Mobile games in physical education. Sport games

Methodical collection "Games for primary school students"

Physical education teacher - Sazonov Alexey Sergeevich
School - MBOU lyceum No. 26, Shakhty, Rostov region

Collection of outdoor games for children of primary school age.

INTRODUCTION This collection includes outdoor games that can be used in sports and during walks in kindergarten, in physical education classes in elementary school, as well as in the preparation of various scenarios for sports holidays in the form of competitions and relay races. In the first part of the collection you can find games of any orientation, both for the hall and for the sports ground. Many games can be included in the calendar-thematic planning as outdoor games in cross-country training, track and field training, gymnastics and when planning the variable part of the work program.
The second part of the collection presents only those games that were included in my calendar-thematic planning for physical education for grades 1-4 (3 hours).

FIRST PART

grandpa horn
By purpose and character, it is a kind of game "Trap".
Two lines are drawn on the playground at a distance of 10-15 m. A circle with a diameter of 1-1.5 m is drawn between them in the middle to the side.
From among the players, a leader is chosen (“fifteen”), but he is called “grandfather-horn”. He takes his place in the circle. The rest of the players are divided into two teams and stand in their houses behind both lines.
The driver loudly asks: “Who is afraid of me?”
Playing children answer him in chorus: “No one!”
Immediately after these words, they run from one house to another across the playing field, saying:
"Grandfather-horn,
Eat a pie with peas!
Grandfather-horn,
Eat a pie with peas!”
The driver runs out of his house and tries to “spot” (touch with his hand) the running players. The one whom the driver "tarnishes" goes with him to his house-circle.

Don't drop the ball
Purpose of the game: learning in a playful manner jumping and running, agility and coordination of movements.
On the playground, two parallel lines are drawn at a distance of 4-6 m (depending on the age of the children playing).
Playing children are divided into 3-4 teams with an equal number of participants. Teams line up in a column at the first line at a distance of 1.5 m from each other. Everyone standing first receives the ball and pinches it between the legs.

Free place
The purpose of the game: the development of speed qualities, dexterity, attention.
A leader is chosen from among the players. The rest of the children stand in a circle, also outlining a small circle (40 cm in diameter) around their legs. The driver runs up to one of those standing and touches him with his hand. After that, the driver runs in one direction, and the player in the other. Each of them tends to go around the circle faster and take the vacant place. The remaining of the two without a place becomes the driver, and the game continues.

"Mobile games for grades 9-11" at physical education lessons



"Be able to catch up"

  • Training. Four racks are placed three steps from the corners of the hall. The boys of the class are located near the walls of the hall, stretching along its entire circumference. They turn right side to the walls. The distance between players must be the same.
  • Game content. On command "March!" everyone starts running counterclockwise, running around the racks from the outside. The task of everyone is not to let themselves catch up and try to touch the hand of the one running ahead. The rest go to the center of the hall so as not to disturb the others.
  • The three most enduring students win the game.
  • Rules of the game: 1. The game is played separately between boys and girls. 2. Be sure to touch the player running ahead with your hand.

  • The captain of the team in the Santa Claus hat should run around the counter, return, take the second player by the hand, run with him to the counter, pass the cap to him and stay at the counter, and the second player, putting on the cap, returns for the third and. until the whole team crosses over to the other side.

"Who is stronger?"

  • Training. For the game, you need to prepare five or six rings of thick rope. The diameter of such a ring is 30 cm. The players are divided into two teams. Five or six circles are marked in the middle of the site, in which rope rings are placed. Control lines are drawn 2 m from the circles on each side.
  • Game content. At the direction of the leader, five or six people from each team come up to the circles and, making up pairs, take the rope rings with their right or left hand (which is agreed in advance). On a common signal, each of the players making up a pair tries to pull the opponent over the control line located behind. The out-drawer receives one point for his team.
  • The team with the most points wins.
  • Rules of the game: 1. When pulling, you must not intentionally let go of your hands. 2. A person who has crossed the control line with both feet is considered to be overdrawn.

"ball average"

  • Training. The game requires two basketballs or volleyballs. The players are divided into two equal teams, and each of them lines up in a circle at arm's length or wider. The first numbers stand in the middle of their circles with the ball in their hands.
  • Game content. At the signal of the leader, the central players in the circles throw the ball to the second numbers, get it back from them, throw it to the third, also get it back, etc. When the center player receives the ball from the last (numbered) player, he passes it to the second player and changes place with him. The second player stands in the middle of the circle and also starts the game: throws the ball to the third player, receives from him, passes to the fourth, etc. The game ends when everyone has been the center player.
  • The team that finishes the ball first wins.
  • Rules of the game: 1. You can pass the ball in any predetermined way: with one or two hands, from below, from the chest, from behind the head, with the ball hitting the ground, volleyball pass, passing the ball with the foot on the ground. 2. The ball is thrown to all players in strict sequence. 3. The one who drops the ball or does not catch it must pick it up himself and continue the game. 4. The next post player may start passing the ball as soon as he catches it from the previous post.


"Elimination Race"

  • Training. With the help of flags, a circle with a diameter of 9-12 m is marked and a start-finish line is drawn on it.
  • Game content. On a signal, all participants in the game simultaneously begin to run counterclockwise along the outside of the circle. After each lap (or two laps), the participant who was the last to cross the start control line is eliminated from the game.
  • Gradually less hardy are eliminated.
  • The winner is the one who remains the leader, i.e. the toughest and fastest player.
  • Rules of the game: 1. The game starts at the signal of the leader. 2. Running is allowed only on the outer part of the circle. 3. Participants can run with a medicine ball, wear weight belts, backpacks with weights.

"Carousels"

  • Training. The game is played in the form of a competition of fours. The first of them is located on one half of the site, the second - on the other. Pairs of players in each four stand opposite, putting their hands on each other's shoulders and clasping their hands around their necks. The second pair in the same starting position stands at an angle of 90 degrees to the first pair, joining their hands under the hands of the players of the first pair.
  • Game content. On a common signal, the second couples begin to move in a circle. At the same time, other couples are spinning through the air, like on a carousel. The more one pair rotates, the higher the other flies.
  • In which four carousels rotate longer, that one wins, after which the players in the fours change roles.
  • Rules of the game: 1. The game starts at the signal of the leader. 2. Hands must not be disengaged.

"Change of Places"

  • Training. The players of the two teams, standing in ranks facing each other on opposite sides of the site (behind the lines of their "houses"), crouch and put their hands on their knees.
  • Game content. On a signal, all players, jumping from a deep squat, move forward, trying to quickly cross the line of the opposite "house". Then jumps in the opposite direction follow, but the one who crossed the "home" line last does not participate in the game. the game continues until 2-3 of the most enduring jumpers remain on the court.
  • The team with the most jumpers at the end of the game wins.
  • Rules of the game: 1. The game starts at the signal of the leader. 2. You can’t remove your hands from your knees. 3. Jumping is only allowed from a deep squat position.

"Shootball"

  • Training. Players are located on both sides of the net (as in volleyball). There are 6-8 people in the team.
  • Game content. The game begins with the submission of one of the teams. The other team receives the ball and plays it according to all the rules of volleyball, sending the third blow to the side of the opponents who are trying to take the ball and also play it.
  • The player who made a technical error is sent to the opposite side beyond the captivity line. The team loses pitch. The game is restarted. The game lasts 10-15 minutes. The team with fewer players in the prisoner zone at the end of the game wins.



"Rush for the ball"

  • Training. The players are divided into two equal teams, which line up on one side of the court. Each team is calculated in numerical order. There is a starting line in front of the teams. The leader with the ball in his hands stands between the teams.
  • Game content. Calling any number, the leader throws the ball forward as far as possible. Players with this number run towards the ball. Whoever touches the ball with his hand first, he brings the team a point. After that, the ball is returned to the leader, who throws it again, calling a new number, and so on. Play for a set time.
  • The team with the most points is considered the winner.
  • Rules of the game: 1. You can start running from a high or low start (by agreement). 2. If two players touch the ball at the same time, each team scores a point.

"Fifteen Gears"

  • Training. The game requires a medicine ball weighing 5 kg. Several teams can play simultaneously, each of which consists of three players with numbers 1, 2, 3. They stand in one line at a distance of 7-8 m from each other.
  • Game content. The center player (number 2), at the signal of the teacher, throws a stuffed ball to his partner on the left (number 1). He catches the ball and throws it to the right through the center player to number 3, who returns the ball back to the center player. This counts as one transfer. The game continues until 15 passes have been completed, which earns the team a victory point.
  • The team with the most points in the set time wins.
  • Rules of the game: 1. The center player must announce the number of the completed pass each time. 2. If the ball has fallen from any team, then it must pick it up and start the transfer from the beginning. 3. Players must not push each other with their hands.

"Penguin Run"

  • Training. Teams line up in columns in front of the starting line. The first players hold a volleyball or stuffed ball between their legs (above the knees).
  • Game content. At the signal of the head in the position of the ball between the legs, the players must run around the rack (mace, stuffed ball) and go back, passing the ball with their hands to the second number of their team. Participants who have finished their run stand at the end of the column.
  • The team that manages to complete the relay faster and without errors wins.
  • Rules of the game: 1. The game starts at the signal of the leader. 2. If the ball fell to the ground, you need to pinch it with your feet again and continue the game.

"Moving Ring"

  • Training. A thick rope or rope (3-5 m long) is tied with free ends and placed in the middle of the site. Players are conditionally distributed by weight categories into fours. The first four approach the rope from different sides and, taking it with their hands, lift and pull it, as if forming a ring. Three steps behind each player's back, a stuffed ball is placed.
  • Game content. At the signal "Pull!" each player tries to be the first to reach the ball and touch it with his foot. The one who succeeds wins and steps aside. The remaining three players again take the rope and pull it in three directions, trying to complete the same task. The winner takes second place. The third place is played in the same way: the players pull in different directions. The balls are rearranged each time to a certain position, for which marks can be made on the site in advance. Then the second four compete, after it the third, etc., the winners meet in the final.

  • In the final struggle between the winners, the best one is revealed, and he is considered the winner.
  • Rules of the game: 1. The game starts at the signal of the leader. 2. Be sure to touch the stuffed ball with your foot.

Description: participants move freely around the hall in the basketball stance: straight, right side, left side, back forward, trying not to hit each other. At the signal of the teacher, they perform a two-step stop and assume the basketball player's stance.

The one with the correct stance wins.

Notes: Players who complete the exercise correctly can further evaluate other participants.

"Brother Rabbit, Brother Fox"

Venue: small hall or any venue.

Description of the game: all participants in the game are built in one line. The teacher walks along the line behind the backs of the students and touches one of them - this is a “fox”. Then all the participants (“rabbits”) disperse around the hall and say the following words: “If you drop the bowl, the bowl will break, if the fox’s tail is close, then Lisk is close.”

After these words, the “fox” loudly shouts “Here I am!”, while simultaneously jumping up and raising his arms, after which he catches the “rabbits”. The one whom the “fox” has caught goes to the “fox house”. After the game stops, all its participants are again lined up, and a new “fox” is selected. The game continues.

Note:

  • when choosing a “fox”, students stand with their eyes closed and hands clasped in a “boat” behind their backs. Whom the teacher touches by the hands is the “fox”;
  • if the child does not want to be the driver, he puts his hands on his stomach;
  • if during the first period of the game the participant was caught, then in the next period he cannot be a “fox” (when choosing “fox”, he puts his hands on his stomach);
  • as the game is mastered, the teacher must explain that the “fox” is not only fast, but also cunning, so she must deceive the “rabbits” - not give herself away ahead of time and choose a place in the hall where there are most of the game participants (so that you can immediately hurt one of them)
  • if the “fox” did not shout “Here I am!”, or did not raise her hand (that is, she was not seen or heard), the game stops and a new “fox” is selected;
  • the score is given to the fastest "fox" - she hunted well; to the “cunning fox” herself - for cunning; “rabbits” who have not been caught during the entire game or have been caught, but before that for a very long time and deftly dodged the “fox”.

“Swift deer”

Venue: Sports ground or large hall.

Description of the game: the teacher chooses four drivers - these are "wolves", the rest of the participants are "swift deer". “Wolves” are divided into two groups: two “wolves” are “beaters”, the other two are in “ambush”. At the signal of the teacher, the “deer” run away from the “wolves” to the other side of the site. "Beater wolves" catch "deer" throughout the site, and "wolves in ambush" - only on the middle line of the hall. After each run, the number of “deer” caught is counted, after which they can again take their place on the site. The game continues.

Note:

  • the number of runs and "wolves" depends on the size of the site and on the number of participants in the game;
  • the caught "deer" can drop out of the game and stay in a specially designated place. They enter the game when a new group of “wolves” is selected;
  • “wolves” are selected from those participants who were not tagged;
  • the score is given to the best group of “wolves” and those “deer” that were not caught during the entire game.

“Bouncers squared”

Venue: sports hall, any lined area.

Description: the participants of the game are divided into two teams, one of which will be in a square of 10 x 10 m, and the other outside it. On a signal, the members of the outside team begin to kick their opponents with the ball.

Notes: The player who has been knocked out must sit on the bench.

Options:

  1. The team that knocks out all opponents in the shortest time wins.
  2. The team that eliminates the most players in a given time wins.

"Jugglers"

Description: participants with small balls in their hands are located throughout the hall. At the command of the teacher, the children perform tossing and catching the ball: with one hand, with two, throwing it from hand to hand, etc. The participant(s) who stays on the court the longest wins.

Notes: the player who dropped the ball sits on the bench or goes “backstage” (a part of the hall specially designated for this), and continues to perform exercises with the ball there.

"Swift Team".

Venue: Sports Hall.

Description of the game: two teams are located on the volleyball court, each on its own side. Participants are built in a column or line. On each side of the court there are posts, one or two in each of the areas of the volleyball court, the total number of posts corresponds to the number of players in the team. Each member of the team knows to which zone he should move on the signal. The participant must run to the counter and return back. The first team to line up at the start line wins. The start line, as well as the location of the team on it, can be changed. It is also possible that participants perform certain exercises near the counter. In addition, at each stage of the game, players change zones.

"Team relay on the ground."

Venue: Playground around the school.

Description of the game: participants are divided into two teams. Then both teams conduct an inspection of the terrain along which the relay path will pass, as well as the obstacles that they will need to overcome. If possible, a judge is placed at each stage. After that, the teams draw lots, and one of the teams goes to the start. The finish is determined by the last player. Then the second team starts. The results of both teams are recorded by a stopwatch and at the end of the relay are compared, taking into account penalty points.

Obstacles in the relay race are determined taking into account the sports equipment located on the site.

Between obstacles, the team moves at a run.

"Curl Mice".

Venue: Gym or any venue.

Description: Participants are divided into two teams, each of which forms a circle. A prerequisite for the game is that the participants hold hands tightly and do not disengage until the end of the game. Both teams are in the middle lane. The teacher or a specially selected leader says the following words: “ears, drying, buns, mice, curls”. For each of these words, the team members must “twist”, crawling under each other's arms. The result is a circle-“curl”. Then the driver begins to keep score, and the teams take one step towards the score towards the wall or some landmarks. The first team to reach the goal wins.

Notes:

  • the score is kept slowly so that each of the participants has time to take a step
  • a reference point can be a student (or two students) released from the lesson, who stand with outstretched arms. As soon as he touches one of the approaching team, he raises his hands up, i.e. this team wins.

“Fox hunting”

Venue: The game is played near the school or in any restricted area.

Description of the game: all participants are divided into 2 teams, after which a draw is held. One of the teams becomes "hunters", the other - "foxes". At the signal of the teacher, the "foxes" run away and hide in the area. After 30-40 seconds, “hunters” run after them. The task of the “hunters” is to catch up or find the “fox”, taunt it and lead it by the hand to the “hunting lodge”. The game ends when the “hunters” catch all the “foxes”.

Note:

  • members of the “fox” team put on bibs;
  • “hunters” are in the so-called “hunting lodge” and always stand with their backs to the “foxes”;
  • the starting line for the “foxes” team is 5-10 meters from the “hunting lodge”;
  • “Foxes” are prohibited from: going beyond the boundary lines (fence, etc.), climbing trees, hiding in the school building and refusing to go with the “hunters” if they taunted him. In all these cases, the “fox” player is punished with penalty points and is considered to be caught;
  • "hunters" are forbidden to fight with the "fox" if she does not want to go. In this case, you need to run to the start line and call the number of the “fox” that violated the rules;
  • if the “hunter” taunted the “fox”, then he needs to take her by the hand and bring her to the “hunting lodge”. You can also transfer the “fox” to another “hunter”, and run further to “hunt” yourself. In the same way, you can transfer the number of the “fox” that violated the rules;
  • the winner is the team that, being a team of "hunters" caught all the "foxes" in less time;
  • penalty points are converted into seconds and subtracted from the time taken to catch the “foxes” by the opposing team.

"Hunters, wolves and fir-trees".

Venue: Gym or any venue.

Description of the game: one or more drivers are selected (depending on the size of the site and the number of participants), which are located in the corner of the hall or on the edge of the site - these are hunters. The rest of the participants are wolves. On a signal, the hunters run out of their shelter and try to overpower the wolves (with a ball or hand). The captured wolf does not leave the game, but “transforms” into a Christmas tree - it stops in place and raises its arms like branches. Trees standing nearby can move towards each other, join hands and form a forest. Those wolves that have not yet been tagged can hide behind fir trees or behind the forest, but even in this case they can be tagged. The wolf or several wolves, the last ones to be bitten, wins (they become hunters).

"Ginger cat"

Venue: Gym or Playground.

Description of the game: the teacher chooses one driver - this is the “Red Cat”. He becomes in the center of the hall, and the rest of the participants in the game (“mice”) are located around the “cat” and hold hands. Then the “cat” crouches and covers his eyes with his hands, as if he were sleeping. “Mice” refers to “cat” with these words:

“A sluggish red cat was resting his stomach.

I want to eat, but too lazy to toss and turn.

So the red cat is waiting - maybe the mouse will crawl up!

After these words, the “mice” scatter, and the “cat” catches them. Caught "mice" sit on the bench and "mourn" because the "cat" ate them. The game lasts 10-20 seconds, after which the "cat" chooses a new "cat" from the "mice" that have not been caught!. Then the “eaten mice” re-enter the game, and it continues. The game is played 3-5 times.

Note:

  • The “cat” closes his eyes with his hands so that he does not look in advance at the “mouse” he is about to catch. But the “cat” is allowed to spread his fingers and surreptitiously spy on the “mice”;
  • you can choose two “cats” and even three if the game is played in a large hall (in this case, they are located with their backs to each other);
  • as the game is mastered, the actions of the “mice” become more complicated - they can walk in a circle (on their heels, on their toes, etc.) or perform some attention exercises in a circle;
  • the score is given to the “cat” that caught a lot of “mice”, or the “cat” that ran out very quickly and immediately caught several “mice”; or “mice” that have not been caught during the entire game

"The most accurate team."

Venue: Gym or any venue.

Description: Participants are divided into two teams. Then they are rebuilt in two columns, while taking a stand with legs apart, hands on the shoulders of the person in front. The very first participant holds the ball in his hands. On signal, that player leans forward and rolls him back as hard as possible. The last player receives the ball, runs forward with it and continues the action of the first participant. The team in which the captain with the ball in his hands is again in front of the team wins. A team is awarded one point for a win. After that, other captains are selected, but the scheme of the game changes: the participants close their eyes (either themselves or the player standing in front), and the players with the balls change their location, but at the same time try to be close to each other. On a signal, the rest of the participants open their eyes, run to their captains, line up in the same order and repeat the previous exercise.

The game is repeated 5-6 times, with the captains changing each time. There is no limit to how far the ball carriers can run, but they must be within sight of the other players.

The team with the most points wins.

Notes: the ball is passed only after the last member has entered the column. This player must give some sound command or password to the person in front: for example, “rocket is ready” or any other command.

"Detectives"

Venue: Gym or any sports ground.

Description: all participants are facing the wall. The teacher or the driver hide any small object anywhere (for example, a key). On a signal, the participants begin to look for a hidden object. Whoever finds it first becomes the “best detective”.

Notes: "best detective" can be further driving.

"Round dance"

Venue: Gym or any venue.

Description: All participants are divided into groups, each of which must include both boys and girls. The group joins hands and forms a round dance, while trying to remember each other. Then the participants disperse to opposite edges of the hall (separately: boys and girls) and line up. Then, at the command of the teacher, everyone performs turns or some other exercises, possibly with their eyes closed. At the command “Round dance”, the participants must join their groups. The team that does it faster than the others wins.

Notes: it is advisable to mark the place where the participants of the “Round Dance” are built with chips.

for children of primary school age.

1-4 grade

INTRODUCTION

This collection includes outdoor games that can be used in physical education lessons in elementary school, as well as in the preparation of various scenarios for sports holidays in the form of competitions and relay races. Many games can be included in the calendar-thematic planning as outdoor games in cross-country training, track and field training, gymnastics and when planning the variable part of the work program.

Purpose of the game: development of the eye, dexterity.

A circle with a diameter of 5-8 m is drawn on the playground (depending on the age of the players and their number).

All players are divided into two teams: "ducks" and "hunters". "Ducks" are located inside the circle, and "hunters" behind the circle. The Hunters get the ball.

On a signal or at the command of the teacher, the “hunters” begin to knock out the “ducks” with the ball. The “killed ducks” that were hit by the ball are out of the circle. The game continues until all the "ducks" from the circle are knocked out. While throwing the ball, the “hunters” must not cross the circle line.

When all the "ducks" are knocked out, the teams change places.

Game option: 3-4 “hunters” are selected from among the players, who stand at different ends of the site. Each "hunter" has a small ball. The players scatter around the court, but do not go beyond it.

On a signal or command from the teacher, all the players stop in their places, and the “hunters” aim and throw balls at them. Players can dodge a flying ball, but they cannot leave their place.

Knocked out "ducks" are out of the game. The "hunter" who knocked out the largest number of "ducks" wins.

Purpose and nature repeats the game ».

On the playground, children form a circle, standing at arm's length from each other. In the center of the circle there is a teacher who, in turn, throws the ball to the children, and then catches it from them, while uttering a rhyme:

"Catch, throw,
Don't fall down!.."

The teacher pronounces the text slowly so that during this time the child has time to catch and throw back the ball.

The game starts from a small distance (the radius of the circle is 1 m), and then gradually this distance increases to 2-2.5 m.

The teacher marks the children who have never dropped the ball.

Purpose and nature "(salka, ).

Two lines are drawn on the playground at a distance of 15-25 m (depending on the age of the players). From among the players, a "wolf" is selected (less often - two), which stands between the lines. Behind one line are the rest of the participants - "geese", and behind the other - the teacher.

The teacher addresses the geese: “Geese-geese!”

Geese answer:

- Ha-ha-ha!
- Do you want to eat?
- Yes Yes Yes!
- Well, fly!
- We can not! The gray wolf under the mountain won't let us go home!
- Well, fly, beware of the evil wolf!

After these words, the geese rush home from one line to another, and the wolf (wolves) who ran out tries to catch (“tarnish”) as many geese as possible. The wolf takes the caught geese to its lair.

After two or three such “flights”, a new wolf is selected, and the captured geese return to the game, which starts over.

Purpose of the game: learning to ski (in the lower grades) in various ways.

On a playground covered with snow, the “start” and “finish” lines are marked with a distance of 25-30 m between them.

3-5 players line up at the start line at a distance of 1.5-2 m from each other and, at the signal or command of the teacher, they start skiing. The winner is the one who crosses the finish line first.

Game options:

    races can be carried out with the help of sticks or in a sliding step without them, determining the winner based on the results of two races;

    you can play the game by dividing the children into 2-4 teams with an equal number of participants, in the form of a relay race.

Purpose of the game: teaching the main types of movement (jumping), developing coordination of movement and dexterity, training the eye.

On the playground, children form a circle with a diameter of 4-5 m, stand at arm's length from each other. The teacher is in the center of the circle. He has a rod in his hand, the length of which should be equal to the radius of the circle. A bright ribbon or handkerchief (“mosquito”) is tied to the end of the rod on a rope up to 0.5 m long. The teacher holds the rod so that the “mosquito” is 5-10 cm higher than the outstretched arms of the child, and, smoothly moving the rod in a circle, makes the “mosquito” fly.

The task of the children is to bounce on the spot and be able to "slap a mosquito" with two palms.

Rules of the game: children must jump on two legs or push off with one foot, which depends on the conditions of the game. The child should not leave his place in the circle in pursuit of a mosquito. If the child managed to swat the “mosquito”, then the movement of the “mosquito” stops until the child releases it. The educator notes the most dexterous, who managed to “swamp a mosquito”.

Purpose of the game: learning to move in water, developing dexterity, the ability to throw a ball.

The game is played in a pool or in a limited area of ​​​​a reservoir with a waist-deep depth for playing children.

A leader is selected from among the playing children. The rest of the children stand in a circle at arm's length from each other. The driver becomes the center of the circle.

At the signal or command of the teacher, the children begin to throw the ball to each other across the circle, and the driver tries to catch it. If the driver catches the ball, then he takes a place in the circle among other players, and the child who threw the ball takes the place of the driver.

Rules of the game: while throwing (throwing and catching the ball), you can take a step forward or backward, fall into the water, but not pull the ball out of the hands of another; you can't push.

Purpose of the game: development of strength endurance, speed of reaction.

Two lines are drawn on the playing field at some distance from each other. Boys line up on one line, girls line up on the other. Between them is the leader. The boys' team is "night", the girls' team is "day". At the command "Night!" boys catch girls, on command "Day!" girls catch boys.

Rules of the game:"salted" go to the opposing team.

Purpose of the game: child learning to run with a rope.

A line is drawn on the playing field. At the same time, 2-4 children with short ropes can participate.

At the first signal of the teacher, they start running, jumping over the rope through each step, and at the second signal (after 1-1.5 minutes) they stop. The child who is in front wins.

Game option: two parallel lines are drawn on the playground at a distance of 4-3 m (depending on the age and ability of the children): the start and finish lines.

At the start line there are 2-4 children with jump ropes, who start running at the signal of the teacher. The first child to cross the finish line wins.

Purpose and nature is a type of game ».

In the middle of the playground, a circle or an oval is drawn, which depicts an ice floe. From among the players, two "polar bears" are chosen, who stand on the "floe". The rest of the players walk freely and run outside the "floe" on the playground.

At the signal of the leader (whistle, clap, etc.) or at his command, the “polar bears” go “hunting”. They walk, holding one opposite hand (left-right) and try to grab one of the players playing with their free hands. They take the caught player to the ice floe. When there are two caught players on the ice floe, they become the second pair of “polar bears”.

The game ends according to the agreement: when most of the players have become "polar bears" or when 2 - 3 players remain on the playing field.

Purpose of the game: learning to dribble (with feet, stick, hands), bypassing obstacles, developing dexterity and coordination of movements.

A line is drawn on the playing field. Perpendicular to it, 8-10 objects are placed in a row (pins, cubes, pegs driven into the ground, etc.) at a distance of 1 m from each other.

At the signal or command of the teacher, the child must dribble the ball with his foot from the line, bypassing all the objects with a “snake”, now to the right, then to the left, without ever losing the ball and not knocking down a single object.

The winner is the player who passes the "snake" without errors.

Game option:

    you can make two identical "snake" lines at a distance of 2 m from each other and simultaneously hold a speed competition between two participants;

    the child will lead a small ball from the line with a stick, bypassing the “snake” objects;

    the player will drive the ball from the line, bypassing all the objects of the "snake", while hitting it on the floor or ground.

Purpose of the game: learning in a playful manner jumping and running, agility and coordination of movements.

On the playground, two parallel lines are drawn at a distance of 4-6 m (depending on the age of the children playing).

Playing children are divided into 3-4 teams with an equal number of participants. Teams line up in a column at the first line at a distance of 1.5 m from each other. Everyone standing first receives the ball and pinches it between their legs.

At the signal or command of the teacher, the children begin to jump on two legs to the second line. After crossing the line, they take the ball in their hands, run back, pass the ball to the next player, and themselves stand at the end of the column.

The team whose last player crosses the "start" line first with the ball in their hands wins.

Game option: on the second line for each team, they put a landmark around which the child should jump, and then also jump back with the ball sandwiched between the legs to the first line, passing it to the next player behind the first line.

Variety " ”, but the “dog” acts as a “trap”.

Before the start of the game, the “dog” is selected from among the players or the teacher appoints. The rest of the children are "hares". On one side of the playground, circles up to 50 cm in diameter are drawn - these are the “mink houses” of hares. On the opposite side of the site (at a distance of 10-15 m), another circle is drawn with a diameter of 1.0-1.5 m - this is the "dog" booth.

Located between the "minks" and the dog's booth, the playground is a garden with beds. If desired, it can be marked with dashes or circles of the beds.

At the first signal of the teacher, the "hares" run out of the minks and run into the garden, jumping over the beds. There they feast on carrots, cabbage ...

The teacher gives a second signal or command: “The dog is running! ..” After that, the hares rush to get to their “burrows”, hide in them, and the dog tries to catch the hare, “salting” it ”(touching him with his hand). The caught hare goes to the dog's booth and no longer takes part in the game.

When 3-6 “hares” are caught, the teacher can choose another “dog” from those playing, and the caught “hares” return to the game again, which starts over.

Variety of game ”, but the “cat” acts as a “trap”.

A line is drawn at the edge of the playground, behind which circles are drawn or hoops are placed - “mink houses of mice”. At a distance of 5-8 m from the line, a “cat” sits on a stump or on a chair, and the mice settle in their “minks”.

Showing the beginning of the game, the role of the cat is played by the teacher, and then the “cat” is selected from the playing children. When everyone has taken their seats, the teacher turns to the “mice” children: “The cat is sleeping! ..” You can use rhyming:

The cat guards the mice
Pretending to be asleep...

After these words of the educator, the “mice” leave their “minks” and begin to run around the playing field, coming close to the “cat”. After a while, the teacher says: “The cat is waking up! ..”

You can use rhyme:

Hush, mice, do not make noise,
Don't wake up the cat!

After these words, the “cat” gets on all fours, stretches, says: “Meow! ..”

This serves as a signal that he begins to catch mice. The cat takes the caught "mice" to its place, and the game starts all over again, but without their participation.

After the “cat” has caught 3-5 mice, the teacher appoints a new “cat”, and the “mice” caught are returned to the game.

Purpose of the game: learning to run in a playful manner, developing dexterity and coordination of movement.

From among the children playing, two are chosen: a “hunter” and a “homeless hare”. The rest of the "hares" children draw for themselves on the playground mugs - "houses" with a diameter of up to 50 cm.

Each hare occupies its own "house"-circle. The teacher gives a signal by which the hunter begins to pursue the "homeless" hare. Running away from the hunter, the “hare” winds between the houses, and then suddenly it can jump into any house and stand behind the back of the “hare” living there. At the same moment, this "hare" turns into a "homeless man", must leave the "house" and run away from the hunter now chasing him.

As soon as the hunter caught up with the hare and touched it with his hand, they change places: the hare becomes the hunter, and the hunter becomes the hare.

Game option: the total number of hares decreases, and instead of circles, “houses” for “hares” are children, 3-4 holding hands.

They open the “doors” (raise their hands) in front of the “homeless hare”, letting him into the house, and close it in front of the “hunter”. At the same time, the hare that was in it leaves the house through other “doors”. The rest of the game follows the same rules.

Purpose of the game: learning in a playful way to walk, run, develop dexterity, coordination of movements.

A circle with a diameter of 5-8 m is drawn on the playground (depending on the age of the children playing).

From the playing children, a driver is selected, which is located anywhere inside the circle. The rest of the children stand around the circle at a distance of half a step from the line.

At the signal of the teacher, the children jump into the circle, run around it and jump back out. The driver runs within the circle and tries to touch the players when they are inside the circle. When the driver approaches, each player must have time to leave the circle.

The player who was touched by the driver within the circle receives a penalty point, but remains in the game (or is out of the game). After some time, the teacher calculates the number of penalty points and those players who the driver did not have time to touch. The driver is replaced, and the game starts over.

Game option: You can slightly change the conditions of the game. The first player who was touched by the previous driver within the circle becomes the driver, and the leader takes the player's place.

Purpose of the game: consolidation in a playful way of running skills, development of dexterity, coordination of movements.

A line is drawn on the playing field. There must be an odd number of players. Of these, one "leader" ("catching") is selected. The rest of the players are built in a column in pairs at arm's length, not reaching 2-3 steps to the drawn line, and join hands.

The leader stands on the drawn line 2-3 steps behind the column of players.

Children in a column say a rhyme:

"Burn, burn bright,
To not go out.
Look at the sky, the birds are flying
The bells are ringing!
One, two, three - run! .. "

After the word "run", the children standing in the last pair run on both sides of the column. They strive to run along the entire column and become the first couple to join hands.

The catcher tries to have time to catch one of them, until the children have time to meet and hold hands. If the catcher (leader) manages to catch one player, then he and this player become in the first pair, and the player left without a pair becomes the “catcher”.

The game ends after all pairs have run once, but may continue. In this case, when all the pairs have run, the column takes 2-3 steps back to the line.

Purpose and nature it reminds me of a game ».

Two straight or winding lines are drawn on the playground at a distance of 3-5 m. These are the banks between which the swamp is located. On the surface of the swamp, hummocks-circles are drawn at a distance of 20-30 cm from each other. Children stand on one side of the swamp. Their task, jumping from bump to bump, is to get over to the other side of the swamp. You can jump on one or two legs.

Whoever of the playing children stumbles and gets his foot into the swamp, he is eliminated from the game.

Game option: each of the players playing instead of the painted bumps receives two planks, rearranging which and standing on them, you can cross to the other side.

Purpose of the game: in addition to strengthening walking and running skills, children develop dexterity and coordination of movements.

Two parallel lines are drawn on the playground at a distance of 5-10 cm (depending on the age of the players). These are the start and finish lines.

2-3 players go to the start line at the same time. Each child is given a tablespoon containing a ping-pong ball. The player holds the spoon in his outstretched hand, not holding the ball with his other hand.

At the signal of the teacher, the children begin to move from the start line. Their task is to reach or run to the finish line without dropping the ball. If the player drops the ball during the movement, he must pick it up, return to the place where he dropped it, put the ball in the spoon and only then continue the movement.

The winner is the child who crosses the finish line first and does not drop the ball. It is possible to arrange new races among the winners of each preliminary race.

Game variant: the game can be played in the form of a relay race, when all participants are divided into 2-3 teams, depending on the number of participants:

    the player must carry the ball in the spoon to the finish line, and return by running, passing the spoon and the ball to the next player;

    the player must carry the ball in the spoon to both ends, passing them to the next player.

The team that finishes the relay first wins.

Purpose of the game: training in the form of a game to jump on one leg, the development of coordination of movements.

On the playground, before the start of the game, parallel lines are drawn at the bottom at a distance of 6-10 m (depending on the age and capabilities of the playing children). These are the start and finish lines.

Depending on the number of participants, all playing children are divided into 2-3 teams with an equal number of players.

At the command of the educator, the teams approach the start line and line up in a column one after another with a distance between the columns of 1.5-2 m. Each player bends his leg at the knee. The child standing behind him puts one hand on the shoulder of the one standing in front, and with the other hand holds his bent leg. The last player's leg is simply bent at the knee. Thus, a chain command is formed. At the signal of the teacher, each of the chain teams begins to move forward, moving by jumping on one leg.

The team that quickly overcomes the distance between the lines and crosses the "finish" line wins.

Purpose of the game: mastering jumps on one leg, developing dexterity and coordination of movements.

A circle with a diameter of 1.5-2 m is drawn on the playground. Two players stand in the center of the circle facing each other. Everyone stands on one leg (the second is bent at the knee), arms are crossed on the chest.

The game begins at the signal of the teacher: clap, whistle, etc. The task of the player, jumping on one leg and pushing the opponent with his shoulder, is to make him lower his other leg or push him out of the circle.

The game is played in pairs, and the winners of the pairs meet each other.

Purpose of the game: learning in a playful way the types of movement (walking, running), the development of dexterity and coordination of movements.

Before the game, the teacher prepares “fish” from cardboard (length - 15-20 cm, width - 5-7 cm), which are painted in the colors of the playing teams (for example, blue, red and green fish). A thread 50-60 cm long is tied to the tail of each fish.

The game involves the competitive nature of two or three (depending on the number of children) teams with an equal number of participants in each team.

Children line up on the playground and are divided into teams. Each team receives a "fish" of its own color. Each child receives a “fish” in the color of his team and tucks the free end of the thread behind his sock so that when walking or running, the “fish” stretches behind on the thread, touching the floor - “floating”.

After that, the teams enter the playing field. On a signal from the educators, the children begin to walk and run around the playground, trying to step on the enemy's "fish" and at the same time prevent their own "fish" from being "caught". The child whose fish was “caught” (the thread was pulled out of the sock) is out of the game, and the “fish” is taken by the player who caught it.

After the end of the game, the teacher sums up the results. The team that has more uncaught own fish left, but more "caught" foreign "fish" wins.

Rules of the game: during the game, you can not grab a player of the other team with your hands, push, step on the feet of other players.

Purpose and nature this game is close to the game ».

On the playground, two parallel lines are drawn at a distance of 5-8 m (depending on the age of the players).

At the first line, the child leans forward, bending almost to a right angle. A bag of sand or a pillow is placed on his back. In this position, the child must go all the way to the next line without dropping the object from the back during movement.

Rules of the game: correct the object or support it while walking between the lines. A child who has lost the load is out of the game.

Purpose of the game: development of endurance and coordination of movements.

4-5 small bags filled with sand are prepared for the game. On the playground, two parallel lines are drawn at a distance of 5-8 m (depending on the age of the players). The teacher sets the task for the children: to go with a bag on their heads from one line to another. At the beginning of the game, the speed of movement does not matter, but a child who drops the bag during movement is eliminated from further play.

After three or four such transitions, the teacher marks the children who have never lost their bag, and also encourages the others.

Rules of the game: it is possible to correct the pouch on the head only beyond the line, but it must not be touched while walking.

Game option: after the children show their skills, the teacher can hold a speed competition between 3-4 players!

Purpose of the game: development of the main types of movement (long jumps from a place), strengthening of the musculoskeletal system, development of coordination of movements.

Hoops are placed on the playground at a distance of 30 cm from each other. In the absence of hoops on the floor or on the ground, circles or squares can be drawn at the same distance from each other. Only 6-8.

Children line up in a column and, at the signal of the teacher, begin jumping on two legs from hoop to hoop, following each other at intervals, without interfering with each other. The child who has finished jumping and reached the last hoop returns at a run and stands at the end of the column.

At the end of the game, the teacher notes the quality of the jump and landing of the children, not forgetting to note the positive participation of all children in the game.

Purpose of the game: development of dexterity, strengthening the muscles of the hands.

For this game, two round sticks of the same length and the same diameter are taken. The end of a cord 8-10 m long is tied to the middle of each stick, and its middle is marked with a tied bright ribbon. Two players take a stick and move away from each other by the length of the cord so that it is in a taut state.

At the signal of the conductor of the game, the children begin to quickly rotate the sticks with both hands, winding the cord around them, and move gradually forward, keeping the cord taut. The participant who wraps the cord up to the ribbon first wins.

Any number of children can take part in the game. Each time a different pair plays.

Game options:

    The winner gets the right to continue the game with another partner until the first defeat. The participant who won more times is revealed.

    The losers are eliminated, and a competition is arranged between the winners of the pairs, followed by elimination until one winner is identified.

Purpose and nature is a kind of game ».

Two parallel lines are drawn on the playing field at a distance of 1 m from each other. For the game, a thick rope or rope is taken, in the middle of which a bright ribbon is tied.

All players are divided into two equal groups. Each of the teams takes a place behind their own line and grabs the rope so that the bright ribbon is in the middle between the two lines.

At the signal of the teacher or at his command, the players of each team pull the rope in opposite directions, trying to pull the ribbon over their line.

The team that manages to pull the ribbon across the agreed border wins. After that, the game is repeated.

Purpose of the game: strengthening of the musculoskeletal system, development of dexterity and coordination of movements.

Two parallel lines are drawn on the playground at a distance of 5-10 m (depending on the age of the children). 3-4 children approach the first line at the same time. In front of each on the line lies the same ball.

At the signal or command of the teacher, the children get on all fours and begin to move to the second line, while pushing the ball in front of them with their heads.

The player who crosses the second line first without losing the ball wins.

Purpose of the game: learning to throw the ball in a playful manner, developing the strength and accuracy of the throw.

A line is drawn on the playground at a distance of 1-2 m from the wall. Behind it, another 3-5 parallel lines are drawn at a distance of 20-30 cm between them.

Children take turns approaching the first line and, at the command or signal of the teacher, throw the ball at the wall, and then the teacher notes for which line the ball that bounced off the wall fell. The child who throws the ball the farthest wins.

Purpose of the game: development of speed, strength endurance.

Two teams of five people are created. The player standing first is the captain, he holds a bag with five potatoes (pebbles) in his hands. Five circles are drawn at a distance of twenty to thirty paces from each column. On a signal, the team captains run to the circles and plant potatoes, one in each circle, then return and pass the bag to the next player, who, having taken the bag, runs to collect potatoes, etc.

Rules of the game:

    captains start on signal;

    players do not go out of line without a bag. If a potato has fallen, it should be picked up and then run;

    you need to run up to the team from the left side.

Purpose of the game: development of strength endurance, strengthening of the musculoskeletal apparatus of the legs.

A line is drawn on the playground. At a distance from it (no more than 20 m), flags and racks are installed.

The players are divided into three or four teams and line up behind the line. On a signal, the first players of the teams start jumping, run around the flags and come back running. Then the second ones run, and so on.

Rules of the game:

    the team that finishes the relay first wins;

    you should jump correctly, pushing off with both legs at the same time, helping with your hands.

Purpose of the game: development of attention, dexterity, speed of reaction.

A line is drawn on the playground - a streamlet, on one side of which the selected shepherd and sheep gather, on the other side a wolf sits. Sheep stand behind the shepherd, hugging each other by the belt.

The wolf addresses the shepherd with the words: “I am a mountain wolf, I will carry it away!” The shepherd replies: "But I'm a brave shepherd, I won't give it back." After these words of the shepherd, the wolf jumps over the stream and tries to reach the sheep. The shepherd, spreading his arms to the sides, protects the sheep from the wolf, preventing him from touching them. In case of luck, the wolf takes the prey with him. The game starts over, but the roles change.

Rules of the game:

    the wolf crosses the line only after the words of the shepherd "I will not give it back";

    a sheep touched by a wolf must follow the wolf without resistance.

Purpose of the game: development of attention, the ability to respond to a signal.

A leader is selected from the total number of participants in the game. The rest of the players run around the court. The driver walks and says:

"The sea is worried - once,
The sea is worried - two,
The sea is worried - three,
All the figures are in place - freeze!

After these words, all the players stop and freeze in the position in which the driver's team found them. The driver goes around the players and tries to find someone who moves. This player takes the place of the driver, and the rest of the figures are given the command: "Fat off!", And the game continues.

Game option: players who have moved are eliminated from the game, and the game continues with the previous driver until 3-4 players remain.

Purpose and nature the game is a kind of ».

Of the playing children, a leader is selected - a salt. The rest of the players line up. The driver goes to the middle of the playground and says loudly: “I am a tag!”.

At this signal, the players scatter around the court, and the driver must catch up and touch the players with his hand (“sock”). The one whom the tart has touched stops, raises his hand and says loudly: “I am a tart!”.

The new tag cannot immediately touch the former leader with his hand. The game can continue, or at the command of the leader, everyone gathers and lines up, and the game starts all over again.

The conditions of the game can be complicated: it is not allowed to “salt” the player if, when approaching the driver, he managed to squat down, or stand on any hill, or join hands with one of the players.

Purpose of the game: teaching the basic types of movement (walking, running), developing the imagination and discipline of children.

For the game, several thin sticks 50-60 cm long with non-pointed edges are prepared (according to the number of participants in the game). Each child is given such a stick and is invited to sit on it, holding one end with his left hand, and the other end of the stick should slide freely on the floor or ground. A child riding a stick is a "rider on a horse."

At the signal of the educator, the "riders" can walk in a circle, keeping a distance, then slowing down, then accelerating the movement, the rhythm of which is regulated by the educator. "Riders" can "jump" across the entire playing area, swinging their right arm and chasing "digging", they can change the rhythm.

Rules of the game: the main rule is that the “riders” must manage so skillfully that the “horses” do not collide during the movement, do not interfere with the movement of others.

Game option: after a short training of "riders" you can arrange competitions. Two parallel lines are drawn on the playing field at a distance of 5-10 m (depending on the age of the players). At the signal of the educator, the "riders" will have to overcome this distance. The rider who comes first wins.

Purpose of the game: development of dexterity, the ability to slide on ice.

Children are divided into 3-4 groups-teams. According to the number of participating teams, a playground is prepared: at a distance of 2-3 m from the starting line, ice tracks are rolled according to the number of teams playing, 1-1.5 m long. After 2-3 m from the ice tracks, there are snow banks (according to the number of playing teams) 40-50 cm, length - 1.5-2 m, top width 25-30 cm. Bells lie or hang at the finish line.

At the signal of the teacher, the first team members run from the starting line. They must slide along the ice path from a short run, go sideways along the snow bank and, successfully jumping, run 8-10 m to the finish line and ring the bell. After the bell rings, the second team numbers start running, etc.

The winner of this relay race is the team that completed all the tasks faster, while avoiding falls on the track and correctly performing deep jumps from the shaft.

Purpose of the game: development of dexterity, attention.

A line is drawn on the playground, beyond which all the players gather. At the beginning of the game, a leader is appointed. He has a ball in his hands. On a signal or at the command of the teacher, the driver throws the ball forward. All players run out from behind the line and try to grab the ball. Whoever grabs the ball first runs back with it, trying to cross the line. If another player blocks the path and touches the ball (force, pushes - do not apply), then the player holding the ball throws it to the ground. The ball is picked up by any other player and rushes to the line. They can also knock the ball out of him by touching it.

The player who manages to cross the line with the ball gets the right to be the driver and throw the ball.

The winner is the one who more often than others during the game will be the driver.

Purpose of the game: development of speed, attention.

Two lines are drawn in the clearing or two parallel ski tracks are laid at a distance of 60 m - these are the starting lines. The players are divided into two teams with an equal number of participants, who line up in columns on opposite starting lines.

On a signal or command, the teachers standing first in the columns start running in the forward direction towards each other, trying to reach the opposite line as quickly as possible.

At the moment of crossing the line, the player gives a conventional sign (raised hand, shout, etc.), along which the next team member starts running. The winner is the team whose players are the first to gather behind the starting line of the other team.

Purpose of the game: training in the form of a game to throw and catch the ball, the development of dexterity and coordination of the child's movement.

On the playground, between two vertical posts or two trees, a rope is pulled at the height of the child's raised arms. The teacher explains and shows how to throw the ball over the rope, run after it under the rope and catch it without letting it touch the ground. Having caught the ball, you can throw it from the other side and catch it again. 1-3 children can play at the same time, and then pass the ball to other children. The teacher observes and notes successful throws and catching the ball.

».

On the playground, a rope is pulled between two uprights or trees at about 1 m from the surface. At a distance of 1-1.5 m from the rope, a line is drawn, in which 3-4 small balls lie. 3-4 children come to the line (according to the number of balls).

At the signal or command of the teacher, each child takes the ball with both hands and throws it over the head over the rope, and then catches up and catches the ball. Running under the rope, the children try not to hurt her. Having caught the ball, the children return to the line by running and throw again. Dropping the ball is out of the game. The child who throws and catches the ball the most times wins.

Game option: children play in pairs. On both sides of the rope, at a distance of 1-1.5 m, lines were drawn, in which there are children playing in pairs. First one throws the ball, and the other catches, and then vice versa. The winner is the pair that throws the ball over the rope more times without dropping it.

Purpose of the game: training in movement in water, development of dexterity, speed of reaction.

The game is played in a pool or in a limited area of ​​a reservoir with a depth to the hips or waist to the children and has two options.

1st option: from among the playing children, a “pike” (leader) is selected, and the rest of the children are “carp”. At the beginning of the game, the teacher can play the role of "pike".

At the beginning of the game, "carp" move around the pool in different directions, helping themselves with strokes of their hands. "Pike" at this time is in the corner of the pool or at the rope fence.

At the signal of the teacher or his command: “The pike is swimming! ..” all the children rush to the sides of the pool or the ropes of the fence (perhaps they run ashore, depending on the conditions of the game) and plunge into the water to the chin. Some children can dive headfirst into the water by occasionally raising their head out of the water and inhaling.

The task of the "pike" is to catch (touch with a hand) the gaping "carp". The game ends when about half of the “crucians” are caught, or the first “crucian carp” caught becomes a “pike”, and the game starts all over again.

2nd option: after a “pike” was chosen from among the players, the rest of the children are divided into two identical groups: one is “pebbles”, and the other is “carp”. Pebbles, holding hands, form a circle in which at this time “carp” swim and play.

"Pike" is outside the circle.

The teacher gives a signal or command: “Pike! ..” After this command, the “pike” quickly runs into the circle, trying to catch (touch with his hand) the gaping “crucians”, who are also in a hurry to hide behind the “pebbles” (stand behind their backs). "Pike" catches only those who did not have time to hide, and takes them outside the circle.

The game is repeated until 3-4 (or more than half) "carp" are caught. Then the “pike” changes, and the game starts all over again.

Purpose of the game: teaching children to quickly and fearlessly dive under water, developing dexterity.

The game is played in a pool or on a section of a reservoir with a waist-deep depth for children.

Children form a circle, standing at arm's length from each other. In the center of the circle is a teacher who plays the role of a leader, he has a rope in his hands, the length of which is equal to the radius of the formed circle. A small inflatable toy is tied to the end of the rope. This is a "rod".

On a signal or command, the teacher begins to rotate the rope so that the toy makes circular movements at a level of 10-15 cm above the water. The task of the playing children, when the toy approaches, has time to sit down and plunge into the water. The child hit by the toy receives a penalty point.

At the end of the game, the teacher sums up the penalty points and determines the most dexterous children who do not have penalty points or score the least.

Purpose of the game: development of attention, coordination of movements, strengthening the muscles of the trunk, back, abdomen.

For the game, the driver-womb - "crane" is selected. On the playground, the children line up in a chain, the uterus is facing them. The column moves all the time, slowly at first, then picking up the pace. At the same time, she follows the instructions of the leader. For example, when the driver says: “Yellow-bellied snake”, the column of “cranes” lines up in a wedge-shaped figure. If he talks about frogs, then the semi-squat column jumps forward, etc.

Rules of the game:

    the loser is the one who could not complete the task and broke the circle;

    the losing player stands at the very end of the column;

    the “crane” uterus changes by agreement.

Purpose of the game: development of attention, training of coordination of movements.

Two lines are drawn on the playground at a distance of 1-1.5 m. The distance between them is a ditch in which there is a leading wolf. The wolf can only move between these lines.

The rest of the players - "goats" - at the signal of the teacher, run from one side of the site to the other, jumping over the moat. At this time, the wolf tries to catch the goats by touching them with his hand. Players touched by the wolf stop and are out of the game.

Game option: leading can be 2-3. A competition is held between the wolf (wolves): who will catch more goats in a certain number of runs (4-5), and goats are also noted that have never been caught by wolves.

Purpose of the game: learning in the form of a game the main types of movement, the development of dexterity.

8-12 children take part in the game, of which two are chosen: a “kite” and a “brood hen”. The rest of the children are "chickens".

A circle with a diameter of 1.5-2 m is drawn on the side of the playground. This is the “nest” of the “kite”. He goes to his nest, and the "hen" takes the "chickens" for a walk to the playground. They walk in a chain: they hold on to each other (by the hands or by the belt).

At the signal of the teacher, a “kite” flies out of the nest and tries to grab the last “chicken” in the chain. The mother hen, spreading her arms, does not let the kite near the chickens.

Rules of the game: neither the kite nor the mother hen use force. "Kite" should try, running around, to deceive the "brood hen", grab and carry the caught "chicken" to his house. If the "kite" grabbed the "chicken", then he should follow him.

Purpose of the game: development of dexterity, the ability to maintain balance, mastering the coordination of arms and legs, the correct position of the body when moving on skis.

Under the terms of this game, the child must ski down a low hill. In the middle of the descent, there is an object prepared in advance (a fir cone, a pin, a flag, etc.), which the child must lift, crouching and bending over while moving, without losing balance.

Game option: a child can go down this hill on a sled, and while moving, pick up a certain object. There can be several items, and points are awarded for each of them.

Purpose of the game: in its tasks and character resembles a game " ».

Circles with a diameter of 50 cm are drawn on the playground. These are “houses” for the players. Their number must be one less than the number of players. From among the players, a driver is selected, who is left without a "house". All the children occupy their “houses” mugs, and the driver becomes in the center between the mugs and says loudly: “One, two, three - run! ..”

After the driver’s word “run”, the children begin to change their “houses” mugs, and the driver at this time tries to occupy any of the vacated “houses”. A child who did not have time to take a free circle - "house" becomes a driver and goes to the center of the playground. The game starts over.

Purpose of the game: training in throwing and catching the ball, passing it to a partner in motion, developing dexterity and coordination of movement.

On the playground, six children selected from among the players stand in a line and hold five hoops in outstretched hands. The rest of the children are divided by the teacher into playing pairs.

At the signal or command of the teacher, each pair in turn starts the game from the first person in the chain, passing the chain at a distance of 1 m from both sides and throwing the ball to each other through the hoop.

During the movement, the children must throw the ball through each hoop. If the child drops the ball, he must pick it up and continue the game from the hoop where the mistake was made (or from the first hoop, depending on the conditions of the game). The winner is the pair that has covered the distance faster than the others and did not drop the ball, throwing it through all five hoops.

When the game is repeated, the children playing in pairs change the children standing with hoops.

Summing up the results of the game, the teacher notes not only the speed of movement, but also the accuracy of the players' throws.

Purpose of the game: training in running jumps, development of coordination of movement and eye.

On the playground on a vertical stand or on a horizontally stretched cord at a height of 1.5-2 m, hang a basket (2-3 baskets are possible) so that it is 5-10 cm above the child's outstretched arm.

Before the start of the game, the teacher explains to the children that a squirrel lives in this basket (in the "nest"), which loves nuts very much. Then each player is given round-shaped pebbles or ping-pong balls, which replace the nuts. To treat the squirrel with a nut, the child must jump up and throw the “nut” into the basket.

Rules of the game: at the discretion of the educator, children can jump from a place or from a running start for a distance of 2-3 m) Each child makes 3-5 attempts to put a "nut" in a squirrel's basket. The teacher notes the technique of jumping and landing, as well as the one who put more "nuts".

Purpose of the game: development of coordination of movements. Two lines (can be winding) are drawn on the playground at a distance of 1.5-3 m from each other (depending on the age of the children playing). This is a "brook". Pebbles are laid through the "brook" at a distance of 20-30 cm from each other (pieces of cardboard, planks or mugs simply painted on the floor). They are located in such a way that the child can easily move from one pebble to another, and then from one bank of the stream to another.

The teacher brings the playing children to the line (the bank of the stream) and explains that you need to cross the pebbles to the other side without getting your feet wet. Then the teacher shows how to do it. Behind the teacher, the children take turns, jumping from pebble to pebble, moving to the other side of the stream. The child who stumbled and got past the pebble, which means he got his feet wet, goes to dry them on a bench and is temporarily out of the game.

The game continues several times. Then the teacher praises all the children, at the same time noting the fastest and most dexterous.

Purpose of the game: training in the form of a game in the main types of movement (walking, running), development of coordination of movements, strengthening of the musculoskeletal system.

Before the start of the game, the teacher builds all those playing in a column along one of the sides of the playground and briefly recalls how the train is moving, driven by the “locomotive”. In order to show the game, the educator becomes the head of the column, and the rest of the playing children are the “cars”. In the future, after a short distance, the place of the “locomotive” is taken by one of the children.

At the signal of the educator, the “locomotive” gives a whistle “Uuu! ..” and the “train” slowly moves off. The cars move one after another with a certain interval (without clutch), while the children make movements with their arms bent at the elbows and pronounce the sounds “choo-choo-choo! ..”

The teacher regulates the speed of the “train”, gradually accelerating the movement, moving to fast walking, and then to running.

The teacher gives the command: "The train is approaching the station ..." The movement of the train slows down.

The teacher gives the following command: “Station ... Stop ...” The train stops. At the station, during a stop, it is possible to replace the “locomotive”: another child becomes the head of the train, and the former “locomotive” takes the place of the “car”.

The teacher gives the signal again, and the "train" sets off on its way. So during the game the train passes through several stations with the change of "engine".

Rules of the game: children should during the game, especially when changing the rhythm of the “train”, strictly observe the interval between the “cars”, do not bump into each other, do not push each other, do not leave the “train” while moving.

Game option: the movement of the train can be with clutch: during the movement, only the "locomotive" makes the movement with its arms bent at the elbows, and the hands of all the children - "cars" are on the belt of the one in front.

After the end of the game, the teacher praises all the children, while noting the best "cars" and the best "locomotive".

Outdoor games in high school are mainly used to improve overall physical fitness, as well as for special sports training for teenagers.

It should be remembered that at the age of 15-17 (grades 10-11) the growth and development of the body continues. The processes of ossification of the skeleton, the growth of muscle strength and the development of internal organs are not yet completed. In the activity of the nervous and cardiovascular systems, there is some imbalance, increased excitability. The endurance of the body of boys and girls aged 15-17 is less than that of adults.

Body weight in young men is added mainly due to an increase in muscle mass; they do not have a lag in the development of muscle strength in relation to weight. The muscular system of girls develops more slowly than that of boys (in particular, the muscles of the shoulder girdle are weak). The body weight of girls increases due to the length of the body, the development of the pelvic girdle and body fat.

A comparative assessment of the ratio of the length of the body and legs of girls aged 15-17 shows that, with a relatively longer body length, their legs are shorter than those of boys; so their stride length is shorter. And data comparing body weight and lung capacity reveal that these figures are lower in girls.

In older schoolchildren, the ability for abstract thinking and analysis of their actions and the actions of others increases significantly. Many young men and women finally develop an interest in practicing one or another sport, so they are attracted to outdoor games that allow them to improve in the chosen sport.

Quite accessible and interesting for them are outdoor games complicated by the relationship of participants, built on the implementation of techniques and actions that are significant in difficulty.

Systematically organized outdoor games, if carried out correctly, have a positive effect on the dynamics of physical development and improvement of the motor abilities of those involved.

Taking into account that at this age the development of the musculoskeletal system has not yet ended, prolonged unilateral force stresses should not be allowed in games. Also, increased loads in games with running and jumping, overvoltage, overtraining, which can damage the nervous and cardiovascular systems of boys and girls, are also contraindicated. However, in order to increase the overall physical development and improve motor skills, it is quite possible to conduct games with repeatedly repeated active actions of the participants for quite a long time. At the same time, it should be taken into account that the physical capabilities of girls in playing activities that require the manifestation of strength, speed, coordination of movements and endurance are less than that of boys.

Outdoor games such as duels (with the struggle of two, three or more players for place, time, result), in which each participant can directly influence the actions of the other, are best played in such a way that "rivals" of the same sex compete. However, in such games-exercises, where it is necessary to show strength, speed or coordination of movements under the conditions of alternate performance of tasks without direct approach to the "enemy", teams of players can also take part in a mixed sex composition. At the same time, in order to equalize the chances of winning before the game, it is desirable to establish lower requirements for girls in terms of difficulty and complexity.

The leader needs to pay attention not only to the size of the teams, which should be approximately the same, but also to ensure that the number of boys and girls in each team is approximately equal. In this way, some equality of teams in terms of strength is usually achieved. But, sometimes, depending on the nature of the outdoor game and the fitness of the players, teams of equal strength can be made up even with an unequal ratio of boys or girls in each.

In games for girls, jumps associated with strong body shaking, sharp, jerky hand movements, actions with a high power load, especially on the shoulder girdle, should be excluded. Girls should refrain from participating in outdoor games (especially from competitions in games) on the days of the menstrual cycle.

The leader must instill in high school students such an attitude towards outdoor games, so that they are perceived by them as a serious matter. It should be explained that this or that game is included in the lesson purposefully and has educational and training value. Consciously performing game tasks, students will engage in outdoor games with increased interest and better discipline.

In case of unsuccessful performance of one or another technique, tactical action, it is necessary to encourage students to repeat attempts, thus accustoming them to achieve positive results in hard, persistent training.

Boys and girls of 15-17 years old are sometimes embarrassed to actively express themselves in games, individually perform certain tasks when their turn comes up. Especially often this happens when classes are in groups mixed by gender. Some, out of fear of seeming clumsy or slow, sometimes deliberately play “not at full strength” or, at crucial moments of the game, deliberately allow “awkward” movements in order to cause laughter and thereby divert the attention of their comrades from a proper assessment of their actions in the game; others simply avoid "dangerous" positions in games or play inactively. The leader should approach such trainees tactfully enough and not put them in an uncomfortable position in front of their comrades, but offer them feasible and accessible roles and tasks. The lagging behind players must be encouraged to improve their game actions, to be active during the game. In this regard, one will benefit from a word of encouragement spoken by the manager, another will benefit from a duel with the best player, deliberately organized by the leader, the third will respond to a remark made in a stern tone, etc.

Given the special inclinations of individuals involved in certain sports, it is useful to give them recommendations on the independent use of outdoor games, which can help consolidate and improve skills in the chosen sport.

List of used literature:

  1. Zhukov M.N. Outdoor games: Proc. for stud. ped. universities. - M.: Publishing Center "Academy", 2000. - 160 p.
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