The purpose and course of the didactic game geese geese. Card file on physical education (senior group) on the topic: Card file of outdoor games in the senior group

Abstract open class

IN senior group"Gnomes"

"Mobile game - Geese-swans"

Prepared by the educator: Dushaeva.I.A

Tasks: Exercise in running with dodging, in catching. Strengthen the ability to perform the actions of the role taken on. Coordinate words with game actions.

To develop in children dexterity, ingenuity, speed of reaction.

Cultivate purposefulness, a positive emotional attitude.

1. Preparation: Prepare illustrations for fairy tales.

Pick up a rhyme to choose a wolf.

Prepare the wolf mask.

Activate the words in the children's speech: shepherd, den.

2. Inventory and equipment: Illustrations based on fairy tales, wolf mask.

3. Venue: sports hall.

4. Getting to know the rules:

The geese "fly" home without being caught by the wolf, the wolf catches the geese. The one who is touched by the wolf is considered to be caught. Enough to touch, no need to grab hands.

5. Start of the game: You can seat the children on the bench (so they will not be distracted).

Game progress:

Guys, you probably know a lot of fairy tales. Tell me what fairy tales do you know? (Children's answers).

Could you recognize the story from the illustration? (I show an illustration from the fairy tale "Geese-swans"). Who remembers the name of this story? (Children call). And who remembers what happened in this fairy tale? (Answers of children). Who stole Vanya? (Children answer). Why do you think this happened? (Answers of children). That's right, sister Alyonushka did not follow. And tell me, can such a story happen to geese? Who can steal them? (Answers of children). Do you want us to compose your own fairy tale? (Answers of children). Let's imagine that you and I are geese, here (one side of the hall) is our house, and here (at the other end of the hall) is a shepherd. A shepherd is a person who watches over the geese and guards them. And here, there will be a lair, a wolf. The lair is the home of the wolf. It will be a wolf - we choose a rhyme.

The shepherd is a covenant, home of the geese. Saying the words: Geese, geese!

Geese answer - ha, ha, ha!

Shepherd. Do you want to eat?

Geese. Yes Yes Yes!

Shepherd. So fly!

Geese. We are not allowed,

Gray ox under the mountain

He won't let us go home...

Shepherd. So fly how you want

Just take care of your wings!

The geese, stretching their arms to the sides, fly home, and the wolf runs out and tries to catch (feel) the geese.

After two times of the game, a new wolf and a shepherd are selected, with a counting rhyme.

7. Management of the game:

Directions: Run arms to the sides (geese fly).

The wolf, maybe, only touch it, and not grab it with his hands.

8. What to do with retiring players: I attach some to the shepherd (they repeat his words with him, others to the wolf (if the “wolf” is a weak child, but wanted to be a wolf).

9. End of the game: calm walking.

10. Summing up.

Guys, did you like the story that we made up and played?

What do you think needs to be done so that the wolf does not catch you. (Children's answers).

Tell me, which of the wolves was the fastest and most agile, and caught the most geese? (Children's answers).

Can I play this game while walking?

Conclusion of the teacher: Guys, I really liked your participation in the game


On the topic: methodological developments, presentations and notes

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abstract of an open lesson Abstract of an open lesson with elements of theatrical development on the development of the lexical and grammatical side of speech in children with ONR (preparatory group)

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Synopsis of the open event - the outdoor game "Together one rope" for the week of ped. skills and teachers' council "Game as a means of socialization of the child"

MAUDO" Kindergarten No. 8", Tyumen region, Yalutorovsk

FIZO instructor in kindergarten

Section 1

A source: Children's outdoor games of the peoples of the USSR: a guide. Moscow: Education, 1988.


Russian folk outdoor game: "Geese - swans"

Target: Teach children to pronounce words clearly. Exercise in dexterity, speed of reaction.
rules: Until the children say all the words, the game does not start.
Geese should "fly" all over the site. The wolf can catch them only after the words: “You fly as you want, just take care of your wings!”

Game progress:
The participants in the game choose the wolf and the owner with a counting rhyme, the rest of the children - “geese - swans”. On one side of the hall is a house where the owner and geese live, on the other - a wolf lives under a mountain. The owner releases the geese into the field for a walk, to pinch the green grass. Geese go quite far from home. After a while, the owner calls the geese. There is a roll call between the owner and the geese:
Master: Geese - geese!
geese: Ha - ha - ha.
Master: Do you want to eat?
Geese: Yes Yes Yes.
Master: so fly home.
geese: Grey Wolf under the mountain does not let us go home.
Master: You fly as you wish, just take care of your wings!
Geese run into the house, the wolf tries to catch them (children run around the hall). Caught geese are out of the game. The game ends when almost all the geese are caught. The last remaining goose, the most agile and fastest, becomes a wolf.

Section: 2


First option

Target: Teach children to pronounce words clearly. Develop attention, coordination of movements. Exercise in dexterity, speed of reaction.
Rules of the game: After the words “Be careful you walk around and fly around the wolf!” children should run from one hoop to another child (wolf), trying to catch those who did not have time to run into the hoop. Until the words are spoken, the wolf must not catch the children.
Material: There are more hoops than children, wolf and geese masks, a scarf.
Game progress:
The participants in the game choose the wolf and the owner (whoever jumps further, those who drive), the rest of the children are “swan geese”
The wolf stands in the middle of the hall. Hoops are laid out throughout the hall - these are the houses of geese. The owner releases the geese into the field for a walk, to pinch the grass. After a while, the owner calls the geese. At this time, the geese managed to hide in the houses. A roll call began between the owner and the geese.
Owner: Geese-geese.
Geese: Ha-ha-ha.
Owner: Do you want to eat?
Geese: No, no, no.
Owner: You still take a walk, just don't break your wings!
Geese: The gray wolf guards, does not allow us to walk.
Owner: Be careful you walk around and fly around the wolf!
After the words of the owner, the geese begin to fly from one house to another. The wolf must catch the goose that did not have time to fly into the house. The caught goose is out of the game. The game ends when the wolf catches 8-10 geese.
This version of the game is especially useful for children with handicapped health.
The next drivers are chosen as follows: who will jump higher.

Russian folk outdoor game: "Geese-swans"
Second option

Target: Teach children to pronounce words clearly. Develop attention, coordination of movements, orientation in space. Exercise in dexterity, speed of reaction.
Rules of the game: On one side of the hall are geese (children) and the owner (child). In the middle of the hall is a wolf (child). Children (geese) must run from one side of the hall to the other several times back and forth without stepping into the zone of the wolf (the restriction for the wolf is laid out with ropes). A child (wolf) catches children (geese), moving only to the right and left, turning around in his zone, prepared in advance. Until the words are spoken, the game does not start and the wolf should not catch the geese (children).
Material: Two ropes. Wolf and geese masks, scarf.
Game progress.
The participants in the game choose a wolf and a master. Those who jump on one leg the longest are those who drive, the rest are geese children.
The geese and their owner stand on the same side of the hall. The wolf stands in the center of the hall, we lay out the restriction from the ropes - this is his strip of forest in which he lives.
The owner releases the geese to stretch their wings for a walk. Geese fly all over the hall, flying into the forest to the wolf. The owner calls the geese home.
Master: Geese-geese!
geese: Ha-ha-ha.
Master: You're tired?
Geese: Yes Yes Yes.
Master: So fly home, I will feed you food.
geese: The wolf guards his forest, does not give us a passage!
Master: Strongly flap your wings, fly over the evil wolf.
Geese fly (jump over) the line of the forest in which the wolf lives, they should not fall into the teeth of the wolf. The wolf moves left and right through its forest, turning around its axis, trying to catch the geese. Geese can fly from one side of the hall to the other several times. The caught goose is out of the game. The game ends when the wolf catches 10-12 geese.
The next drivers are chosen as follows: who will beat the ball off the floor the longest.

Russian folk outdoor game: "Geese-swans"
Third option

Target: Teach children to clearly pronounce words, respond to the signal of the teacher. Develop attention, coordination of movements. Exercise in dexterity, speed of reaction.
Rules: Children, in the role of a wolf and geese, stand on opposite sides of the hall, these are their houses. The teacher lets the children run around the room. At a signal (whistle, tambourine, clap), the children run to their place, and the wolf (child) must catch them. Caught children are out of the game.
Material: Whistle, wolf and geese masks, scarf.
Game progress.
The participants in the game choose a wolf and a master. Whoever throws the ball or bag farthest, those and the rest of the children are geese.
wolf standing
on one side of the hall, geese with the owner on the other side of the hall. The owner lets the geese fly. Geese fly all over the hall, the wolf watches them from his lair. The owner calls the geese.
Master: Geese-geese!
Geese: ha-ha-ha.
Master: swooped in?
Geese: Yes Yes Yes.
Master: Fly home at the signal, don't get caught by the evil wolf!
Geese: We understand you, we are flying, we don’t want to go to the evil wolf!
Geese fly around the hall, as soon as they hear a signal (whistle, beats on a tambourine, etc.), the wolf starts catching the geese, and they quickly fly to the owner. Caught geese are out of the game. The game ends when the wolf catches 10-12 geese.
The next drivers are chosen as follows: who will throw the ball or bag the farthest.

Outline of the lesson on OFP
Topic: "Mobile game" Geese "
DateClass: 1
Purpose: education of a comprehensively developed personality; increased interest in
physical culture.
Tasks:
1. Reinforce cognitive activity students through outdoor games.
2. Strengthening health, increasing physical activity.
3. Cultivate tolerance, mutual assistance;
Equipment: whistle, volleyball.
Duration: 35 min
Lesson progress:
1. Construction.
2. Game exercise with poetic accompaniment.
The teacher explains to the children that the pace is different. And doing a workout
from slow to fast pace.
We will go first to the right -
One two Three.
(Walking in place with a right turn)
And now let's go to the left -
One two Three.
(Walking in place with a left turn)
And now we all sit down -
One two Three.
(emphasis crouching)
We stand together and quietly -
One two Three.
(Stand up, hands up)
And now we're all dancing
One two Three.
(Springy semi-squats with turns of the body from right to left and
cross movements of the hands in front)
And now let's dance
One two Three.
1

One two Three.
(Step right, step left, half squat)
3. Conversation "Daily routine - the basis of human life."
Teacher. Guys, I'll tell you a fairy tale, and you listen to it carefully and
answer my questions.
There lived a boy Alyosha Ivanov. Alyosha had a mother, a father, two grandmothers and an aunt.
They loved and adored him. Therefore, Alyosha went to bed when he wanted to.
Slept until noon. I woke up ... I yawned, my mouth wide open. And Aunt Lipa immediately
poured cocoa into his mouth.
And both grandmothers handed him a cake. Aleshin's dad at that time tried
cheer up the child. And my mother ran to the store to buy Alyosha what
some gift.
This boy had an awful lot of all sorts of toys, albums, books,
colors! He was so fed up with them that Alyosha threw them out of the window on their heads.
passersby. Meanwhile, the parents were doing homework for their son.
Alyosha was constantly late for school. But even there he was bored. Therefore, from
boredom - he pulled girls' braids, beat kids, threw stones at birds, pushed
passersby.
What can you say about this boy?
- Do you like or dislike Alyosha Ivanov? If you don't like it, then why?
Why do you think the boy was always late for school?
Why is Alyosha bored both at home and at school?
Would you like to be friends with such a boy? (Student answers.)
Teacher. But that's good well-mannered person and never be bored. After all, he
lives according to a strict schedule and does everything on his own.
What is the name of such a strict routine that we follow in
during the day? (Student answers.)
Teacher. That's right, this is the daily routine.
Teacher. Correct Mode days is proper organization and most
appropriate distribution according to the time of sleep, nutrition, work, rest, personal
hygiene, etc. We will now play the game "Daily routine".
Students stand in a circle depicting a clock face. And with the teacher
they say the time and what to do at that time (getting up, exercising, having breakfast, etc.).
4. The mobile game "Geese-swans".
The players choose the "wolf" and the "owner", they themselves depict the "geese".
On one side of the site they draw a house where the "owner" and "geese" live, on the other
field.
Between them is the lair of the "wolf".
All geese fly to the field to pluck the grass.
The owner calls them:
2

Geese, geese!
Gagaga!
Do you want to eat?
Yes, yes, yes!
So fly home!
The gray wolf under the mountain does not let us go home.
What is he doing?
He sharpens his teeth, he wants to eat us.
Well, fly as you like, just take care of your wings!
The "geese" run into the house, the "wolf" tries to catch them.
Then the owner says to him: "Volkushko, I'll throw you a cow," and throws
ball.
The "wolf" runs after the ball, and the "geese" at this time run away to the owner.
5. Construction. Mindfulness and relaxation exercises.
Exercise "Class, do this ..."
6.Care out sports hall under a poem.
We will go first to the right -
One two Three.
And now let's go to the left -
One two Three.
And now we all sit down -
One two Three.
We stand together and quietly -
One two Three.
And now we're all dancing
One two Three.
And now let's dance
One two Three.
One two Three.
3

P / and "Mousetrap"

Purpose of the game : Improve movement coordination and agility.

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

Oh, how tired the mice are,

They ate everything, they ate everything,

Beware, cheaters

We will get to you.

Here we put mousetraps,

Let's get everyone now!

Children stop, raise their clasped hands up, forming a gate. Mice run into the mousetrap and run out of it. At the signal of the teacher “Clap”, the children standing in a circle lower their hands, squat - the mousetrap slams shut. Mice that do not have time to run out of the circle (mousetraps) are considered to be caught. Those caught become in a circle, the mousetrap increases. When most of the children are caught, the children switch roles and the game resumes. The game is repeated 4-5 times.

m/p "Who has the ball?"

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

Game progress:

The players form a circle, the leader is chosen. He stands in the center of the circle, and the rest of the children move tightly towards each other, hands behind everyone.

The teacher gives someone a ball (6-8 cm in diameter), and the children pass it around behind their backs. The driver tries to guess who has the ball. He says: "Hands!" - and the one who is being addressed should put both hands up, palms up, as if showing that he does not have the ball. If the driver has guessed correctly, he takes the ball and stands in a circle, and the player who has the ball is found starts to drive. The game is repeated.

p / and "Lovishka" (with ribbons)

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

Game progress:The players are built in a circle, each receives a ribbon, which he lays behind the belt or behind the collar. In the center of the circle is a trap. At the signal “One, two, three - catch,” the children scatter, and the trap seeks to pull the ribbon from someone. The one who has lost the ribbon steps aside. At the signal “One, two, three - quickly run into a circle!”, The children are built in a circle. The teacher offers to raise their hands to those who have lost the ribbon, that is, lost, and counts them. The trap returns the ribbons to the children. The game starts with a new driver.

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

p / and "Figures"

Target:Cultivate creativity.

Game progress:At the signal of the teacher, all the children scatter around the playground (hall). On the next signal all the players stop at the place where the team found them, and take some kind of pose. The teacher notes those whose figures turned out to be the most successful.

m/p "Find and keep silent"

Target:Develop attention in children.

Game progress:The teacher hides an object in advance and invites the children to find it. The one who saw the object comes up to the teacher and quietly reports the find. The teacher notes the children who turned out to be the most attentive.

p / and "We are funny guys"

Target: .

Game progress:Children stand on one side of the playground beyond the line. The second line is drawn on the opposite side of the site. There is a trap in the center of the site. The trap is assigned by the teacher or chosen by the children. The children say in unison:

We are funny guys

We love to run and jump.

Well, try to catch up with us.

One, two, three - catch!

After the word “catch”, the children run to the other side of the playground, and the trap catches up with the runners, catches them. The one whom the trap manages to touch before the evader crosses the line is considered to be caught. He steps aside. After 2-3 runs, another trap is selected. The game is repeated 3-4 times.

Directions. If after 2 - 3 runs the trap does not catch anyone, a new trap is still selected

p / and "Fishing rod"

Target:Improve coordination abilities, strengthen leg muscles.

Game progress:The players stand in a circle, the teacher will stand in the center of the circle. He holds a rope in his hands, at the end of which is tied a bag of sand. The teacher rotates the rope with the bag in a circle above the floor (ground), and the children jump up on two legs, trying not to touch the bag with their legs. Having described 2-3 circles with a bag, the teacher pauses, counts the number of those who hit the bag and gives instructions on how to perform jumps.

p / and "Quickly take it"

goal:Improve signal responsiveness.

Game progress: Children form a circle and, at the signal of the teacher, walk or run around objects (cubes, cones, pebbles), which should be one or two less than children. On the signal: “Quickly take it!” - Each player must take an object and raise it above his head. The one who did not have time to pick up the item is considered the loser.

p / and "Empty place"

Target:Develop the ability to navigate in space and speed

Run.

Game progress:The players stand in a circle, putting their hands on their belts - windows are obtained. The leader is chosen. He walks behind the circle and says: I walk around the house

And I look through the windows

I will go to one

And I'll knock softly.

After the word “I’ll knock,” the driver stops, looks into the window against which he stopped, and says: “Knock-knock-knock.” The one in front asks: "Who came?" The leader says his name. Standing in a circle asks: "Why did you come?". The driver replies: “We run to the races,” and both run around the players in different directions. It turns out in a circle empty place. The one who reaches it first remains in the circle; the latecomer becomes the driver, and the game continues.

m/p "Classes"

Target:Teach kids to jump.

Game progress:Classics (5 - 6) are painted on the asphalt.
The child takes a flat stone and throws it into the first class. Then he jumps on two legs to the first class, picks up a stone and jumps back. He throws a pebble into the second class, and he himself jumps first into the first class, and from it to the second. Just the same raises a stone and jumps through the first class. Then he throws into the third class and so on until he goes beyond the class line. After that, the rest of the children begin to jump. When the turn comes again to the first child, he takes his pebble and throws it into the class that he did not get into before. So all the children take turns playing. The child from the group who passes all classes first wins.

p / and "Don't get caught"

Target:Develop dexterity and coordination of movement.

Game progress:The players are located around the cord, laid out on the floor in the form of a circle. There are two leaders in the center of the circle. At the signal of the teacher, the children jump on two legs into the circle and back out of the circle as the traps approach. The player who managed to "tarnish" receives a penalty point. After 50 sec. The game stops, the losers are counted, the game is repeated with new drivers.

p / and "Bird flight"

Target:To fix climbing on the gymnastic ladder.

Game progress:At one end of the hall are children - "birds". At the other end of the hall there are aids on which you can “fly up” (gymnastic benches, cubes, etc.) - “trees”.

At the signal of the teacher: “The birds are flying away!” - children, waving their arms like wings, scatter around the hall; to the signal: "Storm!" - run to the hills and hide there. When the teacher says “The storm has stopped!”, the children descend from the hill and again scatter around the hall (“the birds continue their flight”). During the game, the teacher must insure the children, especially when descending from the gymnastic wall.

m/p "Don't Stay on the Floor"

Target:Develop the ability to act on a verbal signal, quickly navigate the situation.

Game progress:A driver is selected - a trap that runs with the children throughout the hall (platform). As soon as the teacher said: “Catch!” - everyone runs away from the trap and tries to climb onto some kind of elevation (bench, cube, stump, etc.). The trap tries to pin down the escaping before they have time to stand on the dais. Children touched by the trap step aside. At the end of the game, the number of caught players is counted and another driver is chosen. The game is restarted.

p / and "The ball to the driver"

Target:Develop dexterity and speed of reaction, the ability to play in a team.

Game progress:The players are divided into 2-3 teams. Each team is built in a circle, in the center of each circle is the leader with the ball in his hands. The drivers throw the ball to the players of their circle in turn and get it back. When the ball goes around all the players, the driver raises it above his head and says “Done!”. Whose team is faster.

p / and "Geese - swans"

Target:to educate children in endurance, the ability to perform movements on a signal. Practice running with dodge.

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

SHEPHERD: Geese, geese!

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

SHEPHERD: Do you want to eat?

GOOSIE: Yes, yes, yes!

SHEPHERD: So fly!

Geese: We can't:

Gray wolf under the mountain

He won't let us go home.

SHEPHERD: So fly as you like,

Just take care of your wings!

The geese, spreading their wings (spread their arms to the sides), fly home through the meadow, and the wolf, running out of the den, tries to catch them (stain). Caught geese go to the lair. After two runs, the number of geese caught by the wolf is counted. Then new drivers are selected - a wolf and a shepherd.

m/n "Flies - does not fly"

Target:Develop the ability to distribute attention, teach concentration.

Game progress:The children stand in a circle with the teacher in the center. He calls animated and inanimate objects that fly and do not fly. For example, the teacher says: “The plane flies, the chair flies, the sparrow flies,” etc. Children should raise their hands up if a flying object is named.

p / and "Entertainers"

Target:Develop motor activity children.

Game progress:A leader is chosen - an entertainer who stands in the center of the circle formed by the children. Holding hands, the children walk in a circle to the right and left, saying:

In an even circle one after another

We go step by step.

Stay where you are! together

Let's do this………..

Children stop, lower their hands; the entertainer shows some movement, and all players must repeat it.

p / and "Firefighters in training"

Target:To consolidate the ability to climb the gymnastic wall without missing the rails.

Game progress:Children are built in four columns facing the gymnastic wall - these are firefighters. On each span of the gymnastic wall, bells are hung at the same height (on a rail).

At the signal of the teacher: "March!" - children, standing first in columns, run to the gymnastic wall, climb it, ring the bell, go down and return to the end of their column. The teacher marks the child who completed the task the fastest. Then the signal is given again and the next group of children runs, and so on.

Target:Develop mindfulness, activity of sensory systems.

Hodge games:The players stand in a circle, in the center of the circle is the driver blindfolded. One of the children approaches the driver, the driver must recognize his friend by touch. The game continues 5-6 times, each time a new driver is chosen.

p / and "Frost Red Nose"

Target: Cultivate speed and agility

move: On the opposite side of the site, two houses are marked, the players are located

In one of the houses. Leading - Frost Red Nose becomes in the middle of the site facing the players and says:

I'm Frost Red Nose.

Which one of you decides

On the way - to start the path?

The players respond in unison:

We are not afraid of threats

And we are not afraid of frost.

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

p / and "Hunters and hares"

Target : Cultivate dexterity

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

p/i "Brave Sparrows"

Target : Cultivate speed and agility

Stroke:Children are built in a circle, in front of each playing two snowballs. In the center of the circle, the driver is a cat. Children pretend to be a sparrow and, at the signal of the teacher, jump into the circle through the snowballs and jump back out of the circle as the cat approaches. A sparrow touched by a cat. Receives a penalty point, but is not out of the game. After a while, the teacher stops the game and counts the number of "pegged"; a new driver is selected.

p / and "Sly fox"

Target: Cultivate speed and agility

Stroke:The players stand in a circle at a distance of one step from each other. To the side, outside the circle, the fox's house is indicated. At the signal of the teacher, the children close their eyes, and the teacher walks around them with outside circle and touches one of the players, who becomes the leader - a cunning fox. Then the children open their eyes, in chorus 3 times (with a short interval) ask (quietly at first, then louder): “Cunning fox, where are you?” After the third question, the cunning fox quickly runs out to the middle of the circle, raises his hand and says: “I'm here!”. All the players scatter around the site, and the fox catches them (touching them with his hand). After the fox catches 2-3 children and takes them to his house, the teacher says: “In the circle!”. The game is restarted.

m/p "School of the ball"

Target : development of dexterity, quick reaction, attention

Target:A small ball is given for the game. Children play one at a time, two at a time, and in small groups. The player performs the task of movement in order. Having successfully coped with one, he moves on to the next. If a child makes a mistake, he passes me x to another. When the game continues, he starts with the move in which he made a mistake.

p / and "Bears and bees"

Target: Cultivate speed and agility

Stroke:On one side of the hall is a beehive, and on the opposite side is a meadow. To the side is a bear den. At a prearranged signal from the educator, the bees fly out of the hive (get off the hill (it can be a gymnastic bench, wall, etc.)) fly to the meadow for honey and buzz. The bees fly away, and the bears run out of the den and climb into the hive (fly up the hill) and feast on honey. As soon as the teacher gives a signal: “Bears!”, the bees fly to the hives, and the bears run away to the den. The bees that did not have time to hide sting (touching it with their hand). The stung bears miss one game. The game resumes, and after it is repeated, the children change roles.

p / and "Owl"

Target: Build creative imagination

Stroke:On one side of the hall, an owl's nest is indicated. A driver is placed in the nest - an owl. The rest of the children depict birds, butterflies, beetles - they fly around the hall. After a while, the teacher says: “Night!” - and all the players stop on the spot in those positions in which the night caught. The owl flies out of its nest, flaps its wings and looks at who is moving. The one who moved, the owl takes him to his nest. The teacher says: "Day!" - and butterflies, bugs, birds come to life and again begin to fly, spin. After two sorties of an owl for hunting, the number of those caught is counted and a new driver is selected.

p / and "Pair running"

Target: Learn to run in pairs

Stroke:"Change the subject." Children (two children, each with a cube in their hands), at the signal of the teacher, run to the hoop (35 m), change the cube for a ball and return back to the team. Pass the ball to the next players. The next children change the ball for a cube. The task for children is to change one object for another as quickly as possible.

m/n "Who will get to the flag sooner"

Target: improve crawling skills

on all fours and the ability to navigate

in space

Stroke:All players sit on chairs. At a distance of 5-6 steps from the edge of the site, a line is drawn, beyond which there are 4-5 children. On the opposite side of the site, at a distance of 18 - 20 steps, the lines against each place a chair, on which a flag is placed. The chairs are in line. At the signal of the teacher, the children run to the flags, take them, lift them up, then put them back. The teacher notes which of the children raised the flag before the others. Then all those who fled sit on chairs, and the next 4-5 people take their place beyond the line. The game ends when all the children run 1 time to the flag.

p / and "Burn, burn clearly!"

Target: Develop speed and agility

Stroke:The players stand in a column of two, holding hands, in front of the column is the leader. The children say in chorus:

Burn, burn brightly so that it does not go out.

Look at the sky, the birds are flying

The bells are ringing!

One, two, three - run!

At the end of the words, the players of the last pair lower their hands and run to the beginning of the column - one to the right, the other to the left of it. The driver tries to tarnish one of the players before he has time to join hands with his pair. If the driver has stained the player, then he becomes a pair with him in front of the column.

m / and "Get in the hoop"

Target: Develop eye and accuracy of motor actions

Stroke:3 teams participate, building children in a column behind the throw line facing the wall (3-4 m from the throw line). Opposite each team there is a hoop on the floor (1.5-2 m from the throw line). The first players hold the ball in their hands. On a signal, the first players throw the ball against the wall so that, having rebounded, it hits the hoop, then into their hands. Having caught the ball, the children pass it to the next one, and they themselves stand at the end of the column. For each accurate throw, the team is awarded one point. The team that gets large quantity points.

p / and "Homeless Hare"

Target: Improve the speed of response to a sound signal

Stroke:A hunter and a homeless hare are selected from among the players. The rest of the players - hares draw circles for themselves (at home), and everyone stands in it.

The "homeless hare" runs away, and the "hunters" catch up with him. "Hare" can escape from the "hunter" by running into any circle; then the “hare” that has flocked in the circle must immediately run away, because now he is becoming homeless and the “hunter” will catch him. As soon as the “hunter” has caught (stripped) the hare, he himself becomes a “hare”, and the former “hare” becomes a “hunter”.

p / and "Carousel"

Target:to develop in children the rhythm of movements and

The ability to coordinate them with words

Stroke:Children form a circle, holding the cord with their right hand, walk in a circle at first slowly, then faster and start running. Movements are performed in accordance with the text spoken aloud:

Barely, barely, barely, barely

The carousels spin

And then around, around, around,

Everyone run, run, run.

After the children run 2-3 circles, the teacher organizes them and gives a signal to change the direction of movement. The players turn around and, intercepting the cord with the other hand, continue walking and running. Then the teacher together with the children says:

Hush, hush, don't rush!

Stop the carousel!

One, two, one, two

Here the game is over.

The movement of the "carousel" is gradually slowing down. To the words "That's the game over!" children stop.

m/p "Knock down the skittle"

Target: Train accuracy, strengthen arm muscles

Stroke:Players stand in a line behind the starting line for 6-8 people. On a signal, children change snowballs, trying to knock down the skittles (distance 4-5 m from the starting line). The players who managed to hit the targets are marked.

p / and "From bump to bump"

Target: develop the ability to jump on two legs with

moving forward

Stroke:The teacher lays out flat hoops in a checkerboard pattern (6 pieces in two lines). The players line up in two columns and, on command, jump on two legs from hoop to hoop. The distance between children in jumps is 2-3 hoops, in order to prevent injuries. The team that completes the task quickly and correctly wins.

p / and "Oncoming dashes"

Target: Strengthen the ability of children to run for distillation

Stroke:The group is divided in half. The players stand on opposite sides of the court behind the lines in a line at a distance of at least one step from each other. Each group of children has ribbons of their own color on their hands - blue, yellow. At the signal of the teacher “blue”, children with blue ribbons run to the opposite side. The children standing opposite stretch out their palms forward and wait for the running ones to touch them with their hands. The one who was touched runs to the other side of the site, stops behind the line, turns and raises his hand up. Etc.

p/i "Serso"

Target: Develop attention, eye, coordination

movement, accuracy

Stroke:Two children stand opposite each other at a short distance (2-3 m). One of them throws towards the other ring, and he catches them on a stick.

At large numbers participants, the children, divided into pairs, stand opposite each other at a distance of 3-4 m. One of them (by agreement) has a stick in his hands, the other has a stick and several rings (at first 2, later 3-4). The latter puts rings on the tip of the stick and sends them one at a time towards his partner, who catches the rings on his stick. When all the rings are thrown, the rings caught are counted, after which the children change roles. Whoever catches wins more number rings.

p / and "K&

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

Description: At one end of the site, a “house” line is drawn, where the geese are located, at the opposite end there is a shepherd. To the side of the house is the "wolf's lair". The rest of the place is "meadow". The teacher appoints one as a shepherd, another as a wolf, the rest depict geese. The shepherd drives out the geese to graze on the meadow. Geese walk, fly across the meadow. The shepherd calls them "Geese, geese." The geese answer: "Ha-ha-ha." "Do you want to eat?" "Yes Yes Yes". "So fly." "We are not allowed. The gray wolf under the mountain does not let us go home. "So fly as you like, just take care of the wings." The geese, spreading their wings, fly home through the meadow, and the wolf runs out, cuts off their path, trying to catch more geese (touch with your hand). The captured geese are carried away by the wolf. After 3-4 runs, the number of those caught is counted, then a new wolf and a shepherd are appointed.

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

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

Mobile game "Who will quickly remove the tape"

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

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

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

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

Mobile game "Quick to places"

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



Description: Children stand in a circle at arm's length, the place of each is marked with an object. At the word "run", the children leave the circle, walk, run or jump all over the site. The teacher removes one item. After the words "in places", all the children run in a circle and take empty seats. To the rest, the children say in unison, “Vanya, Vanya, don’t yawn, quickly take a seat!”

Rules: A place in a circle can only be taken after the words “In places”. You can not stay still after the word "run."

Options: At the beginning of the game, do not hide the die so that no one is left without a place. Remove 2 or 3 cubes. In winter, flags are stuck in the snow.

Mobile game "Trap, take the tape"

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

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

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

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

Mobile game "Hunters and hares"

Target: Improve the skills of jumping and throwing at a target on both legs. Develop dexterity, speed and orientation in space.

Equipment: ball.

Separation of roles: Choose one or two "hunters" who stand on one side of the site, the rest of the children are "hares".

Game progress.

Hares sit in their "minks" located on the opposite side of the site. "Hunters" go around the site and pretend to be looking for "hares", then go to their places, hide behind "trees" (chairs, bench).



In the teacher's words:

Bunny jump-jump. jumping gallop

Into the green forest

"Hares" go to the site and jump. To the word "Hunter!" The "hares" run to their "minks", one of the "hunters" aims the ball at their feet and whoever hits, he takes with him. The "hares" again go out into the forest and the "hunter" hunts them again, but throws the ball with his second hand. When the game is repeated, new "hunters" are chosen.

Game instructions. Make sure that the "hunter" throws the ball with both the right and left hand. "Hunters" throw the ball only at the feet of "hares". The ball is picked up by the one who threw it.

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