Where the outdoor game rings. Outdoor games for the middle group

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

An important indicator of the development of a child's intelligence is self-awareness in time and space. Orientation in space is of great importance for all aspects of a person's activity, it influences 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” takes a significant place in the mathematical preparation of preschool children. Children's ideas about space are developed in the process of direct educational activity not only in mathematics, but also in the process of musical and physical education, when performing various types of 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 makes it possible for the players to combine knowledge and action. During the game, the child reflects his knowledge of orientation in space, moving relative to his body.

For the development of 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, a line, a 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, one can single out some of them that are quite familiar, as they are often used in practice.

An outdoor game "Let's go on a visit"

Age: 3-4 y.

Chairs are placed on both sides of the hall (according to the number of children). The teacher invites the children to sit on chairs, to occupy their "houses". The teacher approaches the first group of children, invites them to get up and go to “visit”. Approaching the second group of children, the kids greet them and show them their hands. To the words: "It's raining!" - children run to their houses and take any place. Then the teacher invites the children of the second group to visit. The game repeats itself.

Outdoor game "Tram"

Age: 3-4 y.

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 their free hands, they hold onto the cord (its ends are tied), i.e. Some hold onto 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 “on the green signal you have to move, on the red and yellow signals - stop. The teacher raises a green flag - the tram is moving, children are running around the room (playground). Having reached the teacher (traffic light), the children look to see if the color has changed. If the color is still green, then the tram continues to move, if the red or yellow flag is raised, the kids stop and wait for 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 expanded: they make a stop on the way. Passengers sit and wait for the arrival of the tram; approaching a stop, trams slow down and stop. Some passengers are getting out, others are getting in. In order to get on and off the tram, children lift the cord.

An outdoor game "Dexterous chauffeur".

Age: 3-4 y.

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

Children are located randomly throughout the room. Each child has a steering wheel (hoop) in his hands. At the signal of the teacher6 "Let's go!" - children - cars ”drive around the hall in different directions. If the teacher raises the red flag, then the cars stop, if the green one, they continue to move.

Game exercise "Run to me!"

Age: 3-4 y.

Children stand or sit on chairs (bench) on one side of the playground. The teacher stands on the opposite side. He says "Run to me!" Children run to the caregiver, who, spreading his arms wide to the sides, pretends to hug everyone. After the children gather around 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 only run to the teacher after the words “Run to me!”, You cannot push and interfere with each other. Directions: 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 y.

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

The teacher distributes flags of two colors to the children: 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 in front of the flag of the corresponding color. Then the teacher invites the kids to take a walk - to run around the playground. While they are walking, the teacher goes over to the other side, says: "One, two, three - hurry up here, run!" - while he spreads his hands with flags to the sides. Children run to him and gather near the flag of the corresponding color. When everyone is 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 teacher's signal. He shifts the flags from one hand to the other so that the children gather to the right and then to the left of him. Additional signals and tasks can be introduced into the game. For example, at the signal "stop", all players must stop and close their eyes or sit down, while the teacher unnoticed goes to another place at this time. At the signal, the children again run to the teacher. Instead of flags, babies can be given handkerchiefs or cubes of the appropriate color, or colored ribbons can be tied on their hands.

Outdoor game "Find your house"

Age: 3-4 y.

Purpose: to exercise 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, gymnastic - a bench, a circle drawn on the ground or the floor, a hoop, etc. At the signal of the teacher, children run out onto the playground, easily and quietly run in different directions. On 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, not running up to it until the signal.

Game "What's hidden?"

Age: 3-4 years old.

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 invites them 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 objects, remember which ones are not. The teacher walks up to some of the children in turn, and they whisper what objects are hidden. When the majority 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.

Outdoor game "Find where it is hidden"

Age: 3-4 years old.

Purpose: to exercise 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" Children are looking for the hidden flag. Whoever finds the flag first hides it when repeating the game. The game is repeated 3-4 times. Directions. If the children cannot find the flag for a long time, the teacher approaches the place where it is hidden and offers to look there. When a child hides the flag, he needs help.

Outdoor game "Find yourself a mate"

Age: 4-5 years old.

Purpose: to train children to run in 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) of any of the primary colors. At the signal - hitting a tambourine, clap - children scatter across the playground, waving flags over their heads. At the next signal - a few beats to the tambourine, claps, the words: "Find yourself a mate" - children with handkerchiefs (flags) of the same color find a mate. Directions: When repeating the game, the teacher changes handkerchiefs for several children; the players must choose different pairs for themselves on the signal.

Game exercise "The guys have a strict order."

Age: 4-5 years old.

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 according to their height. At the signal, they disperse around the site in any direction, repeating the following words: “The guys have a strict order, They know all their places. Everyone considers it more fun: One, two, one, two! " Pa the teacher's signal: "Become!" - children again stand in the column according to their height. Rules: walk rhythmically, pronounce words clearly, in a friendly manner; build up in a column quickly, without pushing.

Option number 2 Children follow each other in a column one by one, 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.

Outdoor game "Carousel"

Age: 4-5 years old.

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

Children form a circle, holding hands, and walk in a circle slowly at first, then faster and faster, and finally run. The movements are performed in accordance with the pronouncement aloud of the text: Barely, barely, barely, barely The carousel spun, And then a circle, a circle, Everything jogging, running, running During the run, the teacher says: “Oh-oh-oh-oh, by-be-mad-li ". After the children run in a circle 2 ~ 3 times, the teacher gives a signal to change the direction of movement, saying: "Turn."

Outdoor game "Aircraft"

Age: 4-5 years old.

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 after another behind the flight commander. The links are located in different places of the site, marked with colored flags - these are airfields. At the signal from the teacher: “pilots, prepare the planes for flight”, the children scatter in different directions around the site, each stop at his own plane, pour gasoline (bend over). They start the motors (circle their hands in front of the chest), spread their wings (spread their arms to the sides) and fly (quickly scatter in different directions around the site). The aircraft are in the air until the instructor signal “to land”. After this signal, the commanders gather their units (children are lined up on the run) and lead them to land at the airfields. The first link to land wins. The game is repeated 4-5 times. Directions. It is advisable to use various attributes in the game. The educator may not noticeably for the pilots change the flags that indicate airfields. The commanders must correctly land the flights at their airfields.

Game of low mobility "Where did you knock?"

Age: 4-5 years old.

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 hidden wand. Having guessed, he takes the place of a child who had a wand, he becomes a driver. If the driver does not guess where the sound came from, then he starts driving again. Note: The game must be kept quiet.

Game of scarlet mobility "Guess who called."

Age: 4-5 years old.

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. Children walk in a circle and say: “We had a little frolic, everyone settled in their places. You, Alyosha, guess who called you, find out. " With 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 it, 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: the driver does not open his eyes until he calls the caller. At this time, everyone should be quiet.

Game of low mobility "Guess who is screaming and where."

Age: 4-5 years old.

Purpose: to develop attention, memory.

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

Game of low mobility "Who is gone?"

Age: 4-5 years old.

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, then he chooses someone instead of himself. If he is mistaken, he turns away again and closes his eyes, and the one who was hiding returns to his place. The guesser must name him. The game is repeated 4-5 times. Directions. Children shouldn't be prompted. You can not hide for anyone, then the guessing one should notice that everyone remained in their places.

An outdoor game "Hide and Seek".

Age: 4-5 years old.

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

Game exercise "Whose column will build faster?"

Age: 4-5 years old.

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

Game exercise "Lump - 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 lump in his hands, and the last 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 signal. Children walk in a column one at a time, at the teacher's signal: "In pairs, march!" - rearrange in pairs in motion and go in pairs; to the teacher's signal: "Form the column!" - rebuild into a column one by one.

Game exercise "River - Moat"

Age: 5-6 years old.

Purpose: to exercise walking with a turn to the right (left) at a signal, to develop attention, orientation in space, dexterity. The players walk in a column one at a time, at the signal of the teacher: "Moat on the right!" - children turn to the right and jump forward. Anyone who jumped in the other direction or did not have time to fulfill the command is considered to have fallen into the river, they help him to get out by giving a hand. Then all again form in a column one by one and continue walking until the next signal.

Game exercise with walking "Cycle"

Age: 5-6 years old.

Purpose: to exercise 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: "Cycle!" - the last pair breaks up: 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 "Figure walking".

Age: 5-6 years old.

Purpose: to exercise 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 spiral rings must be at least 1 m.

- "Needle and Thread": Children hold hands in a chain. Having circled the chain around the playground, the presenter stops the children and invites them to raise their hands linked to the neighbor, forming a row of gates. The leader leads the chain further behind him in the opposite direction under the hands of the guys, bypassing one in turn on the right, the other on the left. At that moment, when the 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: keep the specified construction in walking, intervals from each other.

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

Age: 5-6 years old.

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

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

An outdoor 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 buff. Another is given a bell. A child with a bell runs inside the circle and calls. Zhmurka is trying to catch up with him. Rules: the runner does not call all the time; if the blind man's buff cannot be caught for a long time, it is necessary to change both.

Game exercise "Freeze".

Age: 6-7 years old.

Purpose: to teach children to understand a schematic representation of a person's posture. Material. 15-20 cards (20x30cm). Each card has a schematic representation of a man in some pose. Children should run scattered around the room, and at the command of the presenter “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 eliminated from 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 pose. At the end of the game, 1-2 children remain, who turn out to be the winners.

Game "Grandma's Tangle".

Age: 6-7 years old.

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

Game "Robot".

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. "Inventors" give their "robots" various commands that he must follow clearly and literally, for example: "Go forward, turn right, raise your left hand, turn left." After that, the children change roles.

Exercise "Shadow".

Age: 6-7 years old.

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

Prepared by the instructor in physical culture Trots A.V.

Description. Children stand in a circle. Each child has a cube (or
beanbag). The teacher is in a circle, he tries to take an object from one, then from
another child. The player, who is approached by the teacher, crouches, closes
the cube with your hands and does not allow you to touch it. As soon as the caregiver departs, baby
gets up, leaving the cube in the same place.
I won't give up my cube!
Instructions for carrying out. At first, the teacher does not take cubes from children, but only
pretends to take it now. Then, when the game is repeated, he can take a die from
a child who did not have time to close it. This child is temporarily out of play. When
the driver manages to take cubes from two or three players, he returns them to them and says,
so that they quickly close the cube and do not give it back.
In the second younger group you can choose one of the children for the role of driving.
In this case, the teacher tells how to play, and he himself, together with the children, becomes
a circle.
Timofeeva E.A. Outdoor games with children of younger preschool age: a guide for the educator / E.A. Timofeeva. - M .: Education, 1986 .-- 67 p.

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

The course of the game: the teacher distributes flags of 3-4 colors to the children. Children with flags of the same color stand in different parts of the hall, near 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" children gather at the flag of the corresponding color.

The game may be accompanied by music. As a complication, when the children have mastered the game, it is possible to change the orientation flags in places, placing them in different places of the sports hall.

Sun and rain
Purpose: to form the ability to walk and run scattered, without bumping into each other; train to act on a signal.

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

The game can be played with music. 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 room. These are "sparrows" in their nests. On the opposite side is the educator. It depicts a car. After the teacher's words "Sparrows flew", the children rise from their chairs, run around the hall, waving their arms. At the signal of the teacher "Car", the children run to their chairs.

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

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

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

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

The course of the game: at one end of the hall there is a teacher, at the other end there is children. They approach the trap by jumping on two legs. The teacher says:

Cucumber, cucumber do not go to that end,
The mouse lives there, it will bite off your tail.

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

After the children have mastered the game, the role of the mouse can be assigned 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; foster mutual assistance, partnership.

The course of the game: children depicting chickens, along with a hen, are behind a stretched rope. The hen leaves the house and calls the chickens "ko-ko-ko." At her call, the chickens, crawling under the rope, run to her. The chickens quickly run away at the words "Big Bird". When the chicks run into the house, the rope can be raised higher to prevent the children from hitting it.

Runs quietly
Purpose: to educate endurance, patience, the ability to move silently.

The course of the game: children are divided into three groups and line up behind the line. They choose the driver, he sits in the middle of the site and closes his eyes. At the signal, one subgroup silently runs past the driver 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 was running. If he correctly indicated the group, the children step aside. If wrong, they return to their places. This is how all the groups run in turn. The group wins, which ran quietly and which the driver could not find.

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

The course of the game: before the game, it is necessary to show all the 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 "Fly!" spread their arms to the sides and scatter around the hall. At the signal "Landing!" 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, to navigate in space; develop dexterity, attention, the ability to move in different directions.

The course of the game: with the help of a teacher, children are divided into groups, each of which stands at a certain place. At a signal, they scatter around the hall in different directions. After the signal "Find your house" - children should gather in groups at the place where they were 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 while moving forward; develop dexterity, ingenuity, confidence.

The course of the game: in one side of the hall, chairs are placed in a semicircle - these are rabbits' cages. On the opposite chair is the watchman's house. Children squat behind chairs. When the watchman releases the rabbits onto the meadow, the children crawl under the chairs one by one and then jump moving forward. At the signal "Run to 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; to form the ability to coordinate actions with the spoken words.

Course of the game: the children, together with the teacher, holding hands, form a circle and pronounce the words:

Blow up the bubble, blow up big.
Stay that way and don't burst.

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 they again stand 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 is ringing and find it. The children turn and walk towards the sound.

You must first ring the bell loudly, then lower the sound.

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

The course of the game: children are placed at the edges of the hall, they are cars. Each has its own colored circle. The teacher is in the center of the hall, holding three colored flags. He raises one, de, having a circle of this color scatter around the room 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 you 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 goes around the circle from behind, stops near someone, knocks with a stick and puts it so that it is not 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 hidden wand. Having guessed, he takes the place of the child behind which the wand was hidden, and he becomes the driver.

Cat and mouse
Purpose: to improve the ability to navigate in space, avoid collisions; move in a general game situation.

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

The cat is guarding the mice, pretending to be asleep!
Children crawl under the slats 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 has woken up", the child depicting a cat runs after the mice. Children do not crawl under the slats, but run into the holes through the unfenced part.

The bear in the forest
Purpose: to consolidate the ability to scatter, imitate game movements, move in accordance with the text.

The course of the game: children are located on one side of the hall, and the driver on the other. The players move towards the sleeping bear with the words:

The bear in the forest
I take mushrooms, berries.
And the bear does not sleep
And growls at us.

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

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

The course of the game: the players are divided into two unequal subgroups. The smaller one forms a circle - a mousetrap. The rest are mice. The players in the circle move and condemn

Oh, how tired the mice are, their passion is simply divorced.
They gnawed everything, everyone ate, they climb everywhere - that's the attack.

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

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

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

The teacher gives a ball to someone, 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 guesses correctly, 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 scatter, move in accordance with the text, 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 words

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

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

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

The course of the game: children stand in a circle. There is a cube at the feet of each child. The teacher is in a circle and tries to take a 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. 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 play.

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 scatteringly.

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

The game is more emotional with musical accompaniment.

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

The course of the game: children stand on one side of the playground outside 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 chorus members 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 "Catch!" children run across to the other side of the playground, and the trap tries to catch them. Those whom the trap manages to touch to the line are considered caught and move aside, missing one dash. After two runs, another trap is chosen.

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

The course of the game: the game requires handkerchiefs according to the number of children. 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 pair!" children with the same handkerchiefs stand up 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 with a sound signal. The game is more emotional with musical accompaniment.

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

The course of the game: the players stand in a circle, in the center there is a 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 not to touch the bag. 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 according to the rules; improve jumping on two legs.

The course of the game: the players are located around the cord laid in the form of a circle. In the center there are two drivers. At the signal of the teacher, children jump on two legs into and out of the circle as the traps approach. Those who managed to tarnish, he receives 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, to develop dexterity, speed; improve the ability to act on a signal.

The course of the game: children stand in 3-4 columns facing the gymnastic walls - these are firefighters. The first in the columns stand in front of the line at a distance of 4-5 meters from the wall. Bells are tied at the same height on each flight. At the signal, the children who are 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 the signal is given and the next pair of children runs.

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

The course of the game: a trap is chosen, 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 onto objects. Lovishka tries to grease those who run away. The children he touched move aside. At the end of the game, the number of those caught is calculated and a new trap is selected.

Ribbon traps
Purpose: to develop quickness, dexterity, eye; improve orientation in space, scatter run.

The course of the game: 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. At the signal, the children scatter in different directions, and the trap tries to draw out 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 complications:

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

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

The course of the game: there is a chicken coop on one side of the hall (benches can be used). Chickens are sitting on the roost. On the other side is a fox hole. At the signal, the chickens jump from their perches and move freely in the free space. With the words "Fox!" the chickens run away into the hen house and climb to the roost, and the fox tries to catch the hen. She does not have time to escape into a soy burrow. When the driver catches 2-3 chickens, another trap is chosen.

Trap
To develop dodge, dexterity, 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 in the middle does not catch them. Those who are reckoned are considered floodplain. After 2-3 runs, those caught are counted. Pick a new trap.

Two frosts
Purpose: to develop responsiveness, dexterity; to consolidate the ability to coordinate game actions with words.

Course of the game: two houses are designated on opposite sides of the court. The players are located in one of them. Drivers - 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 dare to set off the path?

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

After these words, the children run across to the other side of the playground, and Frosts try to catch and freeze them. The "frozen" ones 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.

The course of the game: some children stand in a circle and hold the hoops. Others - "fish" - scurry back and forth through the hoops. Further options are possible:

1. The pike is chasing the fish.
2. Children with hoops move slowly, at the signal they run in a circle, and then it is impossible to get out of it
3. Children with hoops stand motionless and start to move only on signal.

The catch is being counted.

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

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

Shepherd: Geese, geese!
Geese: Ha-ha-ha!
Shepherd: Do you want to eat?
Geese: 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.

Aerial soccer
Purpose: to improve dexterity, strength, ingenuity; develop coordination of movements.

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

Flies, does not fly
Purpose: to consolidate the knowledge of children about flying and non-flying objects; cultivate endurance, patience.

The course of the game: children stand or sit in a circle, in the center is the teacher. He names animate and non-animate objects that fly and do not fly. When naming an object, the teacher raises his hands up. Children should raise their hands up if the object is flying.

Option with a ball is possible.

Ocean is shaking
Purpose: to give knowledge about various steamers, old sailing ships, rigging items.

The course of the game: the players sit on chairs, each is assigned a specific name. The captain then begins to move around the outer circle, naming the items needed to sail. All named items stand up. On the words "The sea is agitated1", the children begin to move to the music, imitating the movements of the waves. The captain's command "Calm down the sea!" serves as a signal to take seats on chairs as soon as possible. The one left without a chair becomes the captain.

mail
Purpose: to develop game imagination, the ability to follow the rules of the game.

Course of the game: the game begins with a roll call between the players and the driver:

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

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

At Mazal's
Objective: To improve the consistency of movements.

The course of the game: 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, Grandpa Mazal with a long white beard, brown eyes, and a white mustache"

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

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

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

The course of the game: the players choose the names of the birds. They stand in a circle, in the center of the bird-catchers, blindfolded. Birds lead a round dance

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

The birder claps his hands and starts looking for birds. Whoever was caught screaming imitating some bird.

The driver must guess the player's name and the bird.

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

The course of the game: the players stand in a circle, in the middle - the leader. He throws the ball to one of the players, while pronouncing one of the words of the element (for example, air). The one who caught the ball must name the inhabitant of the air. If land is named - 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 attentiveness, the ability to follow 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 what you want
Do not take black, white,
“Yes”, “No” don't say.

After that, the driver leads the conversation by asking questions. The one who got confused in the answer gives the driver a fant. After the game, those who have been fined redeem their forfeits by completing various tasks.

Paints
Purpose: to consolidate knowledge of colors and shades; improve the skills of basic movements.

Course of the game: choose the owner and two sellers. All other players are paints that choose their colors. The buyer knocks:

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

If this paint is not available, the owner says: "Ride on one leg on the blue carpet."

The buyer who guesses the most colors wins.

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

The course of the game: each player chooses a flower for himself. The chosen flower starts the game by lot. He summons 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 winner is the one who has never been caught.

Pick up a pair
Purpose: to develop logical thinking, to teach how to play as a team.

The course of the game: children are offered a couple of words that are in a certain logical connection. For example: cause-effect, genus-species. It is necessary to select the specified third word from among the existing ones, the word that is in the same logical connection with it.

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

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

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

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

Forbidden number
Purpose: to promote the development of attention.

The course of the game: the players stand in a circle. You need to choose a number that cannot be said, instead of it you need to clap your hands, silently the required number of times.

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

The course of the game: children go to the music. When the music stops, everyone stops and listens to the command uttered in a whisper, and immediately they carry it out.

Opposite word
Purpose: to teach children to justify their decision, to choose the opposite words.

Course of the game: invite children to choose words that are opposite in meaning to the data.

For words admitting an 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 comply with the rules of the game, to develop the skill of classification, highlighting the most significant features.

The course of the game: children are asked 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 the knowledge of children about various birds; improve the ability to follow the rules of the game.

The course of the game: the players choose the mistress and the hawk. The rest are birds. A hawk arrives. The hostess says

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

Hawk calls. If the named bird is not there, the mistress drives it away. The game continues until the hawk has caught all the birds.

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

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

What are you knitting? (fishes)
- Seine. (fishermen imitate movement)
- What will you catch?
- Fish.
- Which one?
- Pike.
- Catch.

The fish turn and run to the brink. Fishermen try to catch as much fish as possible.

Screw
Purpose: to develop creative imagination, imagination, plastic movement.

Implementation: I.P. The main jay. The body pivots right and left. Hands follow the body freely.

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 fell in a dream ...

The child turns the torso to the right - to the left. On the words "Fell in a dream" sharply tilts the body down.

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

Course of the game: children sit, legs crossed, hands on knees, hands hang down, back and neck are relaxed. The head is down, the chin touches the chest. The eyes are closed.

Under the appropriate music, the children 's hands "come to life" first, then the arms and head are raised, the body is pulled forward and up.

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

Bear cubs in a den
Children go home one by one, keeping track of the bear. They sit down and wait for the game.

Game with bumps
Throwing cones. They catch and snag them with their paws. Laying bumps to the side and dropping their paws in the length? bodies - rest. Performed 2-3 times

Bee games
Children raise their knees while making houses. The bee flies under the knees. Flies and bear? Ata dru? But raise their legs.

Cold hot
Squeeze into a ball and relax the torso.

Scarf games
Tie scarves without opening your eyes. Roll your head from side to side. Okay, warm. Show facial expressions.

The bee interferes with sleep
Play of facial muscles. The bee decided to sit on the tongue - the children quickly squeezed 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 its forehead (we draw our eyebrows up and down).

Relaxation
The cubs are sleeping. Mom in the woods.

Water got into my ears
While lying on your back, shake your head rhythmically, shaking out water from one ear and from the other.

Face tans
The chin tans - expose the chin to the sun, slightly unclench the lips and teeth (inhale). A bug flies to close your mouth tightly (holding your breath). The bug flew away. Open your mouth slightly, exhale lightly.

The nose tans - put your nose to the sun. The mouth is half open. The butterfly is flying. Chooses whose nose to sit on. Wrinkle your nose, lift your sponge up, your mouth is half-open (holding your breath). The butterfly flew away, relax. Breathe in.

Eyebrows - swing. Move your eyebrows up and down.

Relaxation
Sleep on the shore.

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

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

Playing with sand
Pick up sand (inhale). Keep the sand tightly clenching your fingers into a fist (holding your breath). Sprinkle sand on your knees, gradually opening your fingers (exhale). Shake off the sand from your hands, drop them powerlessly along the body.

Playing with an ant
An ant climbed onto the toes - by the force of the socks on itself, the legs are tense (inhale). Loosen your legs in this position. Listen to which finger the ant is sitting on (holding the breath). By instantly relieving tension in the feet, throw the ant off the toes (exhale). We put the socks down to the sides.

The sun and the cloud
The sun went down behind a cloud - squeezed into a ball (holding your breath). The sun came out - it's hot, relaxed (exhale).
Everyone is asleep.

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

Fulfillment: children sit freely, depicting sleeping in different poses. The presenter enters the hall and sees:

In the courtyard he meets the darkness of people.
Everyone is asleep.
He sits rooted to the spot.
He does not move.
He stands with his mouth open.

He approaches the figures of children, tries to wake them up, takes them by the hands, but their hands drop limply.

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

Fulfillment: pull up and jerk the barbell, then throw it. Relaxation.

Reindeer exercise
Children are divided into two teams. In teams, they are divided into pairs, in front is a deer. Behind the musher. You can wear reins or a hoop. Whose team will finish the distance faster.

Analik
The ball game is similar to basketball, but without the net ring. 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 his teammates).

Young reindeer herder
At a distance of 3-4 meters there are deer antlers (ring throws can be used0. Captains throw rings on the antlers, 5 pieces each. This is a competition of captains.

Nimble reindeer herders
A deer figure is placed at a distance of 3-4 meters from the children. 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.

Outdoor games for children 3-4-5 years old

P / and "Sovushka"

Purpose: learn to stand still for a while, listen carefully.

Course of the game: The players are free to sit on the court. To the side (“in the hollow”) the “Owl” sits or stands. The teacher says: All players move freely around the court, performing various movements, imitating the flight of butterflies, dragonflies, etc. with their hands.

Suddenly he says: Everyone should immediately stop in the position in which these words found them, and not move. "Owl" slowly walks past the players and inspects them vigilantly. Whoever moves or laughs, the "owl" sends him to the "hollow". After a while, the game stops, and it is calculated how many people the "owl" took to him. After that, a new "owl" is chosen from those who did not get to her. The "owl" wins, which has taken the largest number of players.

P / and "Homeless Hare"

Purpose: to run fast; navigate in space.

Course of the game: "Hunter" and "Homeless Hare" are selected. The rest of the "hares" are in hoops - "houses". The "homeless hare" runs away, and the "hunter" catches up. The "hare" can get into the house, then the "hare" standing there must run away. When the “hunter” has caught the “hare”, he himself becomes one, and the “hare” becomes a “hunter”.

P / and "Fox in the chicken coop"

Purpose: to teach to jump gently, bending the knees; run without touching each other, dodge the catch.

Course of the game: A chicken coop is outlined on one side of the court. In it "chickens" are perched (on benches).

On the opposite side of the site is a fox hole. The rest of the place is a courtyard. One of the players is appointed "fox", the rest - "chickens". At the signal, the "chickens" jump from their perches, walk and run around the yard, peck grains, flap their wings. At the signal: "Fox!" - "chickens" run away into the chicken coop and climb to the roost, and the "fox" tries to drag off the "chicken" that did not have time to escape, and takes her into his hole. The rest of the chickens jump off their roost again, and the game resumes. The game ends when the fox catches two or three chickens.

P / and "Run quietly"

Purpose: to teach to move silently.

Course of the game: Children are divided into groups of 4-5 people, divided into three groups and line up outside the line. They choose the driver, he sits in the middle of the site and closes his eyes. At the signal, one subgroup silently runs past the driver to the other end of the site. If the driver hears, he says "Stop!" and the runners stop. Without opening his eyes, the driver says which group was running. If he correctly indicated the group, the children step aside. If wrong, they return to their places. This is how all the groups run in turn. The group wins, which ran quietly and which the driver could not find.

P / and "Aircraft"

Purpose: to teach ease of movement, to act after the signal.

The course of the game: Before the game, it is necessary to show all the 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 "Fly!" spread their arms to the sides and scatter around the hall. At the signal "Landing!" the players go to their side of the court.

P / and "Hares and the wolf"

Purpose: to teach to jump correctly on two legs; listen to the text and perform movements in accordance with the text.

Course of the game: One of the players is chosen as a "wolf". The rest are "hares". At the beginning of the game, the "hares" are in their houses, the wolf is on the opposite side. "Hares" come out of the houses, the teacher says:

On a green meadow.

They pinch the weed, eat it,

Children jump, perform movements. After these words, the "wolf" comes out of the ravine and runs after the "hares", they run away to their houses. The caught "hares" are taken by the "wolf" into a ravine.

P / and "Hunter and Hares"

Purpose: to teach how to throw the ball at a moving target.

Course of the game: On one side there is a "hunter", on the other, in drawn circles, 2-3 "hares" each. "Hunter" goes around the site, as if looking for traces of "hares", then returns to himself. The teacher says: "The hares ran out into the clearing." "Hares" jump on two legs, moving forward. According to the word "hunter", "hares" stop, turn their backs to him, and he, without leaving his place, throws a ball at them. The "hare" that the "hunter" got into is considered to have been shot, and the "hunter" takes him to himself.

P / and "Zhmurki"

Purpose: to teach to listen to the text attentively; develop coordination in space.

The course of the game: Zhmurka is selected using a counting rhyme. He is blindfolded, taken to the middle of the site, and turned several times around him. Conversation with him:

- Cat, cat, what are you standing on?

- On the bridge.

- What's in your hands?

- Kvass.

- Catch the mice, not us!

The players scatter, and the blind man's buff catches them. The blind man's buff must recognize the caught player, call him by name, without removing the bandage. He becomes a blind man's buff.

P / and "Fishing rod"

Purpose: to teach how to jump correctly: push off and pick up your legs.

Course of the game: Children stand in a circle, in the center is a teacher with a rope in his hands, at the end of which a bag is tied. The teacher twists the rope, and the children must jump over.

P / and "Who is most likely to the flag?"

Course of the game: Children are divided into several teams. Flags are placed at a distance of 3 m from the original line. At the signal of the educator, you need to jump on two legs to the flag, go around it and run back to the end of your column.

P / and "Birds and a cat"

Purpose: to teach to move on a signal, to develop dexterity.

Course of the game: In a large circle sits a "cat", behind a circle - "birds". The "cat" falls asleep, and the "birds" jump into the circle and fly there, sit down, peck at the grains. The "cat" wakes up and begins to catch the "birds", and they run away behind the circle. The cat takes the caught "birds" to the middle of the circle. The teacher counts how many there are.

P / and "Don't get caught!"

Purpose: to teach to jump correctly on two legs; develop agility.

Course of the game: The cord is laid in the form of a circle. All players stand behind him at a distance of half a step. The driver is selected. He becomes inside the circle. The rest of the children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are inside. After 30-40 seconds. The teacher stops playing.

P / and "Lovishki"

The course of the game: A trap is selected with the help of a counting board. He becomes in the center. Children stand to one side. At the signal, the children run across to the other side, and the trap tries to catch them. Caught becomes a trap. At the end of the game, they say which trap is the most agile.

Purpose: to train in quickly finding the named tree; fix the names of trees; develop fast running.

The course of the game: the driver is selected. He names a tree, all children should carefully listen to which tree is named, and in accordance with this, run from one tree to another. The driver closely monitors the children, who runs to the wrong tree, takes them to the penalty box.

Purpose: to teach to classify plants according to a certain characteristic; develop observation skills.

Course of the game: The teacher divides the group into several subgroups. Each offers a good look at the leaves on one of the trees, and then find the same ones on the ground. The teacher says: "Let's see which team will find the right leaves faster." The children begin their search. Members of each team, having completed the task, gather around the tree, the leaves of which they were looking for. The team that gathers near the tree first, or the one that collects the most leaves, wins.

P / and "Who will most likely collect?"

Purpose: to teach to group vegetables and fruits; to educate quickness of reaction to words, endurance and discipline.

Course of the game: Children are divided into two teams: "Gardeners" and "Gardeners". On the ground lie dummies of vegetables and fruits and two baskets. At the command of the educator, the teams begin to collect vegetables and fruits, each in their own basket. Whoever collects first raises the basket and is the winner.

P / and "Bees"

Purpose: to teach to act on a verbal signal; develop quickness, dexterity; exercise in dialogical speech.

The course of the game: All children are bees, they run around the room, flap their wings, buzz: "W-w-w". A bear appears (chosen at will) and says:

The bear bear is walking

The honey will take away from the bees.

The bees answer:

This hive is our house.

Leave us, bear,

W-w-w-w!

The bees flap their wings, buzz, chasing the bear away.

P / and "Beetles"

Purpose: to develop coordination of movements; develop orientation in space; exercise in rhythmic, expressive speech.

The course of the game: Children-beetles sit in their houses (on the bench) and say: "I am a beetle, I live here, buzz, buzz: w-w-w". At the signal of the teacher, the "beetles" fly into the clearing, bask in the sun and hum, at the signal "rain" they return to the houses.

P / and "Find yourself a mate"

Purpose: to teach to run quickly without interfering with each other; fix color names.

Course of the game: The teacher distributes colored flags to the players. At the signal of the teacher, the children run, at the sound of the tambourine they find themselves a pair by the color of the flag and hold hands. An odd number of children must take part in the game so that one is left without a pair. He also leaves the game.

Purpose: to develop attention, observation; exercise in finding leaves by similarity; activate the dictionary.

Course of the game: The teacher with the children examines the leaves that have fallen from the trees. Describes them, says what tree they are from. After a while, he gives the children leaves from different trees on the site, and asks to listen to him carefully. Shows a leaf from a tree and says: "Whoever has the same leaf, run to me!"

Purpose: to develop motor skills; to consolidate the idea of ​​the behavior of birds in winter.

Course of the game: Children put on hats of birds (migratory and wintering). In the middle of the playground, at a distance from each other, there are two children in the caps of the Sun and Snowflakes. "Birds" run scatteringly with the words:

».

After these words "migratory birds" run to the Sun, and "wintering" - to the snowflake. Whose circle gets together faster, he won.

Purpose: to develop dexterity, speed of reaction.

Course of the game: The playing "bee" children are squatting. "Swallow" is in its nest. "Bees" (sitting in the meadow and singing):

Martin: -

Flies out and catches "bees". Caught becomes a "swallow".

M / n / a "Song of a dragonfly"

Purpose: to develop coordination of movements; exercise in rhythmic, expressive speech.

Course of the game: Children stand in a circle, pronounce the words in chorus, accompanying them with movements:

(Smoothly wave their hands.)

(They go down on one knee.)

.

(Smooth hand waves.)

(They lead a round dance.)

P / and "Cat on the Roof"

Purpose: to develop coordination of movements; develop rhythmic, expressive speech.

Course of the game: Children stand in a circle. In the center - "cat". The rest of the children are "mice". They quietly approach the "cat" and, shaking their fingers at each other, speak in chorus in an undertone:

Quieter than a mouse, quieter than a mouse ...

The cat is sitting on our roof.

Mouse, mouse, beware.

And don't get caught by the cat!

After these words, the "cat" chases the mice, they run away. It should be noted that the mouse house is a mink, where the "cat" has no right to run.

P / and "Crane and frogs"

Purpose: to develop attention, dexterity; learn to navigate by a signal.

Course of the game: A large rectangle is drawn on the ground - a river. At a distance of 50 cm from it, children-"frogs" are sitting on bumps. A crane is sitting in its nest behind the children. The "frogs" sit down on the bumps and begin their concert:

Here from the hatched rot

Frogs flopped into the water.

And, inflating like a bubble,

They began to croak out of the water:

"Kva, ke, ke,

Kwa, ke, ke.

It will rain on the river. "

As soon as the frogs utter the last words, the crane flies out of the nest and catches them. "Frogs" jump into the water, where the "crane" is not allowed to catch them. The caught "frog" remains on the hummock until the "crane" flies away and the "frogs" come out of the water.

P / and "Hare for hares"

Purpose: to develop attention, agility, fast running.

Course of the game: All the guys are "hares" and 2-3 "hunters". The "hunters" are on the opposite side, where a house is drawn for them.

Educator: -

No one is on the lawn.

Come out, brothers-bunnies,

Jump, somersault! ..

Ride in the snow! ..

"Hunters" run out of the house and hunt hares. The hunters take the caught "hares" into their house, and the game repeats itself.

P / and "Zhmurki with a bell"

Purpose: to entertain children, to help create a good, joyful mood in them.

Course of the game: One of the children is given a bell. The other two children are blind man's buffs. They are blindfolded. The child with the bell runs away, and the blind man's buffs catch up with him. If one of the children succeeds in catching a child with a bell, then they change roles.

P / and "Sparrows"

Course of the game: Children (sparrows) sit on a bench (in nests) and sleep. To the teacher's words: “ ", Children open their eyes, they say loudly: After these words, the children scatter around the site. In the words of the teacher: « We flew into the nest! "- return to their places.

P / and "Bunny"

Purpose: to develop agility, fast running.

Course of the game: 2 children are selected: "bunny" and "wolf". Children form a circle holding hands. Behind the circle - "bunny". In the circle "wolf". Children lead a round dance and recite a poem. And the "bunny" jumps around the circle:

The "wolf" tries to run out of the circle and catch the "bunny". When the bunny is caught, the game continues with other players.

P / and "Chanterelle and Chickens"

Purpose: to develop fast running, agility.

Course of the game: At one end of the site there are chickens and roosters in the hen house. On the opposite side there is a chanterelle. Chickens and roosters (three to five players) walk around the site, pretending to peck at various insects, grains, etc. When a chanterelle sneaks up on them, the roosters shout: "Ku-ka-re-ku!" At this signal, everyone runs into the chicken coop, a chanterelle rushes after them, trying to stain any of the players.

If the driver fails to stain any of the players, then he drives again.

P / and "Hares and Bears"

Purpose: to develop dexterity, the ability to transform.

Course of the game: The "bear" child is squatting and dozing. Children-"hares" jump around and tease him:

Brown bear, brown bear,

Why are you so gloomy?

The "bear" gets up and answers:

I didn’t treat myself to a medic

So he got angry with everyone.

After that, the "bear" catches the "hares".

P / and "Where have we been"

Purpose: to develop motor skills and abilities; develop observation, attention, quick wits, breathing.

Course of the game: The driver is chosen by the reader. He walks out of the veranda. The remaining children agree on what movements they will make. Then the driver is invited. He says: Children answer: If the driver guessed the movement performed by the children, then a new driver is selected. If he could not guess, he drives again.

P / and "At the Bear in the Forest"

Purpose: to teach to navigate in space; develop attention.

Course of the game: A line is drawn at one end of the court. This is the edge of the forest. Behind the line, at a distance of 2-3 steps, a place for a bear is outlined. At the opposite end, the children's house is indicated by a line. The teacher appoints one of the playing as a bear (you can choose with a counting rhyme). The rest of the players are children, they are at home. The teacher says: "Go for a walk." Children go to the edge of the forest, pick mushrooms, berries, that is, imitate the appropriate movements and speak : "The bear in the forest,

The bear gets up with a growl, the children run away. The bear tries to catch (touch) them. He takes the caught one to himself. The game resumes. After the bear catches 2-3 players, a new bear is appointed or selected. The game repeats itself.

P / and "Flight of the birds"

Purpose: to teach to move in one direction, quickly run away after the signal.

The course of the game: Children stand in one corner of the site - they are birds. There are benches in the other corner. At the signal of the teacher: “The birds are flying away!”, The children, raising their hands, run around the playground. At the signal: "Storm!", They run to the benches and sit on them. At the signal from an adult: “The storm is over!”, The children get off the benches and continue running.

P / and "Cucumber ... cucumber ..."

Purpose: to form the ability to jump on two legs in a forward direction; run without bumping into each other; perform game actions in accordance with the text. Course of the game: At one end of the hall there is a teacher, at the other end there is children. They approach the trap by jumping on two legs. The teacher says: After the end of the chant, the children run away to their home. the teacher pronounces the words in such a rhythm that the children can jump twice for each word. After the children have mastered the game, the role of the mouse can be assigned to the most active children.

P / and "Lovishka, take the tape!"

Purpose: to develop dexterity, to bring up honesty, fairness in assessing behavior in the game.

Course of the game: The players stand in a circle, choose a trap. Everyone, except for the trap, takes a colored tape and puts it in the back by the belt or by the collar. The trap stands in the center of the circle. At the signal of the teacher "Run!" children scatter around the playground. Trap catches up with them, trying to pull someone's ribbon. The one who has lost the ribbon temporarily moves aside. At the signal of the teacher "" One, two, three. Run into the circle quickly! " the children gather in a circle, the trap counts the number of ribbons and returns them to the children, the game resumes with a new trap.

P / and "Colored cars"

Purpose: to teach in accordance with the color of the flag to perform actions, to navigate in space.

The course of the game: Children are placed at the edges of the playground, they are cars. Each has its own colored circle. The teacher is in the center, holding three colored flags. He picks up one, children with a circle of this color scatter in different directions. When the teacher lowers the flag, the children stop. The teacher raises a flag of a different color, etc.

Purpose: to acquaint with the folk game; learn to throw the ball.

Course of the game: Players stand in a circle and throw the ball to each other without catching it. When a player drops the ball, he sits in a circle (becomes a "potato"). From the circle, bouncing from a seated position, the player tries to catch the ball. If he catches, then he again becomes a player, and the player who missed the ball becomes a potato.
The game continues until one player remains or gets bored.

P / and "Birds and a car"

Purpose: to develop motor skills and abilities; develop auditory attention; the ability to move in accordance with the words of the poem.

Course of the game: Children stand in a circle. These are "birds" in their nests. On the opposite side is the educator. It depicts a car. After the teacher's words:

Children - "birds" fly and jump, waving their arms. At the signal of the teacher: “The car is running down the street, puffing, in a hurry, the horn is honking. Tra-ta-ta-ta, beware, step aside. " Children-"birds" run away from the car.

P / and "Mousetrap"

Purpose: to develop dexterity, the ability to act after the signal.

Course of the game: The players are divided into two unequal groups. A smaller group of children holding hands form a circle. They represent a mousetrap. The rest of the children (mice) are outside the circle. Those depicting a mousetrap begin to walk in a circle, saying:

Oh, how tired the mice are

They gnawed everything, everyone ate,

They climb everywhere - that's the attack.

Beware, cheats,

We will get to you.

Let's slam the mousetrap

And we'll catch you right away!
Children stop, raise their clasped hands up, forming a gate. Mice run into and out of a mousetrap. At the signal of the teacher "Clap", the children standing in a circle lower their hands, squat down - the mousetrap slams shut. Mice that do not have time to run out of the circle (mousetrap) are considered caught. Those who are caught are in a circle, the mousetrap is enlarged. When most of the children are caught, the children switch roles and play resumes. The game is repeated 4-5 times. After the mousetrap has slammed shut, the mice should not crawl under the arms of those standing in a circle or try to break the clasped hands. The most dexterous children who never fell into a mousetrap should be noted.

P / and "Runs and not hit"

Purpose: to develop dexterity of movement.

Course of the game: A chain is laid out of large snowballs. The players' task is to run between snowballs and not hit them.

Purpose: to develop physical activity.

Course of the game: "Snow Woman" is selected. She squats at the end of the landing. Children go to her, stamping,

Baba Snezhnaya is standing

She sleeps in the morning, sleeps for days.

Waiting quietly in the evenings

At night everyone goes to scare.

At these words "Snow Woman" wakes up and catches the children. Whoever he catches becomes the "Snow Woman".

Purpose: to acquaint with Russian folk games; develop speed of movement.

Course of the game: Two players represent the Duck and the Drake. The rest form a circle and hold hands. The duck is in a circle, and the Drake is behind a circle. Drake tries to slip into the circle and catch the Duck, while everyone sings:

Drake, catching a duck,
Young catches gray.
Go duck home
Go gray home.
You have seven children

Eighth drake.

P / and "Get into the hoop"

Purpose: to develop accuracy, an eye.

Course of the game: Children throw snowballs into the hoop from a distance of 5-6 m.

P / and "Snowballs and Wind"

Purpose: to develop motor skills.

Course of the game: Children stand in a circle holding hands. At the signal of the teacher: “The wind blew out strong, strong. Fly away, snowflakes! " - scatter in different directions around the site, spread their arms to the sides, sway, spin. The teacher says: “The wind has stopped! Come back, snowflakes in a circle! " - children run into a circle and join hands.

P / and "Beware, I will freeze"

Purpose: to develop dexterity.

Course of the game: All the players gather on one side of the playground, the teacher is with them. "Run away, beware, catch up and freeze," says the teacher. Children run to the opposite side of the playground to hide in the house.

P / and "Empty space"

Purpose: to develop responsiveness, dexterity, speed, attention.

Course of the game: Children hold on to the hoop with their right hand and move clockwise, and the presenter goes in the opposite direction with the words:

I walk around the house

And I stroke the window

I'll go to one

And I'll knock softly:

"Knock-Knock".

All children stop. The player, next to whom the presenter stopped, asks: "Who came?" the presenter calls the name of the child and continues:

With your back to me

Let's run, we'll run.

Which one of us is young

Will she run home quickly?

The leader and the child run in opposite directions. The winner is the one who is the first to take an empty space near the circle.

P / and "Shaggy dog"

Purpose: to develop attention, fast running; to teach in different ways to designate objects in the game.

Course of the game: Children stand on one side of the playground. The driver, the dog, is on the other side. Children quietly approach him with the words:

Here lies a shaggy dog

Burying my nose in my paws.

Quietly, calmly, he lies,

Either asleep, or asleep.

Let's go to him, wake him up,

And let's see something happens!

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

P / and "We are funny guys"

Purpose: to develop dexterity, attention.

Course of the game: Children stand on one side of the playground outside 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 chorus members say:

Well, try to catch up with us.

1,2,3 - catch!

After the word "Catch!" 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 are considered caught and move aside, missing one dash. After two runs, another trap is chosen.

P / and "Carousel"

Purpose: to teach to move and speak at the same time, to act quickly after the signal.

Course of the game: The players stand in a circle. There is a rope on the ground, the ends of which are tied. They come up to the rope, lift it from the ground and, holding on to it with their right (or left) hands, walk in a circle with the words:

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 grab the rope with their other hand and run in the opposite direction. In words:

Hush, hush, take your time

Stop the carousel

One and two, one and two

So the game is over.

The carousel movement gradually slows down and stops with the last words. The players put the rope on the ground and run across the court. At the signal, they rush to sit down on the merry-go-round again, that is, grab the rope with their hand, and the game resumes. You can take seats on the carousel only until the third bell (claps). The latecomer does not ride the carousel.

P / and "Kittens and puppies"

Purpose: to teach to move beautifully on toes, to combine movement with words; develop agility.

Course of the game: The players are divided into two groups. Children of one group represent "kittens", the other - "puppies". "Kittens" are near the bench; "Puppies" - on the other side of the site. The teacher suggests that the "kittens" run around easily, softly. To the teacher's words: "Puppies!" - the second group of children climbs over the benches. They run after the "kittens" and bark: "Av-av-av". "Kittens", meowing, quickly climb onto the bench. The teacher is always there. The "puppies" return to their houses. After 2-3 repetitions, the children switch roles and the game continues.

P / and "Bubble"

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

Course of the game: Children, together with the teacher, holding hands, form a circle and pronounce the words:

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 they again stand in a circle.

P / and "Cat Vaska"

Purpose: to develop attention, dexterity.

Course of the game: Children lead a round dance, in the middle the cat "sleeps".

Mice dance
The cat is dozing on the couch.
Hush, mice, do not make noise,
Don't wake up Vaska the cat.
How Vaska's cat wakes up
Will break our round dance.

The cat wakes up, catches mice. The mice run away to the houses.

Purpose: to develop dexterity of movement.

Course of the game: The circle is a vegetable garden. In the middle are folded scarves representing cabbage. The "owner" sits down next to the cabbage and says:

Children try to run into the "vegetable garden", grab the "cabbage" and run away. Whom the "owner" catches - is eliminated from the game.

P / and "Who lives where"

Purpose: to teach to group plants according to their structure; develop attention, memory, orientation in space.

Course of the game: Children are divided into two groups: "Squirrels" and "bunnies". "Squirrels" are looking for plants behind which they can hide, and "bunnies" - under which they can hide. "Squirrels" hide behind trees, and "bunnies" - behind bushes. They choose the driver - "fox". "Bunnies" and "squirrels" are running around the clearing. At the signal: "Danger - fox!" - "squirrels" run to the tree, "hares" - to the bushes. Whoever has done the wrong job, those "fox" catches.

P / and "Children and the wolf"

Purpose: to develop motor skills and abilities; to learn to understand and use verbs of the past tense and verbs of the imperative mood in speech.

Course of the game: Children stand on one side of the playground in front of the drawn line. On the opposite side, behind a "tree" (chair or post), sits the "wolf" - the leader. The teacher says:

Children walked in the forest, picked strawberries,

Children disperse around the playground, run. The teacher continues:

But then the branches crackled ...

Children, children, don't yawn
The wolf is after the spruce - run away!

Children scatter, the "wolf" catches them. The captured child becomes a "wolf" and the game starts over.

Purpose: to develop physical activity, attention.

Course of the game: Children run freely on the playground. At the signal of the teacher, they begin to imitate the movements of butterflies (waving their "wings", circling), frogs (dropping on all fours and jumping), herons (freezing, standing on one leg). As soon as the teacher says: "We ran again!", They again begin to run around the site in arbitrary directions.

P / and "Dove"

Purpose: to develop coordination of movements, orientation in space; exercise in the pronunciation of sounds.

Course of the game: Children choose a "hawk" and "mistress". The rest of the children are "pigeons". The "hawk" stands aside, and the "mistress" drives the "pigeons": "Shoot, shove!" The "pigeons" fly away, and the "hawk" catches them. Then the “mistress” calls out: “Guli-guli-guli” - and the “doves” flock to the “mistress”. The one whom the "hawk" has caught becomes the "hawk", and the former "hawk" becomes the "mistress".

P / and "Move items"

Purpose: to develop coordination in space, dexterity, speed of reaction.

Course of the game: 2-4 circles are drawn on the ground on opposite sides. Different objects (pins, cubes, toys) are placed in one circle, the other remains free. Children stand in two ranks (or one column) and, upon a signal from the teacher, begin to carry objects one by one from another circle.

P / and "Squat Catch"

Purpose: to develop dexterity, speed.

The course of the game: The players choose the driver, and they themselves scatter around the site. The driver catches up with them, trying to stain them. The player who is chased by the driver can sit down and touch the ground with his hand. In this position, it cannot be stained. However, the driver can stand two steps away from the crouch and count to five. If the player does not run away when the count is "five", the driver may spot him. The game is played within the area, the border of which is not allowed to leave. The one who breaks this rule becomes the driver. The winner is the one who has never been in the role of a driver.

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Preview:

Outdoor games for children 4-5 years old

Nikitishina N.A.

P / and "Sovushka"

Purpose: learn to stand still for a while, listen carefully.

Course of the game: The players are free to sit on the court. To the side (“in the hollow”) the “Owl” sits or stands. The teacher says:"The day comes - everything comes to life."All players move freely around the court, performing various movements, imitating the flight of butterflies, dragonflies, etc. with their hands.

Suddenly he says:"Night comes, everything freezes, the owl flies out."Everyone should immediately stop in the position in which these words found them, and not move. "Owl" slowly walks past the players and inspects them vigilantly. Whoever moves or laughs, the "owl" sends him to the "hollow". After a while, the game stops, and it is calculated how many people the "owl" took to him. After that, a new "owl" is chosen from those who did not get to her. The "owl" wins, which has taken the largest number of players.

P / and "Homeless Hare"

Purpose: to run fast; navigate in space.

Course of the game: "Hunter" and "Homeless Hare" are selected. The rest of the "hares" are in hoops - "houses". The "homeless hare" runs away, and the "hunter" catches up. The "hare" can get into the house, then the "hare" standing there must run away. When the “hunter” has caught the “hare”, he himself becomes one, and the “hare” becomes a “hunter”.

P / and "Fox in the chicken coop"

Purpose: to teach to jump gently, bending the knees; run without touching each other, dodge the catch.

Course of the game: A chicken coop is outlined on one side of the court. In it "chickens" are perched (on benches).

On the opposite side of the site is a fox hole. The rest of the place is a courtyard. One of the players is appointed "fox", the rest - "chickens". At the signal, the "chickens" jump from their perches, walk and run around the yard, peck grains, flap their wings. At the signal: "Fox!" - "chickens" run away into the chicken coop and climb to the roost, and the "fox" tries to drag off the "chicken" that did not have time to escape, and takes her into his hole. The rest of the chickens jump off their roost again, and the game resumes. The game ends when the fox catches two or three chickens.

P / and "Run quietly"

Purpose: to teach to move silently.

Course of the game: Children are divided into groups of 4-5 people, divided into three groups and line up outside the line. They choose the driver, he sits in the middle of the site and closes his eyes. At the signal, one subgroup silently runs past the driver to the other end of the site. If the driver hears, he says "Stop!" and the runners stop. Without opening his eyes, the driver says which group was running. If he correctly indicated the group, the children step aside. If wrong, they return to their places. This is how all the groups run in turn. The group wins, which ran quietly and which the driver could not find.

P / and "Aircraft"

Purpose: to teach ease of movement, to act after the signal.

The course of the game: Before the game, it is necessary to show all the 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 "Fly!" spread their arms to the sides and scatter around the hall. At the signal "Landing!" the players go to their side of the court.

P / and "Hares and the wolf"

Purpose: to teach to jump correctly on two legs; listen to the text and perform movements in accordance with the text.

Course of the game: One of the players is chosen as a "wolf". The rest are "hares". At the beginning of the game, the "hares" are in their houses, the wolf is on the opposite side. "Hares" come out of the houses, the teacher says:

Hares are jumping gallop, gallop, gallop,

On a green meadow.

They pinch the weed, eat it,

Listen carefully to see if the wolf is coming.

Children jump, perform movements. After these words, the "wolf" comes out of the ravine and runs after the "hares", they run away to their houses. The caught "hares" are taken by the "wolf" into a ravine.

P / and "Hunter and Hares"

Purpose: to teach how to throw the ball at a moving target.

Course of the game: On one side there is a "hunter", on the other, in drawn circles, 2-3 "hares" each. "Hunter" goes around the site, as if looking for traces of "hares", then returns to himself. The teacher says: "The hares ran out into the clearing." "Hares" jump on two legs, moving forward. According to the word "hunter", "hares" stop, turn their backs to him, and he, without leaving his place, throws a ball at them. The "hare" that the "hunter" got into is considered to have been shot, and the "hunter" takes him to himself.

P / and "Zhmurki"

Purpose: to teach to listen to the text attentively; develop coordination in space.

The course of the game: Zhmurka is selected using a counting rhyme. He is blindfolded, taken to the middle of the site, and turned several times around him. Conversation with him:

- Cat, cat, what are you standing on?

On the bridge.

What's in your hands?

Kvass.

Catch the mice, not us!

The players scatter, and the blind man's buff catches them. The blind man's buff must recognize the caught player, call him by name, without removing the bandage. He becomes a blind man's buff.

P / and "Fishing rod"

Purpose: to teach how to jump correctly: push off and pick up your legs.

Course of the game: Children stand in a circle, in the center is a teacher with a rope in his hands, at the end of which a bag is tied. The teacher twists the rope, and the children must jump over.

P / and "Who is most likely to the flag?"

Course of the game: Children are divided into several teams. Flags are placed at a distance of 3 m from the original line. At the signal of the educator, you need to jump on two legs to the flag, go around it and run back to the end of your column.

P / and "Birds and a cat"

Purpose: to teach to move on a signal, to develop dexterity.

Course of the game: In a large circle sits a "cat", behind a circle - "birds". The "cat" falls asleep, and the "birds" jump into the circle and fly there, sit down, peck at the grains. The "cat" wakes up and begins to catch the "birds", and they run away behind the circle. The cat takes the caught "birds" to the middle of the circle. The teacher counts how many there are.

P / and "Don't get caught!"

Purpose: to teach to jump correctly on two legs; develop agility.

Course of the game: The cord is laid in the form of a circle. All players stand behind him at a distance of half a step. The driver is selected. He becomes inside the circle. The rest of the children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are inside. After 30-40 seconds. The teacher stops playing.

P / and "Lovishki"

The course of the game: A trap is selected with the help of a counting board. He becomes in the center. Children stand to one side. At the signal, the children run across to the other side, and the trap tries to catch them. Caught becomes a trap. At the end of the game, they say which trap is the most agile.

P / and "Run to the named tree"

Purpose: to train in quickly finding the named tree; fix the names of trees; develop fast running.

The course of the game: the driver is selected. He names a tree, all children should carefully listen to which tree is named, and in accordance with this, run from one tree to another. The driver closely monitors the children, who runs to the wrong tree, takes them to the penalty box.

P / and "Find a leaf like on a tree"

Purpose: to teach to classify plants according to a certain characteristic; develop observation skills.

Course of the game: The teacher divides the group into several subgroups. Each offers a good look at the leaves on one of the trees, and then find the same ones on the ground. The teacher says: "Let's see which team will find the right leaves faster." The children begin their search. Members of each team, having completed the task, gather around the tree, the leaves of which they were looking for. The team that gathers near the tree first, or the one that collects the most leaves, wins.

P / and "Who will most likely collect?"

Purpose: to teach to group vegetables and fruits; to educate quickness of reaction to words, endurance and discipline.

Course of the game: Children are divided into two teams: "Gardeners" and "Gardeners". On the ground lie dummies of vegetables and fruits and two baskets. At the command of the educator, the teams begin to collect vegetables and fruits, each in their own basket. Whoever collects first raises the basket and is the winner.

P / and "Bees"

Purpose: to teach to act on a verbal signal; develop quickness, dexterity; exercise in dialogical speech.

The course of the game: All children are bees, they run around the room, flap their wings, buzz: "W-w-w". A bear appears (chosen at will) and says:

The bear bear is walking

The honey will take away from the bees.

The bees answer:

This hive is our house.

Leave us, bear,

W-w-w-w!

The bees flap their wings, buzz, chasing the bear away.

P / and "Beetles"

Purpose: to develop coordination of movements; develop orientation in space; exercise in rhythmic, expressive speech.

The course of the game: Children-beetles sit in their houses (on the bench) and say: "I am a beetle, I live here, buzz, buzz: w-w-w". At the signal of the teacher, the "beetles" fly into the clearing, bask in the sun and hum, at the signal "rain" they return to the houses.

P / and "Find yourself a mate"

Purpose: to teach to run quickly without interfering with each other; fix color names.

Course of the game: The teacher distributes colored flags to the players. At the signal of the teacher, the children run, at the sound of the tambourine they find themselves a pair by the color of the flag and hold hands. An odd number of children must take part in the game so that one is left without a pair. He also leaves the game.

P / and "Such a leaf - fly to me"

Purpose: to develop attention, observation; exercise in finding leaves by similarity; activate the dictionary.

Course of the game: The teacher with the children examines the leaves that have fallen from the trees. Describes them, says what tree they are from. After a while, he gives the children leaves from different trees on the site, and asks to listen to him carefully. Shows a leaf from a tree and says: "Whoever has the same leaf, run to me!"

P / a (Russian folk) "Wintering and migratory birds"

Purpose: to develop motor skills; to consolidate the idea of ​​the behavior of birds in winter.

Course of the game: Children put on hats of birds (migratory and wintering). In the middle of the playground, at a distance from each other, there are two children in the caps of the Sun and Snowflakes. "Birds" run scatteringly with the words:

Birds fly, grains are harvested.

Little birds, little birds».

After these words "migratory birds" run to the Sun, and "wintering" - to the snowflake. Whose circle gets together faster, he won.

P / n (Russian folk) "Bees and a swallow"

Purpose: to develop dexterity, speed of reaction.

Course of the game: The playing "bee" children are squatting. "Swallow" is in its nest. "Bees" (sitting in the meadow and singing):

Bees fly, honey is collected!

Zoom, zoom, zoom! Zoom, zoom, zoom!

Martin: - The swallow flies, it will catch the bees.

Flies out and catches "bees". Caught becomes a "swallow".

M / n / a "Song of a dragonfly"

Purpose: to develop coordination of movements; exercise in rhythmic, expressive speech.

Course of the game: Children stand in a circle, pronounce the words in chorus, accompanying them with movements:

I flew, I flew, I did not know when I was tired.

(Smoothly wave their hands.)

She sat down, sat down, flew again.

(They go down on one knee.)

I found friends for myself, we had fun.

(Smooth hand waves.)

The round dance led around, the sun was shining.

(They lead a round dance.)

P / and "Cat on the Roof"

Purpose: to develop coordination of movements; develop rhythmic, expressive speech.

Course of the game: Children stand in a circle. In the center - "cat". The rest of the children are "mice". They quietly approach the "cat" and, shaking their fingers at each other, speak in chorus in an undertone:

Quieter than a mouse, quieter than a mouse ...

The cat is sitting on our roof.

Mouse, mouse, beware.

And don't get caught by the cat!

After these words, the "cat" chases the mice, they run away. It should be noted that the mouse house is a mink, where the "cat" has no right to run.

P / and "Crane and frogs"

Purpose: to develop attention, dexterity; learn to navigate by a signal.

Course of the game: A large rectangle is drawn on the ground - a river. At a distance of 50 cm from it, children-"frogs" are sitting on bumps. A crane is sitting in its nest behind the children. The "frogs" sit down on the bumps and begin their concert:

Here from the hatched rot

Frogs flopped into the water.

And, inflating like a bubble,

They began to croak out of the water:

"Kva, ke, ke,

Kwa, ke, ke.

It will rain on the river. "

As soon as the frogs utter the last words, the crane flies out of the nest and catches them. "Frogs" jump into the water, where the "crane" is not allowed to catch them. The caught "frog" remains on the hummock until the "crane" flies away and the "frogs" come out of the water.

P / and "Hare for hares"

Purpose: to develop attention, agility, fast running.

Course of the game: All the guys are "hares" and 2-3 "hunters". The "hunters" are on the opposite side, where a house is drawn for them.

Educator: -

No one is on the lawn.

Come out, brothers-bunnies,

Jump, somersault! ..

Ride in the snow! ..

"Hunters" run out of the house and hunt hares. The hunters take the caught "hares" into their house, and the game repeats itself.

P / and "Zhmurki with a bell"

Purpose: to entertain children, to help create a good, joyful mood in them.

Course of the game: One of the children is given a bell. The other two children are blind man's buffs. They are blindfolded. The child with the bell runs away, and the blind man's buffs catch up with him. If one of the children succeeds in catching a child with a bell, then they change roles.

P / and "Sparrows"

Course of the game: Children (sparrows) sit on a bench (in nests) and sleep. To the teacher's words: “Sparrows live in the nest and everyone gets up early in the morning", Children open their eyes, they say loudly:"Tweet-tweak-tweet, tweet-tweak-tweak! They sing so merrily. "After these words, the children scatter around the site. In the words of the teacher:« We flew into the nest! "- return to their places.

P / and "Bunny"

Purpose: to develop agility, fast running.

Course of the game: 2 children are selected: "bunny" and "wolf". Children form a circle holding hands. Behind the circle - "bunny". In the circle "wolf". Children lead a round dance and recite a poem. And the "bunny" jumps around the circle:

A little bunny gallops near the blockage,

The bunny is galloping fast, you catch him!

The "wolf" tries to run out of the circle and catch the "bunny". When the bunny is caught, the game continues with other players.

P / and "Chanterelle and Chickens"

Purpose: to develop fast running, agility.

Course of the game: At one end of the site there are chickens and roosters in the hen house. On the opposite side there is a chanterelle. Chickens and roosters (three to five players) walk around the site, pretending to peck at various insects, grains, etc. When a chanterelle sneaks up on them, the roosters shout: "Ku-ka-re-ku!" At this signal, everyone runs into the chicken coop, a chanterelle rushes after them, trying to stain any of the players.

If the driver fails to stain any of the players, then he again drives.

P / and "Hares and Bears"

Purpose: to develop dexterity, the ability to transform.

Course of the game: The "bear" child is squatting and dozing. Children-"hares" jump around and tease him:

Brown bear, brown bear,

Why are you so gloomy?

The "bear" gets up and answers:

I didn’t treat myself to a medic

So he got angry with everyone.

1,2,3,4,5 - I'm starting to drive everyone!

After that, the "bear" catches the "hares".

P / and "Where have we been"

Purpose: to develop motor skills and abilities; develop observation, attention, quick wits, breathing.

Course of the game: The driver is chosen by the reader. He walks out of the veranda. The remaining children agree on what movements they will make. Then the driver is invited. He says:"Hello children! Where were you, what were you doing? " Children answer: "Where we were, we will not tell, but what we did we will show!"If the driver guessed the movement performed by the children, then a new driver is selected. If he could not guess, he drives again.

P / and "At the Bear in the Forest"

Purpose: to teach to navigate in space; develop attention.

Course of the game: A line is drawn at one end of the court. This is the edge of the forest. Behind the line, at a distance of 2-3 steps, a place for a bear is outlined. At the opposite end, the children's house is indicated by a line. The teacher appoints one of the playing as a bear (you can choose with a counting rhyme). The rest of the players are children, they are at home. The teacher says: "Go for a walk." Children go to the edge of the forest, pick mushrooms, berries, that is, imitate the appropriate movements and speak: "The bear in the forest,

I take mushrooms, berries, And the bear sits and growls at us. "

The bear gets up with a growl, the children run away. The bear tries to catch (touch) them. He takes the caught one to himself. The game resumes. After the bear catches 2-3 players, a new bear is appointed or selected. The game repeats itself.

P / and "Flight of the birds"

Purpose: to teach to move in one direction, quickly run away after the signal.

The course of the game: Children stand in one corner of the site - they are birds. There are benches in the other corner. At the signal of the teacher: “The birds are flying away!”, The children, raising their hands, run around the playground. At the signal: "Storm!", They run to the benches and sit on them. At the signal from an adult: “The storm is over!”, The children get off the benches and continue running.

P / and "Cucumber ... cucumber ..."

Purpose: to form the ability to jump on two legs in a forward direction; run without bumping into each other; perform game actions in accordance with the text. Course of the game: At one end of the hall there is a teacher, at the other end there is children. They approach the trap by jumping on two legs. The teacher says:Cucumber, cucumber do not go to that end, There the mouse lives, it will bite off your tail. "After the end of the chant, the children run away to their home. the teacher pronounces the words in such a rhythm that the children can jump twice for each word. After the children have mastered the game, the role of the mouse can be assigned to the most active children.

P / and "Lovishka, take the tape!"

Purpose: to develop dexterity, to bring up honesty, fairness in assessing behavior in the game.

Course of the game: The players stand in a circle, choose a trap. Everyone, except for the trap, takes a colored tape and puts it in the back by the belt or by the collar. The trap stands in the center of the circle. At the signal of the teacher "Run!" children scatter around the playground. Trap catches up with them, trying to pull someone's ribbon. The one who has lost the ribbon temporarily moves aside. At the signal of the teacher "" One, two, three. Run into the circle quickly! " the children gather in a circle, the trap counts the number of ribbons and returns them to the children, the game resumes with a new trap.

P / and "Colored cars"

Purpose: to teach in accordance with the color of the flag to perform actions, to navigate in space.

Game progress: Children are placed at the edges of the playground, they are cars. Each has its own colored circle. The teacher is in the center, holding three colored flags. He picks up one, children with a circle of this color scatter in different directions. When the teacher lowers the flag, the children stop. The teacher raises a flag of a different color, etc.

P / n (Russian folk game) "Potato"

Purpose: to acquaint with the folk game; learn to throw the ball.

Game progress: The players stand in a circle and throw the ball to each other without catching it. When a player drops the ball, he sits in a circle (becomes a "potato"). From the circle, bouncing from a seated position, the player tries to catch the ball. If he catches, then he again becomes a player, and the player who missed the ball becomes a potato.
The game continues until one player remains or gets bored.

P / and "Birds and a car"

Purpose: to develop motor skills and abilities; develop auditory attention; the ability to move in accordance with the words of the poem.

Course of the game: Children stand in a circle. These are "birds" in their nests. On the opposite side is the educator. It depicts a car. After the teacher's words:

Birds galloped, small birds,

They galloped merrily, pecked the grains.

Children - "birds" fly and jump, waving their arms. At the signal of the teacher: “The car is running down the street, puffing, in a hurry, the horn is honking. Tra-ta-ta-ta, beware, step aside. " Children-"birds" run away from the car.

P / and "Mousetrap"

Purpose: to develop dexterity, the ability to act after the signal.

Course of the game: The players are divided into two unequal groups. A smaller group of children holding hands form a circle. They represent a mousetrap. The rest of the children (mice) are outside the circle. Those depicting a mousetrap begin to walk in a circle, saying:

Oh, how tired the mice are

Divorced them - just a passion.

They gnawed everything, everyone ate,

They climb everywhere - that's the attack.

Beware, cheats,

We will get to you.

Let's slam the mousetrap

And we'll catch you right away!
Children stop, raise their clasped hands up, forming a gate. Mice run into and out of a mousetrap. At the signal of the teacher "Clap", the children standing in a circle lower their hands, squat down - the mousetrap slams shut. Mice that do not have time to run out of the circle (mousetrap) are considered caught. Those who are caught are in a circle, the mousetrap is enlarged. When most of the children are caught, the children switch roles and play resumes. The game is repeated 4-5 times. After the mousetrap has slammed shut, the mice should not crawl under the arms of those standing in a circle or try to break the clasped hands. The most dexterous children who have never been caught in a mousetrap should be noted.

P / and "Runs and not hit"

Purpose: to develop dexterity of movement.

Course of the game: A chain is laid out of large snowballs. The players' task is to run between snowballs and not hit them.

P / n (Russian folk) "Snow Woman"

Purpose: to develop physical activity.

Course of the game: "Snow Woman" is selected. She squats at the end of the landing. Children go to her, stamping,

Baba Snezhnaya is standing

She sleeps in the morning, sleeps for days.

Waiting quietly in the evenings

At night everyone goes to scare.

At these words "Snow Woman" wakes up and catches the children. Whoever he catches becomes the "Snow Woman".

P / n (Russian folk) "Duck and Drake"

Purpose: to acquaint with Russian folk games; develop speed of movement.

Game progress: The two players represent the Duck and the Drake. The rest form a circle and hold hands. The duck is in a circle, and the Drake is behind a circle. Drake tries to slip into the circle and catch the Duck, while everyone sings:

Drake, catching a duck,
Young catches gray.
Go duck home
Go gray home.
You have seven children

Eighth drake.

P / and "Get into the hoop"

Purpose: to develop accuracy, an eye.

Course of the game: Children throw snowballs into the hoop from a distance of 5-6 m.

P / and "Snowballs and Wind"

Purpose: to develop motor skills.

Course of the game: Children stand in a circle holding hands. At the signal of the teacher: “The wind blew out strong, strong. Fly away, snowflakes! " - scatter in different directions around the site, spread their arms to the sides, sway, spin. The teacher says: “The wind has stopped! Come back, snowflakes in a circle! " - children run into a circle and join hands.

P / and "Beware, I will freeze"

Purpose: to develop dexterity.

Course of the game: All the players gather on one side of the playground, the teacher is with them. "Run away, beware, catch up and freeze," says the teacher. Children run to the opposite side of the playground to hide in the house.

P / and "Empty space"

Purpose: to develop responsiveness, dexterity, speed, attention.

Course of the game: Children hold on to the hoop with their right hand and move clockwise, and the presenter goes in the opposite direction with the words:

I walk around the house

And I stroke the window

I'll go to one

And I'll knock softly:

"Knock-Knock".

All children stop. The player, next to whom the presenter stopped, asks: "Who came?" the presenter calls the name of the child and continues:

With your back to me

Let's run, we'll run.

Which one of us is young

Will she run home quickly?

The leader and the child run in opposite directions. The winner is the one who is the first to take an empty space near the circle.

P / and "Shaggy dog"

Purpose: to develop attention, fast running; to teach in different ways to designate objects in the game.

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

Here lies a shaggy dog

Burying my nose in my paws.

Quietly, calmly, he lies,

Either asleep, or asleep.

Let's go to him, wake him up,

And let's see something happens!

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

P / and "We are funny guys"

Purpose: to develop dexterity, attention.

Game progress: Children stand on one side of the playground outside 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 chorus members say:

We are funny guys, we love to run and jump

Well, try to catch up with us.

1,2,3 - catch!

After the word "Catch!" 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 are considered caught and move aside, missing one dash. After two runs, another trap is chosen.

P / and "Carousel"

Purpose: to teach to move and speak at the same time, to act quickly after the signal.

Game progress: The players stand in a circle. There is a rope on the ground, the ends of which are tied. They come up to the rope, lift it from the ground and, holding on to it with their right (or left) hands, walk in a circle with the words:

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 grab the rope with their other hand and run in the opposite direction. In words:

Hush, hush, take your time

Stop the carousel

One and two, one and two

So the game is over.

The carousel movement gradually slows down and stops with the last words. The players put the rope on the ground and run across the court. At the signal, they rush to sit down on the merry-go-round again, that is, grab the rope with their hand, and the game resumes. You can take seats on the carousel only until the third bell (claps). The latecomer does not ride the carousel.

P / and "Kittens and puppies"

Purpose: to teach to move beautifully on toes, to combine movement with words; develop agility.

Course of the game: The players are divided into two groups. Children of one group represent "kittens", the other - "puppies". "Kittens" are near the bench; "Puppies" - on the other side of the site. The teacher suggests that the "kittens" run around easily, softly. To the teacher's words: "Puppies!" - the second group of children climbs over the benches. They run after the "kittens" and bark: "Av-av-av". "Kittens", meowing, quickly climb onto the bench. The teacher is always there. The "puppies" return to their houses. After 2-3 repetitions, the children switch roles and the game continues.

P / and "Bubble"

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

Course of the game: Children, together with the teacher, holding hands, form a circle and pronounce the words:

Blow up the bubble, blow up big.

Stay that way and don't burst.

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 they again stand in a circle.

P / and "Cat Vaska"

Purpose: to develop attention, dexterity.

Game progress: Children lead a round dance, a cat "sleeps" in the middle.

Mice dance
The cat is dozing on the couch.
Hush, mice, do not make noise,
Don't wake up Vaska the cat.
How Vaska's cat wakes up
Will break our round dance.

The cat wakes up, catches mice. The mice run away to the houses.

P / and (Russian folk) "Cabbage"

Purpose: to develop dexterity of movement.

Course of the game: The circle is a vegetable garden. In the middle are folded scarves representing cabbage. The "owner" sits down next to the cabbage and says:

I sit on a pebble, amuse pegs with crayons,

I amuse the pegs with small pegs, my garden is my city.

So that the cabbage is not stolen, they do not run to the garden

Wolves and tits, beavers and martens,

The mustachioed hare, the clubfoot bear.

Children try to run into the "vegetable garden", grab the "cabbage" and run away. Whom the "owner" catches - is eliminated from the game.

P / and "Who lives where"

Purpose: to teach to group plants according to their structure; develop attention, memory, orientation in space.

Course of the game: Children are divided into two groups: "Squirrels" and "bunnies". "Squirrels" are looking for plants behind which they can hide, and "bunnies" - under which they can hide. "Squirrels" hide behind trees, and "bunnies" - behind bushes. They choose the driver - "fox". "Bunnies" and "squirrels" are running around the clearing. At the signal: "Danger - fox!" - "squirrels" run to the tree, "hares" - to the bushes. Whoever has done the wrong job, those "fox" catches.

P / and "Children and the wolf"

Purpose: to develop motor skills and abilities; to learn to understand and use verbs of the past tense and verbs of the imperative mood in speech.

Game progress: Children stand on one side of the playground in front of the drawn line. On the opposite side, behind a "tree" (chair or post), sits the "wolf" - the leader. The teacher says:

Children walked in the forest, picked strawberries,
There are many berries everywhere - both on the bumps and in the grass.

Children disperse around the playground, run. The teacher continues:

But then the branches crackled ...

Children, children, don't yawn
The wolf is after the spruce - run away!

Children scatter, the "wolf" catches them. The captured child becomes a "wolf" and the game starts over.

P / and "Butterflies, frogs and herons"

Purpose: to develop physical activity, attention.

Game progress: Children run freely on the playground. At the signal of the teacher, they begin to imitate the movements of butterflies (waving their "wings", circling), frogs (dropping on all fours and jumping), herons (freezing, standing on one leg). As soon as the teacher says: "We ran again!", They again begin to run around the site in arbitrary directions.

P / and "Dove"

Purpose: to develop coordination of movements, orientation in space; exercise in the pronunciation of sounds.

Course of the game: Children choose a "hawk" and "mistress". The rest of the children are "pigeons". The "hawk" stands aside, and the "mistress" drives the "pigeons": "Shoot, shove!" The "pigeons" fly away, and the "hawk" catches them. Then the “mistress” calls out: “Guli-guli-guli” - and the “doves” flock to the “mistress”. The one whom the "hawk" has caught becomes the "hawk", and the former "hawk" becomes the "mistress".

P / and "Move items"

Purpose: to develop coordination in space, dexterity, speed of reaction.

Course of the game: 2-4 circles are drawn on the ground on opposite sides. Different objects (pins, cubes, toys) are placed in one circle, the other remains free. Children stand in two ranks (or one column) and, upon a signal from the teacher, begin to carry objects one by one from another circle.

P / and "Squat Catch"

Purpose: to develop dexterity, speed.

Game progress: The players choose the driver, and they themselves scatter around the site. The driver catches up with them, trying to stain them. The player who is chased by the driver can sit down and touch the ground with his hand. In this position, it cannot be stained. However, the driver can stand two steps away from the crouch and count to five. If the player does not run away when the count is "five", the driver may spot him. The game is played within the area, the border of which is not allowed to leave. The one who breaks this rule becomes the driver. The winner is the one who has never been in the role of a driver.


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