Let's have a party for the kids! Children's, educational and educational indoor games, games for children at school and in kindergarten.

"TROPICAL RAIN".

The participants stand in a circle. The host stands in the center: "Now we will all together cause a warm tropical rain. During this, it is better for everyone to be silent, as the sounds of rain will be better heard." Then the facilitator shows the movements, gradually turning and looking at the participants in turn. The participant, whom the leader is looking at, begins to repeat the movements after him.
MOVEMENTS:
  1. Rub your palms together.
  2. Snap your fingers.
  3. Clap your hands on your chest
  4. We clap our hands on our knees
  5. We stomp our feet.
Then the movements go in descending order from the fifth to the first movement.

"HAMster".

Everyone sits in a circle. The first participant begins the story with the words: "I have a hamster at home, he has such paws" and shows. The next one repeats the movements of the previous participant and continues the story: "I have a hamster living at home, he has such ears," etc. According to the snowball principle. At the end of the story, the whole group draws a hamster, which they just talked about.

KILLER.

All players stand in a circle, hold hands and each puts his right hand behind his back. Everyone closes their eyes and does not open until the host says. The leader appoints a "killer" by touching one of the participants. The “killer”, at the signal of the leader, begins to send a certain number of impulses in any direction (shakes the neighbor’s hand), the received impulse passes it on, reducing it by one handshake. The player who received one impulse is considered killed and leaves the game. Then everyone opens their eyes and finds out who is killed. If the two have a suspicion who the killer is, they can say this in the ear of the host. If their opinions match, that participant is out of the game, regardless of whether they were the killer or not. If their opinions differ, then they themselves are eliminated from the game. The task of the participants is to identify the killer, the task of the killer is to take everyone out of the game.

THE MAGIC OF WORDS

All participants are counted on the "first-second", and then form pairs in which there is one "first" and one "second" number. The host says: "Close your eyes and imagine a ten-point scale. Find your mood on it at this moment. Mark it for yourself (you can write it down on a piece of paper)." Next, the task for the "first" numbers: turn to your partners in a pair and make several positive statements about them. For example: “I am very glad that we are in the same pair”, “you have a very pleasant voice”, “I like your name”, “you are very beautiful today”, “you have a charming smile”, “you performed great yesterday in a concert", etc. Then the guys change places, and the "second" numbers are already spoken. After that, all participants are again invited to close their eyes and mark their mood on a ten-point scale. The results "before" and "after" must be compared.

Notes:
o It is recommended to play with children at least 10-12 years old.
o The active participation of each player must be a prerequisite. You can take a minute to think about your statement.
o Don't tell children to compliment each other - a positive statement is a much broader and more capacious concept.
o Some children (especially in different-sex couples) may have difficulty. Therefore, it is better for the host to make several cards in advance with positive statements written on them.

ASSOCIATIONS

The game is usually played in a circle. The person to be discussed is selected.
Participants must come up with who or what they associate this person with.
For example, who (or what) this person will turn out to be if he suddenly becomes:
about a tree
o picture
o flower
o song
o furniture
about the river
about animals
about a plant
o bird
about the time of year
It is possible that each participant in the game is described in the form of metaphors: "prickly hedgehog", "perpetual motion machine", "Captain Vrungel", etc.
Remarks. The game can be somewhat complicated: choose a driver, ask him to temporarily leave the premises or detachment place. At this time, all participants choose the person to be discussed. After that, the driver is invited. His task is to find out the associations of the players with the help of questions (see above) and name the one they are talking about.
If the presenter coped with this task, then the one he guessed goes to "lead".

IMAGE MAKERS

Leading:"We are all interested in knowing what impression we make on other people, what they perceive in us as essential, but they do not notice it. Now there is an opportunity to participate in the collective creation of images of the people present here, that is, to try yourself in the role of image makers." The player goes to the center of the circle. The host asks the children questions: What image do you get when you look at our hero? What picture can be created for this image? What kind of people surround him, what kind of interior or landscape is the background of his portrait? What era is this happening in? What season surrounds our hero? etc.
It is necessary to select questions in such a way as to reflect the diversity of the child's inner world, the characteristics of his behavior, the nature of interaction with other members of the team.
Remarks. After discussing the merits and individual shortcomings, you can continue the work of "image makers" to form a positive image of the hero. To do this, the guys must say about the desired, but missing from him character traits, personal qualities.

GESTURE RELAY

All participants sit in a circle. The facilitator gives them the task to come up with some kind of gesture, movement, grimace with which everyone will participate in the game (snapping fingers, clapping hands, “horns” from fingers, sniffling, funny faces, etc.). After the gestures are invented, they must be demonstrated to each other and try to remember everything that the other participants have shown.
The host starts the game: he shows his gesture and the gesture of the person to whom he passes the baton. The player's task is to repeat the previous gesture (leader), his own gesture and the gesture of the participant to whom the baton is passed. Thus, each of the participants shows three gestures: the previous participant, his own and the next participant.
Remarks. At first glance, this is a game of attention (children often get confused, forget to demonstrate one of the gestures, etc.). However, after 5-7 minutes after the start of the game, you can notice that some gestures (and, accordingly, the participants) are repeated more often than others. Why? The reason is not that some gestures are more memorable. Practice shows that more often they choose guys who are pleasant in communication, who have managed to successfully prove themselves in any business.
In order for the game to be interesting, it is necessary to observe a simple condition - it must take place in complete silence.
After 7-8 minutes after the start of the game, it can be made more difficult by giving the participants the task of doubling the pace of the game.
The game can make a shocking impression on "uninitiated" people who are nearby - try to make it so that outsiders do not see it.

CROCODILE

The game is very similar to the previous one and demonstrates the relationships, sympathies and preferences that are forming in the team.
All participants sit in a circle. At the command of the host (starting with himself), the players are calculated in order.
The host has number one, he says, "Five crocodiles were flying across the sky." The player with the number "five" asks: "Why five?". The host replies: "How much?". The player names any number that does not exceed the number of participants in the game. Now the player whose number was called begins to ask questions and continues the game. It is important for the players not to get lost and to conduct the dialogue correctly at a fast pace.
Notes:
o Some time after the start of the game, you can ask the participants to play faster.
o For some guys, the game may cause bewilderment: "What is all this for?". Explain that "crocodiles" is a very subtle psychological game (of course, this is not entirely true, but children need to be motivated), which helps to identify the level of team cohesion.
o If you play "Crocodiles" for at least 10-15 minutes over 3-4 days, you will notice that the children play faster and faster each time. o After a few days, it happens that the numbers that children choose more often than others change. This is natural, since there is an obvious dynamics in the development of relations in the team.

DECLARATION LESSONS

The children are given the task: to expressively read any famous poem in chorus (at the same pace and rhythm). This "lesson" usually does not cause serious difficulties. The next one is much more difficult - to read the same poem with the same intonation, at the same pace and rhythm, and at the same time, the "students" must pronounce the words in turn, sitting in a circle.
Remarks. You can conduct the same "lesson" several times. Does the quality of recitation improve after repeated repetitions? What is the mood of the children? Or maybe it's time to change the poem? Ask the children a series of questions: How did they feel in the "lessons"? To what extent did they manage to overcome the psychological barrier (shyness, stiffness)? How did they tune in to the same wavelength with the "class"? How has their mood changed?

HI! YOU IMAGINE...

The host turns to the participant sitting (standing) to his left and cheerfully says: "Hello! Can you imagine ...", and then tells him some news, tells a funny story, case, anecdote.
The task of the participant is to listen carefully and rejoice together with the leader. Then the participant turns to the neighbor on the left and also happily says: "Hello! Can you imagine ..." and ends the phrase with his own news, case, story. Remarks. You can change the task during the game. For example, ask children to retell the same news, story, incident. Watch how the information originally reported changes (it may become shorter, or it may become more lengthy).

CHECK

The participants sit in a circle. The host calls the number, and that is how many participants should rise from their seats. Participants do not have the right to agree, but non-verbal interaction is allowed. Until the group is cooperative enough, the game cannot continue. Remarks. It is necessary to bring the game to completion; positive reinforcement is important. This game can be played standing in a circle: the participants, at the command of the leader, must take a step forward.

COUNT TO TEN

The game is very similar to the previous one. But the task of the players changes somewhat: it is necessary, without agreeing among themselves, to count aloud from one to ten. It is important to bring the score to perfection.

TALE WITH CONTINUED

The host begins to tell some fairy tale or story unknown to the children. After 6-7 first sentences, he interrupts his narration and passes the word to the next participant.
The player's task is to come up with a short continuation of the fairy tale (3-4 sentences). Each participant has the right to change the plot of the fairy tale, introduce new characters into it, or, conversely, exclude someone. Interrupting the speaker is prohibited. He has every right to compose his passage as he sees fit.
When all participants in the circle take part in composing a fairy tale, the word again passes to the leader, and he finishes the story.
Remarks. Be prepared for the fact that the story will not develop as you would like, but as the storytellers decide. Namely:
o heroes of a fairy tale will often die, perish, disappear;
o real-life people, members of the team, and sometimes the teachers themselves who conduct this game can become the heroes of a fairy tale;
o probably the frequent appearance of negative characters who will confuse all the action and do all sorts of nasty things;
o some episodes of the fairy tale will begin to contradict each other;
o children can think for a long time about their episode of a fairy tale;
o some children will refuse to participate in the composition, and some, on the contrary, will intervene even before they are given the floor, etc.
In order to avoid such a development of events, the teacher needs to take control of the sequence.
It makes sense to play the game several times within 2-3 days. Then the interaction of children becomes more harmonious, purposeful, the content of the tale is kinder, and the plot is more logical.

FLYING SWAN

All children form a circle, facing the center. The circle should be quite wide, so you need to stand so that you are at a distance of 30-40 cm from each other. The arms are extended forward, the palms of each participant lie on the palms of the person standing next to them or support them.
One of the players starts a children's rhyme: "A swan flew across the blue sky, thought of a number ...". Each of the children names only one word from the counting rhyme. The one who needs to name the number calls it, and the next ones start counting. At the same time, everyone makes a clap on the palm of a neighbor.
The one on whom the final number fell must not miss it and remove his hand from under the neighbor's cotton in time.

Knead, knead the dough

The participants stand in a circle, holding hands, and unanimously repeat the words: “Knead, knead the dough, knead, knead the dough”, while converging as tightly as possible. Under the words: "Inflate the bubble, but don't burst, inflate the bubble, but don't burst!" diverge as widely as possible, trying to break the circle. Two people, whose knot has broken, stand in the center of the circle, and they are already "kneaded". Those in the circle have the right to help "break" the "bubble" with their backs. The strongest and smartest win.

March 28th, 2011

Preschool children 4-5 years old will play with pleasure not only outdoor games, but also those where you need to think. The emphasis in games is recommended to be done on the development of observation, memorization, logic, imagination and speech skills, and in outdoor games - on improving coordination, speed, dexterity and attentiveness.

Here are some suitable games:

  1. Cats and mice

Active play. Develops dexterity, speed, attentiveness. It can successfully pass among a company of different ages. Suitable for home and street.
There are two versions of this game.
First. All but three players join hands and stand in an open circle. A "mouse" and two "cats" run inside. "Cats" must catch up with the mouse, but it's not so easy, because. she can safely run between the players in a circle, but they cannot. After that, all three of them stand in a circle and new cats and mice are selected.
Second option. In one corner, the house of the cat is indicated, in the other - the mink of mice, in the third - the pantry, where there are small objects depicting supplies. The cat falls asleep in the house, and the mice run from the hole to the pantry. At the clap of the leader (or after the words of the rhyme), the cat wakes up and begins to catch mice that are trying to run to the mink. At first, the cat is played by one of the adults, who pretends to catch, but lets the mice run away. You can add verbal accompaniment to the game:
The cat guards the mice
He pretended to be asleep.
Here he hears - the mice came out,
Slowly, closer, closer
From all cracks creep.
Tsap - scratch! Catch it soon!

  1. Carousels

Calmly active round dance game. Develops coordination and synchronism of movements, dexterity, attentiveness. The ability to control the power of the voice. Suitable for home and street.
The leader, together with the children, stands in a circle and everyone begins to slowly and quietly pronounce the text:
Barely, barely, barely
The carousels spin.
(At the same time, the players begin to slowly move in a circle)
And then, then, then
Everyone run, run, run.
(The tempo and strength of the voice increase, while the speed of movement increases. The players start running) The next part is pronounced with a decrease in the tempo and strength of the voice:
Hush hush! Do not hurry!
Stop the carousel!
(With these words, everyone stops).

  1. Kangaroo

Active play. Develops dexterity, speed in movements. It can successfully pass among a company of different ages. Suitable for home and street.
Two teams compete. Holding a matchbox (or similar object) with your feet, you need to jump like a kangaroo to the opposite wall (or chair), stop and say loudly: "I am a kangaroo!" (This statement is also evaluated by the presenter). Then you need to jump back and pass the box to a teammate. The winning team gets prizes.

  1. Superfluous word

Calm game. Develops attention, logic, the ability to combine objects into groups and select generalizing words. Suitable for home and street.
Before the start of the game, the host explains that in Russian there are words similar in meaning. The facilitator lists 4 words to the children, and they name what is superfluous, and explain why they think so. You can play not only with nouns, but also with verbs and adjectives.

  1. sweets

Calm game. Teaches communication, the ability to formulate questions and answers. Suitable for home and street.
A good game to start the holiday, allowing children to be liberated. You will need any sweets or dragees. Each child is offered to take as many sweets as he wants. Then the plate with refreshments is passed around. Then the host announces the rules of the game: each guest must answer the number of questions from the others, equal to the number of candies he took.

  1. hot ball

Calm game. Develops agility, speed and attention. Suitable for home and street.
Gambling: everyone stands in a circle and passes the ball to each other to the music. When the music stops, the player who did not have time to pass the ball and remained with him in his hands is eliminated (you can put him in honorary spectators, you can take forfeits). The last player left without a ball wins.

  1. missing numbers


The facilitator counts up to 10, deliberately skipping some numbers (or making mistakes). Players should clap their hands when they hear an error and name the missing number.

  1. Fluffy

Calm game. Develops discipline. Suitable for home.
An old Russian game. The teams stand against each other, between them is a line that cannot be crossed (for example, a ribbon). The host tosses a feather (you can use a fluffy cotton swab) over the heads of the participants. Task: to blow it to the side of the enemy. Attention, the team that steps up the ribbon or touches the feather with their hands is counted as a defeat.

  1. chamomile

Calm game. Lets loosen up. Suitable for home.
Suitable for the beginning of the holiday, if the guests feel constrained. For the game, a camomile is prepared in advance from paper. The number of petals should be equal to the number of guests. On the back of each, easy funny tasks are written, for example, crow, jump like a frog or on one leg, repeat a tongue twister, crawl on all fours, etc. Children tear off a petal and complete the task. If the children do not yet know how to read, the task can be depicted in the form of a picture or read to the facilitator.

  1. hedgehogs

Active play. Develops speed and fine motor skills. Suitable for street and home.
Team game. She needs a rope of 1.5 m and 30 multi-colored clothespins attached to it. Adults act as hedgehogs. The players run up to the stretched rope one at a time, as in a relay race, take off one clothespin, run to the "hedgehogs" sitting on chairs and attach it to any place of clothing or hairstyle. It’s good if the distance from the rope to the hedgehogs is 10 meters. The team whose hedgehog bristles better wins, i.e. which will have more clothespins - needles. The second team can be given a prize for the most original / cute / funny hedgehog (according to circumstances).

  1. I go, I go

Active play. Develops speed and attention. Suitable for home and street.
A fun, emotional game that gives young children a lot of fun. Children line up behind the leading chain. He goes and says the following words: "I'm walking, walking, walking, I'm leading the children (an arbitrary number of times), and as soon as I turn around, I'll catch everyone at once." catches them (it's better for kids to pretend to let them run away). The game is well suited for the home, when the host leads from room to room, repeating the first lines. When the cherished “I will catch” is uttered, the children with a screech rush through the entire apartment to the saving place.

  1. Spider and flies

Flickering game. Teaches children to run in different directions without colliding, and freeze on a signal. Develops coordination and attention. Suitable for home and street.
In one corner of the room (platform) a web is indicated in which the "spider" sits. The rest of the children depict flies: they run, circle around the room, buzz. At the leader's signal: "Spider!" flies freeze in the place where they were caught by the signal. The spider emerges from the web and carefully watches who moves. The one who moved - takes him into his web.

  1. Who am I?

Calm game. Develops logic, broadens horizons. Suitable for home.
Good for starting a holiday. At the entrance, each child receives a new name - a bear, a fox, a wolf, etc. A picture with a new name is attached to his back, he does not know about it, until, with the help of leading questions, he finds out everything about himself from those around him. Alternatively, you can describe this animal only with adjectives (for example: cunning, red, fluffy ... - fox). The goal is to find out as quickly as possible who is involved.

  1. Seasons?

Calm game. Develops attention, logic, broadens horizons. Suitable for home and street.
The host chooses any time of the year and calls it to the players. Then he begins to list the phenomena and objects associated with this season. From time to time he says the wrong words. When they hear a word that is not related to this time of year, the children should clap their hands.

  1. Edible - inedible?

Calm game. Develops attention and logic. Suitable for home and street.
The leader throws the ball to one of the players and says a word. The player must catch the ball if the word denotes an edible item, or discard it if the item is inedible. The most attentive wins. From those who made a mistake, you can take forfeits, according to which funny tasks are then blindly assigned.

  1. Obedient Shadow or Mirror

Calm game. Develops attention. Suitable for home and street.
Two players are selected (for example, with the help of a counter), one is the shadow of the other. "Shadow" should repeat the actions of another player, if possible synchronously. If within a minute the player does not make a single mistake, he becomes the main player and chooses his shadow from among the other players.

  1. treasure hunt

Calm game. Develops the ability to navigate in space, logic, attention, the ability to compare parts, to assemble a mosaic. Suitable for home and street.
A map is drawn up in advance of the place where the treasures are hidden (apartments or streets), cut into pieces, each of which is obtained by the players in the form of a reward for correctly guessing the riddle or completing the task. Having made a map like a puzzle, all invitees are looking for treasure and discover something tasty or interesting. Before this game, it is better to practice and draw up a similar plan with the children, pronouncing how and what is indicated. It is important to draw the children's attention to the fact that the plan is, as it were, a view from above. In case of difficulty in finding the treasure, the leader prompts, directing the children in the right direction.

  1. hot-cold

Calm game. Develops logic. Suitable for home.
Suitable for the start of the holiday, if you hide various souvenirs-trinkets in advance in the room. The incoming guest begins to look for the hidden prize, and the rest tell him if he is walking right. If he approaches a hidden object, they shout "Heat", if it is very close - "Hot", if it moves away "Cool" or completely "Cold".

  1. missing numbers

Calm game. Develops attention and counting skills. Suitable for home and street.
The leader counts, deliberately making mistakes or skipping numbers. Players should clap their hands when they spot an error and correct it.

  1. Hurry up

Calm game. Develops attention, fine motor skills. Suitable for home.
Cubes (or skittles, etc.) are laid out on the floor according to the number of players minus one. Players walk around to the music, and as soon as it subsides, they must grab the cube. Whoever did not get the cube - drops out (or gives a phantom).

  1. Where we were, we won't tell you what we did - we'll show you

Calm game. Develops motor skills, imagination, attention, broadens horizons. Suitable for home and street.
The facilitator quietly tells the player the profession, so that the others do not hear. The player says "Where we were, we won't tell you what we did - we'll show you" and tries to show without words what people of this profession do. The rest guess. Guessed player - shows next.

  1. In an old closet

Calm game. Develops speech and the ability to distinguish parts of objects, broadens horizons. Suitable for home and street.
The facilitator together with the players says:
In the old closet, with Anna's grandmother,
Where did I go -
Many wonders...
But they are all "without" ...
Next, the host calls the item, and the player he points to must say what part of the item may be missing. For example: a table without a leg, a dress without a pocket, etc.

What to do when it’s dreary and cold outside, it’s raining, or just tired of wiping your pants on a hill near the entrance? It's time to gather a fun company of playful boys, dreamy girls and ... play at home! But not bending over the screen of a tablet or phone, but simply. Simply, simply, simply in...

1. Sharp eye

Number of players: 2 or more people.
Props: dishes (jar, bowl, pan, etc.), a sheet of paper, scissors.
Training: Before the start of the game, the participants should carefully consider the chosen container and try to mentally imagine it.

Rules of the game: On a signal, the players must cut the lid for the chosen vessel. The winner is the one whose cap matches the hole of the selected item as closely as possible.

2. Plucked chicken

Number of players: 4 or more people.
Props: clothespins.
Training: Divide into 2 teams: "hens" and "catchers".

Rules of the game:"Catchers" cling clothespins to their clothes (the same number, so that everything is fair). Their goal is to catch up with the chickens. If the "catcher" caught the "chicken", he clings to her clothespin. By the way, it is the “catchers” who will become “plucked”. Moreover, the more the “catcher” is plucked, the better! Victory will go to the one who quickly frees himself from his clothespins. Then the teams change places and the game continues.

3. Whose shoe?

Number of players: 3 or more people.
Props: shoes for players, blindfold for each player.
Training: Take off your shoes and put them in a pile.

Rules of the game: Players stand in a circle, in the center of which is a mountain of shoes. Blindfold their eyes. The host mixes the shoes and gives a signal. Everyone starts looking for their shoes (you can try them on). Anyone who thinks they have found their shoes must put them on and stay in them for the rest of the game. Everyone takes off the bandages and looks at the result.

4. Live knot

Number of players: 4 or more people.
Props: no.
Training: Get in a circle.

Rules of the game: At the command of the leader, the players stretch their right hands to the center of the circle and take someone by the hand (you can’t take a neighbor). Then the players extend their left hands and do the same. But! You cannot take the hand of someone you already hold with one hand. The result is a live node. The leader's task is to unravel the knot without breaking his hands. Players, at his request, can step over each other, climb between the hands, etc.

5. Great cook

Number of players: 2 or more people.
Props: 2 spoons (forks) and fruits (vegetables), blindfold.
Training: wash fruits (vegetables).

Rules of the game: The volunteer picks up spoons (forks) and by touch tries to recognize the fruits (vegetables) that the leader hands him. Potato, carrot, onion, pear, tomato, cucumber, etc. can be used.

6. Conductor

Number of players: 5 or more people.
Props: no.
Training: Players stand in a circle, one person goes out the door.

Rules of the game: A "conductor" is chosen from the remaining players in the room. He shows how to play musical instruments, and the rest repeat after him all the movements. The guesser enters the room during the "concert", he must determine who is the "conductor". If he manages to do this in less than three attempts, he becomes in a circle, and the former "conductor" goes out the door.

7. Salad

Number of players: 6 or more people.
Props: cards with the names of vegetables / fruits (by the number of players), chairs (one less than the players). The names on the cards can be repeated, for example, 2 apples, 3 pears, etc.
Training: Distribute cards to the players.

Rules of the game: Everyone sits on chairs, one remains in a circle (he also has a card). The host (the one who is standing) shouts: “Pear!”. Those who have a card with this name should change their place. The driver takes a chair and one of the players is left without a seat, he becomes the center of the circle and the game continues. You can shout out two or three names at once. At the word "Salad!" all players change places.

8. Who is faster?

Number of players: 10 or more people.
Props: an object as a prize (an apple, a stone, etc.), a coin.
Training: Everyone is divided into two teams, stand or sit opposite each other, hide their hands behind the backs of their neighbors. The leader stands at one end of the chain, and a prize item is placed at the other.

Rules of the game: The host tosses a coin. If “tails” falls out, nothing happens, the coin is tossed again, if it’s “heads”, the last player of each team must shake hands with a neighbor. So, along the chain, the signal is transmitted to the other end. The last one must grab the prize. The player who did it first brings his team a point, moves back to the end of the chain and the game continues. The team with the quickest change of players wins.

9. Animated mechanisms

Number of players: 8 or more people.
Props: no.
Training: Players are divided into two or more teams. Each team, secretly from rivals, decides which mechanism (vacuum cleaner, washing machine, hair dryer, etc.) it will represent.

Rules of the game: Everyone should take part in the dramatization. You can imitate the sounds of the mechanism, depict dimensions with your hands, but you cannot speak. A team scores a point if it guesses the opponent's mechanism. Those who have more points win.

10. We are tired of meowing!

Number of players: 8 or more people.
Props: blindfolds according to the number of players, chairs to limit space.
Training: Players are divided into two teams: one - piglets, the second - kittens.

Rules of the game: Kittens should meow, and piglets should grunt. Everyone is blindfolded and mixed among themselves in a circle of chairs. It is necessary to gather your team as soon as possible, without leaving the circle.

Change of positions

Target. Development of attention, memory and observation.

Age. 8-12.

Number of participants. 6-25.

Material support.Missing.

Rules. A leader and a coordinator are selected from among the participants. The rest of the players spread out around the room and take some poses. The driver tries to remember the location and posture of all the players for several minutes. After that, the driver turns his back to the rest of the players, and they make several changes in their postures. The task of the coordinator is to keep track of how many changes have been made (the total number of changes must be agreed before the start of the game) and remember these changes. After the players' movements are completed, the driver turns around to face the players and tries to name all the changes. If you choose not one, but two or three drivers, you can hold a competition "who will find the most differences." To do this, after changing positions, the drivers take turns calling the changes that have occurred. For each correct answer they receive 10 bonus points, for each incorrect answer five points are deducted. In addition, the driver who indicated the last correct change receives an additional 15 points. The winner is the one who scores the most points.

As a change of position, you can use the movement of players around the hall, changing their posture.

Recommendations. The difficulty of the game can be varied by changing the number of players from 5 to 20 and the number of changes from 3 to 10. In order for the game to be interesting, it is necessary to choose the difficulty corresponding to the level of participants.

Princess Nesmeyana


Category. A game.

Target. Entertainment, psychological relaxation.

Age. 7-14.

Number of participants. 6-20.

Material support.Missing.

Rules. The players are divided into two teams. The members of the first team of "Princess Nesmeyana" sit on chairs and take on the most serious or sad look possible. The task of the players of the other team - in turn


or all together to make the "unsmean" laugh. Each smiling "non-smiling" goes to another corner of the room or joins the team of mixers (depending on the rules agreed at the beginning). If in a certain period of time it is possible to make all the "unsmiled" laugh, the team of mixers is declared the winner, if not, the "unsmiled" team is declared the winner. The teams can then switch roles.

Examples and additional material. To make the “non-smilers” laugh, players can show pantomime, tell jokes, make faces, but touching the “non-smilers” is not allowed.

Recommendations. Since after the change of roles it will be much easier for the second team to make the "unsmeaners" laugh, for the fairness of the competition it will be better to play a serious, calm game in the interval.

captain, ship, reefs

Target. Cooperative skills training.

Age. 8-12.

Number of participants. 6-20.

Material support.Missing.

Rules. A captain and a ship are chosen from among the players. The rest of the participants disperse around the room, depicting reefs. The "ship" is blindfolded and it begins to move continuously. The goal of the "captain" is to lead the "ship" between the reefs to the opposite side of the room (to complicate the task, you can also choose a player depicting a pier to which the ship should moor). To do this, the “captain” gives the “ship” commands: “right” and “left”. The "ship" must turn in accordance with these commands, continuing to move continuously. If the "ship" touches one of the "reefs" - the game is lost and a new pair of "captain" and "ship" is selected.

Examples and additional material. During the game, a problem arises due to the fact that almost all participants want to play key roles (“captain” and “ship”). To do this, you can invite each of them to come up with a special role for a marine inhabitant or object (for example, an underwater rock, a lighthouse, a submarine, a shark). At the same time, the roles and tasks of the "captain" and "ship" are preserved.

Recommendations. The game requires a large free space. You can try to play the game simultaneously for 2-3 pairs of "captains" and "ships" (at the same time, for each of them it is better to designate their own pier).


We all have ears

Category Game, entertainment.

Target. Psychophysical release.

Age. 8-12

Number of participants. 6-30.

Material support. Missing.

Rules. The players become in a circle. The host says: "We all have hands." After that, each participant takes his neighbor on the right by the left hand, and shouting "We all have hands," the players move in a circle until they complete a turn. After that, the host says: “We all have necks” and the game is repeated, only now the participants hold their right neighbor by the neck. Next, the facilitator lists the various parts of the body and the players move around in a circle, holding their right neighbor by the named part and shouting or humming: “We all have ...”

Examples and additional material. The enumerated parts of the body depend on the host’s imagination and, for example, can be as follows: arms (separately right and left), waist, neck, shoulder, ears (separately right and left), elbows, hair, nose. They usually end the game with the phrase "We all have heels."Recommendations The game is good to use as a small psychophysical relaxation after hard work. When playing the game, make sure that it does not cause inconvenience to anyone.

Crossing the abyss

Category. Game, competition.

Target. Movement coordination training.

Age. 8-12.

Number of participants. 2 -20.

Material support. Rope (3-5 m).

Rules. A rope unfolds on the ground. All participants are divided into two teams. Players of one team stand in a row, side by side, and hold hands. Each team moves along the rope with an added step (teams start from opposite ends of the rope). The most difficult thing is to disperse along the rope when the teams meet (facing each other). The team whose players have left the rope is considered the loser. In order to win, it is allowed to push the players of the opposite team off the rope.

Examples and additional material. No.

Recommendations. If the game is played outdoors, a chalk-drawn line can be used instead of a rope.


Pop the balloon

Category. Game, competition.

Target. Training of agility and coordination of movements.

Age.8 - 12 .

Number of participants. 2 -20.

Material support. Balloons (one for each participant).

Rules. A balloon is tied to each player's right foot (ankle). After the starting signal, all participants try to burst the balloons of other players and save their own balloon. Participants who burst the balloon are eliminated from the game. The last person left in the game is declared the winner.

Examples and additional material. No.

Recommendations. The game requires a large free space. The thread of the ball should be no longer than 30 cm.

Touch yellow

Target. Reaction speed training.

Age. 8-13.

Number of participants. 5-25.

Material support. Missing.

Rules. The facilitator tells the players the color or characteristics of the object they must touch. Players search the room for an object as quickly as possiblefrom such a characteristic and relate to it. Participants who did not have time to complete the task within a certain time give a forfeit. At the end of the game, a raffle is held.

Examples and additional material. Examples of facilitator's instructions: Touch yellow (blue, white...).

Touch the living (not alive).

Touch cold (hot).

Touch ribbed (smooth, rough, sharp).

Recommendations. The host needs to orient in advance in the room and come up with instructions for the players. At the same time, the complexity of the tasks (the prevalence of objects in the roomfrom given characteristic) should vary.

After the words “hold my breath,” the children take a breath and hold their breath.I breathe through my nose, I breathe freely, Deeply and quietly, As you like. I will fulfill

task, I'll hold my breath... One, two, three, four - Breathe again: Deeper, wider.

    Breathing meditation

Sit up straight. Close your eyes. Imagine that you are inhaling the fragrance of a flower... The gentle fragrance of a flower... Try to inhale it not only with your nose, but with your whole body. Inhale. Exhalation. The body turns into a sponge: when you inhale, it absorbs air through the pores of the skin, and when you exhale, the air seeps out. Inhale. Exhalation

    Hunting

Children close their eyes. Smell hunters must determine what kind of object is in front of them (orange, perfume, jam, etc.).

4 Diving

You need to take two deep breaths and exhale, and then, after the third deep breath, "dive under the water" and do not breathe, while holding your nose with your fingers. As soon as the child feels that he can no longer "sit under water", he emerges. The exercise is recommended to be performed between different respiratory complexes to avoid dizziness.

5- Ball

Teacherinvites children to imagine that they are balloons. Even: one, two, three, four, - children take four deep breaths and hold their breath. Then, at the expense of 1-8, slowly exhale.

    Locomotive Option 1

Teachersuggests that you first take a breath after each line, then through the line and gradually learn to speak on the exhale.

The locomotive screams: “Doo-doo-oo-oo!

I I'm going, I'm going, I'm going!"

And the wheels are rattling

And the wheels say:

“Yes, yes, yes. Chuff-chuff, chuff-chuff.

Sh-sh-sh, woo!

We've arrived!

Option 2

Accelerate the recitative to the maximum pace, accompanying it with walking in place, turning into a run. Then go to a slow pace, and at the end stop with the sound "ph" and relax the whole body.

I can breathe like a locomotive, choo, choo, choo.

I puff, puff to the sound of wheels, chug, chug, chug.

I puff, puff, puff, puff, puff, puff, puff.


“Walking revives and inspires my thoughts. Left alone, I can hardly think; it is necessary that my body be in motion, and then the mind also begins to move, ”admission of the great French thinker J.J. Rousseau perfectly shows the relationship of the brain with movement. Sufficient physical activity is a necessary condition for the harmonious development of personality. Physical exercise contributes to the good functioning of the digestive organs, helping the digestion and absorption of food, activates the activity of the liver and kidneys, improves the functioning of the endocrine glands: thyroid, genital, adrenal glands, which play a huge role in the growth and development of a young organism. Under the influence of physical activity, the heart rate increases, the heart muscle contracts more strongly, and the release of blood into the main vessels by the heart increases. Constant training of the circulatory system leads to its functional improvement. In addition, during work, the blood that does not circulate through the vessels in a calm state is included in the bloodstream. Involvement in the circulation of a larger mass of blood not only trains the heart and blood vessels, but also stimulates hematopoiesis.

Having worked with children this school year, I got to know them very well. Children love physical education lessons, they go to classes with great desire. They run, jump, squeal in the heat of competitive struggle, worry about each other, support in the fight against an opponent. They help weak children in overcoming the fear of the lesson task set by the teacher. And such children do not lose interest in the lessons, they are drawn to the rest of the children, they also acquire, albeit more slowly, motor skills and abilities. I consider this love of children for physical education lessons, even if a small one, a victory. It is very important to keep this love for movements as long as possible, to instill a desire for a healthy lifestyle, for the perfection of the body and spirit.

Movements are the source of health and high performance. For those who are aware of this, any business will cause only positive emotions.

By instilling in children the need to move daily, to perform physical exercises from an early age, one can lay a solid foundation for good health and harmonious development of the child.

INDOOR PLAY WITH CHILDREN

Living - non-living

The facilitator names living and non-living objects mixed up, and the children answer in chorus only “living”, and they are silent to “non-living”. The kids who make the fewest mistakes win.

line

Children line up in one line in the direction of the leader's hand. When he speaks in all directions, everyone scatters. And having heard the slogan: “The guys have a strict order, tra-ta-ta, tra-ta-ta, they know all their places,” they run and line up in a new direction. The latter is considered the loser.

find the color

Children stand in a circle and, at the command of the host, look for objects of the named color in order to touch them. The loser is the one who touches the right thing last. He is out of the game.

Predator

All children are fish, one of them is a predator. When an adult calls “Ship”, the fish take cover against one wall, when they call “Storm” - at the other, and at the word “predator” they begin to flee, while the predator reveals itself and begins to catch them.

sun bunnies

This activity is suitable for sunny weather. You should take a small mirror, put sunbeams on the walls and ceiling and watch them with your baby.

Runaways are jumping
Sunny Bunnies.
We call them - they don't go.
Were here - and they are not here.
Jump, jump in the corners.
They were there and they are not there.
Where are the bunnies? Gone.
Did you find them anywhere?
(A. Brodsky)

Listen

The leader whistles to give the blindfolded players a signal and change direction. Focusing on the sounds, you need to find an adult.

Items

Children bring some small items with them and put them in one place. Next, one of the players is chosen, who becomes his back to the objects. The leader, pointing to one of the objects, asks: "What should the one who owns this object do?". All players see this item, but one has their back to it and does not know whose item the host is pointing to. This player's job is to assign "penalties", a task that the owner of the item must complete in order to redeem the item.

through the hoop

The player holds a racket with a table tennis ball in one hand, and a gymnastic hoop in the other. The player's task is to pass the hoop through himself from top to bottom, then from bottom to top, without dropping the ball. They play in pairs. The winner is the one who completed the task faster.

Arithmetic cubes

The game requires 3 dice. Everyone throws them 3 times. If among the numbers that have fallen out they are the same, they are added up (for example, 3, 5 and 3 fell out, playing the sum 3 + 3 = 6, and if all different numbers fall out, let's say 5, 2 and 3 - they are not taken into account). If it happens that after the next throw all 3 numbers turn out to be the same (for example, 4,4 and 4), then the sum of these numbers also doubles. The winner is the one who, as a result of three throws, will have the largest sum of numbers.

Clothespins

Players need to find and collect all the clothespins in the room. Clothespins can be different: plastic, wooden, colored, transparent, old, new. The main principle: the more the better. Players are divided into pairs. The couple is given a bandage with clothespins. The task is very simple. One child is blindfolded. Clothespins are attached to the partner's clothes. Moreover, clothespins are hung around, and not the child himself. Where to attach them - they decide. The player has no right to interfere in the process. Next comes the hour for a blindfolded player to act. His task is to find and remove all clothespins from the player as quickly as possible.

Funny pictures

Game for the development of visual memory. Invite the child to carefully consider 10 pictures, each of which depicts a familiar object. Then ask your child to take turns naming the items he remembers. The number of items that the child remembers is important. Show the child the pictures that he did not name. Please try again in 10 minutes. Offer to remember all the pictures in an hour.

Get the town

The participants in the game take a stance of socks and five together, their hands are connected behind their backs (the hand of one hand grabs the wrist of the other). Squatting, he must, without moving from his place and without touching the floor with his hands, raise the town (puck, cube, bump, etc.) located behind the leg. The winner is the one who succeeds more than three times out of three attempts.

Find a bunny

You will need a clean handkerchief to play. You should take it by 2 adjacent ends, look behind it from both sides and ask: "Where is our bunny? Where did he run?" After that, you need to tie the ends of the scarf into knots so that they look like rabbit ears, and say: "Here is the bunny! And where is his tail?" At the remaining end of the scarf, you need to tie a small knot-tail: "Here is the tail! Let's stroke it."

gold fish

The child is a goldfish who invites the fisherman to grant his wish. You come up with something supernatural, and he must find a good reason why he cannot fulfill your desire. Then you can switch roles.

Broken fax

Participants sit in a row one after another. The last participant draws a picture on the back of the person sitting in front of him. The player who received the message must repeat it as accurately as possible on the back of the person sitting in front. The first player in a row, having received a message, draws it on paper. After that, the drawings of the first and last players are compared and it is revealed on which participants in the game the fax failed. Before the next round, all players must switch places.

Geometric shapes, letters and small words, various symbols (dollar sign, euro sign, ampersand, copyright) can be used as drawings.

It is desirable to start the game with simple geometric pictures. In order for the game to be more dynamic, you can prepare drawings for transmission in advance, secretly from the participants in the game.

You can conduct a team version of the game - all participants are divided into teams of 5-8 people and simultaneously transfer the drawing. The winning team is the team whose final drawing is closest to the original.

musical chairs

After the music stops, sit down on a chair as quickly as possible. The one who did it last or who did not have enough chair loses.

Loaches

The players stand in a circle and raise their hands up, forming a "gate". The host announces two nearby players as vines. One loach stands in a circle and is called "running away", the other - behind the circle - "catching up". The running distance is small - you need to run around the circle once and stand in your place, but you will have to run not in a straight line, but along a winding line, slipping into the “gates” from one side or the other.

At the signal of the leader, both loaches take off. If he won, that is, the escaping one ran earlier to his place, then a loach is appointed instead of him, and the chasing one remains the same. If the chasing one has taunted the escaping one, then the chasing one chooses a replacement for himself, and the escaping loach remains old.

You can play the game divided into two teams, counting all those standing on the first and second numbers, then the runner and the catching loach are selected from different teams, and the success of one or the other brings one point to his team.

Dwarfs - Giants

Children stand waist-deep in water. The leader gives a signal by shouting the word: "Dwarfs!". Everyone gets into the water. Behind the signal: "Giants!" - all players jump up. Whoever makes a mistake is out of the game. Whoever is left wins.

extra item

The teacher puts rows of geometric shapes on the typesetting canvas. In each row, one figure differs in color (shape, size). Students must find the "extra" figure and explain why they decided so. For a correct answer, the student receives a token.

Ball over the line

Players of two teams enter the water and line up at opposite sides of the pool facing the middle. The side is for them in the game the line of the house that they defend. The leader throws the ball in the middle between the teams. The players swim towards him and, having taken possession of the ball, begin to throw it among themselves, trying not to give it to the opponent. The task is. To approach the opponent's house and touch the side of the pool with the ball. On an open reservoir, the field for the game is limited by floats, paths from floats. The game lasts 10 minutes. The team that manages to touch the opponent's home with the ball the most times wins.

Hurry up to pick up

A participant with a volleyball in his hands becomes a circle with a diameter of 1 meter. Behind the player are 8 tennis (rubber) balls.
On a signal, the participant throws the ball up, and while he is in the air, he tries to pick up as many balls as possible and, without leaving the circle, catch the ball. The participant who managed to pick up more balls wins.

monkey tag

Monkey tags are a type of tag. The driver catches up with the evader, who changes modes of movement, the driver must change his mode of movement after the evader.

chain fishing

Chain fishing is a type of tag. The beginning is like a game of catching in pairs, only the drivers remain one chain. This game is interesting in the forest or among the pillars.

Freeze in place

To conduct the game, one or more participants are assigned, who play the role of sorcerers. The one whom the sorcerer touches must stop in place, spread his legs apart. The player can continue the game if one of the runners crawls between his feet.

Flying Dutchman

This game is best played in the forest, especially if everyone is cold. They warm up very quickly.
Players (10-30 people) stand in a circle and hold hands. One pair of people runs around the circle. Suddenly, one of them strikes the clasped hands of someone from the circle. The couple that was hit on the hands should jump out of the circle and run around it, the same is done by the couple that hit, only they run in the opposite direction. Those two who run around the circle faster take an empty place. Others remain running around the circle. History repeats itself.

falling stick

Standing in a circle, several players are calculated in numerical order. The participant of the game at number 1 takes a gymnastic stick and goes to the middle of the circle. Putting the stick vertically and covering it with his palm from above, he loudly calls a number, for example 3, and he runs back to his place. The one who is named runs forward, trying to catch the falling stick. If he manages to do this, then the participant in the game at number 1 again takes the stick and, placing it vertically, calls a number, etc. If the stick fell to the ground, then the one who failed to pick it up becomes the leader. The game lasts 5 - 7 minutes. The winner is the one who was less than others in the role of leader.

The last word

The host calls different nouns. Suddenly he interrupts, goes up to one of the children and asks to repeat the last word. If the child was inattentive and did not remember it, he receives a penalty point. The one with the fewest penalty points wins.


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