Outdoor games. Owl mobile games - owl

Children turn into mice, which are hunted by an owl. During the day, mice run through the forest, they are not afraid, because the owl is sleeping. At night, the owl flies out to hunt, the mice hide from it (squat and do not move). So the day……. Night!

Several children can play the role of an owl.

4. Task "Pictograms"(on the form)

Select the desired face and stick on a frightened cloud.

Finger gymnastics "Clouds"

See Activity 6

6. Quest "Frightened Tree"(on the form)

Find and color everyone who got scared of the fox and hid in the tree.

7. Musical task(on the form)

We listen to music. What is her mood? A bunny with the same mood will hide in a frightened cloud.

Boyusek competition

Cloud: I have a chest that is not simple, and I store in it not gold or jewelry. And I have gathered here ... fears Cloud opened the lid and began to show his wealth: “Here is a fear of the dark, and this is a fear of injections, I have fears of dogs, and thunder, and many others. Everyone has their own fears: both adults and children. If someone has a lot of boyusek, then they can be brought to me in the chest. I keep them. When you need it, you can pick it up again. Here I will give Pavlik a fear of heights, otherwise he is not afraid to jump from high fences and may get hurt. And fear will save you. And you, if you like, leave your fears in my chest. Who wants to give me some fear?

Pass the ball around the circle. The one who received the ball continues the phrase: “I am not afraid ...” (the psychologist shows an example).

IV stage. reflective

Summing up, reflection, farewell ritual "Clouds"

Now it's time to say goodbye

We say to the cloud: “Goodbye! Bye!"

Do we know this emotion, friends? (children respond in chorus with the name of the emotion)

(cloud): « new meeting I'll be waiting!"

(psychologist): “Meet me, cloud again, believe me -

The door to the country of Moods is open to us!”

Goodbye, guys!

Lesson 9

Topic: calmness

Goals:

1. development of communication skills, overcoming tactile barriers;

2. drawing attention to the emotional world of a person.

Materials: a calm cloud, a calm pencil, task forms, colored and pencils, a Pretender toy (or another option for working out a sketchy image of an emotion), calm pictograms, musical accompaniment, an A3-format Logic Square task,

Plan:

I stage. Organizational

Greetings

(stand in a circle)

A light cloud floats in the sky

We have an adventure ahead of us.

Before we set off with you,

Don't forget to greet your friend.

(hello, Nikita! Etc. in a circle)

(The psychologist shows the children a calm cloud)

The cloud "Hello" says to you.

What does it look like guys? (children call the cloud emotion)

A calm cloud is calling us to visit,

And we followed him. Forward!

(children move around the room to slow music)

II stage. Motivational

The cloud introduces the children to their friends and invites them to play calm games with them.

Stage III. Practical

Conversation (by cards)

The cloud invites children to consider cards depicting various emotional states person and draws attention to “calmness”.

How can we know that a person is calm? (Children's answers.)

The head of a calm person is slightly tilted forward. Eyes, eyebrows and mouth are relaxed. There is no tension in the arms and legs. The voice is even, not loud and not quiet. Breathing is even.

Show each other how you look when you are calm. (Children do the task.)

Now walk the way a calm person sits. (Children do the task.)

Try to calmly say the phrase: "Today it rained." (Children do the task.)

2. Task "I am calm when ..."

A calm cloud introduces children to a calm pencil that will help you write down your answers to the questions: “When I am calm, I ...” “I am calm when ...”. Let's talk when you're calm

“I am calm when ...” (we write children's answers on a calm cloud)

3. Mission "Pretender"(in front of the mirror)

Show how your face looks when you are calm.

Let's make the pretender calm.

We did very well!

Quiet game

Cloud travels around the classroom with the children, discusses and finds games that can be played calmly (assignment on an easel, assignments on forms, board-printed games)

5. Task "Logical square"(at the easel)

See Attachment.

What icons should be in empty cells. Select and attach.

4. Task "Pictograms"(on the form)

Select the desired face and stick on a calm cloud.

Outdoor games

« Owl »

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

Course of the game: The players are freely located on the court. Aside ("in the hollow") sits or stands "Owl". The teacher says:« The day comes - everything comes to life ». All players move freely around the court, performing various movements, imitating with hands the flight of butterflies, dragonflies, etc.

Unexpectedly says:« The night comes, everything freezes, the owl flies ». Everyone should immediately stop in the position in which these words found them, and not move."Owl " slowly walks past the players and vigilantly examines them. Who moves or laughs"owl " sends to"hollow". After a while the game stops and count how many people"owl " took it with her. After that, choose a new"owl" of those who didn't get it. She wins"owl ", which took the greater number of players.

"Homeless Bunny"

Purpose: to run fast; navigate in space.

Game progress: Selected"hunter" and "homeless hare". The rest of the "hares" stand in hoops -"houses". "Homeless hare" runs away, and "hunter" catches up. "Hare " can get into the house, then"Hare ", standing there must run away. When"hunter" caught a "hare", he himself becomes"hare" - "hunter".

« Fox in the chicken coop»

Purpose: to learn to jump gently, bending the legs at the knees; run without hitting each other, dodge the catcher.

Game progress: On one side of the court is outlined"chicken house". In it, on a perch (on benches), they sit"chickens".

On the opposite side of the site is a fox hole. The rest of the place is a yard. One of the players is assigned"fox", the rest - "chickens". At the signal "chickens" they jump off their perch, walk and run around the yard, peck at grains, flap their wings. By signal:"A fox! "-" chickens " run away to the chicken coop and climb onto the perch, and"a fox " trying to drag"chicken" who did not have time to escape, and takes her to his hole. Rest"chickens" jump off the perch again and play resumes. The game ends when"a fox " catch two or three"hens".

"Run Quietly"

Purpose: to learn to move silently.

Game progress: Children are divided into groups of 4-5 people, divided into three groups and lined up behind the line. A driver is chosen, he sits in the middle of the site and closes his eyes. On a signal, one subgroup silently runs past the driver to the other end of the site. If the driver hears, he says Stop! » and the runners stop. Without opening his eyes, the driver says which group ran. If he correctly indicated the group, the children step aside. If they make a mistake, they return to their places. So alternately run through all the groups. The winner is the group that ran quietly and that the driver could not detect.

« Aircraft »

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

Game progress: Before the game it is necessary to show all game movements. Children stand on one side of the playground. The teacher says« Ready for flight. Start the motors!». Children make rotational movements with their hands in front of the chest. After the signal“Let's fly! » spread their arms to the sides and scatter around the room. On signal"To land! » The players go to their side of the court.

"Hares and wolf"

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

Game progress: One of the players is chosen"wolf". The rest are "hares". At the beginning of the game "hares" stand in their houses, the wolf is on the opposite side."Hares" leave the houses, the teacher says:

Hares jump hop, hop, hop,

To the green meadow.

Grass is pinched, eaten,

They carefully listen to see if the wolf is coming.

Children jump, perform movements. After these words"Wolf " comes out of the ravine and runs after"hares" they run away to their houses. Caught"hares" "wolf" takes him to his ravine.

"Hunter and Hares"

Purpose: to learn to throw the ball at a moving target.

Game progress: On one side -"hunter" on the other in drawn circles 2-3"hare". "Hunter" walks around the site, as if looking for traces"hares" then returns to himself. The teacher says:« Hares ran out into the clearing". "Hares" jump on two legs, moving forward. By word"hunter", "hares" stop, turn their backs to him, and he, without leaving the spot, throws a ball at them. That"Hare ", which got into"hunter" considered shot, and"hunter" takes him to her.

« Zhmurki »

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

Game progress: Blind man's buff is selected using a counting rhyme. They blindfold him, take him to the middle of the site, and turn around him several times. Conversation with him:

- Cat, cat, what are you standing on?

- On the bridge.

- What's in your hands?

- Kvass.

- Catch the mice, not us!

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

« Fishing rod "

Purpose: to learn how to bounce correctly: push off and pick up your legs.

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

« Who is more likely to flag?»

Game progress: Children are divided into several teams. Flags are placed at a distance of 3 m from the starting line. At the signal of the teacher, it is necessary to jump on two legs to the flag, go around it and run back to the end of your column.

"The Birds and the Cat"

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

Game progress: Sitting in a large circle“cat”, behind the circle - “birds”. "Cat" falls asleep, and "birds" they jump into the circle and fly there, sit down, peck at grains."Cat " wakes up and starts catching"birds", and they run around the circle. Caught"birdies" the cat leads to the middle of the circle. The teacher counts how many there are.

"Don't get caught! »

Purpose: to learn how to jump on two legs correctly; develop dexterity.

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

« Traps »

Purpose: to develop dexterity, speed.

Game progress: With the help of a counter, a trap is selected. He becomes the center. The children are on the same side. On a signal, the children run across to the other side, and the trap tries to catch them. Caught becomes a trap. At the end of the game, they say which trap is the most dexterous.

« Run to the named tree»

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

Game progress: the driver is selected. He names a tree, all children should listen carefully to which tree is named, and in accordance with this, run from one tree to another. The driver carefully watches the children, whoever runs to the wrong tree takes them to the penalty box.

« Find a leaf like on a tree»

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

Game progress: The teacher divides the group into several subgroups. Everyone offers to take a good look at the leaves on one of the trees, and then find the same ones on the ground. The teacher says:« Let's see which team finds faster desired leaves ». The kids start looking. The members of each team, having completed the task, gather near the tree whose leaves they were looking for. The team that gathers near the tree first, or the one that collects the most leaves, wins.

« Who is more likely to collect?»

Purpose: to learn to group vegetables and fruits; to cultivate speed of reaction to words, endurance and discipline.

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

« bees »

Purpose: to teach to act on a verbal signal; develop speed, agility; practice dialogue.

Game progress: All children - bees, they run around the room, flapping their wings, buzzing:"W-w-w". A bear (chosen at will) appears and says:The bear is walking

The bees will take away the honey.

The bees answer:

This hive is our house.

Go away, bear, from us,

W-w-w-w!

bees flapping their wings, buzzing, driving away the bear.

« Beetles »

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

Game progress: Beetle children sit in their houses (on a bench) and say:« I'm a beetle, I live here, buzz, buzz: w-w-w». At the signal of the teacher"bugs" fly to the clearing, bask in the sun and buzz, at a signal"rain " return to the houses.

"Find yourself a mate"

Purpose: to teach to run fast without interfering with each other; fix the names of the colors.

Game progress: The teacher distributes multi-colored flags to the players. At the signal of the teacher, the children run around, at the sound of a tambourine they find a mate according to the color of the flag and hold hands. An odd number of children must take part in the game so that one is left without a pair. He exits the game.

« Such a leaf - fly to me»

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

Game progress: The teacher with the children examines the leaves that have fallen from the trees. Describes them, says what tree they are from. After a while, he gives the children leaves from different trees located on the site, and asks them to listen carefully. Shows a leaf from a tree and says:« Whoever has the same sheet, run to me!»

« wintering and migratory birds »

Purpose: to develop motor skills; reinforce the idea of ​​\u200b\u200bthe behavior of birds in winter.

Game progress: Children put on hats of birds (migratory and wintering). In the middle of the playground, at a distance from each other, there are two children in hats of the Sun and Snowflake."Birds " running around with the words:

Birds fly, grains are collected.

Little birds, little birds».

After these words migratory birds» running towards the sun"wintering" - to the snowflake. Whose circle gathers faster, he won.

« Bees and swallow»

Purpose: to develop dexterity, speed of reaction.

Game progress: Playing children-"bees" are squatting."Swallow" - in its nest. "Bees" ( sit in the meadow and sing:

Bees fly, honey is collected!

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

Martin: - The swallow flies and catches the bees.

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

« dragonfly song»

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

Game progress: Children stand in a circle, pronounce words in chorus, accompanying them with movements:

I flew, I flew, I didn’t know I was tired.

(Gently wave their hands.)

She sat down, sat down, flew again.

(Get down on one knee.)

I found my friends, we had fun .

(Smooth hand movements.)

She led a round dance, the sun shone.

(They lead a round dance.)

"Cat on the Roof"

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

Game progress: Children stand in a circle. In the center -"cat ". Other children -"mice ". They quietly approach"cat" and, shaking their fingers at each other, they say in unison in an undertone:Quiet mouse, quiet mouse...

The cat is sitting on our roof.

Mouse, mouse, watch out.

And don't get caught by the cat!

After these words "cat" chasing mice, they run away. It should be noted with a line the mouse's house - a mink, where"cat " has no right to run.

« Crane and frogs»

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

Game progress: A large rectangle is drawn on the ground - a river. Children sit at a distance of 50 cm from her -"frogs" on bumps. Behind the children in his nest sits"crane". "Frrogs" sit down on the bumps and begin their concert:

Here from the hatched rotten

The frogs splashed into the water.

And puffed up like a bubble

They began to croak from the water:

« Kwa, ke, ke, Kwa, ke, ke.

It will rain on the river».

As soon as the frogs say their last words,"crane" flies out of the nest and catches them."Frrogs" jump into the water where"crane" catching them is not allowed. Caught"frog " stays on the edge until"crane" won't fly away and get out"frogs" from the water.

"Hare hunting"

Purpose: to develop attention, dexterity, fast running.

Game progress: All the guys-"hares" and 2-3 "hunters". "Hunters" are on the opposite side, where a house is drawn for them.

Educator: -

There is no one on the lawn.

Come out, bunny brothers,

Jump, somersault! ..

Riding in the snow!

« Hunters » run out of the house and hunt hares. Caught"hares" "hunters" take them home, and the game is repeated.

« Blinders with a bell»

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

Game progress: One of the children is given a bell. The other two kids are morons. They are blindfolded. The child with the bell runs away, and the buffaloes catch up with him. If one of the children manages to catch the child with the bell, they switch roles.

« Sparrows »

Game progress: Children (sparrows) sit on a bench (in nests) and sleep. In the teacher's words:« Sparrows live in the nest and everyone gets up early in the morning », children open their eyes, say loudly:« Chirp chirp chirp, chirp chirp chirp! They sing so merrily ». After these words, the children scatter around the site. In the teacher's words:« They flew into the nest! » - return to their places.

« Bunny "

Purpose: to develop agility, fast running.

Game progress: 2 children are selected:"bunny" and "wolf". Children form a circle holding hands. Behind the circle -"bunny". In the circle "wolf". Children lead a round dance and recite a poem. BUT"Bunny " jumping around:

A little bunny jumps near the mound,

The bunny jumps fast, you catch him!

« Wolf " trying to run out of the circle and catch"bunny". When "bunny" caught, the game continues with the other players.

« Fox and chickens»

Purpose: to develop fast running, agility.

Game progress: At one end of the site there are chickens and roosters in the chicken coop. On the opposite side is a fox. Chickens and roosters (from three to five players) walk around the court, pretending to peck various insects, grains, etc. When a fox creeps up on them, the roosters cry:“Ku-ka-re-ku! » At this signal, everyone runs into the chicken coop, followed by a fox that tries to stain any of the players.

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

"Hares and Bears"

Purpose: to develop dexterity, the ability to transform.

Game progress: Child-"bear " sits on his haunches and dozes. Children-"hares" jump around and tease him:

brown bear, brown bear,

Why are you so gloomy?

« Bear " gets up and answers:

I did not treat myself to honey

That's where everyone got angry.

1,2,3,4,5 – I start chasing everyone!

After that, "bear" catches " hares".

"Where we were "

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

Game progress: The leader is chosen by the counting room. He goes out to the veranda. The remaining children agree on what movements they will do. Then the driver is invited. He says:« Hello children!

Where were you, what were you doing?»

Children answer:

« Where we were, we will not say, but we will show what we did! »

If the driver has guessed the movement performed by the children, then a new driver is selected. If he couldn't guess, he drives again.

« At the bear in the forest»

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

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

« From the bear in the forest, I take mushrooms, berries,

And the bear sits and growls at us».

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

"Bird flight"

Purpose: to learn to move in one direction, quickly run away after a signal.

Game progress: Children stand in one corner of the site - they are birds. In the other corner are benches. At the signal of the teacher:"The birds are flying! ", children, hands up, run around the playground. By signal:"Storm! ", run to the benches and sit on them. At the signal of an adult:"The storm is over! ", children get off the benches and continue to run.

« cucumber... cucumber...»

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

Game progress: At one end of the hall is a teacher, at the other is the children. They approach the trap by jumping on two legs. The teacher says:Cucumber, cucumber, don't go to that tip, The mouse lives there, it will bite your tail ». After the end of the chants, the children run away to their house. the teacher pronounces the words in such a rhythm that the children can jump twice for each word. After the game is mastered by children, the role of the mouse can be entrusted to the most active children.

« Trap, take the tape!»

Purpose: to develop dexterity, to cultivate honesty, fairness in evaluating behavior in the game.

Game progress: The players stand in a circle, choose a trap. Everyone, except for the trap, takes a colored ribbon and lays it behind the belt or behind the collar. The trap stands in the center of the circle. At the signal of the teacher"Run! » children run around the playground. The trap catches up with them, trying to pull the ribbon from someone. The one who has lost the ribbon temporarily steps aside. At the signal of the teacher« One two Three. Run around the circle!» the children gather in a circle. The trap counts the number of ribbons and returns them to the children. The game restarts with a new trap.

« colored cars»

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

Game progress: Children are placed at the edges of the site, they are cars. To each his own colored circle. The teacher is in the center, he has three colored flags in his hands. He picks up one, the children who have a circle of this color scatter in different directions. When the teacher lowers the flag, the children stop. The teacher raises a flag of a different color, etc.

« Potatoes "

Purpose: to introduce the folk game; learn to throw the ball.

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

« Birds and car»

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

Game progress: Children stand in a circle. This"birds" in nests. On the opposite side is the teacher. He represents a car. After the words of the teacher:

Birds jumped, small birds,

They galloped merrily, pecked at the grains.

Children are "birds" fly and jump, waving their arms. At the signal of the educator:« The car runs down the street, puffs, hurries, the horn is buzzing. Tra-ta-ta-ta, beware, step aside". Children - "birds" run away from the car.

« Mousetrap »

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

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

Oh, how tired the mice are,

Divorced them - just a passion.

Everyone ate, everyone ate

Everywhere they climb - that's an attack.

Beware, cheaters

We will get to you.

Let's close the mousetrap

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

« Run and don't back»

Purpose: to develop dexterity of movement.

Game progress: A chain is laid out from large snowballs. The task of the players is to run between the snowballs and not hit them.

"Snow Woman"

Purpose: to develop physical activity.

Game progress: Selected"Snow Woman". She squats down at the end of the playground. Children go to her, trampling,

Baba Snow is standing,

Dozes in the morning, sleeps during the day.

Quietly waiting in the evenings

At night, everyone is going to be scared.

To these words "Snowwoman" wakes up and catches the kids. Whoever gets caught becomes"Snowman".

"Duck and Drake"

Purpose: to introduce Russian folk games; develop speed.

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

Drake, catches a duck,
The young one catches the grey.
Go duck home
Go, gray, home.
You have seven children

Eighth drake.

"Get in the hoop"

Purpose: to develop accuracy, eye.

Game progress: Children throw snowballs into a hoop from a distance of 5-6 m.

"Snowballs and wind"

Purpose: to develop motor skills.

Game progress: Children stand in a circle, holding hands. At the signal of the educator:« The wind blew strong, strong. Fly away, snowflakes!» - they scatter in different directions around the site, spread their arms to the sides, sway, spin. The teacher says:« The wind is down! Come back, snowflakes in a circle!» - The children run into a circle and hold hands.

« Watch out, I'll freeze»

Purpose: to develop dexterity.

Game progress: All players gather on one side of the playground, the teacher is with them.« Run away, beware, I'll catch up and freeze», the teacher says. Children run to the opposite side of the playground to hide in the house.

"Empty place "

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

Game progress: Children hold on to the hoop right hand, and move clockwise, and the leader goes in the opposite direction with the words:

I walk around the house

And I look out the window

I will go to one

And softly knock:

"Knock-Knock ".

All children stop. The player, near whom the leader stopped, asks:"Who's come? » the host calls the name of the child and continues:

You stand with your back to me

Let's run with you.

Which of us is young

Will you hurry home?

The leader and the child run in opposite directions. The one who gets it first wins empty place at the circle.

"Shaggy dog"

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

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

Here lies the shaggy dog,

Burying your nose in your paws.

Quietly, quietly he lies,

Not dozing, not sleeping.

Let's go to him, wake him up,

And let's see what happens!

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

« We are fun guys»

Purpose: to develop dexterity, attention.

Game progress: Children stand on one side of the playground beyond the line. A line is also drawn on the opposite side - these are houses. There is a trap in the center of the site. The choir players say:

We are funny guys, we love to run and jump

Well, try to catch up with us.

1,2,3 – catch!

After the word "Catch! » the children run across to the other side of the playground, and the trap tries to catch them. The one whom the trap manages to touch to the line is considered caught and moves aside, skipping one dash. After two runs, another trap is selected.

« Carousel »

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

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

Barely, barely, barely, barely

The carousels are spinning

And then around, around

Everyone run, run, run.

The players move slowly at first, and after the word"run" run.

At the command of the leader"Turn! » they quickly take the rope with the other hand and run in the opposite direction. In words:

Hush, hush, don't rush

Stop the carousel

One and two, one and two

Here the game is over.

The movement of the carousel gradually slows down, and stops with the last words. The players put the rope on the ground and scatter around the site. On a signal, they rush to sit on the carousel again, that is, take hold of the rope with their hand, and the game resumes. You can take places on the carousel only until the third bell (claps). A latecomer does not ride the carousel.

"Kittens and Puppies"

Purpose: to learn to move beautifully on toes, to combine movement with words; develop dexterity.

Game progress: The players are divided into two groups. Children of one group represent“Kittens”, The other is “puppies”. "Kittens" are near the bench;"puppies" - on the other side of the lot. The teacher offers"kittens" run easily, softly. In the teacher's words:“Puppies! » - the second group of children climbs over the benches. They run for"Kittens" and bark: "Av-av-av". "Kittens", meowing, they quickly climb onto the bench. The teacher is there all the time."Puppies" returning to their homes. After 2-3 repetitions, the children change roles and the game continues.

« Bubble »

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

Game progress: Children, together with the teacher, holding hands, form a circle and pronounce the words:

Inflate a bubble, inflate a big one.

Stay like this and don't break.

The players, in accordance with the text, step back holding hands until the teacher says“The bubble has burst! ". Then the players squat down and say“Clap! ". And go to the center of the circle with the sound"sh-sh-sh". then again become in a circle.

"Cat Vaska"

Purpose: to develop attention, dexterity.

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

Mice dance
A cat is napping on a couch.
Hush, mice, don't make noise,
Don't wake the cat Vaska.
How Vaska the cat wakes up
Will break our round dance.

The cat wakes up, catches mice. The mice run into the houses.

« Cabbage "

Purpose: to develop dexterity of movements.

Game progress: The circle is a garden. In the middle, shawls are folded, denoting cabbage."Master " sits next to the cabbage and says:

I'm sitting on a pebble, amusing pegs of crayons,

I amuse the pegs of crayons, I am building my own garden.

So that the cabbage is not stolen, they did not run into the garden

Wolves and tits, beavers and martens,

Mustachioed hare, clubfoot bear.

Children try to run"garden", grab the "cabbage" and run away. Who is the "owner" catches - out of the game.

"Who lives where "

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

Game progress: Children are divided into two groups:"Squirrels" and "bunnies". "Squirrels" looking for plants to hide behind, and"bunnies" - under which they can hide."Squirrels" hiding behind trees"bunnies" - for bushes. Choose a driver -"fox". "Bunnies" and "squirrels" running across the field. By signal:« Danger - fox!"-" squirrels"run to the tree," hares"- to the bushes. Those who completed the task incorrectly"fox" catches.

"Children and the wolf"

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

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

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

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

But here the branches crackled ...

Children, children, don't yawn
Wolf behind the spruce - run away!

The children are running"Wolf " catches them. The trapped child becomes"wolf", and the game starts over.

« Butterflies, frogs and herons»

Purpose: to develop motor activity, attention.

Game progress: Children run freely on the playground. At the signal of the teacher, they begin to imitate the movements of butterflies (waving"wings", spinning), frogs (down on all fours and jumping), herons (freeze, standing on one leg). As soon as the teacher says:"Let's run again! ", they again begin to run around the site in random directions.

« Pigeon "

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

Game progress: Children choose"hawk" and "mistress". Other children -"pigeons". "Hawk" becomes aloof and" hostess" drives" pigeons":" Shoo, shoo! " " Pigeons" fly away, and " hawk"Catches them. Then " mistress"Calls:" Guli-guli-guli"- and" pigeons"Flock to the" mistress". The one whom the "hawk" caught, becomes"hawk", and the former "hawk" - "mistress".

psychological exercises for training

Game "Owl"

Target: stereotyping correct posture, prevention of posture disorders, development of coherent oral speech.

Number of players: 6-15 people.

Instruction. The driver is chosen - an owl. A circle with a diameter of 1.5 meters is indicated on the site - this is the nest of the owl. An owl stands in a circle, taking the starting position: hands on the belt, elbows back, back straight. Players hold hands, forming a large circle around the owl. On a signal, the children walk sideways with side steps and say:

Oh you, owl - owl,
You are a big head
You are sitting on a tree
You fly at night, you sleep during the day.

The command is given:

The day is coming
Everything comes alive!

Children, depicting mice, stand on their toes and run in different directions, approaching the owl's nest. The leader then says:

The night is coming
Everyone falls asleep!

The mice freeze in place, taking a predetermined position of correct posture. The owl flies out to hunt, vigilantly examines the players and sends to the bench those whose posture is not correct. After 3-6 seconds, the command "Day!" - and the game continues.

As soon as the owl catches three mice, the game stops. A new owl is chosen, and the former players return to the circle. At the end of the game, the players who have never caught the owl are called, and the owl that caught nai large quantity mice.

Guidelines. The positions taken by the mice at the time when the owl flies out to hunt:

  1. "Strongmen": hands to shoulders, fingers into fists, shoulder blades to bring together.
  2. "Pistol": half squat on right leg, left forward, hands on the belt, elbows back.
  3. "Weathervane": semi-squat, arms to the sides with palms forward, back straight, knees apart, look straight.
  4. "Stork": standing on the right leg, bend the left knee, hands up, palms out.

Card file of outdoor games for children 6-7 years old

Program content:

To teach children to use a variety of outdoor games (including games with elements of competition) that contribute to the development of psychophysical qualities (dexterity, strength, speed, endurance, flexibility), coordination of movements, the ability to navigate in space; independently organize familiar outdoor games with peers, fairly evaluate their results and the results of their comrades. Learn to come up with game options, combine movements, showing Creative skills. Develop interest in sports games and exercises (towns, badminton, table tennis, hockey, football).
card number 1
Mobile game "Traps"
Target:
Stroke: With the help of a counting rhyme, a driver is selected - a trap and stands in the middle of the hall (platform). On a signal: "One, two, three - catch!" all the players scatter and dodge the trap, which tries to catch up with someone and touch with his hand (tarnish). The one who was touched by the trap steps aside. When 2-3 players are caught, another trap is chosen. The game is repeated 3 times. If the group is large, then two traps are selected.
card number 2
Mobile game "Smart guys"
Target: Develop dexterity, eye and accuracy of movements.
Stroke: The players are divided into threes and stand in a triangle (the distance between the children is 1.5 m). One child in a trio throws the ball up with both hands, the second must pick it up and throw it up again, the third player catches the ball and throws it up, the first player must catch the ball, etc.
card number 3
Mobile game "Catch up with your couple"
Target: Exercise children in running with acceleration.
Stroke: Children stand in two lines; the distance between the lines is 3-4 steps. At the signal of the teacher, a run is performed to the opposite side of the site (distance 15 - 20). The second rank player tries to touch (stain) the first rank player before he crosses the imaginary line. The teacher counts the number of losers. When repeating the game task, the children change roles.
card number 4
Mobile game "Tops and Roots"
Target: To consolidate knowledge about the way vegetables grow, develop attention, visual and auditory perception, memory, exercise the ability to catch the ball.
Stroke: 1. An adult shows a vegetable (dummy or natural) or names it, children call it and show movements where it grows, if on the ground - they pull their hands up, if underground - they squat. A child can also act as an adult, who himself shows vegetables.
2. Children stand in a circle. In the center is the driver with the ball. He throws the ball to the first player and names any vegetable. The player returns the ball to the leader and answers it's tops or roots. The one who never makes a mistake wins.
card number 5
Mobile game "Don't stay on the floor"
Target: Exercise children in uniform running while maintaining distance, develop coordination in jumping.
Stroke: With the help of a rhyme, a driver is selected - a trap. The trap runs along with the children around the hall (platform). As soon as the teacher says "Catch!" all children scatter and try to climb any elevation (gymnastic benches, cubes, gymnastic wall). The trap is trying to show off. The guys he touched step aside. At the end of the game, the number of losers is counted and a new driver is selected.
card number 6
Mobile game "Flies - does not fly"
Target:
Stroke: Children stand in a row. The host calls various items and raises his hands up. Children should raise their hands up only when the named object is flying. At the end, mark those who have never made a mistake.
card number 7
Mobile game "Quickly stand in a column"
Target: Develop attention and speed of movement.
Stroke: The players are built in three columns (in front of each column is a cube of its own color). The teacher offers to remember your place in the column and the color of the cube. On a signal, the players scatter around the hall (site). After 30-35 sec. The signal "Quickly to the column!" is given, and each child must quickly take his place in the column.
card number 8
Mobile game "Owl"
Target: Development of attention, reaction to a verbal command and arbitrary regulation of behavior.
Stroke: An owl's nest is marked on the site. The rest are mice, bugs, butterflies. At the signal "Day!" Everyone is walking and running. After a while, the signal "Night!" sounds. and everyone stops, remaining in the position in which the team found them. The owl wakes up, flies out of the nest, runs around the children, carefully observes, and takes the one who moves to his nest. On a signal: "Day!" - The game continues.
Rules: Stop in the position proposed by the teacher: stand on one knee, on toes, forming pairs, placing the feet in one line.
card number 9
Mobile game "Giants and gnomes"
Target: Encourage children to act on the signal.
Stroke: The driver (most often an adult) explains to the guys that he can only pronounce the words "giants" and "gnomes". At the word "giants", everyone should rise on their toes and raise their hands. And at the word "gnomes", everyone should sit down lower. The one who makes a mistake is out of the game.
Of course, the driver wants to ensure that the players are wrong. To do this, he first pronounces the words "giants!" loud and bass, and "gnomes" - a quiet squeaky whisper. And then, at some point, the other way around. Or, saying "giants", the driver crouches, and saying "gnomes" - rises on his toes.
The pace of the game is accelerating and all the players are gradually dropping out. The last player who has never made a mistake becomes the leader.
card number 10
Mobile game "Rod"
Target: Exercise in jumping with vigorous repulsion with two legs from the ground and bending the legs under you during the jump.
Stroke: Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, a bag of sand is tied at the end. The teacher rotates the bag on a rope in a circle above the ground (floor), and the children jump up, trying to prevent the bag from touching their legs. The teacher rotates the bag in both directions alternately.
card number 11
Mobile game "Quick pass"
Target:
Stroke: The players stand in 3-4 lines and are located half a step from each other. The first player in each line has a large diameter ball. At the signal of the teacher, the children begin to pass the ball to each other from hand to hand. The last player in the line, having received the ball, raises it above his head.
card number 12
Mobile game "Don't get caught"
Target:
Stroke: A circle is drawn on the floor (ground) (or laid out from a cord). All players stand behind the circle at a distance of half a step. The leader is chosen. He becomes in a circle anywhere. Children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are in the circle. The child touched by the driver steps aside. After 30-40 sec. The game stops. Another driver is selected, and the game is repeated with all the children.
card number 13
Mobile game "Circular lapta"
Target: To develop in children dexterity in ball games and speed in running with dodging.
Stroke: Children are divided into two teams. Players of one team stand in a circle, each holding a ball. The players of the second team are inside the circle. The task of the players of the first team is to touch (touch) those who are inside the circle. Children inside the circle try to dodge. When at least a third of the players are tagged, the teams change places.
card number 14
Mobile game "Shapes"
Target: The development of attention, orientation in space, the ability to act on a signal.
Stroke: At the signal of the teacher, all the children scatter around the hall (platform). On the next signal all the players stop at the place where the team found them, and take a pose. The teacher notes those whose figures turned out to be the most successful.
Options: At the signal: "Stop! Two!" - build a figure in pairs. On the next "Stop! Three!" - in the top three, etc. up to five.
card number 15
Mobile game "Ball over the head"
Target: Develop speed and accuracy of movements when passing the ball.
Stroke: The players are divided into threes. Two guys throw the ball to each other, and the third one stands between them and tries to touch the ball. If he succeeds, he changes places with the player who threw the ball.
card number 16
Mobile game "Pass on the go"
Target: Development of attention, speed and accuracy of movements when passing the ball.
Stroke: The players are divided into pairs, and stand on the starting line. In the hands of one player of each pair of balls of large diameter. At the signal of the teacher, the children, throwing the ball to each other along the way, move to the opposite side of the hall (platform) to the designated line (distance 10m). A pair is celebrated, which quickly and without losing the ball reached the finish line.
card number 17
Mobile game "Bird Flight"
Target: Exercise in climbing, developing agility and strength.
Stroke: On one side of the hall are children - birds. On the other side there are various aids - gymnastic benches, cubes, etc. are trees. At the signal "Birds fly away!" children, waving their arms like wings, scatter around the hall. At the signal "Storm!" all the birds run to the trees and try to take any place as quickly as possible. When the teacher says "The storm has stopped!". Children descend from the hills and again scatter around the hall - "the birds continue their flight."
card number 18
Mobile game "Echo"
Target: Exercise in the development of phonemic hearing and the accuracy of auditory perception.
Stroke: Before the game, an adult addresses the children: Have you ever heard an echo? When you travel in the mountains or through the forest, pass through an archway, or are in a large empty hall, you may encounter an echo. That is, you, of course, will not be able to see it, but you can hear it. If you say: "Echo, hello!", then it will answer you: "Echo, hello!", Because it always repeats exactly what you say to it. Now let's play echo.
Then they appoint a driver - "Echo", who must repeat what he is told.
card number 19
Mobile game "Jump - don't hit"
Target: Exercise in jumping on two legs, develop strength and agility.
Stroke: The players line up in two columns and stand at a distance of two steps from each other. Two leaders stand in front of each column with a stretched rope in their hands (length 1.5 - 2 m). The drivers raise the rope to a height of 20 cm and, at the signal of the teacher, pass it under the feet of the players, and they must jump over the rope.
card number 20
Mobile game "Hurry up to run out"
Target: To consolidate the skill of walking and running with a change in direction of movement, the ability to act on the signal of the teacher.
Stroke: The players stand in a circle. 5-6 guys go to the center of the circle. Those standing in a circle join hands and start running to the right or left (or fast walking), and the guys in the center of the circle clap their hands. At the signal of the teacher "Stop!" running in a circle quickly stop and raise their clasped hands up. The teacher counts out loud to three. During this time, those standing in the center of the circle must quickly run out of the circle. After the count of three, the children lower their hands. The one who remains in the circle is considered the loser.
card number 21
Mobile game "The ball to the driver"
Target:
Stroke: The players become in 3-4 columns (or 3-4 circles). At a distance of 2-2.5 m from each column, the leader with the ball stands up. At the signal of the educator, the drivers throw the ball to the standing first players, and those, having caught them, return them back and run to the end of their column. Then the drivers throw the balls to the next players, etc.
card number 22
Mobile game "Frogs"
Target: Practice jumping and throwing the ball.
Stroke: Children are built in 3 or 4 columns and stand in front of the wall at the starting line. In the hands of the first players in the column, the ball is of medium or small diameter (depending on the preparedness of the children). The distance to the wall is 1.5 - 2m. The child throws the ball against the wall, and jump over it after bouncing on the floor (ground). The second child in the column picks up the ball, throws it against the wall, jumps over the ball after the bounce, and so on. Each next player, after completing the exercise, stands at the end of his column.
card number 23
Mobile game "Traps with ribbons"
Target: Practice running. Develop dexterity, the ability to quickly navigate.
Stroke: Children are built in a circle; each has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. At the signal of the teacher: "One, two, three - catch!" The children run around the playground. The trap runs after the players, trying to pull the ribbon from someone. At the signal of the teacher: "One, two, three, run in a circle!" everyone is in a circle. The teacher offers to raise their hands to those who have lost the ribbon, that is, lost, and counts them. The trap returns the ribbons to the children, and the game is repeated, with a new driver.
card number 24
Mobile game "Carrying balls"
Target: Develop the ability to perform movements on a signal. Practice fast running.
Stroke: Players are built in two columns and stand on the four sides of the hall (platform). In the center is a large-diameter hoop (or basket) in which small balls are placed according to the number of players. At the command of the teacher, the children standing first in the columns run to the hoop, take one ball, return and stand at the end of their column. The second players start running after the first ones cross the marked line, and so on. The team that completes the task quickly and without errors wins.
card number 25
Mobile game "Quickly take it"
Target: Develop the ability to perform movements on a signal.
Stroke: The players form a circle and walk around objects (cubes, balls, skittles); 2-3 fewer items than players. Suddenly, the teacher gives a signal: “Quickly take it!”. Each player must take an item and raise it above their head. The one who did not have time to take the item is considered the loser.
card number 26
Mobile game "Guess whose voice?"
Target: Strengthen the skill of walking in a circle.
Stroke: The driver stands in the center of the hall and closes his eyes. Children form a circle, without holding hands, go in a circle to the right and say:
We gathered in an even circle
Let's turn back together,
And how do we say: "Skok - skok - skok",
Guess whose voice.
The words "skok - skok - skok" are pronounced by one child (at the direction of the teacher).
The driver opens his eyes and tries to guess who said these words. If he guesses correctly, that player takes his place. If the driver did not guess correctly, then when the game is repeated, he again performs this role. Children walk in a circle in the other direction.
card number 27

Target: Develop accuracy in exercises with the ball.
Stroke: The players line up in front of the wall (fence) and throw the ball against the wall, catching it after bouncing off the ground (with a clap, squatting, etc.)
card number 28
Mobile game "Mousetrap"
Target: To develop in children endurance, the ability to coordinate movements with words. Exercise in running with crawling.
Stroke: The players are divided into two unequal groups. The smaller one forms a circle - a "mousetrap", the rest of the "mice" - they are outside the circle. The players, representing a mousetrap, hold hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they gnawed everything. Everyone ate. Beware, cheats, we will get to you! Children stop and raise their clasped hands up, forming a gate. Mice run into and out of the mousetrap. According to the teacher "Hop!" children standing in a circle lower their hands and squat - the mousetrap slammed shut. Players who do not have time to run out of the circle are considered to be caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children switch roles.
card number 29
Mobile game "Entertainers"
Target: To develop the creative abilities of children, orientation in space, attention.
Stroke: With the help of a counting rhyme, an entertainer is selected, who stands in the center of the circle formed by the children. Holding hands, the children go in a circle to the right, then to the left and say:
In an even circle one after another
We go step by step.
Stay where you are! together
Let's do it like this!
The children stop, lower their hands, and the entertainer shows some kind of movement. Everyone must repeat it. The one who repeats the movement best of all becomes the new entertainer.
card number 30
Mobile game "In places"
Target: To form the ability to throw and catch the ball, to be dexterous, attentive, to develop an eye.
Stroke: The players form a circle. In front of each child lies an object (a cube, a bag, a skittle). On a signal, everyone scatters around the hall (site) in different directions, and the teacher removes one object. To the signal "In places!" all players must quickly stand in a circle and take a place near an object. The one who was left without a place is considered a loser.
card number 31
Mobile game "Pass the ball"
Target: Practice with the ball.
Stroke: The players are built in 3-4 columns. The distance between the children in the column is one step. The first player in the column receives the ball ( large diameter). At the signal of the teacher, the first players pass the ball back between their legs with both hands and run to the end of their column. The next players pass the balls back and run to the end of their column, and so on. When the first player is again in front of the column, he raises the ball high above his head. Repeat 2-3 times. The teacher marks the winning team.
card number 32
Mobile game "Cunning Fox"
Target: To develop in children endurance, observation. Exercise in fast running with dodging, in building in a circle, in catching.
Stroke: The players stand in a circle at a distance of one step from each other. The teacher invites the players to close their eyes, goes around the circle behind the backs of the children and touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and look carefully which of them is a cunning fox, if she will give herself away with something. The players ask in chorus 3 times, at first quietly, and then louder, "Sly fox, where are you?" While everyone is looking at each other. The cunning fox quickly comes to the middle of the circle, raises his hand up, says "I'm here." All the players scatter around the site, and the fox catches them. The captured fox takes it home to the hole.
Rules: The fox begins to catch the children only after the players who play 3 times in chorus ask and the fox says: "I'm here!"
If the fox gave himself away earlier, the teacher appoints a new fox.
The player who ran out of the area is considered to be caught.

Options: 2 foxes are selected. The fox can be chosen by lot.
card number 33
Mobile game "Salki"
Target: Exercise in fast running with dodging, in building in a circle, in catching.
Stroke: All the players run freely around the site, the driver - the tag is trying to tarnish someone. The player who is tarnished becomes a tag; if the lark cannot catch anyone for a long time, then the teacher appoints another driver. If the group is large, then two leaders can be appointed.
card number 34
Mobile game "Stop!"
Target: Exercise in walking with the performance of tasks on a signal, repeat game exercises for balance.
Stroke: The players stand in one line or arbitrarily not far from each other. On the opposite side of the hall, the driver stands with his back to the players. He loudly says: "Walk fast, look, don't yawn, stop!" for each word, the players step forward (rhythmically, in accordance with the spoken text). At the last word, the children stop, and the driver quickly looks around. The one who did not have time to stop takes a step back. The leader turns away and says the text again, and the children continue to move. The player who managed to cross the finish line before the driver says the word "Stop!" becomes the driver.
card number 35
The mobile game "Jumpers - sparrows"
Target: Practice jumping over cords.
Stroke: The teacher lays out a circle of rope on the floor (or draws on the ground) (landmarks can also be sandbags or cubes). The driver is chosen - a kite (or a cat). He stands in the middle of the circle. The rest of the children are sparrows, they stand outside the circle. Sparrows jump in and out of the circle. The kite (or cat) runs in a circle and does not allow sparrows to stay there for a long time. The sparrow, touched by the driver, stops, raises his hand, but does not leave the game. The teacher marks those whom the kite (or cat) has never caught. The game is repeated after a short break.
card number 36
Mobile game "Frogs and Heron"
Target: To develop in children dexterity, speed. Learn to jump back and forth over an object.
Stroke: The boundaries of the swamp (rectangle, square or circle) where frogs live are marked with cubes (side 20 cm), between which ropes are stretched. At the ends of the ropes are sandbags. Away is a heron's nest. Frogs jump, frolic in the swamp. The heron (leader) stands in its nest. At the signal of the teacher, she, raising her legs high, goes to the swamp, steps over the rope and catches the frogs. The frogs escape from the heron - they jump out of the swamp. The heron takes the frogs he has caught to his house. (They stay there until they choose a new heron.) If all the frogs manage to jump out of the swamp and the heron does not catch anyone, she returns to her house alone. After 2-3 games, a new heron is chosen.
Directions: The ropes are placed on the cubes so that they can easily fall if they are touched when jumping. The fallen rope is put back in place. Playing (frogs) should be evenly distributed over the entire area of ​​​​the swamp. There may be 2 herons in the game.
card number 37
Mobile game "Hunters and falcons"
Target: Exercise in fast running, develop speed of reaction.
Stroke: On one side of the hall (platform) are falcons. In the middle of the hall are two hunters. At the signal of the teacher "Falcons, fly!" the children run to the other side of the hall, and the hunters try to catch (tarnish) them before they cross the imaginary line. When the game is repeated, other drivers are selected, but not from among those caught.
card number 38
Outdoor game "Passing the ball in a line (or in a circle)"
Target: Develop speed and accuracy of movements when passing the ball.
Stroke: The players are built in 3-4 lines. In the hands of the first player in each line, the ball (large diameter). At the signal of the teacher, the children begin to pass the ball to each other in a line. As soon as the last player in the line receives the ball, he raises it over his head and all players must turn around and pass the ball in the opposite direction. The first in the line receives the ball, all the children turn again and take their original position. The teacher announces the winning team.
card number 39
Mobile game "Day and night"
Target: To develop in children dexterity, speed.
Stroke: The players are divided into two teams - "Day" and "Night". In the middle of the hall (platform) a line is drawn (or a cord is placed). At a distance of two steps from the line, teams stand with their backs to each other. The teacher says: “Ready!”, Then he gives one of the teams a signal to run, for example, says: “Day”. Children run over the line, and the players of the second team quickly turn around and catch up with the rivals, trying to spot them before they cross the line. The team that manages to tarnish the most players of the opposing team wins.
card number 40
Mobile game "Two frosts"
Target: Exercise in scattered running, develop speed of reaction, the ability to act according to the rules.
Stroke: On opposite sides of the site, two houses are marked with lines. The players are located in one of the houses. Two drivers (Frost - red nose and Frost - blue nose) go to the middle of the site, face the children and say:
We are two young brothers
Two frosts removed,
I am Frost - red nose,
I am Frost - blue nose,
Which one of you decides
On the way - to start the path?
All the chorus players respond:
We are not afraid of threats
And we are not afraid of frost.
After that, the children run to another house, and the frosts try to freeze them (touch them with their hands). The frozen ones remain in the place where the frost overtook them, and stand there until the end of the dash. Frosts count how many guys they managed to freeze. After two dashes, other Morozov are chosen.
card number 41
Mobile game "Spider and flies"
Target: Continue to exercise in running in various directions, in the ability to keep balance. Develop endurance.
Stroke: In one corner of the hall, a web is indicated by a circle (or cord), where the driver lives - a spider. The rest of the children are flies. At the signal of the teacher, all the flies scatter around the room, "fly", buzz. The spider is in the web. At the signal "Spider!" flies stop in the place where the team found them. The spider comes out and looks carefully. The one who moved, the spider leads into its web. After two repetitions, the number of flies caught is counted. The game is resumed with a different driver.
card number 42
Mobile game "Keys"
Target:
Stroke: The players stand in circles drawn in any order (or laid out from short cords) at a distance of 2 m from one another. The leader is chosen. He approaches one of the players and asks: "Where are the keys?" He replies: "Go to ... (calls one of the children), knock!" At this time, other children try to change places. The driver must quickly take a free circle during the run. If the driver cannot take a circle for a long time, he shouts: "I found the keys!" Then all the players change places, the one left without a place becomes the leader.
card number 43
Mobile game "Carousel"
Target: To develop in children the rhythm of movements and the ability to coordinate them with words. Exercise in running, walking in a circle and building in a circle.
Stroke: The players form a circle. The teacher gives the children a cord, the ends of which are tied. The children, holding the cord with their right hand, turn to the left and say a poem: "Barely, barely, barely, barely, the carousels spun. And then around, around, all running, running, running." In accordance with the text of the poem, children walk in a circle, first slowly, then faster, then run. During the run, the teacher says: "Be-y-y." Children run 2 times in a circle, the teacher changes the direction of movement, saying: "Turn." The players turn around, quickly intercepting the cord with their left hand and run in the other direction. Then the teacher continues with the children: "Hush, hush, don't write off, stop the carousel. One, two, one, two, the game is over!" The carousel movements are getting slower. At the words "Here the game is over," the children lower the cord to the ground and disperse.
Rules: You can only take a seat on the carousel by calling. Not having time to take a seat before the third call, does not take part in skating. It is necessary to make movements according to the text, observing the rhythm.
Options: Everyone must take their place. Put the cord on the floor, running in a circle after it.
card number 44
Mobile game "Zhmurki"
Target: Improving orientation in space.
Stroke: The educator assigns a rhyme to the driver - blind man's blind man. He stands in the middle of the area, limited by cords. He is blindfolded and asked to turn around several times. All the children scatter, and the blind man's blind man tries to catch someone.
Rules: Do not go beyond the designated border; running away from blind man's buff, you can squat; so that the blind man does not go beyond the site, he is warned with the word "fire".
When the children unwind in the place of the leader - blind man's blind man, then together they say the sentence:
- Cat, cat, what are you standing on?
- On the porch (on the pitcher).
-What are you drinking?
- Kvass!
- Catch the mice, not us.
Here is another version of the sentence:
- Where are you standing?
- On the bridge.
- What are you drinking?
- Kvass.
- Look for us for three years!
card number 45
Mobile game "Handed - sit down (relay with a ball)"
Target: Develop speed and accuracy of movements when passing the ball.
Stroke: The game is played in the hall or on the court. For its implementation, 2-3 volleyballs are required. The players are divided into 2-3 equal teams, which are built behind the line in a column one at a time. Ahead of each team at 6-8 meters is the captain with the ball in his hands. On a signal, the captain passes the ball to the first player of his team. He, having caught the ball, returns it to the captain and crouches. The captain throws the ball to the second player, and so on. Having received the ball from the last player, the captain lifts it up, and the whole team quickly gets up. The team that completes the task first and its captain lifts the ball up wins. The player who dropped the ball must sculpt it, return to his place and continue passing. Also, players should not skip their turn.
card number 46
Mobile game "Polar bears"
Target: Develop speed, agility, endurance.
Stroke: On the edge of the site, which is the sea, a small place is outlined - an ice floe. On it stands the driver - " polar bear". The rest of the "cubs" are randomly placed throughout the site.
"Bear" growls: "I'm going out to catch!" - and runs to catch "bear cubs". Having caught one "bear cub", he takes him to the ice floe, then catches another. After that, two caught "bear cubs" join hands and begin to catch the rest of the players. At this time, the "bear" retreats to the ice floe. Having overtaken someone, two "bear cubs" join their free hands so that the caught one finds himself between the hands, and shout: "Bear, help!" "Bear" runs up, taunts the one he has caught and takes him to the ice floe. The next two caught also join hands and catch the rest of the cubs. The game continues until all the bears have been caught.
The last player caught wins and becomes the "polar bear".
Rules: The caught "bear cub" cannot slip out from under the hands of the couple surrounding him until the "bear" has tagged him. When catching, it is forbidden to grab the players by the clothes, and those who run away run out of the boundaries of the site.
card number 47
Mobile game "Frogs in the swamp"
Target: Exercise in jumping on two legs moving forward, developing strength, agility, speed of reaction.
Stroke: On one side of the hall (beyond the line) there is a driver - a crane. In the middle of the hall is a swamp (a circle made of cord). Children sit around - frogs and say:
Here from the hatched rotten
The frogs splashed into the water.
Kwa-ke-ke, kwa-ke-ke,
It will rain on the river.
With the end of the words, the frogs jump into the swamp. The crane catches the frogs that did not have time to jump. The caught frog goes to the crane's nest. When the crane has caught several frogs, another crane is chosen from among those who have never been caught.
card number 48
Mobile game "Ball against the wall"
Target: Develop children's attention, dexterity. Practice catching the ball with both hands.
Stroke: Children stand in 3-4 columns in front of the wall (shield). The player has standing first in a column, a ball of small diameter. The player throws the ball against the wall, then goes to the end of his column. The second player must catch the ball after bouncing on the floor and throw it against the wall, etc. The team that completes the task quickly and without losing the ball wins.
card number 49
Mobile game "We are funny guys"
Target: Get kids to run. Strengthen the ability to act on a signal.
Stroke: Children stand behind the line on one side of the playground (hall). In the center of the site are two drivers. The children say in unison:
We are funny guys.
We love to run and jump.
Well, try to catch up with us!
One - two - three - catch!
After the word "Catch!" children run across to the other side of the playground, and the drivers catch up with them. The one whom the driver has taunted, steps aside. As soon as the children cross the finish line, the number of losers is counted. The game is repeated with other drivers.
card number 50
Mobile game "Hunters and ducks"
Target:
Stroke: Children are divided into two equal teams - hunters and ducks. Ducks stand in the middle of a large circle. The hunters throw a ball (large diameter), trying to hit the ducks with it. The duck touched by the ball is out of the game. When most (about a third) of the ducks are tagged, the teams switch roles.
card number 51
Mobile game "Quiet - Loud"
Target: Develop observation, attention, the ability to listen to the signal and act in accordance with it.
Stroke: With the help of a counting rhyme, the driver is selected, he stands in the center of the circle and closes his eyes. The teacher gives one of the players an object that can be hidden (lace, ribbon). All children except the driver know who has the item. When the driver approaches this child, the children begin to clap loudly, when they move away, the claps become quieter. The game continues until the driver finds the object. If he fails to do this for a long time, then another driver is selected.
card number 52
Mobile game "Wolf in the ditch"
Target: Exercise children in running, jumping. Strengthen the ability to act on a signal.
Stroke: In the middle of the hall (platform) two parallel lines are drawn (or ropes are laid) at a distance of 80-90 cm from one another - this is a moat. On one side of the site beyond the line is a goat house. Choose a driver - a wolf. All goats are located in the house (beyond the line). The wolf gets into the ditch. At the signal of the teacher: "Wolf in the ditch!" the goats run to the opposite side of the hall, jumping over the moat, and the wolf tries to catch them (to touch them with his hand). The wolf takes the captured goats aside. The signal is given again. After two runs, all the captured goats return to their home, and a new driver is selected.
card number 53
Mobile game "Who is faster to the ball"
Target: Exercise children in speed running.
Stroke: Children stand in two lines. Task: run to the object as quickly as possible, pick it up and raise it above your head (distance 10m). At the command of the educator "March!" the exercise is performed by the first line. The teacher marks the first three participants. Then the second group performs the task, the teacher marks the winners.
card number 54
Mobile game "Pass with the foot"
Target: Develop dexterity in ball games.
Stroke: Players stand in circles of 3-4 people. In the center of each circle is the driver, in front of him lies a ball of large diameter. The driver rolls the ball with his foot to the players (foot pass); each child, having received the ball, holds it for a few seconds, taking it with his foot, and again sends it to the driver.
card number 55
Mobile game "Burners"
Target: Practice speed running.
Stroke: The players line up in two columns, holding hands in pairs. Ahead is the driver. The boys say in unison:
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 lower their hands and run to the beginning of the column: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he has time to join hands with his partner again. If the driver manages to do this, he joins hands with the one who was caught and they stand in front of the column. The one left without a pair becomes the leader. For increase motor activity you can divide the children into two teams.
card number 56
Mobile game "Passing the ball in the column"
Target: To develop in children dexterity, speed in ball games.
Stroke: Children are built in 3-4 columns; the distance between the players is one step. The one standing in the column first has a ball (large diameter). At the signal of the teacher, the children begin to pass the ball back with both hands above their heads (foot stand shoulder width apart). The last player in the column receives the ball, runs to the front of the column and passes the ball in the same way. The task is performed until the first player in the column is the one who stood first before the start of the game. The team that completes the task quickly and without loss wins.
card number 57
Game exercises with football elements
Target: To develop speed while running, agility, coordination of movements, the ability to navigate in space, to instill in children a sense of collectivism, mutual assistance.
"Ball to the wall". The players are located in front of the wall (fence) at a distance of 3 m from it. Each child has a ball, which he beats at an arbitrary pace against the wall alternately with his right and left foot.
"Smart Guys". Players line up in pairs across the court. Each pair has one ball. The distance between children is 2m. Task: send the ball to the partner with the right and left foot alternately.
"Trace it right." Various objects (cubes, stuffed balls) are placed throughout the site. The child circles the ball around the objects with his right and left foot, not letting it go far from himself.
"Goal in goal". With the help of several cubes, gates are indicated. On the starting line (distance from the gate 5m), the players take turns going out and trying to kick the ball into the goal with the exact movement of the foot (right or left).
"Kill the item." Skittles are placed on the same line at a distance of 4m from the starting line. Task: after a short run-up, hit the ball with an object.
"Exact pass". The players are divided into pairs. Each pair has one ball. Children move from one side of the playground to the other, hitting the ball to each other with their right and left feet alternately.
"Quick pass". The players become a semicircle (a small group, the distance between the players is 2m), in front of them is the driver with the ball. He kicks the ball with his foot to the first player with a quick and accurate movement, and he returns the ball with the same movement, etc. Then the driver changes places with the first player of the team. The exercise is repeated with another driver.
"Clever and fast." Players in a line dribble the ball on the run to the other side of the court, slightly knocking it with their right or left foot so that it does not roll far.
"Pass in a circle." The players stand in a circle (a small group of children) and, rolling, hit the ball, send it to each other with a slight but precise movement of the right or left foot.
"Pass in a circle." The players stand in a circle, in the center is a teacher with a ball. He sends the ball to the children in turn. Having received the ball, the child stops it and sends it back to the teacher with the same movement.
"Pass in three." Children form threes at a distance of 2m from each other. One player has the ball. The players pass the ball to the right in a circle with one foot, then to the left, and so on several times.
"Get in the gate." Children carry the ball from one side of the playground to the other to the designated line (distance 10m) and, not reaching the goal 2m, try to score the ball into the goal.
card number 58
Game exercises with elements of badminton
Target: Develop agility, speed, coordination of movements.
"don't drop it". The players stand in a circle (semicircle) or line. The legs are slightly apart, each child has a shuttlecock in their hands. Task: toss the shuttlecock up with one hand and catch it in the air.
"Throw - catch." Throwing a shuttlecock with one hand and catching it with the other, standing still and moving (for a short distance).
"Flounce towards". Children stand in two lines; the distance between the lines is 2 m, at a distance of arms extended to the side from each other. Every child has a shuttlecock. At the signal of the teacher, each child throws the shuttlecock to the child standing opposite. The main thing is that the shuttlecocks do not fall and do not collide during the transfer.
"Throw in the ring." The players stand in a column one at a time (a group of 4-6 children) in front of the basketball hoop (height from the floor 2m). Every child has a shuttlecock. At the signal of the teacher, the first child in the column approaches the ring and throws the shuttlecock from the bottom up with his right (left) hand, trying to get into the ring.
"Reflect the shuttlecock." Children stand in two semicircles at a distance of one step from each other. Each child has a racket. The driver is selected; he stands in front of the players and alternately throws a shuttlecock to them, and they beat him off. After a while, another driver is selected.
"Kick the shuttlecock." Children become in a circle (semicircle). Each player has a racket and a shuttlecock. Children toss the shuttlecock with a racket, trying to hit as many times as possible and not let the shuttlecock fall to the ground.
"Come - do not drop." The players line up. Each child has a shuttlecock and a racket. At the command of the teacher, the children toss the shuttlecock with a racket, moving forward with a step. The pace is arbitrary.
"Flounce through the net". In the middle of the site (hall) at a height of 120 cm from the floor, a mesh (or cord) is stretched. Two teams of 5-6 people play. Players stand on either side of the net. Children from one team serve the shuttlecock (3-4 times), and the guys from the second team beat the shuttlecock to the opposite side through the net. Then the teams switch roles.
card number 59
Mobile game "Do not hurt"
Target: Exercise children in walking and running with a snake, enrich motor experience, develop coordination of movements, orientation in space.
Stroke: in parallel in two rows at a distance of 40-45 cm from each other, 6-7 pins are placed from the starting line after 2 m. All players line up in two columns. On a signal, the children run one after another in a "snake" between the pins, running around them from one side and the other, returning to the starting line. The team that does not hit any pins wins.
card number 60
Mobile game "Third extra"
Target: Learn to follow the rules of the game, develop agility and speed of running.
Stroke: The players become pairs in a circle facing the center so that one of the pair is in front and the other is behind him. The distance between the pairs is 1-2 m. Two drivers take a place behind the circle: one runs away, the other catches him. Fleeing from the chase, the evader can get ahead of any pair. Then the one standing behind turns out to be "third wheel" and must run away from the second driver. If the chasing touches the evader, then they change roles. No one should prevent the player from running away from the pursuer.
Options: 1. The “third extra” standing behind in a pair should not run away, but catch up with the second driver.
2. Players stand in pairs facing each other and holding hands. The evader can stand between the hands of any pair. To whom he will stand with his back, that "third extra" and must run away.
3. The players walk in a circle in pairs, hold each other's hands, and free hands on their belts. The escaping, escaping from persecution, can at any moment take someone by the arm. Then the one standing on the other side becomes the one running away. The same game can be played with music.
card number 61
Mobile game "Whoever is named, he catches"
Target: Develop attention, dexterity, speed of reaction to a signal.
Stroke: Children walk or run around the playground. An adult holds a ball in his hands. He calls the name of one of the children and throws the ball up. The named one must catch the ball and throw it up again, calling the name of one of the children. Throw the ball should not be too high and in the direction of the child, whose name is called.
card number 62
The mobile game "Gonder"
Target: Develop attention, coordination of movements, dexterity, tracing the function of the eye.
Stroke: Children stand in a circle at a distance of one step from each other. One of the players has a ball in his hands. At the command of the teacher, the child begins to throw the ball, calling by name the person to whom he throws the ball. The ball must be caught. Whoever dropped the ball stands in the center of the circle and performs any exercise with the ball.
Rules: The ball is thrown through the center of the circle. If the player drops the ball during the exercise, he is given an additional task.
card number 63
Mobile game "Stop!"
Target: Develop auditory attention, orientation in space, visual-motor coordination.
Stroke: The players become in a circle. The driver goes to the middle of the circle with a small ball. He tosses the ball up (or hits it hard on the ground) and says someone's name. The child who was named runs after the ball, the rest scatter in different directions. As soon as the named child picks up the ball, he shouts: "Stop!". All players must stop and stand still where the team found them. The driver tries to hit someone with the ball. The one to whom the ball is thrown can dodge, squat, bounce without leaving the spot. If the driver misses, then he runs after the ball again, and everyone scatters. Taking the ball, the driver again shouts: "Stop!" - and tries to overpower one of the players. Salted becomes the new driver, the game continues.
Rules: The one to whom the ball is thrown must dodge, squat, bounce without leaving the spot.
card number 64
Mobile game "Mice and houses"
Target: To consolidate the ability to quickly change the direction of movement, act on a signal.
Stroke: With the help of a counting rhyme, the driver is selected. The rest of the children stand in rings or circles drawn on the floor and take their places in them - "Mice in houses." The driver comes up to some house and says: "Mouse, mouse, sell the house!" She refuses. Then the driver goes to another "mouse". At this time, the "mouse", which refused to sell the house, calls one of the players and changes place with him. The driver seeks to take the place of one of the running ones. If he succeeds, then the one left without a place becomes the leader. If he fails, he goes from house to house with a request to sell the house. If the driver says: "The cat is coming!", Then everyone should change places, and the driver seeks to occupy someone's house.
card number 65
Mobile game "Four elements"
Target: Develop attention, observation, the ability to make decisions quickly, expand vocabulary.
Stroke: The players stand in a circle. Explain to the children that there are 4 elements: water, earth, air, fire. For example, fish, frogs, crayfish live in water, people, animals, insects, etc. live on earth, but no one lives in fire. If the driver throws the ball and says: "Water", "Earth" or "Air", then the player to whom the ball was thrown must catch it, name the one who lives in this element, and throw the ball back to the driver. If the driver says: "Fire!", then the ball cannot be caught. For an incorrect answer or a ball caught on the word "fire", the player is out of the game. Play until the last remaining participant.
card number 66
Mobile game "Shtander"
Target: Development of motor and communication skills, dexterity, speed of reactions and coordination of movements, figurative thinking.
Stroke: Before the start of the game, a leader is selected with the help of a rhyme. All participants in the game stand in a circle, and the driver in the center of the circle. He throws the ball high and shouts loudly "Shtander - Olya!", naming the name of any of the children. Now the one whose name was called becomes the driver. He tries to catch the ball as soon as possible. And all the other children scatter, trying to be as far as possible from the new driver. As soon as they managed to catch the ball, the driver shouts "Shtander-stop!". After that, everyone is obliged to stop in place, and turn to face the driver. The driver chooses any of the children and calls his name: "I'll get to Kolya!" After that, Kolya should fold his hands in a ring in front of him. It is in this "basketball" hoop that the leader must hit the ball. To get into the ring was easier, the driver has the right to come closer. To do this, he announces in advance, without starting the movement, how many and what steps he wants to take. Steps are as follows: "Simple" - an ordinary step
"Giant" - a wide step. "Lilliputian" - a step is taken to the length of the foot, that is, the heel of the other is attached to the toe of one leg. "Umbrellas" - a jump with a turn. "Frog" - a jump from a squatting position. For example, it may sound like this: "There are four Lilliputian, two giant and three umbrellas before Kolya!" After that, the driver begins to move towards Kolya. Here, too, there are rules. Firstly, you need to move along the shortest straight line, and, secondly, you must complete all the above steps and only them. Approaching Kolya, the driver throws the ball, trying to get into the ring from his hands. If he hit, then Kolya will become the new “throw-in” driver, if he didn’t hit, then he will drive himself.
card number 67
Mobile game "Fortification Defense"
Target: The game helps to improve the skills of throwing, catching, passing the ball, and in the case of kicking - stopping, passing, hitting inside feet and lifting, brings up courage, speed of orientation and tactical thinking.
In the center of the hall, a small circle and a large circle are drawn with a diameter (2 and 4 m, respectively). The players are outside. In the center of the small circle, a "fortification" is installed - three maces (skittles). A "defender" is chosen, who stands next to the fortification.
On a signal, they try to hit the "fortification" with the ball. The "Defender" prevents this by hitting and catching balls. The player who knocks down three maces (skittles) at once or the third (the last one) changes places with the "defender".
Rules: 1. Throw (kick) - without going beyond the circle line, otherwise the throw is not counted. 2. "Defender" does not have the right to enter the small circle line, hold with his hands
"strengthening" or to install downed maces again.
Option: Foot play.
Directions: 1. It is necessary to adjust the diameters of the circles in accordance with the capabilities of the players. 2. It is necessary to stimulate collective actions in every possible way, giving preference to passes of the ball, as a result of the combination of which the “defender” got confused and the “reinforcement” turned out to be defenseless.
card number 68
Mobile game "Horses and runners"
Target: Exercise in running, jumping on one leg, develop dexterity, orientation in space.
Stroke: A playground for playing 3x3 or 5x5 m is outlined. Children are divided into two teams: horses and runners. On one side of the site - the house of horses. The runners run playground within its borders. The horses send one of their team into the field (to the site). The horse catches runners by jumping on one leg. The physical education teacher calls the horse: "Home!". He returns, and instead of him, the next player in turn jumps into the field. And so the horses change all the time. Caught runners are captured by the horses. The game ends when all players in the field have been caught. Then the teams switch roles. The game is repeated.
card number 69
Mobile game "Paints"
Target: Exercise in the ability to run fast, be dexterous, follow the rules of the game.
Stroke: Among the participants, one leading seller and one buyer-monk are chosen, the rest of the children become paints. Paint participants sit in a circle or in a gazebo, sometimes children line up. The seller quietly (in his ear) tells everyone what color of paint suits him. Children remember their color. The monk-buyer should not know the colors of paints. A monk comes to a paint shop and turns to the seller: - I'm a monk in blue pants, I came for paint.
- For what? The monk names the color of the paint (for example, blue). If there is no such paint, then the seller replies: - There is no such paint! Jump along the blue path, on one leg, you will find boots, wear them, but bring them back! Tasks for a monk can be different: to jump on one leg, to pass like a duck, to squat, or in some other way. If the named paint is present in the store, then the seller answers the monk: - There is one!
- What is the price?
- Five rubles (The monk loudly claps the seller's palm five times). At the last clap, the named "paint" jumps up from its place and runs around the arbor or line of other children. The monk tries to catch up with her. If he catches up with the paint, then he himself becomes the paint, and the captured participant-paint becomes the buyer-monk and the game continues. If the monk could not catch the paint, then the game starts over.
A variant of the game "Paints" with the player - "devil": The devil also comes to the store for paints and has the following dialogue with the seller:
- Knock Knock!
- Who's there?
- I'm a devil with horns, with hot pies, a bump on my forehead, and a mouse in my pocket!
- Why did you come?
- For paint!
- For what?
After the paint was named and it was present in the store, the devil paid the seller with claps on the palm of his hand. With the last blow, the paint jumps up and runs away, and the devil at this moment must quickly utter any agreed words.
- Thanks buddy, hold the pie!
As soon as the devil has spoken the last word, the paint stops. The devil must estimate the distance to the runaway paint in steps.
The steps could be:
normal steps,
giant steps,
midget steps,
brick steps (heel to toe).
The devil is told with what steps he should walk towards the paint. If he walked and touched the paint, then the devil himself becomes paint.
card number 70
Mobile game "Birds and cage"
Target: Increasing motivation for gaming activity, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.
Stroke: Children are divided into two groups. One forms a circle in the center of the playground (children walk in a circle, holding hands) - this is a cage. Another subgroup is birds. The teacher says: "Open the cage!" Children forming a cage raise their hands. Birds fly into a cage (in a circle) and immediately fly out of it. The teacher says: "Close the cage!" children throw up their hands. Birds left in the cage are considered to be caught. They stand in a circle. The cage increases and the game continues until 1-3 birds remain. Then the children switch roles.
card number 71
Mobile game "North and South Wind"
Target: Develop endurance and attention; improve your running skills.
Stroke: Choose two leaders. A blue ribbon is tied on one hand - this is the north wind, the other is red - this is the south wind. The rest of the children run around the playground. The north wind tries to freeze as many children as possible, to touch them with his hand. Frozen take any position (hands to the sides, up, on the belt, stand on one leg, etc.). The south wind seeks to unfreeze the children, also touching his hand and exclaiming: "Free!" After 2-3 minutes, new drivers are appointed, and the game is repeated.
card number 72
Mobile game "Traps on one leg"
Target: Develop coordination, learn to navigate in space.
Stroke: Choose a trap. At the signal of the teacher: "One, two, three! Catch!" children run around the playground. Traps catch them by touching them with their hands. Those caught move away. The game is repeated 3-4 times. You can’t catch someone who managed to stand on one leg in time and wrap his arms around his knee. When 3-4 children are caught, a new trap is chosen.
card number 73
Mobile game "Traps in pairs"
Target: Exercise in running, in the ability to navigate in space, develop agility, speed.
Stroke: Choose a driver. At the signal of the teacher, the children scatter. The driver catches by touching the escaping with his hand. The one who is caught becomes paired with the driver. They join hands and catch other children. Caught also form a pair and participate in fishing. The game ends when all the children have been caught. The last child caught becomes the leader.
card number 74
Mobile game "Hares in the garden"
Target: Practice climbing and jumping over objects. Develop strength, agility, coordination.
Stroke: Across the site put 2-3 gymnastic benches. This is a fence. On one side of the fence there is a clearing where hares (children) frolic, on the other side there is a garden where cabbage grows. Having frolicked in the clearing, the hares climb over the fence (or crawl) and feast on cabbage. When all the hares got into the garden, the teacher says: "The watchman is coming!" Hares run away to the clearing, jumping over the fence. The loser is the one who performed the jump incorrectly or was the last to leave the garden. The game is repeated 4-5 times.
card number 75
Mobile game "Catching monkeys"
Target: To develop initiative, observation, memory, dexterity in children. Practice climbing, running.
Stroke: Depicting monkeys, children are located on one side of the site near the gymnastic wall. On the opposite side are the monkey catchers (4-6 children). They want to lure the monkeys out of the trees and catch them. The catchers agree on what moves they will make. They go to the middle of the site and show the planned movements. Monkeys at this time quickly climb the wall and watch the movements of the catchers from there. Having made movements, the catchers go to the end of the site, and the monkeys get down from the trees, approach the place where the catchers were, and imitate their movements. At the signal of the educator, the “catchers” of the monkeys run to the trees and climb on them. Catchers catch those monkeys that did not have time to climb a tree. Captured monkeys they take away to themselves.
Directions: It is necessary to ensure that the children do not jump off the wall, but go down to the last crossbar. When the game is repeated, the movements of the catchers must be new.
card number 76
Mobile game "Ball in pursuit!"
Target: Develop gross motor skills, visual attention, eye.
Stroke: Children become in a circle. An adult gives two children standing in different places, on the ball. Then he says, "The ball is in pursuit!" - and the children simultaneously begin to pass them on to their comrades. If one ball catches up with the other, that is, both are in the hands of one child, then he leaves the game for a while. The teacher gives the balls to other children and the game continues.
Rules: The ball is passed on a signal, without passing the players.
card number 77
Mobile game "Hunters and hares"
Target: Exercise in the ability to throw at a moving target, climb (jump) over an obstacle, run fast.
Stroke: On one side of the site, a place for hunters is outlined. On the other side are houses for hares. Each house has 2-3 hares. The hunter walks around the site, pretending to be looking for traces of hares, and then returns to his place. On a signal: "Hares!" - run out of their houses to the clearing and jump on two legs, moving forward. On a signal: "Hunter!" - hares run to the houses. And the hunter throws a ball at them. A hare hit by a ball is considered to have been hit. The hunter takes him to himself, he becomes the hunter's assistant. The game is repeated several times, after which a new hunter is chosen.
Directions: The hunter may have several balls in his hands; shooting at hares in the houses is not allowed.
card number 78
Mobile game "Flock"
Target: Improve the ability to keep a distance while moving, develop attention, speed of reaction.
Stroke: Children are slowly running around the playground - this is a flock of birds. Leader ahead. He leads the flock around the area around the sandbox and slide (or other structures) along the path (in full view of the teacher). The flight lasts 0.5-1 min (it is not allowed to overtake the leader). The teacher strikes the tambourine, the flock crumbles. Everyone strives to quickly find some kind of shelter (bush, tree) or flutter onto a branch (stand on a log, boom, sandbox side, etc.). The last bird to hide is out of the game for one repetition. A new leader is appointed, and the flock flies after him in the other direction. The game is repeated 3-4 more times. At the end, the leader is noted who has withstood the required pace of running and chosen the most interesting route.
card number 79
Mobile game "Ice, wind and frost"
Target: Develop agility, endurance, develop speed skills.
Stroke: The players stand in pairs facing each other and clap their hands, saying:
- cold ice cubes
transparent ice cubes,
They sparkle, they ring:
"Ding, ding..."
They clap for each word: first in their own hands, then in the hands of a friend. They clap their hands and say: "Ding, ding" until they hear the signal: "Wind!". Ice children scatter in different directions and agree on who will build a circle with whom - a big ice floe. On the signal "Frost!" Everyone line up in a circle and hold hands.
Rules: The kids with the most players in the circle win. It is necessary to negotiate quietly about who will build the ice floe with whom. Agreed children join hands. You can change movements only at the signal "Wind!" or "Frost!". It is desirable to include different movements in the game: jumps, light or fast running, side gallop, etc.
card number 80
Mobile game "Bumblebee"
Target: Develop attention, speed, the ability to act on a signal.
Stroke: The players sit in a circle. A ball rolls on the ground inside the circle. Those who play with their hands roll it away from themselves, trying to overpower the other (get into the legs). The one who was touched by the ball (stung) turns his back to the center of the circle and does not participate in the game until another child is touched. Then he comes into play, and the stung again turns his back in a circle.
Rules: Roll the ball only with your hands; you can not catch, hold the ball.
card number 81
Mobile game "Blue, red, yellow"
Target: Learn to act on a signal, develop speed qualities.
Stroke: Children take ribbons of three colors, tie them on each other's hand. Then everyone lines up along the line on one side of the court. The teacher says: “Ready!”, and everyone takes a high start position. The signal to start running is the name of the color of the tape, for example: "Yellow!". At this signal, children run only with yellow ribbon. The rest should stay where they are. Having reached the opposite side of the playground, the children remain there. Then the teacher calls another color, then a third. When repeated, children

Traffic rules:

Today we will play the game "Two Frosts". On opposite sides of the site there are two houses where children live. There are two frosts between the houses in the middle. One Frost is Red Nose, the other Frost is Blue Nose. At the signal of the educator: "Start" - both frosts say:

We are two young brothers

Two Frosts removed

I'm Frost - Red Nose

I am Frost - Blue nose

Well, which one of you decide

On the way - go down the path.

All players answer:

We are not afraid of threats

And we are not afraid of Frost!

After the words "Frost", everyone runs to the house on the opposite side, and the Frosts try to catch them.

Distribution of roles:

Frost outside the window

Nose look do not freeze

Snow glitters on the road

One, two, three to drive you. (counter).

Game progress:

We start the game.

“It is not the wind that rages over the sea,

Streams did not run from the mountains.

Frost - warlord patrol

Bypasses his possessions.

Children, be dexterous and try not to fall into the hands of Frost.

Dosage: 3-4 times.

End game:

And now let's calculate which pair of Morozov froze more number playing. Everyone played well, the Frosts were dexterous.

mobile game "Owl"

preparatory group

Program content:

1. Exercise children in an easy run with dodge, acting on a signal.

2. Develop speed, agility, dodge.

3. Cultivate the desire to play together, with interest.

Game guide:

Half masks "Owl", "bugs", "butterflies".

Gathering children to play:

An owl came to us

Smart person.

Looks at children

Tells to play.

Create Lead:

Oh you, Owl - an owl,

You big head!

You were sitting on a tree

You turned your head -

Fell into the grass

Rolled into the hole!

Explanation of the rules of the game:

Let's start the game "Owl". Birds, bugs, butterflies fly during the reading of the verse: "In the forest ...". After the words “How it will fly,” they run away from the owl - they went hunting.

Distribution of roles:

Rhythm:

Sing along, sing along

Five birds - a flock:

This bird is a nightingale

This bird is a sparrow

This bird is a waxwing

This bird is a corncrake

Well, this is Owl,

Sleepy head.

Game progress:

It's dark in the forest

Everyone has been sleeping for a long time.

All the birds are sleeping

One owl does not sleep

Flying, screaming.

Owl - owl,

Big head,

Sitting on a bitch

turns his head,

Looking in all directions

Yes, suddenly - how to fly!

Dosage: 3-4 times.

game over:

Here we are playing interesting game"Owl". A lot of running and jumping. Well done, they listened carefully and followed the signals of the owl. Did you like the game?

Russian folk game "Corners"

preparatory group

Program content:

1. Develop children's attention and the ability to move in space.


2. The ability to act in accordance with the rules of the game, to memorize the words necessary in the game.

Gathering children for the game:

"The bell calls everyone

The bell sings to us

Let's play in the corner!"

Create Lead:

Petrushka came to visit us guys. He says: “Hello guys. Do you know where I'm going now? I visited my grandmother and she showed me a very interesting game. I liked this game and I decided to play it with you, it is old, my grandmother, when she was little, played this folk game called "Corners". Let's play! Here is the folk game

Get it together, kids!

And Petrushka with miracles

Let's play with you.

And the game will explain to you

And in the game everyone will laugh.

Explanation of game content:

The game "Corners" will be played by five people. One of them will drive, and four will stand in the corners of the square, which is drawn on the pavement. The driver approaches one of the participants and says: “Gossip, give me the keys!” The one standing in the corner replies: “Go, knock over there!” While the driver has turned away and does not see the rest of the players run from corner to corner. If the driver manages to take someone's corner, then the player who was left without a corner takes his place.

"Be smarter than ever

Don't let me take the corner!"

Distribution of roles:

We will play five people: first one group then the second group.

Game progress:

Let's use the rhyme to choose the leader:

"The bees flew into the field

They buzzed, they buzzed.

The bees sat on the flowers.

We play - you drive!

So, Misha drives us. Everyone else got to their corners. Misha approaches one player and says the words. He answers him. In the meantime, Misha turns away the children run from corner to corner. Then, during the game, the leaders change.

Dosage: 4 times.

End game:

"That's the end of the game,

It's time for everyone to go home

Tomorrow we will come again

Let's play corners."

mobile game "Burners"

preparatory group

Program content:

1. Exercise children in running on a signal.

2. Develop attention, evasiveness.

3. Raise interest in the game, mutual assistance.

Gathering children for the game:

The squirrels came to the meadow,

Bear cubs, badgers.

To the green to the meadow

Come and you, my friend.

Create Lead:

Children, listen to me and tell me what game we are going to play now:

Children stand in pairs,

The words of the song say

The boy is standing in front

He's on fire in the game.

Whom will he get by hand,

That then with a burner will rise.

Will be paired with him

And catch up with the other.

What game will we play? Guessed?

Explanation of game content:

Traffic rules:

Then now we will choose the “burner”, and we ourselves will stand in pairs. The “burner” will stand in front, we will speak words, and the burner will look up. On a signal, the children of the last pair will scatter in different directions, and the “burner” will catch them. But if the children manage to hold hands, the "burner" is not terrible for them. If the "burner" caught one of the guys, then they stand at the beginning of the column, and the one who remained "burns". The game continues until all pairs have run.

Distribution of roles:

One, two, three, four, five:

We will play with burners.

Sky, stars, meadow, flowers,

And you will be the burner.

Game progress:

The rest of the children are built in pairs. The "burner" is ahead of the couples by two steps. Children say in a singsong voice:

"Burn, burn bright,

To not go out

Stay at the bottom

Look at the field

The rooks are walking

Yes, they eat kalachi,

The birds are flying.

The bells are ringing.

- The "burner" looks at the sky, and the children of the last pair let go of their hands and run on opposite sides of the column. When they come close to the “burner”, the children shout loudly:

"One, two, do not crow,

Run like fire."

- "Burner" catches up with one of the guys. If he didn't catch, then he "burns" a second time. And the players sing a song to him:

Ogarushek, Ogarushek!

Stand on the black stone

You stand badly

You'll burn out completely!

If the “burner” caught one of the guys, then he stands with him in front of the column, and the one who was left without a pair “burns”.

Dosage: 4-5 times

Duration: 8-10 min.

Ending, games, summing up:

Here we play with you

You don't seem to be tired?

What will we have to do then?

Play again or twice.

At the end of the game:

You all played well

They didn't stand, they didn't remain silent,

Running fast, laughing

Quite right, they played enough.

mobile game "The kite and the mother hen"

preparatory group

Program content:

1. Exercise children in running in a column.

2. To develop children's intelligence, dexterity,

3. Cultivate friendly relationships in the game.

Gathering children for the game:

Barker:

Oh, doo-doo I will gather all the guys

All the kids come here

Do you want to play with me?

Guys, listen to the riddle and tell me who it is about.

Clutter, Clutter,

Calls the children

He gathers everyone under the wing.

That's right, it's a chicken.

Where-where? Where-where?

Come on, come on, everybody here!

Come on, under the wing of your mother!

Where did it take you!

Explanation of the rules of the game:

During the game, the mother hen should not grab the kite with her hands, she can only block his path. The kite flies out of the nest only after the teacher's word "kite"

Distribution of roles:

We choose a kite and a hen according to the counting rhyme, and the rest will be chickens.

We are here to play

Forty flew to us

And I told you to drive.

Game progress:

Chickens stand behind the hen, forming a column. Everyone holds on to each other, and the one standing in front of the hen. On the opposite side of the site we draw a circle - this will be the kite's nest. At the signal “kite”, he flies out of the nest and tries to catch the chicken standing last in the column. The mother hen spreads her wings to protect her chicks, does not let her grab the chick. The kite takes the caught chicken to its nest. The game resumes with a new kite and mother hen.

End game:

All the guys played well and together.

mobile game "Pass the ball"

preparatory group

Program content:

1. Exercise children in passing the ball, in turning the body to the right and left, in throwing at a moving target, in running with dodging, reinforce the skill of building in a circle.

2. To develop in children the ability to perform movements rhythmically, to develop dexterity, endurance.

3. Cultivate a sense of collectivism.

Gathering children for the game:

Barker:

Oh, you play our tambourine.

call all the kids

You guys don't be shy

And gather in a circle!

Create Lead:

Children, listen to the poem about the ball:

Here is a beautiful, sonorous ball,

Where did you run off to.

You run around in circles

And stop at Olya.

And now we will play the game "Pass the ball".

Explanation and content of the game:

The players stand in a circle at a distance of one step from each other. The teacher gives the first player the ball. At the word of the teacher “start”, the children begin to pass the ball to each other in one direction. At the same time, all the players in chorus say the words (quatrain). At the end of the quatrain, the word "I". The one who has the ball on the word “I”, goes with it to the middle and says: “One. Two, three, run." All the children run away, and everyone standing in a circle throws the ball at those who run away. According to the word of the teacher, “run into the circle soon,” the children become in a circle.

Distribution of roles:

"My, cheerful, sonorous ball,

Where did you run off to?

Red, blue, cyan,

Pick any one."

Game progress:

Children, stand in a circle. I say “start” pass the ball to each other in one direction say the words:

“One, two, three: take the ball quickly!

Four five six! Here he is, here he is!

Seven, eight, nine! Throw who can! I!

Sasha got "I"! Come out to the middle, he says: "One, two, three - run." Everyone scatter, and you, Sasha, throw the ball. Look, Olya was hit by the ball. I say, “run into the circle soon,” the children continue to play. And Olya leaves the game for a while. The game continues.

Game over. Summarizing:

Well done. Guys, well played, fun!

mobile game "The Frog and the Heron"

preparatory group

Program content:

1. Exercise children in high jump from a place.

2. Develop the ability to act on a signal, develop dexterity, attention.

3. Cultivate interest in the game.

Gathering children for the game:

Barker:

One, two, three, four, five.

Everyone stopped screaming

We quickly get up in a circle,

The bell will ring in the hands

And that's when it starts

Our new game.

Create Lead:

If you solve these riddles, you can name the game for me:

They live in the swamp

Jumping like cats

Their favorite treat is

Mosquitoes and midges. (frogs)

It stands on one leg.

Doesn't want to worry

Long beak, like a calm note,

The place of residence is a swamp.

Frogs love to eat it.

And how beautiful and slim! (Chickens).

Explanation of game content:

In the middle of the site, a square or rectangle with sides of 4-6 m is outlined. This is a "swamp" where "frogs" live. In the corners of the square, pegs are driven in or cubes are placed so that the height of the peg or cubes above the ground is 10-15 cm.

Game progress:

A rope is stretched along the sides of the square; a load (a bag of sand) is tied to the end of each rope. The ends of the rope are placed on cubes or pegs. In one of the corners of the site, a "heron's nest" is outlined. Frogs live in the swamp, and the heron lives in his house. When I say "heron", she, raising her legs high, goes to the swamp and steps over the rope to catch the frogs. And the frogs, escaping from the heron, must jump out of the swamp, jumping over the rope in any way, pushing off with two legs, one leg, with a run - just to escape from the heron. Stepping over the rope, the heron catches frogs that did not have time to jump out of the swamp. The caught heron takes them to his house, they are temporarily out of the game (until the heron changes). If all the frogs managed to jump out of the swamp and the heron did not catch anyone, then she returns to her house. A new heron is selected after 2-3 frogs have been caught.

Rules of the game:

1. A heron can only catch frogs in a swamp.

2. Frogs should jump, not step over the rope.

3. A frog that steps over a rope is considered to be caught.

Distribution of roles:

Children, you yourself will now choose a heron according to the counting rhyme that you know, and the rest will be frogs - they stand or jump into the swamp (one person says the counting rhyme).

The end of the game, summing up:

Children, what is the name of the game we played today? Did you like her? Was it interesting for you to play it? I really liked how you all played today, you were very attentive, dexterous, you followed all the rules, played well and together. Well done!

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