, the game is repeated, and the children go in a circle in the other direction.

89. « Telephone".

All children sit in a row: whoever sits first, that phone. The leader quickly says a word or a short sentence in his ear. What he heard, he passes on to his neighbor, who, in turn, passes this word to the next player, and so on until the last player. After that, everyone says what they heard. The first one who confused what was said sits at the end, the players move closer to the phone. Each child can act as a telephone once, after which they sit down at the end of the row.

90. "Bear".

Game progress: children stand in a circle. A bear is selected, he sits in the middle of the circle, closes his eyes.

Like snow under the tree, snow,

And on the tree snow, snow,

And under the hill snow, snow,

And on the hill snow, snow,

A bear sleeps under the snow

Hush, hush, don't make noise!

On lines 1 and 3, the children go in a circle, on 2 and 4 - from the circle, on the 5th line the children carefully approach the bear, the 6th line is pronounced by one child at the direction of the teacher. The bear must recognize by the voice who said.

91. "Falcon".

Game progress : Children sit on chairs in a circle. The falcon is chosen. With the beginning of the poem, which is said by all the children, the falcon runs around the circle and drops a feather (fake) behind the back of one of the children.

The falcon flew high.

Dropped a feather in a sedge.

falcon feather

Do not find us until the morning.

In the morning the sun will rise -

Vova will find a feather.

With words " The sun will rise in the morning... the falcon sits on a free chair in a circle with children. The last three words are pronounced by all the children, naming the name of the child who has a falcon feather behind his back. He becomes a falcon. The game is repeated.

Game progress: closes his eyes. Children walk in a circle, the leader stands in the middle of the circle. At the end of the words, the children stop. The teacher points to one of the players.

Rules: the driver should not open his eyes until he calls the caller. During this time, everyone should be quiet. "We frolic a little,

All were placed in their places.

You, ... (name), guess,

Who called you, find out.

93. Game of low mobilityGuess what it sounds like."

An adult invites children to listen and remember the sound of each object (how the paper rustles, how the tambourine rings, what sound the drum makes, how the rattle sounds). Then the child should only by ear, without visual support (the child turns away, or the toys are covered with a screen) to determine what sounds. The name of each sounding object is pronounced.

94. « Hear - clap».

An adult pronounces a series of sounds (syllables, words); and a child with closed eyes, having heard a given sound, claps his hands.

95. « keen eye».

Children are invited to find in the environment objects in the name of which there is a given sound, and determine its place in the word.

OLD COUNTERS

One two three four,

Five, six, seven

Eight nine ten.

Comes up

White month!

Who reaches the month

He's going to hide!

an apple rolled

Past the garden

past the garden,

Past the stockade;

Who will lift it

That one will come out!

White hare, where did you run?

To the oak forest!

What did he do there?

Lyki tore!

Where did you put it?

Under deck!

Who stole?

Get out!

Peas rolled across the dish.

You drive, but I won't.

Chiki-briki, where are you?

Chiki-briki, to the market.

Chiki-briki, why are you?

Chiki-briki, for oats!

Chiki-briki, who are you?

Chiki-briki, I'm a horse!

Chiki-briki, what are you?

Chicky bricks, black man!

Tarya-Mary

Went to the forest

Fir cones -

She told us.

We don't eat cones

Let's give Tare Mare!

pig walks

Tears grass-ant.

She vomits

And puts it in a basket.

This one will come out

Vaughn will go.

cinder

past the net,

small children

And they shouted:

Cook! Poppy!"

One fist!

The fox walked through the forest

The fox was tearing the little ones,

Fox bast shoes weaving

husband two,

Three for myself

And to the kids

By patties!

There was a cuckoo

past the net,

Small children.

cuckoo

They ask for a drink.

You lead!

Under the mill

Under the spit

Two ruffs fought

That's the whole story!

Tara bar,

It's time to go home -

Feed the kids

to water the calves,

Milk the cows.

You lead!

Cuckoo-

Goryushechka

Weaved wattle,

She led the children.

The children were walking

Reached the end

Reached the end

We went back.

Aty-baty, the soldiers were walking,

Aty-baty, to the market,

Aty-baty, what did you buy?

Aty-baty, samovar!

Pervinchiki,

Druginchiki,

Pigeons flew

By the morning dew

Along the green lane.

Here are apples, nuts,

honey, sugar,

To the corner!

Ah, ah, ah, oh

Masha was sowing peas.

He was born thick

We will rush, you wait!

Burn, burn bright

To not go out

Stay at the bottom

Look at the field.

There are trumpeters

Yes, they eat kalachi.

The sack rolled

From a high hump.

In this bag

Bread, salt, wheat.

Jump and jump

Jump and jump

Bunny jumps -

Gray side.

Through the woods

Jump-jump-jump,

By snowball

Tyk-tyk-tyk.

Sat down under a bush

I wanted to be buried.

Whoever catches him leads.

Tili-teli,

They sat on the bench -

king, prince,

king, queen,

Shoemaker,

And who are you?

Indians-bryntsy,

Balalaika!

Indians-bryntsy,

Play it!

Indians-bryntsy,

intsybryntsy,

I'll go!

Oh you owl-owl,

You big head!

You were sitting on a tree

You turned your head

Fell into the grass

Rolled into the hole!

Daria walked along the path,

Found a ball of thread.

small ball,

scarlet threads,

The ball rolls

The thread is stretching.

A tangle is far, far, far, -

Thread share, share, share.

I took the thread

Pulled, broke.

Over the seas, over the mountains,

Behind the iron pillars

On the hillock Teremok,

There is a lock on the door.

You go for the key

And unlock the lock.

midges,

thin legs,

Dancing along the path...

Near the night

Fly away.

Rut-rotten,

Rut-poo-poo,

A rooster walks around the yard.

Himself with spurs

Tail with patterns.

Standing under the window

Screams all over the yard.

Who will hear

He runs.

The cuckoo flew past the garden,

Pecked all the seedlings

And she screamed: "Ku-ku-mak,

Open one fist."

Look at the sky

The stars are burning

Cranes cry:

Gu-gu! I'll run away!

One, two, do not crow,

And run like fire.

Somersault along the path

A bunny jumps barefoot.

Zainka, don't run -

Here are your boots

Here's your belt

Don't rush into the woods.

Come join us in the round dance

Cheer up the people.

circle hoop,

Circle hoop.

Who's playing,

It will be.

Who does not want to

To be a snake

Out of the circle!

The wheel rolled

Rolled far away

And not in rye,

And not in wheat,

And until the very

to the capital.

Who will find the wheel

He leads.

As the fox walked along the path,

Found a letter in the cotton,

She sat on a stump

And I read all day.

Tili-teli, -

The birds were singing

Soared, flew to the forest.

The birds began to nest!

Who does not Viet, to drive!

To grandma, to grandpa

On a horse

In a red cap.

On a flat path

On one leg

In an old shoe

On potholes, on bumps,

Everything is straight and straight

And then suddenly ... into the pit! Wow!

One, two, three, four, five!

The bunny went out for a walk.

Suddenly the hunter runs out,

Right in the bunny

Shoots.

Pif! Puff! Missed,

gray bunny

Zealous horse

With a long mane

Jumping, jumping

Through the fields.

Here and there!

Here and there!

Where will he jump

Out of the circle!

Cockerel, cockerel,

Show me your jacket.

The box is on fire

How many feathers does it have?

One, two, three, four, five...

COUNTERS MODERN

The bell is calling everyone

The bell sings to us

Ding-bom, ding-bom!

Get out of the circle!

Legs, legs ran along the path,

Meadow, forest jumped over bumps,

Ran to the meadow, lost

In a wide circle, I see

All my friends got up.

I am for you my friends

I'm making pies:

Gotta bake them fast

You go and light the stove!

Waves are worried:

How can we be without a tub!

All mushrooms in tubs

Forgot about the waves!

Look for waves you

Very tasty mushrooms!

Among the white doves

Jumping nimble sparrow.

bird sparrow,

gray shirt,

Respond, sparrow

Fly out, don't be shy!

Once at our Stepan

The cat guarded sour cream.

And when dinner came

The cat is sitting - there is no sour cream.

Help Stepan,

Look for sour cream with him.

oblique, oblique,

Don't go barefoot

And go shod

Wrap your paws.

If you are shod

Wolves won't find a hare

The bear won't find you...

Come out - you burn!

Yegor took an ax in the corner,

With an ax went into the yard,

Egor began to repair the fence,

Yegor lost the ax.

That's what he's still looking for...

Look for an ax too!

Once the guys went to the river,

They carried two oars in their hands.

To meet them - three sheep

And four turkeys.

All the guys were scared

The oars were thrown into the bushes.

Frightened, fled

And you must find them!

One burbot lived in the river,

Two ruffs were friends with him.

Three ducks flew to them,

Four times a day

One, two, three, four, five!

Squirrels treated hares,

They were given carrots

They ate all the nuts themselves,

And they told you to drive.

One two three four,

Who doesn't sleep in our apartment?

Everyone in the world needs sleep

Who does not sleep, he will go out!

Once upon a time, there were

Am I, are you.

There was an argument between us.

Who started, forgot

And we are still not friends.

Suddenly the game this time

Will he be able to reconcile us?

At the line bridge

I caught a whale in the Neva

Hid behind the window

The cat ate it.

Two cats helped

Now there is no whale!

You don't trust a friend?

Get out of the circle!

How are we in the hayloft

Two frogs spent the night.

Got up in the morning, ate cabbage soup,

And you were told to drive!

The squirrels came to the meadow

Bear cubs, badgers.

To the green to the meadow

Come and you, my friend.

Tili-tili, tili-bom

A bunny knocked down a pine tree with his forehead.

I'm sorry bunny

The bunny is wearing a bump.

Hurry up to the forest

Make Bunny a compress!

We get up early, early.

Loudly call the watchman.

Watchman, watchman, hurry up

Come out and feed the animals.

Past the forest, past the cottages

A red ball floated down the river.

I saw a pike.

What is this thing?

Grab, grab!

Don't catch.

The ball popped up again.

Come out, you lead.

Tick-track, tick-track

An old crayfish lived under the bridge.

The red cat came to the bridge

Cancer grabbed the cat by the tail.

Meow meow, help!

Unhook from the tail of cancer!

Everyone is running and you run

Help cat Vaska.

The rooster was chopping wood

The owl baked pies.

With a stump for bunnies,

Pretzel with honey for bears.

And you, my friend, with what you want

One two three four!

Mice lived in the apartment

They drank tea

The cups were beaten

Three money paid!

Who doesn't want to pay

That's why you drive!

Jump-jump, jump-jump!

Bunny jumped on a stump.

He beats the drum loudly

Calls to play leapfrog.

Seagulls lived at the pier

Their river was swaying.

One, two, three, four, five,

Chicky chicky, chicky chicky

At night, the cricket sang songs,

We went to look for him

The lanterns were lit

We looked under the bush

Under a fluffy burdock.

Where is the cricket hiding?

Look for him, my friend!

A goat walked along the bridge

And wagged her tail

Caught on the railing

Went straight into the river.

Who does not believe - it is he,

Get out of the circle!

The seagull warmed up the kettle.

Invited eight gulls.

Everyone came for tea!

How many seagulls - answer?

Runaways are jumping

Sunny Bunnies.

We call them -

Were here -

And they are not here.

Where are the bunnies?

You go look for them.

The bees flew into the field

They buzzed, they buzzed.

The bees sat on the flowers.

We play - you drive!

References

    Bondarenko T.M. Physical culture and health work with children 5-6 years old in a preschool educational institution: A practical guide for senior educators and teachers of a preschool educational institution, parents, tutors - Voronezh: IP Lakotsenina N.A., 2012. - 216 p.

    Bondarenko T.M. Physical culture and health work with children 6-7 years old in a preschool educational institution: A practical guide for senior educators and teachers of a preschool educational institution, parents, tutors - Voronezh: IP Lakotsenina N.A., 2012. - 224 p.

    Glushkova G.V., Golubeva L.G., Prilepina I.A. Physical education in the family and preschool education: Guidelines, homework. - M .: School Press, 2005. - 96 p.

    Zhukov M.N. Outdoor games: Proc. for stud. ped. universities. - M.: Publishing Center "Academy", 2000. - 160 p.

    Kazina O.B. Fun exercise for kids and their parents. Activities, entertainment, holidays, hiking. / Artists E.A. Afonicheva, V.N. chickens. - Yaroslavl: Academy of Development: Academy Holding, 2005. - 140 p., ill. - (Series: "Kindergarten: day by day. To help educators and parents. Health-saving technologies in education").

    How to diversify outdoor games // preschool education, 2005. № 6.

    Kataeva A.A., Strebeleva E.A. / Didactic games for children / Kataeva A.A. - M., 1993.– 191 p.

    Kovalko V.I. ABC of physical education minutes for preschoolers: Practical development of physical education minutes, game exercises, gymnastic complexes and outdoor games (middle, senior, preparatory group). - M.: VAKO, 2005. - 176 p. - (Preschoolers: we teach, develop, educate).

    Kovalko V.I. Health-saving technologies in primary school. 1-4 classes. M.: VAKO, 2004. - 296 p. – (Pedagogy. Psychology. Management).

    Litvinova M. F. Russian folk outdoor games: A guide for the educator for children. garden / Ed. L. V. Russkova.- M.: Enlightenment, 1986.- 79 p.: ill.

    Utrobina K.K. Entertaining physical education in kindergarten for children 5-7 years old. Abstracts of non-traditional activities and entertainment in gym: A manual for educators and physical education instructors. - M .: Publishing house GNOM and D, 2003 - 128 p.: ill.

Internet resources

    Medvedeva T.V. Games of low mobility. [Electronic resource]// Access mode: http://nsportal.ru/detskii-sad/fizkultura/igry-maloy-podvizhnosti (date of access: 06/04/2013)

    Medvedeva T.V. Card file of mobile games. [Electronic resource]// Access mode: http://nsportal.ru/detskii-sad/fizkultura/kartoteka-podvizhnyh-igr-1 (date of access: 06/04/2013)

    Outdoor games for children of senior preschool age [Electronic resource] // Access mode: http://nikolsad.ucoz.ru/load/kartoteka_podvizhnykh_igr_dlja_detej starshego__ doshkolnogo_vozrasta/1-1-0-5 (date of access: 06/05/2013)

Outdoor games of the autumn period.

"Owl"

Target: To develop observation in children, the ability to perform movements on a signal. Get kids to run.

They run all over the room. After a while, the teacher says: “Night!”. The players stop on the spot in the position in which they were caught by the night. The "owl" flies out of its "nest", flaps its wings and looks who has moved. The one who moves, takes him to his nest. The teacher says: “Day!”, All the players wake up and run and fly again.

"Mousetrap"

Target: To develop in children endurance, the ability to coordinate movements with words, dexterity. Practice running and squatting.

Oh, how tired of the mice, divorced them, just a passion!

Everyone gnawed, everyone ate, they climb everywhere! Here's an attack!

Beware, cheaters, we will get to you,

Let's set up mousetraps and catch them all at once!

At the end of the text, the children stop and raise their clasped hands up, the “mice” run into the “mousetrap” and immediately run out. At the signal: “Clap!” - the children standing in a circle lower their hands and squat. "Mice" that did not have time to run out of the circle are considered to be caught and become in a circle.

"Colored Cars"

Target: Develop attention, organization and speed of reaction.

Content: Children are cars. Each of them has a flag in their hands. The teacher in the hands of 3 flags of different colors. The teacher raises a flag of any color. All children with flags of the same color run around the playground in different directions. When the teacher lowers the flag, the children stop and go to their "garage". Then the teacher raises a flag of a different color. You can check multiple checkboxes at once.

"Aircraft"

Target: Development of physical activity of children.

"Salki with a ball"

Target: Develop the ability to perform movements according to the word. Practice throwing at a moving target and dodging.

"The ball to the driver"

Target: Develop attention, tracing the function of the eye.

"Find yourself a mate"

Target: Develop attention and speed of reaction.

"Swan geese"

Target: Develop dexterity, speed of reaction; to consolidate the ability to perform the actions of the role taken on; coordinate words with game actions.

Shepherd: Geese - geese!

Geese: Ha-ha-ha!

Shepherd: Do you want to eat?

Goose: Yes, yes, yes!

Shepherd: So fly!

Geese: We can't! The gray wolf under the mountain does not let us go home.

Shepherd: So fly as you like, just take care of your wings!

"Geese", spreading their wings (spread their arms to the sides), fly home, and the "wolf", running out of the den, tries to catch them. Caught "geese" go to the lair.

"Sparrows and a cat"

Target: To teach children to gently jump off a hill, bending their knees, to run without hitting each other, to develop dexterity, dodging the catcher.

Content: Children - sparrows, climb onto the gymnastic bench - this is their home. A cat sits on the side with its eyes closed. “Sparrows, they flew,” the teacher says, the children, jumping off the bench, take their hands to the sides - “sparrows flap their wings” - and run around the hall. The "cat" wakes up, says: "Meow-meow" and runs after the sparrows. They must quickly fly to the nests (on the gymnastic bench) and take their places. Caught "cat" takes to itself.

"Gate"

Target: Development of agility and speed of reaction.

The gate players say a rhyme, and the chain must quickly pass between them.

The Golden Gate is not always missed.

The first time is forgiven, the second is forbidden.

And for the third time, we will not miss you!

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

Outdoor games in the winter.

"Make a Figure"

Target: Teach children to run loose. Develop imagination and coordination of movements.

Content: The leader is selected, he stands on the sidelines, and the rest of the children run, jump from foot to foot all over the site. To the signal: "Stop!" everyone stops in some position and does not move. The driver goes around all the figures, chooses the one that he likes the most. This child becomes the driver, and the previous driver joins the rest of the guys.

"Serso"

Target: Develop accuracy, eye, coordination of movements.

"From bump to bump"

Target: Strengthen the skills of jumping from circle to circle. Develop agility and speed of reaction.

Content: Two lines are drawn on the ground - two banks, between which there is a swamp (the distance between the lines is 30 m). The players are distributed in pairs on one side and the other. The teacher draws bumps in the swamp - circles (you can use flat hoops) at different distances from each other. Two children, on a signal, jump from bump to bump, trying to get to the shore. The one who stumbles remains in the swamp. The next couple comes out. When everyone completes the task, the teacher appoints who will take the children out of the swamp. He gives the bogged down a hand and shows by jumping the way out of the swamp.

"Cockfighting"

Target: Develop agility and strength, consolidate jumping on one leg.

Content: Participants are divided into pairs and stand at a distance of 3-5 steps from each other. Couples depict fighting roosters: jumping on one leg, they try to push each other with their shoulders. The one who lost his balance and stood on the ground with both feet is out of the game. Children before the start of the game agree on how they will hold their hands: on the belt, behind the back, cross in front of the chest or hands to hold the knee of the bent leg.

"Firemen in training"

Target: Strengthen climbing skills on the gymnastic wall. Learn to coordinate actions in a team.

Content: Children stand in 3-4 columns facing the gymnastic walls - these are firefighters. The first in columns stand in front of the line at a distance of 4-5 meters from the wall. On each span, bells are tied at the same height. On a signal, the children standing first run to the gymnastic wall, climb it and ring the bell. They go down, return to their column and stand at its end. And so on until the last player.

"Jack Frost"

Target: To instill the ability to perform characteristic movements.Teach children to play by the rules, to be hardy.

I am Frost - Red Nose, which of you will decide to set off on a path?

Those who play in chorus answer: we are not afraid of threats, and we are not afraid of frost.

After that, they run across the site to another house, Frost catches up and tries to freeze them (to touch with his hand). The Frozen ones stop at the place where Frost overtook them, and stay like that until the end of the dash. Frost counts how many players managed to freeze.

"Dawn"

Target: Develop responsiveness. To cultivate an ethical attitude towards the opponent in a competitive game.

Dawn - lightning, red maiden,

Walked across the field, dropped the keys,

Golden keys, blue ribbons,

The rings are entwined - I went for water!

With the last words, the leader carefully places the tape 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. Whoever of them is the first to reach a free place in the circle, he occupies it, and the one who is left without a place becomes the “dawn”.

"Carousel"

Target: Strengthen the ability to coordinate their actions with the text. Develop dexterity and coordination of movements.

Barely, barely, barely, barely, the carousels spun,

And then around, around, all running, running, running.

The players move slowly at first, and after the word "run" they run.

At the command of the head "Turn!" they quickly take the rope with the other hand and run in the opposite direction. In words:

Hush, hush, do not rush, stop the carousel,

One and two, one and two, that's the end of the game, -

the movement of the carousel gradually slows down, and stops with the last words.

"Empty place"

Target: Develop agility and speed in running a race with the driver.

"Burners with a handkerchief"

Target: To develop the expressiveness of movements and the speed of reactions to the coordination of actions.

Burn, burn brightly so that it does not go out, look at the sky - the birds are flying.

After the words "The birds are flying!" the players of the last pair are rapidly running forward, and whoever of them takes the handkerchief first, he becomes the leader in front of the column, and the late one “burns”, i.e. becomes the first couple with a former driver.

Outdoor games of the spring period.

"At the bear in the forest"

Target: To consolidate the ability to move in all directions, imitate game movements, move in accordance with the text.

From the bear in the forest, I take mushrooms and berries.
And the bear does not sleep, and growls at us.

At the last words, the bear with a growl tries to catch the children, they run away. Catching someone, takes him to himself. The game is repeated.

"Fishing rod"

Target: Develop dexterity, attention, speed of reaction.

Content: The players stand in a circle, in the center is the teacher, he holds a rope in his hands, to which a bag of sand is tied. The teacher rotates the rope in a circle above the ground itself, and the children jump up, trying to prevent the bag from hitting them. Having described two or three circles with a bag, the teacher pauses, during which the number of those caught is counted.

"Tea-tea, help me out"

Target: Strengthen the skills of fast running without collisions with each other, develop agility and endurance.

Content: A trap is selected by the counter. On a signal: "One, two, three - run!" the trap begins to catch up with the children. The one touched by the trap stops in the position of the hand to the sides and says: “Tea-tea, help me out!” A child running past (not a trap) can touch him and thereby free him, the child can continue moving again. This allows children to move throughout the game, which gives it high intensity. After 30-40 seconds, it is recommended to do exercises to restore breathing, change the trap.

"Four forces"

Target: Develop attention, memory, dexterity.

Content: The players stand in a circle, in the middle - the leader. He throws the ball to one of the players, while pronouncing any of the words of the elements (for example, air). The one who caught the ball must name the inhabitant of the air. If the earth is named - an animal, if water - fish. At the word fire, everyone should turn around several times, waving their hands.

"The Frogs in the Swamp"

Target: To develop in children the ability to act on a signal, dexterity. Practice high jumping from a place.

Here, from a wet rotten frog, frogs jump into the water.

They began to croak from the water: qua-ke-ke, qua-ke-ke, it will rain on the river.

With the end of the words, the frogs jump from the bump into the swamp. The crane catches those frogs that are on the hummock. The caught frog goes to the crane's nest. After the crane has caught several frogs, a new crane is chosen.

"Homeless Bunny"

Target: Develop attention and thinking, improve reaction and endurance.

Content: A hunter and a homeless hare are selected from among the players. The rest of the players - hares, draw a circle for themselves, and stand inside. The homeless hare runs away, and the hunter catches up with him. The hare can escape from the hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because he will become homeless, and the hunter will hunt him.

As soon as the hunter catches the hare, he himself becomes a hare, and the former hare becomes a hunter.

"Wolf in the Den"

Target: Development of attention, training of coordination of movements.

Content: Two parallel lines are drawn in the middle of the site at a distance of 1 meter from one another. This is a "moat", one or two "wolves" stand in the moat. All the rest - "goats", are placed on one side of the site - "pasture". On a signal, the "goats" run to the "pasture" and jump over the moat. "Wolves", without leaving the ditch, try to dump as many goats as possible. The salted step aside, they are counted. Then, at a signal, the goats again run across to the other side, into the house, and the wolves catch them in the ditch. After 2-4 runs, new wolves are selected. The goats that have never been caught win, and the wolves that have caught more goats win.

"Salki on one leg"

Target: Training in game form jumping on one leg, the development of coordination of movements.

Content: Children disperse around the playground, close their eyes, hands behind everyone. The host passes among them and imperceptibly puts a handkerchief in the hands of one. To the word "One, two, three, look!" children open their eyes. Standing in place, they carefully look at each other: “Who is the lark?” A child with a handkerchief suddenly lifts it up and says: "I'm a tart!" The participants of the game, jumping on one leg, try to get away from the tag. The one whom he touched with his hand goes to drive. He takes a handkerchief, lifts it up, quickly says the words: "I'm a salt!".

"Day and night"

Target: Development of strength endurance, speed of reaction.

"Planting Potatoes"

Target: Development of speed, strength endurance.

Content: Two equal teams are created. The player standing first is the captain, he holds a bag with five potatoes (pebbles) in his hands. Five circles are drawn at a distance of twenty to thirty paces from each column. On a signal, the team captains run to the circles and plant potatoes, one in each circle, then return and pass the bag to the next player, who, having taken the bag, runs to collect potatoes, etc.

Outdoor games of the summer period.

"Sly Fox"

Target: Development of dexterity, speed, coordination, education of honesty, creative imagination, the ability to behave in a team of comrades.

Content: On one side of the site, a line is drawn - “Fox House”. The players sit in a circle at a distance of one step from each other.
The teacher invites the players to close their eyes and, going around the circle behind the children, touches one of the players, who becomes the “Sly Fox”. Then the children are invited to open their eyes and look carefully which of them is a cunning fox, will she give herself away with something? The players ask in chorus 3 times:
"Cunning fox, where are you?" In this case, all the players look at each other. When all the players (including the cunning fox) ask for the third time:
"Cunning fox, where are you?", the cunning fox quickly jumps to the middle of the circle, raises his hand and says: "I'm here." All the players scatter around the site, and the cunning fox catches them. After the fox catches 2-3 people, the teacher says: “In a circle!”.

"Fifteen"

Target: Development of dexterity, ability to navigate in space, accuracy and speed of movements.

Content: The players stand in a circle at arm's length. Choose two leaders. One of them is a tag, the other is a runaway. Before the start of the game, they stand around the circle from different sides. At the sign of the leader, the tag runs around the circle and tries to pin down the runaway. The latter, when they begin to overtake him, becomes in a circle between the other players in any place. At the same moment, the neighbor on the right side becomes the new evader, and the tag continues to pursue him.

If the tag managed to catch up and knock down the escaping, they change roles.

"Zhmurki"

Target: Develop coordination in space. Learn to stand still for a while.

Content: The driver closes his eyes, and the players spin him. The driver pronounces the words: "All to me!" and each player touches it with his hand. Then the driver says: "Everything is from me!" - the players run away. At the command of the driver: "Stop!" everyone freezes in place. Without opening his eyes, the driver walks around the site, looking for players. During the entire game, each player is allowed to move only one step, at the most critical moment. The rest of the time, when the driver approaches, the players recoil, crouch, sit on the ground, etc., leaving at least one leg in place. The first player found becomes the leader. Alternatively, the caught player must also be guessed.

"Colored Cars"

Target: Teach children to run in different directions, start moving and change it on a signal, find their place.

Content: Children are cars. Each of them has a flag in their hands. The teacher in the hands of 3 flags of different colors. The teacher raises a flag of any color. All children with flags of the same color run around the playground in different directions. When the sun lowers the flag, the children stop and go to their "garage". Then Vos-l raises a flag of a different color. You can check multiple checkboxes at once.

"River and Moat"

Target: Development of speed of reaction, attention. To develop in children the ability to act on a signal, exercise in jumping on two legs.

Content: The players are built in the middle of the hall (platform) in a column one at a time. To the right of the column is a moat, to the left is a river. You need to swim across the river (walk, imitating the movements of a swimmer with your hands), jump over the moat. At the signal of the educator "Ditch - on the right!" children turn to the right and jump forward. The one who jumped in the other direction is considered to have fallen into the river. They help him get out by offering a hand. Everyone returns and lines up in the middle of the hall. At the signal "River - on the right!" children turn to the left and "sail to the other side." A hand is given to the one who has fallen into the ditch, he returns to his comrades. The player with the fewest mistakes wins.

"Butterfly Catching"

Target: Develop coordination of movements, speed of reaction. The ability to act in concert with your partner.

Content: From the children, 4 "catchers" are selected. They stand in pairs and move to the edge of the site in one place. The rest of the kids are butterflies.
To the words of the teacher: "Butterflies, butterflies flew into the garden," children - "butterflies" fly - run around the entire site. At the word of the educator "catchers!" two children, holding hands, try to catch a butterfly: to surround it, connecting their free hands. When the catchers catch a butterfly, they take it to the edge of the site and sit it on a bench.
At this time, the rest of the butterflies squat down.
To the words: "Butterflies, butterflies flew into the field," children - "butterflies" jump all over the site. They are caught by another pair of catchers. When 4 - 6 butterflies are caught, count how many each pair caught. Then other catchers are selected.

"Carp and pike"

Target: develop coordination of movements, speed of reaction.

Content: Half of the children form a circle (bets). Children stand at arm's length apart from each other. The teacher chooses one child as a "pike". Pike stands outside the circle. The rest of the children - "carp" swim (run) in the middle of the circle - "bet". To the word of the educator: "pike!" the child quickly runs into the circle (bets) and tries to catch crucian carp, who are in a hurry to sit down or stand for a friend who is standing in a circle. The pike catches those carp that did not have time to hide. Those caught are taken from the circle. The game ends when the pike catches a certain number of carp. Then the teacher chooses a new pike. The game is repeated.

"Snake"

Target: The development of dexterity and coordination, the ability to act in concert.

Content: The driver is chosen, he becomes the head of the "snake", which the players form, becoming in a row facing in one direction. The driver runs along a bizarre trajectory, making sharp turns and twisting the "snake". Its purpose is to force the players to unhook their hands. These kids are out of the game. Those who last the longest in the "snake" win.

"Bears and Bees"

Target: The development of dexterity, flexibility, coordination, the ability to climb, the ability to act on a signal from the leader, to imitate the movements of a bear and bees.

Content: Players are divided into 2 teams. One team is "Bees", and the second is "Bears". The bees are placed on the gymnastic wall (“beehive”). On a signal, the "bees" fly to the "meadow" for honey and buzz. As soon as all the “bees” fly away, the “bears” climb onto the gymnastic wall and feast on honey. On a signal: “Bears!”, The “bees” fly to the “hive” and “sting” the bears that did not have time to escape into the forest. The "bees" then return to the "hive" and the game continues. Then the players change places.

"Morning and Evening"

Target: development of physical strength and endurance, speed of reaction, attention, ability to play in a team.

Content: A line is drawn in the middle of the site, two cities are marked on both sides of it 20-30 steps away. The players are divided into two equal groups: one of them is evening, the other is morning. Children stand at a distance of 1 m from the midline, 2 steps apart. Opposite each group is the house of the enemy. When everyone has taken their places, the host casts lots - a board painted black on one side. If the plank fell on the white side, the presenter shouts loudly: “Morning!” The players from the group of the morning turn and, running between the players of the evening, quickly run to their house. They run after them and try to stain them. The tainted go to the group of the evening. The host again casts lots, the game continues. The group with the most pissed off players wins. It is forbidden to run to your house before the leader gives a signal.


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