Where the mobile game rings. Plotless games

Fatykhova Lyudmila Anatolyevna
The development of auditory attention through mobile and didactic games on a walk

« Development of auditory attention through mobile and didactic games on a walk»

From birth, people are surrounded by many sounds: the rustle of leaves, the sound of rain, the singing of birds, the voices of animals, car signals, music, human speech, etc. We constantly live in a world of sounds. But we hear and realize only a part of them. There is never peace. Silence is the ability of a person to create it for himself. Hearing is given to us to listen to silence and sounds.

The child perceives the sounds around him unconsciously, merging with others that are more important to him. The kid does not yet know how to distinguish between these sounds, sometimes he does not notice them, he cannot compare and evaluate them by loudness, strength, timbre.

Auditory perception is a very important feature of a person, without it one cannot learn to hear and understand speech, and therefore speak correctly.

Auditory perception begins with auditory attention- the ability to focus on the sound, determine it and correlate it with the object that emits it, which leads to an understanding of the meaning of speech through recognition and analysis of speech sounds. All the sounds that a person perceives and analyzes, and then reproduces, he remembers thanks to auditory memory.

AT development The voice of the child plays an important role in the speech of adults. clean, sonorous, moving voice, quiet speech is one of the indicators of the general culture of the teacher, a good example for preschoolers. We teach children to listen and hear the speech of others, carefully treat your statement, speak in a friendly, friendly voice, correctly use the volume of your voice, taking into account the conditions of communication, use polite words. We encourage when children consciously convey their voices with the help of voice modulation. the senses: joy, sadness, sadness, solemnity.

In order for the child to learn to speak correctly and clearly, to be well oriented in space auditory perception, Attention and memory is needed purposefully develop from early childhood. Everyone knows that children love to play, so it's best to do it in game form. Here are some games that a teacher can use on walk to develop auditory attention.

"Tell me what do you hear?"

Target: Dictionary accumulation and development of phrasal speech, the ability to listen and identify the source of sound.

Description games. The teacher asks the children to close their eyes carefully listen and determine what sounds they heard (chirping of birds, car signal, rustle of a falling leaf, conversation of passers-by, etc.). Children must answer in full sentences. The game is good to play on walk.

"Where did you call?"

Target. Determining the direction of sound.

Equipment: Bell (or a bell, or a pipe, etc.).

Description games. Children sit in groups in different places in the room, in each group there is a sounding instrument. The leader is chosen. He is offered to close his eyes and guess where they called, and show the direction with his hand. If the child correctly indicates the direction, the teacher gives a signal and the driver opens his eyes. The one who called, gets up and shows a bell or a pipe. If the driver indicates the direction incorrectly, he leads again until he guesses correctly.

"Where does it ring?"

Target. Development orientation in space.

Equipment: Bell or rattle.

Description games. The teacher gives one child a bell or a rattle, and offers the rest of the children to turn away and not look where their friend is hiding. The recipient of the bell hides somewhere in the room or goes out the door and rings. Children in the direction of the sound are looking for a friend.

"Where did you knock?"

Target. Development orientation in space.

Equipment. Wand, chairs, bandages.

Description games. All children sit in a circle on chairs. One (leader) goes to the middle of the circle, he is blindfolded. The teacher goes around the whole circle behind the children and gives one of them a stick, the child knocks it on a chair and hides it behind his back. All children shout: "It's time". The driver must look for a wand, if he finds it, then he sits in the place of the one who had the wand, and he goes to drive; if it doesn't find it, it keeps driving.

"Zhmurki with a bell."

Target. Development orientation in space.

Equipment. Bell, bandages.

Description games.

Option 1.

The players sit on benches or chairs in one line or in a semicircle. At some distance, facing them, stands a child with a bell. One of the children is blindfolded and must find the child with the bell and touch it; he tries to leave (but don't run away) from the driver and at the same time calls.

Option 2.

Several blindfolded children stand in a circle. One of the children is given a bell in his hands, he runs in a circle and rings. Blindfolded children must catch him.

Equipment:Bandages.

Description games. The driver is blindfolded, and he must catch one of the running children. Children quietly move or run from one place to another (they bark, scream like a rooster, cuckoo, etc.). If the driver catches someone, the person caught must give a voice, and the driver guesses who he caught

"Quiet - loud!"

Target. Development coordination of movements and sense of rhythm.

Equipment. Tambourine, tambourine.

Description games The teacher taps the tambourine softly, then loudly, and very loudly. According to the sound of the tambourine, the children perform movements: under a quiet sound they walk on their toes, under a loud one - at full step, under a louder one - they run. Who made a mistake, he becomes at the end of the column. Most the attentive will be ahead.

Option 2.

Target: Distinguishing music by volume; correlation of actions with the power of sound.

Equipment: tape recorder, audio cassette.

Description games: Children stand in a circle. Alternately sounds quiet then loud music. To quiet music, children walk on tiptoe, to loud music, they stamp their feet.

Options: Invite the children to use their own arbitrary movements that correspond to the strength of the music. Use big and small drum: the big one is loud, the small one is quiet. To answer the loud sound of the bass drum with a loud game on the metallophone, to answer the quiet sound with a quiet game on the metallophone.

On the loud sound of music, draw wide and bright stripes, on the quiet - narrow and paler. A circle of one color indicates loud music, the other - quiet. Find a toy, focusing on the loud or quiet sound of the bell.

"A mother hen and chickens."

Target. Reinforcing the concept of quantity.

Equipment. A chicken hat made of paper, small cards with a different number of painted chickens.

Description games: Two tables are made up together. 3a sits a mother hen on the table (child). Chickens sit around the table. The chickens have cards on which a different number of chickens is drawn.

Each child knows how many chickens are on his card. The mother hen knocks on the table, and the chickens listen. If, for example, she knocks 3 times, the child who has three chickens on the card should squeak 3 times

(PI-PI-PI).

"Seller and Buyer"

Target. Vocabulary Development, and phrasal speech.

Equipment: Boxes with peas and various cereals.

Description games A: One child is a salesman. There are two boxes in front of him (then the number, they can be increased by four or five, each with a different type of product, such as peas, millet, flour, etc. The buyer enters the store, greets him and asks to let him go cereal. The seller offers to find it. The buyer must hearing to determine, and which box he needs cereal or other required product. The teacher, in advance, introduces the children to the products, puts the products in a box, shakes them and gives the children the opportunity to listen to the sound made by each product.

"Noisy boxes."

Target: development the ability to listen and distinguish noises by loudness. Equipment: a set of boxes that are filled with various items (matches, paper clips, pebbles, coins, etc.) and when shaken, they make different noises (quiet to loud). Description games: the teacher invites the child to shake each box and choose the one that makes the loudest noise (quiet) others.

"Find a toy"

Target. Development movement coordination.

Equipment. A small bright toy or doll.

Description games

Children stand in a semicircle. The teacher shows a toy that they will hide. The leading child either leaves the room, or steps aside and turns away, and at this time the teacher hides a toy behind one of the children. On signal "It's time" the driver goes to the children, who quietly clap their hands. As the driver approaches the child who has the toy hidden, the children clap louder; if they move away, the clapping subsides. By the strength of the sound, the child guesses who he should approach. After the toy is found, another child is assigned as the driver.

"Tell me what it sounds like?"

Target. Development of auditory attention.

Equipment. Bell, drum, pipe, etc.

Description games. Children sit on chairs in a semicircle. The teacher first introduces them to the sound of each toy, and then offers each queues turn around and guess the sounding object. To complicate games you can enter additional musical instruments, for example, a triangle, a metallophone, a tambourine, a rattle, etc.

"Sun or rain."

Target. Development coordination and pace of movement.

Equipment. Tambourine or tambourine.

Description games. The teacher says children: “Now we are with you, let's go for a walk. There is no rain. The weather is good, the sun is shining, and you can pick flowers. You walk, and I will ring a tambourine, it will be fun for you to walk to its sounds. If it starts to rain, I'll start banging my tambourine. And you, having heard, should quickly go to the house. Listen carefully how I play."

The teacher conducts the game, changing the sound of the tambourine 3-4 times.

"Guess what to do."

Target. Development movement coordination.

Equipment. Two flags for each child, tambourine or tambourine.

Description games. Children sit or stand in a semicircle. Each has two flags. The teacher loudly strikes the tambourine, the children raise the flags up and wave them. The tambourine sounds quiet, the children lower the flags. It is necessary to monitor the correct landing of children and the correct execution of movements. Change the intensity of the sound no more than 4 times so that children can easily perform movements.

"Know by sound."

Target. The development of phrasal speech.

Equipment. Various toys and items (book, paper, spoon, pipes, drum, etc.).

Description games. Children sit with their backs to the leader. It produces noises and sounds with various objects. The one who guessed what the leader is making noise with raises his hand and, without turning around, tells him about it.

Noise can be produced various: throw a spoon, eraser, piece of cardboard, pin, ball on the floor; knocking an object against an object, leafing through a book, crumpling paper, tearing it, tearing material, washing hands, sweeping, planing, cutting, etc.

The one who guesses the most different noises is considered the most attentive and receives chips or small stars as a reward.

"Who is it?"

Target. Consolidation of concepts on the topic "Animals and Birds". Formation of the correct sound pronunciation.

Equipment Pictures depicting animals and birds.

Description games. The teacher holds in his hand several pictures of animals and birds. The child draws one picture so that the other children do not see it. He imitates the cry of the animal and its movements, and the rest of the children have to guess what animal it is.

Description of the game.

Option 1.

Children stand in a circle. One of them becomes (by appointment of the teacher)

in the center of the circle and closes his eyes. The teacher, without naming, points with his hand to one of the children, he pronounces the name of the one standing in the center. The driver must guess who called him. If the one in the center has guessed correctly, he opens his eyes and changes places with the one who called him by name. If he made a mistake, the teacher invites him to close his eyes again, and the game continues. The teacher invites the children to scatter around the playground. On signal "Run in a circle" The children take their places in a circle. One child remains in the center of the circle children walk in a circle and they say:

We frolic a little

All were placed in their places.

You solve the riddle

Who called you, find out!

The game is repeated several times.

V a r i a n t 2.

equipment: bear (doll)

Description games. Children sit in a semicircle. In front of them, at some distance, a child with a bear sits with his back to the children. The teacher invites one of the guys to call the bear. The driver must guess who called him. He stops in front of the caller and growls. The one who was recognized gets a bear, sits on a chair with him and leads.

"Snail"

Description games. driving (snail) stands in the middle of the circle, he is blindfolded. Each of the children playing, changing their voice, asks:

Snail, snail,

Stick out the horns

I'll give you sugar

Piece of pie,

"Guess who?"

Target. Upbringing auditory attention.

Description games. Children stand in a circle. The driver goes to the middle of the circle, closes his eyes and then walks in any direction until he comes across one of the children, who must give a voice to a prearranged way: crow, "aw-aw-aw" or "Meow meow" etc. The driver must guess which of the children was screaming. If he guesses correctly, he becomes in a circle; the one you recognize will be the leader. If he does not guess correctly, then it remains to drive 3 more times, and then another one changes it.

"Frog."

Description games. Children stand in a circle, and one, blindfolded, stands inside the circle and says;

Here is a frog on the path

Jumping with outstretched legs

I saw a mosquito

She screamed. ,

The one he pointed to is speaking at that moment; "Kwa-kva-kva".

"Catch a whisper"

Target. Develop hearing acuity.

Description games.

Option 1.

The players are divided into two equal groups and lined up in one line. The leader departs a certain distance, becomes, on the contrary, a clear, intelligible whisper (perceptible only if everyone is actively listening) gives commands ( "Hands up, to the sides, around" and others more complex). Gradually moving further and further away, the leader makes his whisper less perceptible and complicates the exercises.

V a r i a n t 2.

some movement, and then, in a barely perceptible whisper, pronounces the name (surname) the one who has to do it. If the child did not hear his name, the leader calls another child. In the end game teacher announces who was the most attentive.

"Who attentive

Target. The development of phrasal speech.

Equipment: Various toys: cars, dolls, cubes.

Description games. The teacher calls one child and gives him a task, for example: take a bear and put it in the car. The teacher makes sure that the children sit quietly, do not prompt each other. Assignments are short and simple. The child completes the task and then says what he did. Gradually, the distance from the children to the teacher's table increases from 3 - 4 to 5 - 6 m. The winners are revealed.

"Listen and Do"

Target: Development understanding verbal instructions and phrasal speech.

Equipment: Various small object or toys (forfeits).

Description games.

Option 1.

The teacher calls several different movements 1-2 times (one to five, without showing them. The child needs to do the movements in the sequence in which they were named. And then list the sequence of the exercises done himself. For the correct, accurate completion of the task, the child encouraged: for each correctly performed action - a point (fantasy). The one with the most points is the winner.

Option 2.

The teacher gives two or three children at the same time tasks: "Petya, run", "Vanya, go to the hall, open the window there", “Kolya, come to the sideboard, take a cup and bring Tanya some water.” etc. The rest of the children follow the correct execution. Wrongly completed the task pays forfeit.

"Claps"

Target. Development of auditory attention and quantitative representations.

Description games: Children sit in a circle at a small distance from each other. The teacher agrees with them that he will count to five, and as soon as he says the number 5, everyone should clap. When pronouncing other numbers, you do not need to clap. Children, together with the teacher, count loudly in order, at the same time bringing their palms together, but not clapping them. The teacher conducts the game correctly 2-3 times. Then he starts "err": when pronouncing the number 3 or some other (but not 5) he is fast spreads and joins hands, as if he wants to make cotton. Children who repeated the movements of the teacher and clapped their hands take a step out of the circle and continue to play, standing outside the circle.

Seller and Buyer

Target. Development vocabulary and phrases.

Equipment. Boxes with peas and various cereals.

Description games. One child seller. There are two boxes in front of him (then their number can be increased to four or five, each containing a different type of product, such as peas, millet, flour, etc. The buyer enters the store, greets him and asks to let him go cereal. The seller offers to find it. The buyer must hearing to determine, in which box he needs cereal or other required goods. The teacher, having previously introduced the children to the products, puts them in a box, shakes them and gives the children the opportunity to listen to the sound made by each product.

Target. Development orientation in space.

Equipment. Blindfold.

Description games. A circle is drawn in the middle of the site. In the middle of the circle is a blindfolded child (hourly). All children from one end of the playground must make their way quietly through circle to the other end. The sentry listens. If he hears a rustle, screaming: "Stop!" Everyone stops. The sentry goes to the sound and tries to find who was making noise. Found out of games. The game continues on. After four or six children have been caught, a new sentinel is chosen and the game starts over.

Meet the guests!

Target. Development of auditory attention.

Equipment. A cap with bells for Parsley, hats with ears for a bunny and a bear, various voiced toys (rattle, flute, etc.).

Description games. The teacher announces to the children that they will come to them now guests: Parsley, bunny and bear. He singles out three guys who go behind the screen and change clothes there. Parsley gets a cap with bells, a hare - a hat with long ears, and a bear - a bear's hat. The teacher warns the kids that the bear will come with a rattle, Parsley with a drum, and the bunny with a balalaika. The kids must guess by the sound which guest is coming. Before going out to the children, the animals make sounds behind the screen, each on his own instrument. Children have to guess who is coming. When all the guests are assembled, the kids stand in a circle, and Petrushka, the bear and the bunny dance as best they can. Then new guests are selected and the game is repeated. On repeat games you can give guests other sounding toys.

wind and birds

Target. Development movement coordination.

Equipment. Any musical toy (rattle, metallophone, etc.) and chairs (nests).

Description games. The teacher divides the children into two groups: one group - birds, the other - the wind - and explains to the children that with the loud sound of a musical toy, the wind will blow. The group of children that represents the wind should freely, but not noisily, run around the room, and the other (birds) hiding in their nests. But now the wind subsides (the music sounds quiet, the children imitating the wind quietly sit down in their places, and the birds should fly out of their nests and flutter.

Whoever notices the change in the sound of the toy first and takes a step, gets reward: a flag or twig with flowers, etc. With a flag (or with a branch) the child will run when repeated games, but if it turns out inattentive, the flag is passed to the new winner.

Target games below: teach children to act quickly on a signal, teach them to navigate in space, develop dexterity.

catch up with me

Description. Children sit on chairs or benches on one side of the playground or room. The teacher invites them to catch up with him and runs in the opposite direction. Children run after the teacher, trying to catch him. When they run up to him, the teacher stops and says: "Run away, run away, I'll catch up!" The children run back to their seats.

Instructions for conducting. At first, it is advisable to play the game with a small group of children (4-6), then the number of players increases to 10-12 people. The teacher should not run away from the children too quickly: they are interested in catching him. You should also not run too fast after the children, as they may bump into the chairs. At first, the run is carried out in only one direction. When the kids run up to the teacher, they need to caress, praise that they can run fast. When the game is repeated, the teacher can change directions, running away from the children. A simplified version of this game is the "Run to me" game, then the children run in only one direction, to the teacher, and return to their places.

Find your color

Description. The teacher gives the children flags of three or four colors: red, blue, yellow, green. Children with flags of the same color stand in different places in the room, near the flags of certain colors. After the words of the teacher "Go for a walk," the children disperse around the playground or around the room in different directions. When the teacher says: "Find your color", the children gather at the flag of the corresponding color.

Instructions for conducting. Instead of flags, each child can be given squares, circles different color, by which they will find their flag. The teacher makes sure that the children move away from their flags, disperse throughout the site, the hall "

Take care of the item

Description. Children become in a circle. At the feet of each child is a cube (or rattle). The teacher is in a circle, he tries to take the object from one or another child. The player, to whom the teacher is approaching, crouches, closes the cube with his hands and does not allow him to touch it. As soon as the teacher leaves, the baby gets up, leaving the cube in its original place.

Instructions for conducting. At first, the teacher does not take cubes from the children, but only pretends to take them now. Then, when the game is repeated, he can take the cube from the child who did not have time to close it. This child is temporarily out of the game. When the driver manages to take the cubes from two or three players, he returns them to them and tells them to quickly close the cube and not give it away.

In the second junior group you can choose to play the role of leading one of the children. The teacher in this case tells how to play, and together with the children he becomes in a circle.

Do not be late

Description. The teacher lays out cubes (or small rings, or rattles) on the floor in a circle. Children stand at the cubes. At the signal of the teacher, they scatter throughout the room, at the signal "Don't be late!" run to the cubes.

Instructions for conducting. Initially, children can run up to any free cube, gradually they get used to taking their place. When repeating the game, you can invite the kids to run like horses, raising their knees high, or like mice, quietly, on tiptoes. After the signal "Don't be late!" the teacher runs with the children, pretending to want to take the cube. If the children quickly take their places, the teacher should praise them.

During the game, the teacher makes sure that the children run away from the cubes, do not bump into each other, help each other find their cube when the signal sounds.

Purpose of games given below: to teach children to navigate by sound, determine by ear where the sound came from, move in the direction of the sound; to teach to act on a signal, to move without bumping into each other; teach children to find a certain object.

Find your house

Description. With the help of a teacher, the children are divided into groups, each group stands at a certain tree. These are their houses. At the signal of the teacher, the children scatter across the clearing in different directions. Then on a signal: "Find your house!" - children should gather in groups to the trees where they stood before the start of the game.

Instructions for conducting. The game can be played near trees familiar to children. Before starting the game, the teacher draws the attention of the children to which tree they are standing by, asks them to name it. The game can be called "Find your tree".

Where does the bell ring?

Description. Children sit or stand on one side of the room. The teacher asks them to turn to the wall and not turn around. At this time, a nanny with a bell hides from them, for example, behind a closet. The teacher invites the children to listen to where the bell rings and find it. Children turn and go to the sound, find it, then gather around the teacher. Meanwhile, the nanny moves to another place - and the game is repeated.

Instructions for carrying out. Children should not look where the nanny is hiding. To do this, the teacher gathers them around him and diverts their attention. Ring the bell first quietly, then louder.

With repeated repetition of the game, at the end of the year, you can instruct the child to hide and ring the bell.

Find the flag

Description. Children sit on chairs on one side of the room, hall or playground. The teacher asks them to close their eyes, and at this time he lays out the flags in different places in the room. Then he says, "Look for the flags." Children open their eyes, walk around the room, looking. Those who find the flag come to the teacher. When all the children find a flag, the teacher offers to walk around the room with them, then collects the flags again and lays them out. The game is repeated.

Instructions for conducting. Instead of flags, there may be other small items: cubes, sultans, rattles. There should be as many objects as there are children. It is better if the flags or cubes are of the same color, otherwise the child chooses the one that he likes best, causing discontent among other children. It is necessary to lay out flags or objects so that the kids do not look for them for a very long time and can easily get them.

Outdoor games 2 junior group

Fishing rod
Goal: Improve coordination abilities, strengthen leg muscles.
Game progress: The players stand in a circle, the teacher will stand in the center of the circle. He holds a rope in his hands, at the end of which is tied a bag of sand. The teacher rotates the rope with the bag in a circle just above the floor (ground), and the children jump up on two legs, trying to prevent the bag from touching their legs. Having described 2-3 circles with a bag, the teacher pauses, counts the number of those who hit the bag and gives instructions on how to perform jumps.
Empty place
Purpose: To develop the ability to navigate in space and speed of running.
Game progress: The players stand in a circle, putting their hands on their belts - windows are obtained. The leader is chosen. He walks behind the circle and says:
I walk around the house
And I look through the windows
I will go to one
And I'll knock softly.
After the word “I’ll knock,” the driver stops, looks into the window against which he stopped, and says: “Knock-knock-knock.” The one in front asks: "Who came?" The leader says his name. The one standing in the circle asks: “Why did you come?”. The driver replies: “We run to the races,” and both run around the players in different directions. There is an empty space in the circle. The one who reaches it first remains in the circle; the latecomer becomes the driver, and the game continues.

Sun and rain
Purpose: to teach children to find their place in the game, navigate in space, develop the ability to perform actions at the signal of the teacher.
Description: Children sit in the hall on chairs. The chairs are their "home". After the words of the teacher: “What good weather, go for a walk!”, The guys get up and start moving in an arbitrary direction. As soon as the teacher says: “It's raining, run home!”, The children should run to the chairs and take their place. The teacher says "Drip - drop - drop!". Gradually, the rain subsides and the teacher says: “Go for a walk. The rain is over!"
Gawker
Purpose: the game promotes the development of coordination of movements and speed of reaction.
Game progress: the leader places the children in a circle at a distance of one step from each other and starts the game. The point is to throw the ball from one participant to another (through the center of the circle), calling by name the one who should catch it. This continues until someone drops it. The dropper stands in a circle and does 5 squats, after which he returns to the game.

beads
Goal: move slowly, repeat the movements of the teacher.
Adult instructions:
- I will be a thread, and you will be beads. Listen to me and be careful!
- I string beads on a string. - Takes the hand of willing children. The rest come up and take the hand of the last child, forming a long chain - beads. Sings slowly:
How we sculpted beads
How do we make beads?
(slowly leads forward in a straight line)
beads, beads,
Beautiful beads.
How we played with beads
How do we collect beads?
(drives the chain from one side
to another across the group)
beads, beads,
Beautiful beads.
How we curled beads
How we curled beads
(slowly spinning,
winding the chain around itself)
beads, beads
Beautiful beads.

Jump over the stream
Purpose: to learn to jump easily, on two legs; to educate children in perseverance in achieving the goal when solving a game problem; contribute to the improvement of the activity of the musculoskeletal system of the child's body; maintain a positive emotional mood among the players.
Game progress: Two diverging lines are drawn on the ground. At their narrowest point, their width is 20 cm, at the widest 70 cm - this is a stream. Children stand at the source of the stream (in the narrowest place) and, at the signal of the teacher, begin to jump over the stream in turn. The child who manages to jump over the stream at the widest point wins.
flight of birds
Purpose: to form the skills of climbing the gymnastic ladder in an arbitrary way and descending from it, while maintaining coordination of movements, in accordance with the adult's command
Equipment: gymnastic ladder at the kindergarten site.
Game progress: Children are birds, they are on one side of the playground and imitate their actions: looking for food, swimming, chirping, cleaning feathers, etc. At the signal of the teacher: “Birds, fly!” - children fly (run across the playground), spreading their wings (raising their arms to the sides). At the signal: "Storm!" - at the expense of an adult “Fly home! One two Three!" birds fly to the "nests": they climb onto the gymnastic ladder. At the signal of an adult, “The storm is over. The sun came out ”the birds descend from their shelters and again fly to the feeding place. The loser is the one who does not have time, at the signal “One-two-three”, to take his place on the gymnastic ladder during a storm.

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.

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.

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.
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.
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.

Julia Zalazaeva
Card index “Mobile games. For the middle group"

I tried to collect all my especially favorite outdoor games in one card file of games for middle-aged children. preschool age. It turned out like this!

RUSSIAN FOLK GAME "MOUSE".

Tasks: To develop in children attention, the ability to distinguish colors and act on a sound signal. Practice running.

Children stand in a circle with their palms joined in front of them. Two drivers are in a circle. The first driver (at the choice of the teacher) closes his eyes, and the second, who got the "mouse", squeezes it between his palms and bypasses the players. He inserts his palms into the palms of the children in a circle. Unnoticed by the rest of the players, he shifts the “mouse” and stands in the center of the circle next to the first driver who opened his eyes. The command "Run!" sounds. The first driver and the player who had the "mouse" run to a predetermined place and return, trying to take the player's free place in the circle. The child who did not have time to run first becomes the second driver, passing the mouse. The game is repeated several times.

Rules: You can't peek! You need to run only after the sound signal strictly to a certain place, hitting it with your hand.

HARE AND WOLF.

Tasks: To develop in children the ability to perform movements on a signal, exercise in running, jumping on both legs, squatting, catching.

Description: One of the players is a wolf, the rest are hares. On one side of the site, the hares mark their minks, where they are at the beginning of the game. The wolf is at the opposite end of the site - in the ravine. Educator: "The bunnies are jumping, lope - lope - lope,

To the green, to the meadow.

Grass pinching, listening,

Isn't the wolf coming! Hares jump out of their holes and scatter around the site. They jump on 2 legs, sit down, nibble grass and look around in search of a wolf.

Educator: "Wolf!".

The wolf comes out of the ravine and runs after the hares, trying to catch them and touch them. The hares return to their burrows, where the wolf can no longer overtake them. The wolf takes the caught hares into the ravine. After the wolf catches 2-3 hares, another wolf is chosen.

Rules: Hares run out at the words "Hares are jumping ..."

You can return to your places only after the word "Wolf!".

Options: You can’t catch those hares that the hare-mother gave a paw to. You can put cubes on the way - stumps, hares run around them. You can choose 2 wolves. Wolves can jump over an obstacle - a stream.

AT THE BEAR IN THE FOREST.

Tasks: To develop in children endurance, the ability to perform movements on a signal, the skill of collective movement. Practice running in a certain direction.

Description: On one side of the site, the edge of the forest is determined. Beyond the line is a bear's lair. On the opposite side is the children's house. The teacher chooses the driver - the bear, the rest of the children - in the house. Educator: "Go for a walk!". Children go to the edge of the forest, imitating the picking of berries, mushrooms, with the words: “A bear has mushrooms in the forest, I take berries.

The bear doesn't sleep

Everyone is looking at us

And then how it will growl and run after us!

After these words, the bear growls menacingly and runs after the children. The children are trying to get back home. The bear tries to catch them. Caught takes to his lair. After 2-3 caught, a new bear is selected.

Rules: The bear has the right to get up and catch, and the players - to run home only after the word "roar!".

The bear cannot catch children behind the house line.

Options: You can enter 2 bears. You can put obstacles in the way.

THROUGH A STREAM.

Tasks: To develop dexterity in children, exercise in balance, in jumping on both legs.

Description: All players sit on chairs, 2 cords are placed 6 steps from them, the distance between them is 2 meters - this is a stream. Children should cross the pebbles - planks to the other side without getting their feet wet. The pebbles should be placed in the stream so that the children can jump with both feet from one pebble to another. At the signal "Let's go!" 5 children climb over a stream. The one who stumbled steps aside - "dry shoes." All children must cross the stream.

Rules: The loser is the one who stepped foot in the stream - "soaked shoes." You can start the crossing only at the signal "Let's go!"

Options: You can increase the distance between the cords, bypass objects, moving to the other side. You can jump on one leg.

SAVE THE SUBJECT.

Tasks: Teach children to act on a signal. Develop dexterity, endurance, eye.

Content: Children become in a circle. At the feet of each child is a cube (or other object). The teacher, or the driver - the child, 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.

Rules: You can squat to your subject only when the driver is approaching.

Options: Subsequently, the role of the driver can be offered to the most active and dexterous children. You can not close the object with your hands, but get up, holding the object in your hand. After the driver turns away, put the item in place.

CAT AND MOUSE.

Tasks: To develop in children the ability to act on a signal, to maintain the shape of a circle. Practice running.

Description: All players, except for 2 chosen by the teacher according to the counting rhyme, stand in a circle, at arm's length, holding hands. In one place the circle does not close - this is the gate. The two chosen, being outside the circle, depict a mouse and a cat. The mouse runs outside the circle and in the circle, the cat follows it, trying to catch it. The mouse runs into the circle through the gate and crawls under the arms of those standing in the circle. The cat is only at the gate. Children walk in a circle and say:

“Vaska walks gray, his tail is fluffy - white. Vaska is walking - a cat.

He sits, washes, wipes himself with his paw, sings songs.

The house will inaudibly go around, Vaska, the cat, is hiding.

Gray mice are waiting.

After the words, the cat begins to catch the mouse.

Rules: Those standing in a circle should not let the cat under their arms. The cat can catch the mouse around and around the circle. The cat can catch, and the mouse can run away only after the word “waits”.

Options: You can arrange additional gates, enter 2 mice, increase the number of cats.

MOUSETRAP.

Tasks: Develop speed, agility, attention. Learn to coordinate words with game actions.

Divorced their just passion.

Everyone ate, everyone ate

They climb everywhere - that's an attack.

Children stop and raise their clasped hands up. Mice run into the mousetrap and immediately run out the other side. After the words:

"Let's build a mousetrap

Let's catch everyone that hour,

children put their hands down and squat. Mice that do not have time to run out are considered to be caught. They also stand in a circle. The game continues. When most of the children are caught, the subgroups change places.

Rules: Children depicting a mousetrap stand with their hands up, the mice must run into and out of the circle without stopping.

AIRCRAFT.

Tasks: Develop orientation in space, consolidate the skill of building in a column. Practice running.

Content: Children are built in 3-4 columns in different places of the site, marked with flags. Children pretend to be pilots on airplanes. They are preparing to fly. At the signal "Get ready to fly!" children circle with their arms bent at the elbows - they start the engine. At the signal "Fly!" children raise their arms to the sides and “fly” in all directions, in different directions. At the signal "To land!" - the pilots find their seats and land the planes, forming columns and dropping on one knee. The teacher notes which column was built first.

Rules: Pilots must take off only after the signal "Fly!". At the signal "To land!" - the pilots must return to their columns, to the places where their sign is posted (checked).

Options: While the planes are flying, you can swap the flags, take them to the opposite side. Change the leaders in the columns.

COLORED CARS.

Tasks: To develop in children attention, the ability to distinguish colors and act on a visual signal. Practice running and walking.

Content: Children - cars sit along the wall. Each is given a colored flag. The teacher stands facing the players. In the hand - flags according to the colors of the traffic light. He raises a flag of any color. Children with the same flag run around the playground in any direction, they hum along the way, imitating a car. When the teacher lowers the flag, the children stop, and at the signal “Cars are returning!” - go step by step to their garage. Then the teacher raises a flag of a different color, but can raise both 2 and all 3 flags together, then all the cars leave the garage.

Rules: You can leave the garages only at the signal of the educator, return to the garage also at the signal. If the flag is omitted, the cars do not move.

Options: You can lay out landmarks of different colors in the corners. After the signal "Cars are leaving", you can swap landmarks. You can invite children to remember different types of cars, vehicles.

SHAGGY DOG.

Tasks:

Burying your nose in your paws.

Quietly, quietly he lies -

Not dozing, not sleeping.

Let's go to him, wake him up,

And let's see what happens?"

The dog wakes up, gets up and starts barking. Children run into the house, beyond the line. The dog tries to catch up with them. The role is transferred to another child. The game is repeated.

Rules: Children can run away, and the dog can get up and catch up with the children only after the words “What will happen?”

Options: You can put a barrier - benches - in the way of children, in the way of a dog.

TWO FROST.

Tasks: Develop speed of reaction, dexterity. Strengthen the ability to coordinate game actions with words.

I am Frost Blue Nose.

Which one of you decides

Set off on the path?

The choir players respond:

"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.

Rules: Children run around, and frosts can only freeze a complete answer. You can't go outside the designated area.

Option: "Frozen" can stop in a bizarre pose. Frosts first guess the image and then unfreeze the players.

BUBBLE.

Tasks: Teach children to form a circle, changing its size depending on the game actions. To form the ability to coordinate actions with spoken words.

“Inflate a bubble, inflate a big one.

Stay like this and don’t burst!”

The players, in accordance with the text, step back, holding hands for the width of outstretched arms. Then, with the words: "He flew, flew, flew

And touched a branch ... "

begin to move in a circle, gradually accelerating, until the teacher says “The bubble has burst!”. Then the players say "Clap!", Gathering in the center of the circle. And with the sound "shhhh" they squat, depict a bursting balloon. After some time, they again become in a circle, and the game is repeated.

WE ARE GOOD GUYS.

Tasks: Develop dexterity, speed, ingenuity. Improve the ability to follow the rules of the game.

"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 across to the other side of the playground, and the trap tries to catch them. The one whom the trap manages to touch to the line is considered to be caught and steps aside, skipping one dash. After two runs, a new trap is selected.

Rules: Children can run to their house only after the word “Catch!”. The trap only touches the one it has caught. The caught child immediately steps aside.

Option: Traps can be 2-3 children at the same time.

DON'T STAY ON THE FLOOR!

(ABOVE FEET FROM THE GROUND)

Tasks:

Rules: Before the signal, all players run strictly in the center of the site. Children can climb objects only after the “Catch” signal. The trap only touches (touches) the player.

TRAPS WITH RIBBONS.

(MONKEYS)

Tasks: Develop speed, dexterity, eye. Improve orientation in space, loose running.

Rules: Running should be started only after the driver’s signal “... run!”. Ribbons cannot be held by hand! After the second signal "... go!" stop and return to the circle.

Option: Two traps can stand in a circle. Ribbons can be of two colors, each trap tries to pull out the ribbons of his chosen color (this is agreed before the game). There may be no traps at all, boys collect ribbons from girls, and girls from boys.

BIRDS IN A CAGE.

Tasks: Develop dexterity, speed, ingenuity. Teach children to play by following the rules.

Peck grains, sing songs!

After that, all the birds run out of the circle and “fly” all over the site (run and wave their arms - “wings”). After the driver’s signal: “All the birds in the cages!”, The birds must take any place in a free cage. But the driver also wants to get into the cage with them. So, there is not enough space for one bird - she will have to drive. After that, the roles change. Another child from the trio becomes a bird and the game is repeated.

Rules: The number of children in the game must be a multiple of three + the child-leader. Birds can fly out of the cage and return to their place only at the signal of the driver. You can occupy any free cell.

TAKE HANDKERCHIEF.

Tasks: Develop speed of reaction, dexterity. Strengthen the ability to coordinate game actions with words. Practice running.

"Who can run

and pick up my handkerchief?

One, two, three - run!"

The couple standing last in the column let go of their hands and run to take a handkerchief. The one who took the handkerchief first becomes the leader. The former driver takes his place in the pair. The new couple stands in front of the column.

Rules: The number of children must be a multiple of two + one child-driver. Only the children from the last pair run to the driver, and only after the word “... run!”. The player from the pair who took the handkerchief in his hand becomes the driver.

EMPTY PLACE.

Tasks: Teach children to listen to the text and quickly respond to the signal. Practice running.

Game rules (contents): Children stand in a circle. The driver is outside the circle. To the music, he walks around the circle, touches the shoulder of one of the players and says: “Run!”, causing him to run a race. They run in different directions, going around the circle, trying to take an empty place. A child left without a place becomes a driver. The game starts over.

SLY FOX.

Tasks: Develop speed of reaction, dexterity. Strengthen the ability to coordinate game actions with words. Exercise in scattered running.

Game rules (contents): Children stand in a circle eyes closed. The teacher, bypassing the circle from the outside, selects the driver with a touch - a cunning fox. On a signal, the children open their eyes and call the fox three times:

"Cunning fox, where are you?"

After the third time, the cunning fox jumps into the circle, and the children scatter around the playground. The cunning fox is trying to catch them.

After a while, the teacher says:

"One, two, three, run in a circle!"

The children return to the circle. The game continues.

SUMMER.

Tasks: To develop in children endurance, the ability to perform movements on a signal, the skill of collective movement. Practice running in a certain direction

"On the lawn barefoot

warmed by the sun

Behind the colorful moth

Summer has gone.

The river bathed

Lie down on the sand

Burned out, gone

And disappeared into the distance.

At this time, the Sun jumps in the opposite direction. On the last line, the children stop and close their eyes. The sun runs out of the circle and stands between the children. Children open their eyes. Two children standing next to the Sun run in opposite directions, running around the circle, trying to catch their place. Whoever did not have time to run first becomes the leader - the Sun.

Rules: You can't peek! You need to run around the circle in opposite directions.

SNAKE.

Tasks: Develop crawling skills. Teach children to match their actions with words.

Game rules (contents): Children stand in a circle without holding hands. The driver is in a circle. He approaches any child of his choice and says:

“I am the Snake, the Snake, the Snake!

I'm crawling, crawling, crawling!

You want to be my tail!"

A child who agrees crawls under the Snake, as if under a gate, and stands behind the leader, putting his hands on his shoulders. And so on, until everyone who wants to crawl into the tail of the Snake. The game starts with a new driver.

Option: Children can be divided into two equal teams in terms of the number of players. Whose team will turn into the tail of the Snake the fastest!

SNAIL.

Tasks:

Game rules (contents): Children stand in a circle holding hands. The chosen leader is the Snail, standing next to him is the tail of the Snail. They open their hands among themselves. The snail leads the children to the center of the circle in a spiral with the words:

"Snail, Snail, stick out your horns!

I'll give you bread, I'll give you a pie!

After all the children have formed a "snail", the leader "puts out" the horns, like antennae. The tail of the Snail turns the other way and leads the children back into the circle with the words:

"Snail, Snail hide your horns!

I won’t give you bread, I won’t give you cake!”

Consultation for educators "Games for the development of spatial representations"

An important indicator of the development of the child's intellect is self-awareness in time and space. Orientation in space is of great importance for all aspects of human activity, has an impact on the development of his self-awareness, personality as a whole. The development in preschoolers of various ways of perceiving space, full-fledged spatial representations and strong skills of orientation in space is one of the most important tasks of preschool education.

The section "Orientation in space" occupies a significant place in mathematical training preschool children. Ideas about space in children are developed in the process of direct educational activities not only in mathematics, but also in the process of musical and physical education, while doing various kinds visual activity, during regime processes, in didactic, outdoor games, etc.

An important role in the formation of orientation in space belongs to the mobile game, which enables the players to combine knowledge and action. During the game, the child reflects his knowledge of orientation in space, moving relative to his body.

To develop orientation in space, you can use outdoor games in which children need to walk or run in a certain direction, find an object in space, their place. It is important to gradually teach the child to act not only independently, but also together with other children, to find a place in a column, line, circle. Orientation in space is carried out with the help of visual or sound signals, instructions and commands of the teacher.

There are many games that contribute to the development of orientation in space, it is possible to single out some of them that are quite familiar, as they are often used in practice.

Mobile game "Let's visit"

Age: 3-4 years

Chairs are arranged on two sides of the hall (according to the number of children). The teacher invites the children to sit on chairs, take their "houses". The teacher approaches the first group of children, invites them to stand up and go to "visit". Approaching the second group of children, the kids greet and show them their hands. To the words: “The rain has gone!” - children run to their houses and take any places. Then the teacher invites the children of the second group to go to "visit". The game is repeated.

Mobile game "Tram"

Age: 3-4 years

Purpose: to exercise in walking in pairs, in the ability to act on a signal, to develop attention, orientation in space.

Children stand in a column in pairs (holding hands). With free hands, they hold on to the cord (its ends are tied), i.e. Some hold on to the cord with their right hand, others with their left. This is a tram. The teacher stands in one of the corners of the room with three colored flags: yellow, red, green. He explains that “we must move on the green signal, stop on the red and yellow signals. The teacher raises the green flag - the tram is moving, the children are running around the room (site). Having reached the teacher (traffic light), the children look to see if the color has changed. If the color is still green, then the movement of the tram continues, if the red or yellow flag is raised, the kids stop and wait for the green to appear so that they can move again. Directions. With a small number of participants, you can put them not in pairs, but in one column. The plot of the game can be deployed: they make a stop on the way. Passengers sit and wait for the arrival of the tram; approaching the stop, the trams slow down and stop. Some passengers exit, others enter. In order to enter the tram and get off it, the children lift the cord.

Mobile game "Nimble driver".

Age: 3-4 years

Purpose: to exercise in walking and running in different directions, to develop attention, orientation in space, the ability to act on a signal.

Children are randomly placed throughout the room. In the hands of each child is a steering wheel (hoop). At the signal of the teacher6 "Let's go!" - children - cars" are moving around the hall in different directions. If the teacher raises a red flag, then the cars stop, if green, they continue to move.

Game exercise "Run to me!"

Age: 3-4 years

Children stand or sit on chairs (bench) on one side of the playground. The teacher is on the opposite side. He says "Run to me!" Children run to the teacher, who, spreading his arms wide to the sides, pretends to want to hug everyone. After the children gather after the teacher, he goes to the other side of the playground and again says: “Run to me!” The game is repeated 4-5 times. To the words of the teacher “Run home!” kids run to chairs, sit down and rest. According to the rules of the game, you can run to the teacher only after the words “Run to me!”, You can’t push and interfere with each other. Instructions: at first the child can sit on any chair, gradually the children learn to find their places. When repeating the game, the chairs can be placed in different places.

Game exercise "Run to the flag"

Age: 3-4 years

Purpose: to exercise in walking and running in different directions, to develop orientation in space, the ability to act on a signal.

The teacher gives the children flags of two colors: red and blue. Holding a red flag in one hand and a blue flag in the other, he spreads his arms to the sides; children are freely grouped opposite the flag of the corresponding color. Then the teacher invites the kids to take a walk - run around the playground. While they are walking, the teacher crosses to the other side, says: “One, two, three - run here as soon as possible!” - at the same time, he spreads his arms with flags to the sides. Children run to him and gather near the flag of the corresponding color. When everyone has gathered, the teacher offers to raise the flags up and wave them. The game is repeated 3-4 times. Directions. You can not scatter around the site before the signal of the educator. He shifts the flags from one hand to the other, so that the children gather to the right, then to the left of him. You can add additional signals and tasks to the game. For example, at the signal “stop”, all players should stop and close their eyes or sit down, and the teacher at this time quietly leaves for another place. At the signal, the children run back to the teacher. Instead of flags, kids can be given handkerchiefs or cubes of the appropriate color, or tie colored ribbons on their hands.

Mobile game "Find your house"

Age: 3-4 years

Purpose: to exercise in walking and running in different directions, to develop orientation in space, the ability to act on a signal.

Each player chooses a house for himself. It can be a chair, a gymnastic bench, a circle drawn on the ground or floor, a hoop, etc. At the signal of the teacher, the children run out onto the playground, run easily and quietly in different directions. At the signal “find your place (house) - they return to their places. Directions. Children should run in different directions without bumping into each other, away from their place, and not run up to it before the signal.

Game "What is hidden?"

Age: 3-4 years.

Purpose: to develop memory and attention.

Children stand in a circle or in a line. The teacher puts 3-5 objects on the floor in front of the children (a cube, a flag, rattles, a ball, etc.) and offers to remember them. Then, at the signal of the teacher, the players turn their backs to the center of the circle or face the wall. The teacher hides 1 or 2 objects and says: “Look!” Children turn to face the center of the circle and carefully look at the objects, remember which ones are not. The teacher approaches some children in turn, and they whisper in a whisper what items are hidden. When most of the players correctly name the hidden objects, the teacher speaks about them aloud. The game is repeated 4-5 times. Directions. If a toy is used in the game, then it is better to select the same type, depicting either animals or birds. In the game, you can consolidate the ability to distinguish between primary colors (red, blue, green, yellow). To do this, select cubes, flags, rings of different colors.

Mobile game "Find where it is hidden"

Age: 3-4 years.

Purpose: to exercise in walking in different directions, to develop attention, orientation in space. Children stand along the wall of the room. The teacher shows a toy (object), says that he will hide it. Children turn to face the wall. The teacher hides the flag and says: "It's time" The children are looking for a hidden flag. The one who finds the flag first hides it when the game is repeated. The game is repeated 3-4 times. Directions. If the children cannot find the flag for a long time, the teacher goes to the place where it is hidden and offers to look there. When a child hides a flag, he needs help.

Mobile game "Find a mate"

Age: 4-5 years.

Purpose: to train children to run loose, without bumping into each other, in the ability to quickly respond to a signal, to develop orientation in space. The teacher distributes to the players one handkerchief (flag), one of the primary colors. On a signal - a blow to a tambourine, a clap - the children scatter around the playground, waving flags over their heads. At the next signal - a few blows to the tambourine, claps, the words: “Find yourself a mate” - children who have handkerchiefs (flags) of the same color find a mate for themselves. Instructions: when repeating the game, the teacher changes handkerchiefs for several children; the players must choose different pairs for themselves on a signal.

Game exercise "The guys have a strict order."

Age: 4-5 years.

Purpose: to exercise in building in a column one at a time, to develop attention, orientation in space, the ability to act together, on a signal. The players stand in a column in height. On a signal, they diverge around the site in any direction, repeating the following words: “The guys have a strict order, They know all their places. Everyone thinks it's more fun: One, two, one, two! Pa signal of the teacher: “Become!” - the children again stand in a column according to their height. Rules: go rhythmically, pronounce words clearly, together; build in a column quickly, without pushing.

Option number 2 Children follow each other in a column one at a time, saying the words: The guys have a strict order, They know all their places, Come on, quickly repeat as I tell you! After the last line, the teacher gives the command how to line up: in a circle, in a line or in a column.

Mobile game "Carousel"

Age: 4-5 years.

Purpose: to exercise in walking and running in a circle, holding hands.

Children form a circle, holding hands, and walk around the circle slowly at first, then faster and faster, and finally they run. The movements are performed in accordance with the pronunciation of the text aloud: Barely, barely, barely, barely The carousel spun, And then in a circle, in a circle, Everything is running, running, running During the run, the teacher says: po-be-zha-whether. After the children run in a circle 2~3 times, the teacher gives a signal to change the direction of movement, saying: “Turn”.

Mobile game "Airplanes"

Age: 4-5 years.

Purpose: to train children in the ability to run without bumping into each other, to perform movements on a signal.

Children are divided into 3-4 links. They stand in columns one behind the other behind the flight commander. The links are located in different places of the site, marked with colored flags - these are airfields. At the teacher’s signal: “pilots, prepare the planes for flight,” the children scatter in different directions around the site, each stop at their own plane, pour gasoline (bend over). They start the motors (circle their hands in front of their chest), spread their wings (spread their arms to the sides) and fly (quickly scatter in different directions around the site). Aircraft are in the air until the signal of the educator "to land". After this signal, the commanders assemble their units (children line up on the run) and lead them to land on airfields. The link that lands first wins. The game is repeated 4-5 times. Directions. It is advisable to use various attributes in the game. The educator can change the flags that indicate the airfields without being noticed by the pilots. The commanders must correctly land the units on their airfields.

The game low mobility"Where did you knock?"

Age: 4-5 years.

Children stand in a circle. The driver is in the center of the circle with his eyes closed. The teacher silently walks around the circle behind the children, knocks with a stick and puts it in the hands of one of the children, then steps aside and says: “Where did you knock?”. The driver must guess where they knocked and go to the one who has the wand hidden. Having guessed, he takes the place of the child who had a wand, he becomes the leader. If the driver does not guess where the sound came from, then he starts driving again. Instruction: Silence must be observed in the game.

The game of scarlet mobility "Guess who called."

Age: 4-5 years.

Purpose: to develop auditory attention, orientation in space.

The players stand in a circle, the driver goes to the middle of the circle and closes his eyes. The children go in a circle and say: “We frolic a little, Everyone settled in their places. You, Alyosha, guess Who called you, find out. At the end of the words, the children stop. The teacher points to one of the players. He calls the driver by name. The driver, without opening his eyes, must guess who called him. If he guessed right, he opens his eyes and changes place with him. If the driver makes a mistake, the game is repeated. Children walk in a circle in the other direction. Rules: do not open the eyes of the driver until he calls the caller. During this time, everyone should be quiet.

The game of low mobility "Guess who and where is screaming."

Age: 4-5 years.

Purpose: to develop attention, memory.

The kids stand in a circle with their backs to the center. The teacher stands in a circle. He appoints a leader, who also stands in the middle of the circle and imitates the cry of a domestic animal or bird. After that, all the children turn around, facing in a circle. The one whom the teacher points to guesses who screamed. Then a new driver is appointed. The game will be repeated 5-6 times. Directions. If the child finds it difficult and does not know which animal or bird to imitate, the teacher helps him, prompts.

The game of low mobility "Who left?"

Age: 4-5 years.

Purpose: to develop attention, memory, orientation in space.

Children stand in a circle or semicircle. The teacher invites one of the players to remember those who are nearby (5-6 people), and then leave the room or turn away and close their eyes. One of the children is hiding. The teacher says: “Guess who left?” If the child guesses correctly, he chooses someone instead of himself. If he makes a mistake, he turns away again and closes his eyes, and the one who was hiding returns to his place. The guesser must name it. The game is repeated 4-5 times. Directions. Children don't have to tell. You can not hide for anyone, then the guesser should notice that everyone has remained in place.

Mobile game "Hide and Seek".

Age: 4-5 years.

Purpose: to develop attention, orientation in space. The teacher appoints a driver. He becomes near the teacher or in another designated place and closes his eyes, and the players hide. The driver says: “One, two, three, four, five, I'm going to look. Finding the child, he calls him by name. The child comes out of his hiding place and approaches the caregiver. When the driver finds five children, the teacher gathers the entire group and assigns another child to this role. Instructions: The driver is not allowed to peep.

Game exercise "Whose column will be built faster?"

Age: 4-5 years.

Purpose: to exercise the ability to line up in a column one at a time, act on a signal, develop attention, orientation in space. Children are divided into three groups with the same number of players. Each column chooses a certain object (cube, skittle, ball). At the signal of the tambourine, everyone walks and runs in different directions. At the signal: "To your places!" - children are built in a column at their subject. The column that completed the task faster is noted. Complication. The teacher swaps objects.

Game exercise ""Bump - pebble".

Age: 5-6 years old.

Purpose: to exercise the ability to change the direction of movement on a signal; develop attention and orientation in space. Children walk in a column, the first child has a bump in his hands, the last one has a pebble. To the teacher's signal: "Bump!" - follow the first child, to the signal: “Pebble!”

Game exercise "One - two".

Age: 5-6 years old.

Purpose: to exercise in rebuilding in pairs in motion, on a signal. Children go in a column one at a time, to the signal of the teacher: “In pairs, march!” - rebuild in pairs in motion and go in pairs; to the teacher’s signal: “Line up in a column!” - are rebuilt in a column one at a time.

Game exercise "River - ditch"

Age: 5-6 years old.

Purpose: to exercise in walking with a turn to the right (left) on a signal, to develop attention, orientation in space, dexterity. The players go in a column one at a time, at the signal of the teacher: “The ditch is on the right!” - The children turn to the right and jump forward. The one who jumped in the other direction or did not have time to fulfill the command is considered to have fallen into the river, he is helped to get out by giving a hand. Then everyone is again built in a column one at a time and continues walking until the next signal.

Game exercises with walking "Circle"

Age: 5-6 years old.

Purpose: to exercise in walking in pairs; develop attention, the ability to act on a signal. The players walk in pairs, with an even, moderate step. At the signal of the teacher: "Circulation!" - the last pair breaks: one child goes to the left, the other to the right of the column. They overtake everyone and stand in front of the column.

Game exercise "Figured walking".

Age: 5-6 years old.

Purpose: to exercise in walking in different directions, to develop orientation in space.

- "Snail": Children line up, hold hands and, turning left (right), follow the leader first in a circle, and then a snail, that is, making concentric circles one in the other. The distance between the rings of the spiral must be at least 1 m.

- "Needle and thread": Children hold hands, forming a chain. Having circled the chain around the site, the leader stops the children and invites them to raise their hands clasped with their neighbor, forming a series of gates. The leader leads the chain further behind him in the opposite direction under the hands of the guys, bypassing in turn one on the right, the other on the left. At the moment when a chain of children passes under the gate, the child who raised his hands to form the gate turns around and continues to walk in a chain. Rules: to keep walking the specified construction, intervals from each other.

Game exercise "Build a line, a circle, a column."

Age: 5-6 years old.

Purpose: to exercise the ability to line up in a line, circle, column, develop the ability to act on a signal, orientation in space.

Children freely walk in different directions around the playground. In accordance with the signal, they try to quickly form a line, circle or column. Complications: you can cost not one, but 2-3 lines, columns or circles, depending on the number of children.

Mobile game "Zhmurki with a bell".

Age: 5-6 years old.

Purpose: to develop a stable balance, auditory attention, orientation in space.

Children stand in a circle, holding hands. There are two drivers in the center. One of them is blindfolded - this is a blind man's blind man. The other is given a bell. A child with a bell runs inside the circle and calls. Blind Man is trying to catch up with him. Rules: running does not call all the time; if the blind man's blind man cannot catch for a long time, both should be changed.

Game exercise "Freeze".

Age: 6-7 years old.

Purpose: to teach children to understand the schematic representation of the human posture. Material. 15-20 cards (20x30cm). On each card is a schematic representation of a little man in some pose. Children should run around the room scattered, and at the command of the leader “One, two, three, freeze” stop. Saying these words, the teacher shows the children one of the cards with a schematic representation of a person in some pose. The guys should freeze in the same position. Those who take the wrong posture are out of the game. The game is repeated several times, but each time with a new card, and accordingly, the children, stopping at the signal of the driver, take a different position. At the end of the game, 1-2 children remain, who are the winners.

Game "Grandma's tangle".

Age: 6-7 years old.

Purpose: to develop spatial representations the ability to work together. The rope is tied into a ring. One person driving leaves the room or turns away. The rest, holding the rope with both hands, get tangled, forming a living "grandmother's ball". The driver must unravel it so that the circle forms again.

Robot game.

Age: 6-7 years old.

Purpose: to develop spatial representations. Children form pairs. One child in a pair is an "inventor", the other is a "robot" with a remote control. The "inventors" give their "robots" various commands, which he must follow clearly and verbatim, for example: "Go ahead, turn right, raise your left hand, turn left." Then the children switch roles.

Exercise "Shadow"

Age: 6-7 years old.

Purpose: development of body space, the ability to act together. Methodology: Participants are divided into pairs. One of them will be the Man and the other his Shadow. The person makes movements, and the shadow repeats them, and special attention is paid to ensuring that the shadow moves in the same rhythm as the person. She must guess about the well-being, thoughts and goals of the Man, catch all the shades of his mood, etc.

Prepared by an instructor physical culture Trots A.V.

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