Annual plan of work with young specialists of dow. Plan of work with a young specialist

Cubes change places

Equipment: 20 cardboard cubes (20 x 20 cm), of which 10 cubes of one color and 10 of another.

Children are divided into two teams (5 people each). The rest of the participants are spectators. At the start of each team, the teacher puts 5 cubes of one color on top of each other, at the finish line - 5 cubes of another. The task is to swap the cubes. The distance between start and finish is determined by the teacher. On a signal, the first team members, taking a cube, run with it to the finish line and place them under the cubes of a different color. They take a new cube from above, return to the start and put it under the cubes in the same way. Then the second players do the same. This continues until all teams have played.

Note. Any cubes that can be stacked on top of each other are used.

hoop road

Equipment: 4 hoops.

Children are divided into two teams. Before each at the start, the teacher puts two hoops. On a signal, the first players stand in the second hoop, take the hoop lying behind them, put it in front of them close to the second and quickly stand in it. Thus, the children move to the finish line. The distance between start and finish is 4-6 m. At the finish, the first players take the hoops and carry them to the start. The second participants do the same as the first, and so on until all the participants play.

The team that finishes the game first wins.

Option. Children play in a group. Participants do not end the game at the finish line, but return to the start line, standing in hoops. This continues until all children have played.

Note. When playing in teams, caution is required: you cannot rush when moving the hoop.

Hoops over your head

Equipment: hoop.

Children stand in a column. The first player has a hoop. He passes it over the head to the second participant and then along the chain to the end.

Bird without a nest

Equipment: 7-10 hoops.

There are 7-10 hoops on the floor. These are "nests". In each of them sits a "bird". One player is a "bird" that does not have a nest. She flies around, looks, suddenly the "nest" will be empty. If some "bird" wants to fly and flies out of the "nest" or "birds" decide to exchange "nests", then the "bird without a nest" tries to fly into an empty "nest". “The bird without a nest” becomes another player.

Note. The number of players depends on the number of "nests". The rest of the children are spectators.

Merry porters

Equipment: 2 hoops, 5 balloons.

Children are divided into two teams. At 4 m from the teams in the hoops are 5 balloons. On a signal, the first players run up, pick up the balls and pass them to the second players. They run and put the balls back into the hoops. This continues until all teams have played.

The team that finishes the game first wins.

Option. Teams have 5 hoops. Each hoop has a ball. You need to put the hoops at a small distance from each other. The first participants collect the balls and pass them to the next player, who lays them out. This continues until all team members have played. The balls must not roll out of the hoop.

Note. You can play with volleyballs. If it is difficult for children to play with 5 balls or balls, 3 can be used.

Dribbling

Equipment: Balloons.

Children are divided into two teams and stand in columns. On a signal, the first players lead the ball to the finish line and back, hitting it on the floor. The distance from start to finish is chosen by the teacher.

The team that finishes the game first and loses the ball less often wins.

football players

Equipment: 2 balloons.

Children are divided into two teams and stand in columns. Each "footballer" must carry the ball to the finish line and back with his feet and head. Touching the ball with your hands is not allowed, for this the teams receive penalty points.

The team that finishes the match with fewer penalty points wins.

Carry it, don't drop it

Equipment: big ball.

Children are divided into pairs and into two groups. One group stands at the start, the other at the finish line. The first couple takes a big ball and, holding it between their heads, walks (runs) to the finish line. Having run around him, he passes the ball to the first pair of the second group. From the finish line, a new couple, holding the ball, walks (runs) to the start. This continues until all pairs have played. The distance from start to finish is chosen by the teacher.

The teacher determines which pair walks (runs) more synchronously.

ball in a spoon

Equipment: 2 small balls, 2 chairs, 2 spoons.

Children are divided into two teams. There are chairs 5 m from the participants. The first players have a spoon with a ball. On a signal, the children run to the chairs, run around them and return. They pass the spoon with the ball to the second participants and stand next to the last team players. This continues until all teams have played. If the child drops the ball, he must pick it up and continue running.

The team that finishes the game first wins.

We squat together

Equipment: 2 volleyballs.

Children are divided into two teams and stand in columns. On a signal, the first participants pass the ball back and squat, and so on until the end. The last participants, having received the ball, crouch and begin to pass the ball back. Having passed the ball in front of those sitting, they stand up. The game ends, all team members stand up, and the balls are returned to the first players.

The team that finishes the game first wins.

With the ball around

Equipment: 2 volleyballs.

Children are divided into two teams. Each one forms a circle. On a signal, the first participants, hitting the ball on the ground, run around the circle, pass the balls to the second players. This continues until all teams have played. If the child drops the ball, he must pick it up and continue running.

The team that runs around the circle first and loses the ball less often wins. Note. If there are many children or there is not enough space for playing, you can play separately: first one team, then the other.

Kangaroo

Equipment: a small rubber ball.

Children stand in a column. The first player, holding a small rubber ball with his knees or ankles, jumps to the finish line and back. He passes the ball to the next player. This continues until all children have played. If the child drops the ball, he must pick it up and continue jumping. The distance from start to finish is chosen by the teacher. You need to start the game with 3-5 jumps.

Anglers

Children run ("swim") around the playground - "fish". Two drivers - "fishing net" - join hands and catch the floating "fish". Caught "fish" join the drivers - the "fishing net" increases. If the "net" is broken, the two participants who broke it are out of the game. The "nets" were repaired - the children join hands and begin to catch the remaining "fish". You need to catch them all.

Free place

Putting their hands behind their backs, the children stand in a circle. The driver runs outside the circle and, touching the hand of one of the participants or clapping his hands, continues to run in the same direction. The one who was taunted runs in the opposite direction. Everyone tries to quickly run around the circle and stand in an empty place. Latecomer drives. The game continues with a new driver.

Note. Children running in circles should not grab onto standing children.

Wolf or hare?

The purpose of the game: the development of motor, communicative, creative abilities.

Game progress: players stand in a circle facing the center. The driver walks around the circle, quickly saying the words: "The fire is burning, the samovar is boiling." After these words, he touches the shoulder of the player behind whom he was. This player covers his face with his hands. This is repeated until all players close their eyes. Now the driver walks already with the words: “Wolf or hare?” At the same time, he touches any player by the shoulder and looks into his face. The player removes his hands from his face. If his facial expression is predatory, formidable, the driver silently sends him to the right - “wolves” will gather there. If the facial expression is meek, kind, the driver sends the player to the left - “hares” gather there. As soon as the last player takes his place on one of the sides, the "wolves" rush to catch the "hares" throughout the playing area. The last rabbit to be caught wins.

Special Notes: No peeking. The players stand silently so that the rest do not know how many "wolves" and "hares" there are already. The “hare” is considered to be caught if the “wolf” touches it with his hand.

The owner of the garden and apples

Game progress: all players are “apples”. One is the "master of the garden." The children form a circle, holding hands, and the “owner of the garden” stands in it and says: “The worm ate the apple, and it falls from the tree.”

With these words, the children run in a circle, and after the word "tree" they should quickly sit down. Anyone who does not have time to do this is out of the game. The game continues until there are 3 people left in the circle. They are the best apples.

Special Notes: Players running in a circle must not separate their hands. Of the two players who did not have time to sit down, the one who has a free left hand leaves the game. "The owner of the garden" monitors compliance with the rules of the game.

Wolf cubs and fox

The purpose of the game: the development of motor and creative abilities, speed of reaction, attention.

Game progress: 1 "hunter" and 1 "fox" are selected from the players, the rest are divided into groups of 3 - 5 people. Each group of players forms a circle. All circles depicting holes are placed in different places on the playground at a distance of approximately 3 m from each other. In each hole, one of the players is a "wolf cub", he becomes the center of the circle. "Hunter" and "fox" stand away from the holes.

At the signal of the leader, the "fox" starts to run away, and the "hunter" starts to catch up. Fleeing from the “hunter”, the “fox” can run into any hole of the “wolf cubs”. Then the “wolf cub”, located in the center of the circle, runs out of it, and the “hunter” is now chasing the “wolf cub”.

If the "hunter" pins down the "wolf cub", then they change places, and the game continues.

Special remarks: "hunter" can catch "wolf cub" only when he is outside the hole. It is impossible for wolf cubs to run through holes. As soon as the "fox" runs into the hole, the "wolf cub" must immediately run out of there.

funny puppies

The purpose of the game: the development of motor, communication and creative abilities.

Attributes: cord 5 m long.

Game progress: a line is drawn in the middle of the playing area or a cord is stretched - this is a river. The players are divided into 2 groups and sit opposite each other at a distance of 4-5 m. Each group chooses a leader who selects secret names for their “puppies”. For example, “puppies” boys can be called like this: Hawk, Kite, Eagle, Golden Eagle, etc. Girls - Star, Sun, Moon, Lily, Daisy, etc.

The leader of the first group addresses the second group: “Give me Daisy!” The leader of the second group replies: “Choose whoever you want, just keep in mind: there is a river between us, if you know how, swim, if you don’t know how, jump!” “Puppies” from the second group say in chorus: “Let him swim!” or "Let it pass!" After these words, the leader approaches the second group of players from behind and chooses a "puppy" for himself. Carefully with both hands, he closes his eyes, and then calls from his group, for example, the Hawk, to help take the "puppy" to him.

The hawk, crossing the river, must perform different movements, which are called by the players of the second group: crawl, jump, etc.

Approaching the "puppy", the Hawk touches him on the shoulders with his hands and quickly returns to his group. Now the “puppy” from the second group must find the one who touched him. If he guesses correctly, he leads him into the group, if not, he himself remains in the Hawk's group. The game continues, only now the second group sends its leader. The team with the most players left at the end of the game wins.

Special notes: the whole group comes up with the movements for the “puppy”, and the players must clearly execute them.

fairytale game

The purpose of the game: the development of motor, creative and communication skills, attention and dexterity.

Attributes: basket with balls, big high boots, broom, rope, umbrella.

Course of the game: the starting and finishing lines are drawn on the playing field. Players are divided into pairs, and each pair receives a task. For example, the first pair should depict Little Red Riding Hood and the "wolf". At the same time, Little Red Riding Hood, holding a basket with small balls in her hands, must, having run out of the starting line 10 seconds earlier than the "wolf", run to the finish line and return back. "Wolf" runs after her, trying to catch. The second pair should depict Ivan Tsarevich and Baba Yaga. Ivan Tsarevich jumps on one leg from the starting line to the finish line and returns back, and Baba Yaga on a broom tries to catch up with him. The third couple is Kashchei the Immortal and Vasilisa the Beautiful. Vasilisa is trying to run away from Kashchei, who can only follow her with a big side step. The fourth pair depicts a "mustang" and a "cowboy". The “horse” jumps along the distance with small jumps, and the “cowboy” tries to catch up with him and throw a lasso from the rope. The fifth pair depicts the Wizard and the baby. The kid usually runs the distance, and the Wizard tries to catch up with him by touching the magic wand.

Special notes: after running the distance, players can switch roles and continue the game.

cat and mouse

The purpose of the game: the development of motor, communication and creative abilities.

Game progress: players stand in 2 rows facing each other and join hands, forming a walkway.

In one row are "cats", in the other - "mice". The first pair starts the game: the “cat” catches the “mouse”, which quickly runs around the other “cats” and “mice”. At a dangerous moment, the "mouse" can hide in the corridor formed by the hands of the other players. As soon as the "cat" caught the "mouse", the players stand in a row. The second pair starts the game. The game continues until the "cats" catch all the "mice".

Game fragment

Special notes: during the game, the “cat” must not run into the hole. Neither "cats" nor "mice" can run far from the hole.

Let's live in peace!

Game progress: a “mouse” is selected from the players - it is a tag. The rest of the players run away from the tag all over the playing area. When the "mouse" approaches, the players can join hands in pairs, then the "mouse" cannot taunt them.

Special Notes: The "mouse" can taunt players if there are three of them. The player tagged with the "mouse" takes its place in the game.

cat and milk

The purpose of the game: the development of motor, communication skills, dexterity.

Game progress: "cat" and "hostess" are selected from the players. All players sit down, pressing their knees to their chest and wrapping their arms around them, in a circle at a distance of 0.5 m from each other. These are bowls of milk. The hostess calls the cat: "Kitty, kitty, kitty!" "Meow!" - replies "cat".

— Where did you walk?

- In the yard.

- Did you catch a mouse?

- Why?

- I want milk!

— Choose a saucer!

"Cat", bypassing the players, licks and touches everyone. The “hostess” asks: “Well, did you choose?”

The “cat” approaches the “hostess” and tells her the name of the selected player in her ear. "Mistress" says: "If you can, take it!"

The "cat" reaches the chosen "saucer" and unexpectedly pushes the player by the shoulder. If the player falls, i.e., milk spills, he is out of the game, and the "cat" again negotiates with the "mistress". If the player who is pushed by the “cat” does not lose balance, then the “cat” changes roles with him. The game starts again.

Special notes: "cat" can only push the player whom he called the "mistress".

Cats and kittens

The purpose of the game: the development of motor, communication and creative abilities.

Attributes: flat stone or plywood shield (bera), medium-sized ball.

Game progress: a flat stone or a low plywood shield is installed at one end of the playing area. A throwing line is drawn from it at a distance of 3 m. 2 teams play - "nimble kittens" and "experienced cats". 3 players - jury - "mouse". They are counting the points.

Kittens are starting. They line up behind a plywood shield at the starting line. Players-"cats" are freely located on the court against a plywood shield. The first kitty player throws a medium-sized ball up with one hand and hits it hard with a palm strike, trying to send it as far as possible to the court, where there are no “cats” players.

If the kitty player succeeds, the team gets 2 points. Cat players try to catch the ball on the fly. If the ball falls on the court, one of the “cats” players, having picked up the ball, stands on the throwing line and tries to hit the plywood shield with the ball. For hitting the target, the team receives 1 point. The ball is put into play each time by the next player from the "nimble kittens" team. When all the "kittens" serve the ball, the teams change places, and the team of "experienced cats" starts. The team with the most points wins.

Special Notes: Players take turns throwing at the shield. Only a direct hit on him counts; a ball bouncing off the ground and hitting a plywood shield is not counted.

Polite game

The purpose of the game: the development of motor, communication skills and attention.

Game progress: players stand in a circle. In its center is the leader, the cat Leopold. The leader gives various commands to the participants standing in the circle, but they must be carried out only if he adds the word “please” to the command. For example: “Please clap your hands!”, “Please turn to your neighbor on the right!”, “Please stomp your feet!” etc.

Special remarks: the player who made a mistake changes places with the leader.

mouse relay

The purpose of the game: the development of motor, communication and creative abilities.

Attributes: 20 pins.

The course of the game: all players are divided into 2 teams - "mice-norushki" and "mice-playful".

They line up in 2 parallel columns at a distance of 4-5 m from each other. A starting line is drawn in front of the columns. At a distance of 5 m from the starting line, obliquely, they put one pin each and outline them in circles with a diameter of 50 cm.

At the signal of the host, the first players of both teams run to their pins, run around them, after which they rush to the pin of their rivals and also run around it. Then they take the pin in their hands and, running in front of the teams, put the pin in another circle. Then the first players run to their teams, touch the hand of the next player, who continues the game.

The team that does everything faster wins.

Special notes: the next player enters the game only after the previous one completes all the tasks and touches him with his hand.

Cat and kittens

The purpose of the game: the development of motor, communication skills, erudition.

Game progress: a line is drawn on the playground - the street. In front of her, at a distance of 8 m, a circle is drawn - a house. A "cat" is selected from the players. She enters the house, and the rest of the players - "kittens" - approach her at 1 m. "Cat" asks:

- Kittens, guys, where have you been?

- In the garden!

— What were you doing there?

- Did you tear the flowers?

- Where are the flowers?

If the "kittens" allow a pause in the answer, the "cat" shouts: "Oh, you cheaters!" and tries to catch one of them.

Fleeing from the "cat", the "kittens" run out into the street and stand on the line, holding hands. The caught "kitten" leaves with the "cat" in the house. The game starts over. Questions may be different.

Special notes: "cat" can catch "kittens" not only after a long pause, but also if the answer sounds implausible. If the “cat” does not catch the “kitten”, then she takes the one who was last on the line into the house.

The GEF DO notes the importance of maintaining and strengthening the physical health of children, their emotional well-being. It is pointed out the need to create such an educational environment that will contribute to the formation of various motor skills in them; development of coordination, ingenuity, dexterity, accuracy, flexibility and moral and volitional qualities; mastering the ability to play by the rules; expanding knowledge about the main sports.

High mobility games

High mobility games are those in which a large group of children participate. They are built on movements such as running and jumping.

Morozko

Target: learn to run dodging, remain still, help out comrades; develop agility, speed characteristics; develop a sense of mutual support.

A leader is chosen among the children. His task is to catch as many participants in the game as possible and "freeze". After the driver catches up with the player and touches him, he must stop and freeze in place. At the same time, you need to spread your arms to the sides, making it clear that he needs help.

The rest of the players try, bypassing the driver, to run up to the “frozen” comrades and free them with their touch. Then they return to the game again.

The goal of the game is to "freeze" all the participants in the game. However, if this does not happen within 5-7 minutes, then you need to change the driver and continue the game. The teacher must ensure that each of the "frozen" children is included in the game only after the help of their comrades.

owl

Target: to teach children to quickly navigate in space, to act on a signal; develop speed, dexterity, ingenuity; expand children's knowledge about the owl, its lifestyle; cultivate attentiveness, the spirit of competition.

Among the children, one child is selected to play the role of an owl. The teacher tells the children about owls and draws their attention to the fact that these birds are inactive during the day, and fly out to hunt at night.

The rest of the participants will be mice. Minks are made for them before the start of the game. Hoops can be used as minks, spreading them in a circle, at some distance from each other. The owl is located in the center of this circle.

The teacher gives the command "Day!". At the same time, the owl crouches (falls asleep), and the mice play and run around her without fear. After the “Night!” command sounds, the owl wakes up and tries to catch up with one of the mice. Mice must have time to scatter along the minks in order to hide from the owl there. Caught players leave the circle and temporarily do not participate in the further game.

The game continues until the owl has caught all the mice. After that, a new owl is selected and the game starts again.

watch

Target: expand children's knowledge about the purpose and design of watches; learn to bounce, jump over an obstacle; develop dexterity, attentiveness; develop the skills of coordinating their movements.

First, the teacher shows the children a model of the clock, discussing its shape, the location of the numbers, the movement of the hands. After they are invited to become in a circle, like the numbers on the clock. The teacher becomes in the center and holds a rope in his hands, which will act as arrows.

During the game, the teacher spins the rope, and the children must jump over it. The one who fails to jump out of the circle and the game continues.

The teacher along the way learns the following concepts with the children: changing the length of the rope, shows the hour or minute hand; spins clockwise and against its movement.

On the hunt

Target: expand children's knowledge about hunting; develop observation, accuracy, dexterity, orientation in space, the ability to quickly change direction.

Two participants will be hunters. They stand on the edge of the playground. One gets the ball.

The rest of the players play the role of ducks, which will be "hunted". They are located in the center.

The course of the game is that the hunters throw the ball to each other, trying to hit them on the participants - ducks. Children try to dodge the ball by running from one side of the playground to the other.

If the ball touches one of the players, then he goes to the side. The game ends when all "ducks" are knocked out. After that, the roles are redistributed among the children, and the game starts anew.

Medium mobility games

The card file of outdoor games in the preparatory group for the Federal State Educational Standard includes games that involve the average activity of children. This is possible with the team organization of the game, the sequential execution of the task, more relaxed movement during the game.

Garden

Target: expand children's knowledge about vegetables; to teach to perform game actions in turn, to pass the baton; develop accuracy, skill; foster a competitive spirit.

At the preparatory stage, the teacher conducts a conversation about growing. You can ask the children to name the vegetables they know, what they look like, what they are used for. The teacher reminds that you first need to plant seeds in the ground, take care of the plants and then pick the fruits.

Children are divided into two teams, and each of them lines up in a column. Players in front of both teams receive baskets with the same set of vegetables. In front of them in a straight line there are several "holes", at the end there is a chip.

The task is as follows: run along the path, lowering one vegetable into each "hole" along the way. Then run around the chip and collect the “grown crop” on the way back. Returning to your team, pass the basket of vegetables to the next player and stand at the end of the column.

The game is competitive in nature - the team that completes the task faster will win.

bumps

Target: expand children's knowledge about the swamp; learn to jump from bump to bump; develop dexterity and balance.

Before the start of the game, two paths of bumps are created. Children are divided into two teams.

Task of the game: go through the swamp, jumping from bump to bump. You can not stumble and get off the bumps. In this case, the participant must return to the starting line and start the task again.

The game ends when all members of one team cross to the other side of the swamp. The one who does it first wins.

Checkboxes

Target: learn to navigate in space, act on a signal; develop mindfulness; expand children's knowledge of colors.

Before the game, each participant receives a badge of a certain color, and the corresponding flags are placed throughout the room. Turns on at the start of the game. While the music is playing, the children randomly walk around the room.

As soon as the music is turned off, all players must run to their flag. Children who hesitate or make a mistake with the color of the flag are determined.

  • must ensure that the participants walk around the room, and not be all the time next to the desired flag.

Hurry up to grab

Target: learn to move in a circle; develop dexterity, speed of reaction; learn to act on a signal.

Children line up in a circle, and in the center they put objects (toys, cubes, skittles). Their number must be one less than the number of players.

All participants begin to move (walk, run hopping). When the signal sounds (clap, whistle, turn off the music), everyone must take one item in their hands. The one who gets nothing is out of the game.

One item is removed and the game is played again. At the end of the game, the most dexterous participant remains.

Low mobility games

Also in the card file of outdoor games in the preparatory group contains a description of games of low mobility. These include those during which the children move quietly, and the game itself has a low intensity.

Guess by voice

Target: ; help children get to know each other better; to form the ability to compare, identify familiar sounds, identify them.

Children join hands and stand in a circle. Among them, one driver is selected. He is blindfolded and placed in the center of the circle.

All participants walk in a circle and say:

Our bun ran away,

He rolled into the woods.

Who could call him?

After these words, one of the players calls "Kolobok!". The driver must guess who will say it. If the answer is wrong, then it is given another attempt. If the correct answer is received, then the speaking player becomes the driver.

What we can show

Target: expand children's knowledge about different types of household chores, professional activities; develop creative abilities, observation.

The children are in the room. The teacher conducts a conversation about what their parents do, how the children help them. Further, he says that it will be necessary not in words, but in deeds to show how they do it.

One participant goes out the door. Children agree among themselves which action they will show. Each child must come up with a way to portray this.

After the leader returns, the children say: “We won’t tell you what we can do, but now we’ll show you.” Then each in turn imitates the desired action. The facilitator's task is to guess what is shown to him.

What changed

Target: develop attention, memory and observation; learn to analyze and compare; teach to keep order; cultivate accuracy.

The children are in the room. Among them, one participant is selected, who must go out the door. In his absence, some items change places.

You can choose this option when the item in the new place will look ridiculous. Another option: the replacement of items will not be clearly "striking". You can rearrange several items at once.

The player then returns to the room and tries to determine what has changed in the room.

Flying - not flying

Target: develop attentiveness, composure, the ability to control one's actions; learn to analyze, classify; expand children's knowledge about birds, modes of transport.

Children line up in a row. The teacher stands in front of them and explains the conditions of the game: if an object is named that can fly (both animate and inanimate), then you need to wave your hands. Otherwise, you should stand still.

  • starts saying words. At the same time, he also periodically waves his arms, trying to confuse the children. Which of the participants in the game makes a mistake - fails. At the end of the game, the most attentive child remains.

Such games include: "Edible - not edible", "Nose - floor - ceiling", "Signal".

Participation in games requires children to be accurate in completing tasks and the ability to act on command, makes it possible to show physical effort, and causes positive emotions. Thus, the physical development of children occurs in a natural form for their age.

Turkina Irina Alexandrovna
Card file of outdoor games for the preparatory group

Card file of outdoor games

preparatory group

Movable low intensity games

1. Mirror

Purpose of the game: to cultivate artistry and expressiveness of movements.

Game progress:

The players are on the court, the driver is facing them. Children are a reflection of the driver in the mirror. driving "in front of the mirror" performs various simulation actions (combs, straightens clothes, makes faces, etc.). The players simultaneously with the driver copy all his actions, trying to accurately convey not only gestures, but also facial expressions. The role of the driver can be performed by both the teacher and the child.

2. Five steps

Purpose of the game: educate quick wit and quick thinking.

Game progress:

Several players take turns. Children need to take 5 steps at a fast pace and say any name for each step without pauses and stops. (female or male depending on the task). The players who completed the task are marked. The game can be made more difficult by inviting children to name not names, but, for example, animals, fish, birds, etc.

3. Ball to a neighbor

Purpose of the game: fasten the quick pass of the ball in a circle.

Game progress:

Players line up in a circle at arm's length from each other. Two players standing on opposite sides of the circle each have the ball. On a signal, the children pass the ball in a circle in one direction, as quickly as possible, trying to make one ball catch up with the other. The player who has 2 balls loses. The game is repeated. Pass the ball to a neighboring player, do not let anyone through.

4. Gate

Purpose of the game: to consolidate walking in pairs, to educate organization and collectivism.

Game progress:

Players walk across the court in a column of two. On command "Stop!" stop, raise their clasped hands up, forming a collar. The first couple turns around, runs under the gates, becomes the last, saying "Ready!". At this signal, the children lower their hands and continue walking. The game can be made more difficult by changing the direction of the column.

Purpose of the game: develop motor memory.

Game progress:

The players are built in a circle, in the center is the teacher. He performs various movements, indicating which of them is forbidden. Children repeat all movements, except for the forbidden one. Those who repeat the forbidden movement receive penalty points. Players who have not received penalty points are marked. The forbidden movement must be changed after 4-5 repetitions.

6. Nimble fingers

Purpose of the game: to develop the ability for motor improvisation, motor resourcefulness, the ability to coordinate actions in the joint solution of motor tasks.

Game progress:

Small ones are scattered around the hall items: pieces from rubber mats, felt-tip pens, balls, plastic corks, etc. The players collect them by grabbing their toes (one object with their right foot, the other with their left foot, and pick them up.

When all the items are collected, the players sit on the floor, and each lays out some composition from what he has collected. (houses, flowers, ships, forest, etc.). It is not allowed to pick up objects from the floor with your hands.

Complication: With the right foot to collect objects in the left hand, with the left foot in the right hand.

Purpose of the game: increase the creative activity of children, awaken imagination, cheer up, the ability to manage their emotions and actions, the skills of well-coordinated activities.

Game progress:

The players stand in a circle. The first player says his name and shows any movement (turn, clap, jump, etc.). All children in chorus repeat the name and movement three times, trying to pronounce with the same intonation as the first player. Then the next child says his name and shows the movement, everyone repeats, and so on, until all the children say their names.

8. Swap places

Purpose of the game: to develop, mindfulness, the ability to manage their emotions and actions, the skills of collective and well-coordinated activities.

Game progress:

Children become in a circle. The instructor offers to change places for those children who have something the same: blond hair, white t-shirts, pets, etc. For example, an instructor He speaks: “Let those who have a bicycle switch places”. Children change places, etc. The game is played for 3-4 minutes.

9. Flies - does not fly

Purpose of the game: to develop composure, attentiveness, the ability to manage one's emotions and actions, the skills of collective and well-coordinated activity.

Game progress:

The children stand in a circle with the teacher in the center. He names animate and inanimate objects that fly or do not fly.

Naming the object, the teacher raises his hands to the sides - up. For example, He speaks: "The bird flies, the chair flies, the plane flies"- etc.

Children should raise their hands to the sides - up if a flying object is named. The game can be played while walking slowly.

10. Who has the ball?

Purpose of the game: to develop composure, attentiveness, the ability to manage their emotions and actions.

Game progress:

Children stand in a circle facing the center, hands behind their backs. In the center of the circle is the driver with his eyes closed. The leader gives a small ball to any of the players. Children begin to quietly pass the ball in a circle behind their backs. The driver, having opened his eyes, is trying to determine who has the ball, turning to player: Olya, show me your hands!. The child addressed by the driver shows his hands and again hides them behind his back. The ball cannot be kept in the hands for a long time. It is impossible for the driver to address the children in order. If the driver has determined who has the ball, that player becomes the driver.

Movable high intensity games

1. Get it fast

Purpose of the game: to teach children to walk, run in a circle, act on a signal, develop dexterity, speed.

Game progress:

Children form a circle and, at the signal of the teacher, walk or run around objects (cubes, cones, pebbles, which should be one less. On the next signal6 "Quickly take it!"- each player must take an object and raise it above his head. The one who did not have time to pick up the item is considered the loser. The game is on repeat

Purpose of the game: practice jumping.

Game progress:

The players stand in a circle. The driver, being in the middle, twists the rope with a bag at the end so that the bag flies at a height of 5-10 cm from the floor. Everyone jumps over the rope, and the one who hits it receives one penalty point, after which the game continues. The winner is the jumper who received the least number of penalty points after 8-12 circles of the rope under their feet.

3. Whose column is more likely to be built?

Purpose of the game: to teach children to move around the site in different directions, on a signal it is built in three columns in accordance with the objects in their hands. Develop attention, the ability to act on a signal, orientation in space.

Game progress:

Children are divided into three groups with the same number of players. Each subgroup chooses a certain object, for example, a bump or a pebble, etc. all children of one groups have the same subject. At different ends of the site choose places for these subgroups - stump, bush, plank, which are indicated by the same object. To the beat of a tambourine, everyone walks or runs in different directions. On signal "To the places" they run and form a column at the corresponding object.

Option 2.

The teacher gives a signal: "Stop!". Children stop, close their eyes, and the teacher at this time changes the places of objects, then gives a signal "To the places!". Children open their eyes, run to their objects and line up.

4. Tunnel

Purpose of the game: to teach children in the ability to crawl.

Game progress:

Participants stand in two columns. The first one takes a step forward, and takes an emphasis, lying bent over. The second participant crawls under the first given way (in a plastunsky way, on low all fours with support on the forearms) and takes the same position next to the first. The movement is started by the third participant, etc.

The task is performed 2-3 times in a row. The team that crawls over the landmark faster wins.

Having lined up, the teams take their starting position - the emphasis is lying on bent arms. Guides and closing are facing each other. Guides have balls in their hands. On a signal, the players do push-ups lying down and, raising the pelvis, take the position of the stop bent over. The guide with the push of two hands rolls the ball along the tunnel and lies on the floor. The trailer, having caught the ball, runs to the place of the guide. At this time, all other players bend their arms, lie down in and. n. The relay ends when the guide returns to his place.

5. Owl

Purpose of the game: to teach children to act on a signal, to run, imitating birds in all directions, to save motionless posture. Develop balance.

Game progress:

All playing birds, one child is an owl, which is located on the side of the playground. On signal "day" birds fly, flap their wings, peck grains. On signal "night" everyone stops and stands still. An owl flies out, looks out for those who move and take them to the nest, after 15-20 seconds. the signal is given again "day", an owl flies into a nest, children - birds fly around the site.

Option 2.

Two owls are selected. Take interesting poses.

6. Fifteen

Purpose of the game: to teach children to run around the site in all directions, with acceleration, to consolidate the ability to act on a signal. Develop agility and speed.

Game progress:

A leader is selected, who receives a colored bandage and becomes in the center of the site. After signal: "Catch!"- all the children scatter around the playground, and the driver tries to catch up with one of the players and knock them down. The one who was taunted by the driver steps aside. After 2-3 repetitions, the Trap changes.

Option 2.

You can not stain the one who managed to stand on one leg.

Purpose of the game: teach children to run around the playground in all directions, move blindfolded, listening to warning signals. Develop the ability to quickly move around the hall, dexterity, speed of action.

Game progress:

The driver is chosen - blind man's blind man. He stands in the middle of the room, they blindfold him, turn him around several times. Then all the children scatter around the room, and the blind man tries to catch someone. At the sight of any danger to the blind man's buff, children should warn with a word "Fire!". Having caught someone, the blind man passes his role to the one who is caught.

If the game takes place on the street, then the boundary is outlined, beyond which the players do not have the right to run. Crossing the agreed border is considered burnt and is obliged to replace the blind man's buff.

8. Catch up with your mate

Purpose of the game: teach children to run fast in a given direction, trying to catch up with their partner. Develop the ability to act on a signal, agility, speed of movement. Promote endurance.

Game progress:

Children stand in pairs on one side sites: one in front, the other 2-3 steps behind. At the signal of the teacher, the first ones quickly run across to the other side of the site, the second ones catch them - each their own pair. When the game is repeated, the children change roles.

9. Traps

Purpose of the game: teach children to run in all directions, dodging traps. Develop speed of movement, reaction, the ability to act on a signal.

Game progress:

The children are on the playground, Lovishka is in the middle of the playground. On a signal - one, two, three - catch - all the children scatter around the playground, dodging Trap. The one that Lovishka has stained steps aside.

Options: The trap cannot catch the one who managed to crouch; managed to stop and stand on one leg; stood on some elevated object.

10. Traps with tails

Purpose of the game: to teach children to run in all directions, without bumping into each other, to act quickly on a signal. Develop orientation in space, the ability to change direction.

Game progress:

Children are built in a circle, each has a colored ribbon tucked into the back of the belt. Lovishka stands in the center of the circle. On signal educator: "One, two, three - catch!" children run around the playground. The trap is trying to pull the ribbon. By signal: “One, two, three in a circle, run quickly - all the children are built in a circle”. After counting those caught, the game is repeated.

Option 2

A circle is drawn in the center stands Lovishka. On signal "One, two, three catch" the children run across the circle, and Trap tries to grab the tape.

11. Paints

Purpose of the game: teach children to run, trying not to catch up, jump on one leg, landing on the toe of a half-bent leg. Develop agility, speed of movement, the ability to change direction while running.

Game progress:

Participants of the game choose the owner and two buyers. The rest of the players are paints. Each paint comes up with a color for itself and quietly calls it to the owner. When all the paints have chosen a color for themselves and named the owner, he invites one of the buyers. Buyer knocking:

Here! Here!

Buyer.

Why did you come?

For paint.

For what?

For blue.

If there is no blue paint, the owner He speaks: “Walk along the blue path, find blue boots, wear them and bring them back!” if the buyer guessed the color of the paint, then he takes the paint for himself. There is a second buyer, the conversation with the owner is repeated. And so they come in turn and take apart the paints. The buyer with the most paint wins. The owner can come up with a task more difficult task, for example: jump on one leg on the red carpet.

Option 2.

The conversation is repeated, if the buyer has guessed the paint, the seller says how much it costs and the buyer slaps the seller on his outstretched palm so many times. With the last clap, the child depicting paint runs away and the buyer catches up with him and, having caught him, takes him to the agreed place.

12. Frogs and Heron

Purpose of the game: teach children to jump in place from a deep squat, jump over a rope located at a height of 15cm, different ways: with two legs, one, from a running start, trying not to catch the heron. Develop dexterity, speed of movement.

Game progress:

In the middle of the site, a swamp is designated, pegs -15 cm high are driven in. they hang a rope with Georgian women on them so that it does not sag. Away from the swamp is a heron. Frogs jump in the swamp, catch mosquitoes. On signal "Heron!"-she steps over the rope and starts catching frogs. They can jump out of the swamp with any way: pushing off with two legs, one leg, with a run. Caught frogs go to the heron's nest.

Stepping over the rope is considered caught, you can only jump over.

13. Don't stay on the ground

Purpose of the game: we teach children to run quickly in different directions, without bumping into each other, to climb a hill - a stump, a log, etc. We develop dexterity, speed in movements.

Game progress:

A driver is chosen who runs with all the children.

As soon as the teacher says t: "Catch!", everyone runs away from the driver and tries to climb a hill - a log, a stump, etc. If the driver manages to overpower someone, he is considered caught and steps aside. At the end of the game, the number of losers is counted and another driver is selected from those who were not caught.

14. Bear and bees

Purpose of the game: we teach children to run in different directions without bumping into each other, start moving and change it at the signal of the teacher, find their place.

Game progress:

Children are divided into two equal groups, one is bears, the rest are bees. At a distance of 3 m from the house of bees, a forest is outlined, there are bears. On the opposite side, at a distance of 8-10 m, there is a meadow. Bees are located in their house - on a hill (wall, bench, low log). At the signal of the teacher, they fly to the meadow for honey and buzz. At this time, the bears climb into the hive and feast on honey. At the signal of the teacher "The Bears!" bees fly to their hives and sting (touch) those bears who did not have time to escape into the forest. The bees then return to the hive and the game resumes. When the game is repeated, the children change roles.

15. Carp and pike

Purpose of the game: teach children to move quickly in a limited space. We develop dexterity, speed in movements.

Game progress:

One driver is a pike, the rest of the players are divided into two subgroups. One of them forms a circle - these are pebbles, the other is crucians that swim inside the circle. The pike is outside the circle. At the signal of the teacher "Pike!" a pike quickly runs into the circle and tries to catch (touch) carp. Carp rush to take a place behind one of the players and sit down - hide behind the pebbles. Carp caught by pike go beyond the circle and are counted. The game is repeated with another pike. At the end of the game, which is repeated 3-4 times, the teacher marks the pike that has caught the most carp.

16. Spider and flies

Purpose of the game: we teach children to run in different directions, not bumping into each other, to start and end the game at the signal of the teacher.

Game progress:

In one of the corners of the hall (sites) denoted by a circle the web where the spider lives (leader). The rest of the children portray flies. At the signal of the teacher, the players scatter around the hall - flies fly, buzz. The spider at this time is in the web. On signal "Spider!" flies freeze, stopping at the place where the signal was found. The spider comes out and looks. The one who moves, the spider leads into its web. The number of losers is counted, another driver is selected, and the game resumes.

17. Fishing rod

Purpose of the game: we teach children to jump in place on two legs through a rope, cord, rope. We develop dexterity, attentiveness, speed in movements.

Game progress:

The players stand in a circle, the leader is in the center. He holds a rope in his hands, at the end of which is tied a bag of sand. The teacher rotates the rope with the bag in a circle above the ground (floor), and the children jump up on two legs, trying not to touch their legs with the bag. After describing 2-3 circles with the bag, the teacher pauses, during which the number of children whose legs he bag, and the necessary instructions are given for performing jumps.The game is repeated 3-4 times.

18. Astronauts

Purpose of the game: we teach children to move quickly around the site, without touching each other, to take their places on time.

Purpose of the game:

On the floor (ground) rockets are drawn, in which 4-5 circles each are the places of astronauts. Children walk around the playground (hall) round, speaking:

Fast rockets are waiting for us

For planet walks.

Whatever we want, we'll fly to such.

But there is one secret in the game: no room for latecomers!

With the end of the words, the children scatter around the rocket launcher, and everyone tries to take a place in any of the rockets. There are two or three fewer seats in rockets than astronauts. Latecomers are considered losers. The game is repeated.

19. Centipedes

Purpose of the game: learning in a playful way to squat (in a squat, develop coordination of movement.

Game progress:

Two parallel lines are drawn on the playground at a distance of 5 - 8 m (depending on the age of the players). This is the line "start" and "finish". Depending on the number of children playing, they are divided into 2-3 teams with an equal number of players.

At the command of the teacher, the children line up in columns at the start line. Then everyone squats down and takes the player in front by the belt. This is how the command "centipedes".

At the signal of the educator, the teams begin to move to the finish line, trying not only to come first, but also not to fall. The first team to cross the line wins. "finish" in full force.

20. Wolf in the ditch

Purpose of the game: to teach children to jump over a ditch, 70-100 cm wide, from a run, trying not to be touched by a wolf. Develop dexterity, speed of movement.

Game progress:

In the middle of the site, two lines are drawn at a distance of 70-100 cm from one another, this is a moat. On one side of the site is a goat house. All playing goats are one wolf. Goats are located in the house of the wolf in the moat. At the signal of the educator - "goats in the meadow", the goats run to the opposite side of the site, jumping over the ditch, the wolf does not touch the goats, on a signal - "domroy goats", run into the house jumping over the moat. The wolf, without leaving the moat, catches the goats by touching them with his hand. Those caught go to the end of the moat. After 2-3 runs, another wolf is assigned.

21. Jump - turn around

Purpose of the game: to teach children to perform rhythmic jumps in place under the count, performing exercise: turn 360 degrees, pull your legs to your chest, wrapping your arms around them. Teach children to push off and land on both feet. Develop dexterity, vestibular apparatus. Strengthen leg muscles.

Game progress:

Children, standing freely, perform three jumps in place in the hoop (diameter1m) on the fourth high jump, at the top of the take-off, they try to pull the knees of the bent legs to the chest, clasp them with their hands, then quickly straighten the legs and land softly.

22. Be smart

Purpose of the game: to teach children to jump in a circle, jumping over sandbags and back, trying not to piss off the driver. Push off and land on both feet, on toes. Develop dexterity, speed of movement. Strengthen the arches of the feet.

Game progress:

Children stand facing in a circle, at the feet of each a bag of sand. Leading in the center of the circle. On a signal from the teacher, the children jump into the circle and back through the bags, pushing off with both legs. The driver tries to taunt the children until they jump out of the circle. After 30-40 seconds, the teacher stops the game and counts the losers. They choose a new driver from those who have never been touched by Lovishka. The bag cannot be stepped over, only jumped over, the driver can touch the one who is inside the circle, as soon as the driver moves further, the child jumps again.

23. Jump - sit down

Purpose of the game: teach children to jump over the rope with both feet, pushing off and landing on both feet, take a position in grouping crouching. Develop dexterity, attention, speed of movement.

Game progress:

Children stand in a column at a distance of one step from another. Two leaders with a rope in their hands - 1.5 m long, located to the right and left of the column. On a signal, the children carry the rope in front of the column at a height of 25-30 cm from the ground. The children in the column take turns jumping over the rope. Then, having passed the column, the drivers turn back, carrying the rope at a height of 50-60 cm. children quickly squat, taking a position groupings so that the rope does not touch them. When repeated, the leaders change.

Jump up with a push of two legs, do not step over, the one who made a mistake leaves the column for 2-3 repetitions of the game.

"Burners"

Target: teach children to run in pairs at speed, start running only after the end of the words. To develop in children the speed of movement, dexterity.

Game progress:

Children line up in pairs. A line is drawn in front of the column at a distance of 2-3 steps. Lovishka is chosen according to the counting rhyme. He stands on the line with his back to the rest of the children. All standing in pairs say:

"Burn, burn bright,

not to go out.

Look at the sky, the birds are flying

The bells are ringing.

One, two, three - run!"

With the end of the words, the children standing in the last pair run along the column (one on the right, the other on the left 0., trying to grab hands. The trap tries to catch one of the pair and join hands with him.

If the catcher managed to do this, he forms a new pair with the one caught and stands in front of the column, and the one left without a pair becomes a trap. If Trap doesn't catch, he stays in the same role.

During the pronunciation of the words, the Trap does not look back, you can catch before the players join hands.

"Traps" (with ribbons)

Target: at Teach children to run in all directions, without bumping into each other, to act quickly on a signal. Develop orientation in space, the ability to change direction.

Game progress:

Children are built in a circle, each has a colored ribbon tucked into the back of the belt. Lovishka stands in the center of the circle. At the signal of the teacher: "One, two, three - catch!" children run around the playground. The trap is trying to pull the ribbon. On a signal: "One, two, three in a circle, run quickly - all the children are built in a circle." After counting those caught, the game is repeated.

Option 2

A circle is drawn in the center stands Lovishka. At the signal “One, two, three catch,” the children run across the circle, and Trap tries to grab the tape.

"Frost - red nose"

Target: to teach children to run in loose from one side of the site to the other, dodging the trap, act on a signal, maintain a motionless posture. Develop endurance, attention. To fix the run with an overlap of the lower leg, a side gallop.

Game progress:

On opposite sides of the site, two houses are indicated, in one of them there are players. In the middle of the site, the leader becomes facing them - Frost is a red nose, he says:

“I am frost – red nose.

Which one of you decides

Set off on the path?

Children answer in chorus:

After that, they run across the site to another house, the frost catches up with them and tries to freeze them. The frozen ones stop at the place where the frost overtook them, and stand like that until the end of the run. Frost counts how many players managed to freeze at the same time, it is taken into account that the players who ran out of the house before the signal or remained after the signal are also considered frozen.

Option 2.

The game proceeds in the same way as the previous one, but there are two frosts (Frost-Red Nose and Frost-Blue Nose). Standing in the middle of the playground facing the children, they say:

We are two young brothers, I am Frost-Blue Nose.

Two distant frosts, which of you will decide

I'm Frost-Red Nose, To set off on a path?

After answer:

“We are not afraid of threats and we are not afraid of frost”

all the children run to another house, and both frosts try to freeze them.

"The kite and the mother hen"

Target: to teach children to move in a column, holding on to each other tightly, without breaking the clutch. Develop the ability to act in concert, dexterity.

Game progress:

8-10 children participate in the game, one of the players is chosen as a kite, the other as a mother hen. The rest of the children are chickens, they stand behind the hen, forming a column. Everyone hold on to each other. Aside is a kite's nest. On a signal, he flies out of the nest and tries to catch the last chick in the column. The mother hen, stretching her arms to the sides, does not allow the kite to grab the chicken. All chickens follow the movements of the kite and quickly move after the hen. The caught chick goes to the kite's nest.

Option 2.

If there are many children, you can play in two groups.

"Paints"

Target: teach children to run, trying not to catch up, jump on one leg, landing on the toe of a half-bent leg. Develop agility, speed of movement, the ability to change direction while running.

Game progress:

Participants of the game choose the owner and two buyers. The rest of the players are paints. Each paint comes up with a color for itself and quietly calls it to the owner. When all the paints have chosen a color for themselves and named the owner, he invites one of the buyers. Buyer knocks:

Here! Here!

Who's there?

Buyer.

Why did you come?

For paint.

For what?

For blue.

If there is no blue paint, the owner says: “Go along the blue path, find blue boots, wear it and bring it back!” if the buyer guessed the color of the paint, then he takes the paint for himself. There is a second buyer, the conversation with the owner is repeated. And so they come in turn and take apart the paints. The buyer with the most paint wins. The owner can come up with a task that is more difficult, for example: jump on one leg along the red carpet.

Option 2.

The conversation is repeated, if the buyer has guessed the paint, the seller says how much it costs and the buyer slaps the seller on his outstretched palm so many times. With the last clap, the child depicting paint runs away and the buyer catches up with him and, having caught him, takes him to the agreed place.

"Take it fast"

Target: teach children to walk, run in circles, act on a signal, develop dexterity, speed.

Game progress:

Children form a circle and, at the signal of the teacher, walk or run around objects (cubes, cones, pebbles), which should be one less. On the next signal6 "Quickly take it!" - each player must take an object and raise it above his head. The one who did not have time to pick up the item is considered the loser. The game is on repeat

Option 2.

Children perform dance movements, different types of running and walking. Items can be less by 3-4.

"Whose column is more likely to be built?"

Target: to teach children to move around the site in different directions, on a signal it is built in three columns in accordance with the objects in their hands. Develop attention, the ability to act on a signal, orientation in space.

Game progress:

Children are divided into three groups with the same number of players. Each subgroup chooses a certain object, such as a bump or a stone, etc. All children in the same group have the same subject. At different ends of the site, places are chosen for these subgroups - a stump, a bush, a plank, which are indicated by the same object. To the beat of a tambourine, everyone walks or runs in different directions. At the signal “To the places”, they run and line up at the corresponding object in a column.

Option 2.

The teacher gives a signal: "Stop!". The children stop, close their eyes, and the teacher at this time changes the places of the objects, then gives the signal “To the places!”. Children open their eyes, run to their objects and line up.

"Owl"

Target: to teach children to act on a signal, to run, imitating birds in all directions, to maintain a motionless posture. Develop balance.

Game progress:

All playing birds, one child is an owl, which is located on the side of the playground. At the signal "day" the birds fly away, flap their wings, peck at the grains. At the signal "night" everyone stops and stands motionless. An owl flies out, looks out for those who move and take them to the nest. after 15-20 sec. The “day” signal is given again, the owl flies to the nest, the children - birds fly around the site.

Option 2.

Two owls are selected. Take interesting poses.

"Fifteen"

Target: to teach children to run around the playground scattered, with acceleration, to consolidate the ability to act on a signal. Develop agility and speed.

Game progress:

A leader is selected, who receives a colored bandage and becomes in the center of the site. After the signal: "Catch!" - all the children scatter around the playground, and the driver tries to catch up with one of the players and knock them down. The one who was taunted by the driver steps aside. After 2-3 repetitions, the Trap changes.

Option 2.

You can not stain the one who managed to stand on one leg.

"Running in ranks"

Target: to teach children to walk in a line with different hand positions: on their shoulders, linked in front, to run away in all directions, without bumping into each other. To develop the ability to act on a signal, in coordination, dexterity, speed of movements.

Game progress:

The teams line up in ranks (at a distance of 15-20 steps), you can give them the names "Rocket" and "Sputnik". On a signal, the children of one of the teams, holding hands, go forward, trying to keep the alignment. When there are 2-3 steps left to the other line, the participants of which are sitting on the ground, the teacher gives the command: “Run!”. The children of the first line unhook their hands and run to their house, and the guys of the second line try to overpower them. Commands switch roles when repeated.

Option 2.

Each time, the children of both teams must take a certain starting position, for example: those who advance can take each other under the arms, put their hands on their shoulders, clasp them in front; those who expect rivals to approach may stand with their backs or sideways to them.

"Catch up with an opponent"

Target: teach children to run from one side of the playground to the other quickly so that other children do not piss. Develop the ability to act on a signal, speed of movement, dexterity.

Game progress:

Two lines of children are located in front of the starting lines at a distance of 5 steps from one another, a house is outlined 15-20 steps from the starting line. On a signal, everyone starts running at the same time: the children behind are trying to overpower those running in front. After counting the pissed off children change roles. When repeating, the lines change places.

Option 2.

Children run away with different types of running.

"Change of Places"

Target: to teach children to run from one side of the playground to the other in a line without bumping into each other. Develop the ability to line up smoothly, act in concert, on a signal. To fix the side canter, running with straight legs.

Game progress:

Two teams of 8-10 people line up in ranks facing each other on opposite sides of the site behind the city lines (distance 10-12m), and diverge to the width of outstretched arms. On a signal, they run towards each other, trying to be outside the opposite city as quickly as possible, then turn to face the center of the site and line up. The team that does it faster wins.

Option 2.

Run across at a lateral gallop, with straight legs.

"Collect the flags"

Target: to teach children to transfer from one side of the site to the other, trying to quickly raise the flag, hold the flags firmly, trying not to drop. To develop in children dexterity, speed of movement, coordination, attention.

Game progress:

Flags are placed on the field, the site every 8-10m. in the first row there should be two less flags than the players, in the second row there should be 2 less. Thus, if 10 children are playing, then there should be 8, 6, 4, 2, 1 flags in each row. At the signal, the children run, everyone tries to take possession of the flag in the first row. The two who fail to do so are out of the game. After the second stage, six participants remain, then 4 and finally the two strongest. The child who masters the last flag is the winner.

Complication: get to the flags by jumping forward on two legs.

"Be careful"

Target: teach children to quickly run after objects, listening to the command which of the objects to bring. Develop attention, dexterity, speed of movement.

Game progress:

There are 5-6 players on one side of the site, on the opposite side (distance 8-10m), three objects (a cube, a rattle, a flag) lie in front of each to the signal “Run!” children rush to objects. Approximately in the middle of the path, a signal follows, which of the three items to take, for example, a cube. Children take the named item and run with it to the starting line, the one who first brought the item wins, if the wrong item is taken, you need to return and replace it.

Option 2

Tell the children right away what item to bring. Run to take the item and lift it up.

"Salki - do not fall into the swamp"

Target: to teach children to run without running behind visual landmarks, with dodging. Develop dexterity, speed of movement, orientation in space.

Game progress:

On the site, sticks, cones, pebbles indicate a place where you can’t run in - a swamp (anthill, garden). Choose a trap. On a signal, he catches up with the children, trying to knock them down.

Salted by a trap out of the game.

Option 2.

The trap stands in the center of a circle drawn on the ground or laid out from a cord. Children run into the circle and run out of the circle, and Trap tries to knock down the one who does not have time to run out of the circle.

"Zhmurki"

Target: to teach children to run around the playground in all directions, to move blindfolded, listening to warning signals. Develop the ability to quickly move around the hall, dexterity, speed of action.

Game progress:

The driver is chosen - blind man's blind man. He stands in the middle of the room, they blindfold him, turn him around several times. Then all the children run around the room, and Trap tries to catch someone. At the sight of any danger to the blind man's buff, the children should warn with the word "Fire!". Having caught someone, the blind man passes his role to the one who is caught.

Option 2.

If the game takes place on the street, then the boundary is outlined, beyond which the players do not have the right to run. Crossing the agreed border is considered burnt and is obliged to replace the blind man's buff.

"Salki with a skipping rope"

Target: to teach children to run in pairs, threes around the playground, holding on to the rope, trying to taunt the children running in all directions. To develop the ability to act in concert in pairs, triples, coordination of movements, dexterity.

Game progress:

Two children take an ordinary short rope by the ends, run around the playground, trying with their free hand to taunt the rest of the children running away from them. The first one caught stands between the leaders, takes the middle of the rope with one hand and joins in catching. In order for the three drivers to be freed from their duties, each of them must catch one player.

Complication: include 2 pairs of traps in the game.

"Change subject"

Target: to teach children to quickly run across to the opposite side of the site, take an object and betray it to their friend. develop the ability to act in a team, follow the rules, dexterity, general endurance. Cultivate perseverance in achieving positive results.

Game progress:

Players stand behind the line on one side of the court, forming 4-5 columns. On the opposite side of the site opposite each column, circles with a diameter of 60-80 cm are outlined. each first in the column holds a bag of sand, a cube or other object in his hands. The same object is placed in the center of each circle. On a signal, the players run to the mugs, put an object and take another, then run back to their place and raise the brought object above their heads. The one who did it first is considered the winner. Those who came running pass objects to those standing behind them, and they themselves run to the end of the column. When everyone completes the task, the column with the most wins is marked.

Complication: run after the object with a snake between the pins without dropping the pins.

"Catch up with your couple"

Target: teach children to run fast in a given direction, trying to catch up with their pair. Develop the ability to act on a signal, agility, speed of movement. Promote endurance.

Game progress:

Children stand in pairs on one side of the playground: one in front, the other behind - retreating 2-3 steps. At the signal of the teacher, the first ones quickly run across to the other side of the site, the second ones catch them - each their own pair. When the game is repeated, the children change roles.

Option 2

Stain your pair with a ball.

"Second Extra"

Target: teach children to run quickly in a circle, getting ahead of the child. Develop attention, reaction. Raise interest in outdoor games.

Game progress.

Children stand in a circle, the distance between them should be at least 1-2 steps. Behind the circle are two drivers. One of them runs away, the other tries to catch up with him. The fleeing child, escaping from the catcher, stands in front of some child. If he ran into the circle and stood up before he was tarnished, he can no longer be salted. Now the child who turned out to be the second should run away. If Trap managed to touch the evader, then they switch roles.

Run only outside the circle, do not cross it, do not grab the children standing in the circle, do not run too long so that everyone can join the game.

Option 2.

You can stand in pairs in a circle, then the game will be called "The Third Extra".

"Simple traps"

Target: teach children to run in all directions, dodging traps. Develop speed of movement, reaction, the ability to act on a signal.

Game progress:

The children are on the playground, Lovishka is in the middle of the playground. On a signal - one, two, three - catch1 - all the children scatter around the playground, dodging the trap. The one that Lovishka has stained steps aside.

Option 2.

The trap cannot catch the one who managed to sit down.

3 option.

You can not catch someone who managed to stop and stand on one leg.

4 option.

The trap must hit the fleeing with the ball.

5 option.

It is impossible to catch those children who managed to stand on some towering object in time.

"Rope"

Target: teach children to run fast, trying to pull the rope. Develop speed and agility.

Game progress:

A rope is placed on the floor, 1 m long. flags are placed at a distance of 5-6 m from its ends. Two children stand at the ends of the rope facing their flags. At the signal: “One, two, three, run,” the children each run to their own flag, run around it, return and pull the end of the rope. The one who manages to do it first wins.

2 options:

A rope is placed under two chairs, standing back to each other, the children sit on the chairs while the music is playing, the children run around the chairs, as soon as the music stops, the children should sit on their chair and grab the end of the rope whoever did it first won.

"Relay race in pairs"

Target: to teach children to run in pairs, holding hands, trying to run to the finish line ahead of their rivals. Develop endurance and agility.

Game progress:

Children stand in 2 columns in pairs behind a line on one side of the playground. Landmarks on the opposite side. On a signal, the first couples, holding hands, run to the landmarks, run around them and return to the end of the column. That column wins, the players of which complete the task faster and do not separate their hands while running.

Complication:

children stand with their backs to each other and clasp their elbows.

"Donkey"

Target: to teach children to move around the playground, in a limited space in groups without falling. Develop imitative movements. Cultivate interest in games.

Game progress:

Children with a teacher walk around the playground. Suddenly, a donkey appears with a cart.

Educator: along the yellow path

Tsok-tsok - hooves are knocking.

The gray donkey has arrived

Do you want to ride?

All children: donkey, donkey

Here is our donkey! (They sit in the cart.)

Donkey, donkey,

Here is our donkey

Educator: we sat in the cart,

Tsok-tsok - hooves are knocking.

And as if on command

All smiled faces.

All children: donkey, donkey

Here is our donkey!

Donkey, donkey,

Here is our donkey!

We ride in the park

Tsok - tsok - hooves are knocking, the wind is jealous of us,

And the sun is sparkling.

donkey, donkey (donkey stops).

Here is our donkey!

Donkey, donkey,

Here is our donkey!

Educator: but soon long-eared

Thinking to get angry

Wheels don't turn

Hooves do not stomp.

All children: donkey, donkey

Here is our donkey!

Donkey, donkey, (get out of the cart, push it, the donkey is stubborn)

Here is our donkey!

On the sunny path That's our donkey!

We knock with heels, donkey, donkey,

Stubborn and wagon That's our donkey!

We bring it back ourselves.

Donkey, donkey The cart is made without a bottom so that the children can move themselves.

"Don't get caught"

Target: to teach children to jump over the cord on two legs forward, backward, waving their arms, pushing their legs. Develop dexterity. Strengthen the arches of the feet.

Game progress:

Children are located around the cord laid in the form of a circle. There are two drivers in the center. At the signal of the teacher, the children jump on two legs into a circle, and jump out as the traps approach. Anyone who has been tarnished receives a penalty point. After counting those caught, the traps change and the game resumes.

Complication: children jump into a circle on one leg or sideways.

"The Frogs and the Heron"

Target: teach children to jump in place from a deep squat, jump over a rope located at a height of 15 cm, in different ways: with two legs, one, from a run, trying not to catch the heron. Develop dexterity, speed of movement.

Game progress:

In the middle of the site, a swamp is designated, pegs -15 cm high are driven in. they hang a rope with Georgian women on them so that it does not sag. Away from the swamp is a heron. Frogs jump in the swamp, catch mosquitoes. At the signal "Heron!" -she steps over the rope and starts catching frogs. They can jump out of the swamp in any way: pushing off with two legs, one leg, running. Caught frogs go to the heron's nest.

Stepping over the rope is considered caught, you can only jump over.

Complication: introduce the second heron, raise the rope to a height of 20 cm.

"Don't come"

Target: teach children to jump over the stick sideways to the right, to the left. Develop a sense of rhythm, alternating jumps from right to left, attention, dexterity. Strengthen leg muscles.

Game progress:

A subgroup of children each put a stick 40 cm long on the ground and stand on their right. At the expense of the teacher and the rest of the children, they jump, shifting their legs to the right and left of the stick. The one who made a mistake - jumped not exactly under the count, stepped on a stick, out of the game.

Complication: jump alternately with each foot forward, backward.

"Wolf in the Den"

Target: to teach children to jump over a ditch, 70-100 cm wide, from a running start, trying not to touch the wolf. Develop dexterity, speed of movement.

Game progress:

In the middle of the site, two lines are drawn at a distance of 70-100 cm from one another, this is a moat. On one side of the site is a goat house. All playing goats are one wolf. Goats are located in the house of the wolf in the moat. At the signal of the educator - “goats to the meadow”, the goats run to the opposite side of the site, jumping over the ditch, the wolf does not touch the goats, at the signal - “domra goats”, they run into the house jumping over the ditch. The wolf, without leaving the moat, catches the goats by touching them with his hand. Those caught go to the end of the moat. After 2-3 runs, another wolf is assigned.

Option 2.

Enter the second wolf; make 2 ditches in each wolf; increase the width of the moat - 90-120cm.

"Jump - Turn"

Target: to teach children to perform rhythmic jumps in place under the count, completing the task: turn 360 degrees, pull your legs to your chest, wrapping your arms around them. Teach children to push off and land on both feet. Develop dexterity, vestibular apparatus. Strengthen leg muscles.

Game progress:

Children, standing freely, perform three jumps in place in a hoop (diameter 1 m) on the fourth high jump, they try to pull their knees of bent legs to their chest at the top of the take-off, clasp them with their arms, then quickly straighten their legs and land softly.

Option 2.

Instead of bending your legs, do a 360 degree turn.

"Be smart"

Target: to teach children to jump in a circle, jumping over sandbags and back, trying not to piss off the driver. Push off and land on both feet, on toes. Develop dexterity, speed of movement. Strengthen the arches of the feet.

Game progress:

Children stand facing in a circle, at the feet of each a bag of sand. Leading in the center of the circle. On a signal from the teacher, the children jump into the circle and back through the bags, pushing off with both legs. The driver tries to taunt the children until they jump out of the circle. After 30-40 seconds, the teacher stops the game and counts the losers. They choose a new driver from those who have never been touched by Lovishka.

The bag cannot be stepped over, only jumped over, the driver can touch the one who is inside the circle, as soon as the driver moves further, the child jumps again.

Option 2.

Jump on one foot in a circle, introduce another trap.

"Jump - Squat"

Target: teach children to jump over the rope with both feet, pushing off and landing on both feet, take a position in a crouching group. Develop dexterity, attention, speed of movement.

Game progress:

Children stand in a column at a distance of one step from another. Two leaders with a rope in their hands - 1.5 m long, located to the right and left of the column. On a signal, the children carry the rope in front of the column at a height of 25-30 cm from the ground. The children in the column jump over the rope one by one. Then, having passed the column, the drivers turn back, carrying the rope at a height of 50-60 cm. children quickly crouch, taking the position of the group, so that the rope does not touch them. When repeated, the leaders change.

Jump up with a push of two legs, do not step over, the one who made a mistake leaves the column for 2-3 repetitions of the game.

Complication:: lift the rope that has come out, carry it lower over the children.

"Swipe"

Target: teach children to jump in place, as high as possible, trying to hit the ball suspended 25 cm above the height of the children. Learn to land on toes with bent legs. Strengthen the arches of the feet. Develop eye, dexterity, coordination of movements.

Game progress:

A ball is suspended at a height of 25 cm above the raised arm of the child. Two children of approximately the same height stand on either side of the ball. They jump up and try to hit the ball harder. The winner is the one who more often beat the ball away from himself in the other direction. Touch the ball with both hands.

Option 2.

The task of the children is to hit the ball suspended on a rope from a high pole so that it spins around the pole.

"Penguins with a ball"

Target: teach children to jump to a visual landmark on two legs with the ball sandwiched between their knees, trying not to lose the ball, land on both feet. Develop dexterity, speed of movement, coordination.

Game progress:

Children stand in 4-5 links. Opposite each link at a distance of 5m, a landmark is a stump chip. The first in the links receive the ball. Clutching them between their knees, they jump to the object, take the ball and run around the landmark, each return to their link and pass the ball to the next.

To jump without losing the ball, the loser must again pinch the ball with their feet and start jumping from the place where the ball was lost.

Option 2

Jump with the ball to the landmark and back, play as a team.

"Drive the ice"

Purpose: to teach children to jump on one leg, trying to drive the object into a circle with the toe of the foot. Develop dexterity, the ability to calculate the power of the push.

Game progress:

A large circle is drawn on the snow with colored paint, from it in different directions there are 8-10 colored lines - rays, their length is 2.5 - 3. Children stand at the end of these lines. At the toe of the right foot of each player lies an ice floe. On a signal, bouncing on their right foot, everyone tries to quickly drive their piece of ice into a circle. Here you can stand, waiting for the rest of the players. After that, everyone drives their piece of ice back, bouncing on one leg, trying to adhere to the drawn line, and passes the piece of ice to the next. Drive an ice floe, pushing it forward

the toe of the leg on which the jumps are made.

Option 2

Drive ice with clubs.

"Bird flight"

Target: to teach children to run freely around the hall, imitating the flight of birds, jump on cubes, benches, without the help of hands, jump, landing on toes, half-bent legs. Teach children to act on a signal.

Game progress:

At one end of the hall are children - they are birds. At the other end of the hall, the climbable aids are trees.

At the signal of the teacher: “The birds are flying away!” - children, waving their arms, scatter like wings all over the hall, at the next signal: “Storm!” - children run to the hills and hide there. When the teacher says: “The storm has stopped!” the children descend from the hills and again scatter around the hall (the birds continue their flight). During the game, the educator without fail carries out the insurance of children.

Option 2.

When approaching the projectiles - trees to decompose obstacles, the children must jump over them.

"Don't step back"

Target: teach children to jump on one leg, landing on the toe of a half-bent leg. Develop coordination of movements, agility. Strengthen leg muscles.

Game progress:

Two teams compete - 5-6 children each. The first in each team move forward by jumping on one leg, the rest walk side by side. As soon as the jumper stumbles, the second child from the same team starts jumping. The team that manages to jump the longer distance wins.

Jump on one leg, standing on both legs is immediately replaced. The changer starts jumping from the place where the previous player made a mistake.

Option 2

jump either on the right or on the left leg, the main thing is not to stand on two legs.

"Jump Relay"

Target: to teach children to perform different types of jumps at speed: sideways, with the ball sandwiched between their legs, in their hands, from foot to foot, on one foot.

Game progress:

Children stand in columns and move forward with different types of jumps: from one foot to another, on two legs, with stuffed balls in their hands, sideways. At the end of the promotion, give the task - to jump up, touch the mark on the wall, the basketball hoop, the suspended ball with your hand.

Option 2.

You can combine tasks: jump in one direction on the right foot, and in the other - on the left; with the ball sandwiched between the knees, back with the lower leg.

"Magic Skipping Rope"

Target: teach children to jump rope as many times as there are syllables in a word. Strengthen the ability to divide words into syllables. Develop attention, coordination of movements.

Game progress:

Children stand in 3-4 columns, they have jump ropes in their hands. The child playing the role of the leader pronounces a word, and the columns standing in front must say how many parts are in the named word and perform as many jumps forward as there are syllables in the word. The teacher and children note the correctness of the actions performed.

The one who performed correctly goes to the other side of the site, who made a mistake, he stands at the end of the column.

Option 2

Children jump rope until they make a mistake.

Run with jump ropes together. Who will run faster to the line and not touch the rope.

"Sideways"

Target: teach children to jump, keeping a distance sideways, landing on toes with half-bent knees. Strengthen leg muscles.

Game progress:

Children stand in a column at a distance of two steps from each other. At the signal of the teacher, the children jump sideways all in one direction. Will the column survive?

Option 2.

Standing in a column, they count on the first second. On a signal, the first numbers jump sideways to the right, the second to the left.

"Bag Run"

Target: teach children to jump in a bag. Develop dexterity, speed, endurance.

Game progress:

Two - three children put spacious bags on their feet and jump to the landmark, whoever manages to overcome this distance faster wins.

Complication: there are 2 children in the bag.

"Wolves and Sheep"

Target: teach children to jump with wide strides, trying to stain the "sheep". Develop agility and speed. Strengthen leg muscles.

Game progress:

Children represent sheep, two or three of them are wolves. The wolves are hiding on one side of the site in a ravine. Sheep live on the opposite side of the lawn. They go out for a walk, scatter across the lawn, jump, sit down and nibble the grass. As soon as the teacher says: “Wolves!”, the wolves jump out of the ravine and run with wide jumps after the sheep, trying to catch them, caught, the wolves take them to their ravine.

Option 2.

Draw a ravine 80-10cm wide. The sheep must jump over the ravine, and the wolves must tie them down.

"The Fox and the Chickens"

Target: to teach children to jump off objects, landing on their toes with half-bent knees, to run in all directions without bumping. Develop dexterity, attention. Strengthen the arches of the feet.

Game progress:

Children depicting chickens stand on benches, cubes, stumps. One child is chosen by the fox, she sits in her hole. At a signal, the chickens jump off the perch and run around the yard, jumping up and down, flapping their wings, pecking at grains. At the signal of the teacher, the fox runs out of its hole and tries to catch the lingering chicken. Chickens should quickly fly up to the roost. Whoever the fox has caught, he leads to his hole.

Option 2.

The fox slowly starts to get close to the chickens, one of the children depicting a rooster notices the fox and shouts loudly: “Ku-ka-re-ku!”. At this signal, the chickens run to the roost. The rooster keeps order and flies up to the perch last. The fox catches the chicken that cannot stay on the perch or does not have time to fly up to the perch. And he takes her to a hole, but on the way she suddenly meets a hunter with a gun (teacher), frightened by a fox, releases the chicken and runs away, and the chicken returns home.

"Who is jumping"

Target: teach children to jump on two legs, landing on half-bent toes. Develop attention, speed. Strengthen the arches of the feet.

Game progress:

The children stand in a circle with the educator with them. He names animals and objects that jump and do not jump, while raising his hands up. For example, the teacher says: - the frog is jumping, the dog is jumping, the turtle is jumping, the grasshopper is jumping, etc. according to the conditions of the game, children must say “yes” and jump only if the teacher has named an animal that can really jump.

Option 2.

Jumping legs crosswise or jumps.

"Jumping around"

Target: teach children to jump on two legs in a circle, keeping their hands on their belts. Landing on toes half-bent legs. Strengthen the arches of the feet. Develop attention, the ability to act on a signal.

Game progress:

Each player lays out a circle with a diameter of 60 cm from cones, ropes, pebbles. everyone stands with their left, right side to their circle, put their hands on their belts and, at the signal of the teacher, begin to jump on two legs around their circle. At the signal: "Stop!" the children rest a little, and again begin to jump in the opposite direction.

Option 2.

All the players jump out of the circles and run around the clearing, running away from the circles. On a signal, the children run to the circles and stand in them, there should be one less circle.

"Hunters and Beasts"

Target: to teach children to throw a small ball, trying to hit the animals, to perform imitation movements, depicting forest animals. Develop dexterity, eye.

Game progress:

Children form a circle holding hands. Calculated on the first second are divided into hunters and animals. The hunters remain in their places in the circle, and the animals go to the middle of the circle. The hunters throw the ball to each other and try to hit them at the feet of the fleeing and dodging animals. The one who is hit by the ball is considered shot out of the circle. Then the players change roles.

Option 2

there can be 3-4 hunters, they are on one side of the site, on the other side of the house of animals - the forest. On a signal, the animals run away into the forest, and the hunters shoot at them from the spot. Or they can run after the animals, but not run into the forest.

"Ball Trap"

Target: to teach children to run loosely in the hall, form a circle, throw the ball at a moving target - a child. Develop the ability to act on a signal, to run without bumping into each other. Cultivate endurance.

Game progress:

Children stand in a circle, standing at arm's length from each other. One of the children becomes the center of the circle. This is the driver. At his feet are two small balls. The driver calls or makes a series of movements. Children repeat. Suddenly the teacher says "Run out of the circle!" and the children run in all directions. The driver picks up the balls and tries to hit the fleeing without leaving the place. Then, at the signal “One, two, three in a circle, run quickly,” the children again form a circle. A new driver is selected.

Option 2

after a few seconds the teacher says stop! and the children should freeze in their places. The driver aims at the one who is standing closer and throws the ball.

"Who is the most accurate"

Target: teach children to throw sandbags at a vertical target from above over their heads, trying to hit it. Develop eye, hand motor skills.

Game progress:

Children are divided into 4-5 links. A line is drawn at one side of the room, and 4-5 identical targets are placed at a distance of 3 meters from it. Children, one from each link, go to the line and throw the bag, trying to hit the target. At the end, the number of points in each link is calculated.

Option 2.

You can increase the distance of 3.5m. the target can be made from suspended hoops.

"Stop"

Target: teach children to throw the ball against the wall so that when it touches the wall, it bounces off it. Catch the ball on the fly with both hands, throw the ball, trying to tarnish the players. Develop eye, dexterity, speed of reaction.

Game progress:

Children stand in front of the wall at a distance of 4-5 steps. The driver throws the ball at the wall so that it touches the wall and bounces off it. Throwing the ball, the leader calls the one whom he appoints to catch him. The latter quickly catches the ball on the fly or picks it up from the floor. If he catches the ball, he immediately throws it against the wall and calls the new catcher, if he lifts it from the ground, then, taking it, shouts “Stop!” and when everyone stops, he stains the nearest child without leaving his seat. He, in turn, takes the ball quickly, shouts “Stop1” and stains the other, and so on until the first miss. After a miss, everyone goes back to the wall, but the right to throw and appoint the one who should catch belongs to the one who missed.

When catching the ball, everyone scatters, but as soon as the ball is caught and an exclamation is heard - stop, everyone must stop. The player who is being targeted can dodge, crouch, bend down, jump, but cannot leave the place.

"Whoever is called, he catches the ball"

Target: to teach children to catch the ball thrown up with both hands, without pressing it to the chest, throw it up, calling the name of the child. Develop the ability to act quickly. Strengthen hand motor skills.

Game progress:

Children walk or run around the playground. The teacher holds a large 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. You need to throw the ball higher in order to have time to catch it, and in the direction of the one who was named.

Option 2.

Children stand in a circle, one child throws the ball up and calls the name of the one who should catch it, all other children scatter away from the center. The one who catches the ball shouts - stop! Everyone stops. And the one who caught the ball throws the ball from the spot at the one who is closer, if he hit, he becomes the driver, if he didn’t hit, he throws the ball up.

"Throw over the bar"

Target: to teach children to kick the ball, with the foot from below, trying to throw the ball over the bar with a height of 20-30 cm, then 50-60 cm. develop eye dexterity. Cultivate interest in sports games.

Game progress:

Knocking the ball from below, the child should try to throw the ball over the bar, raised above ground level by 20cm, 60cm, 100cm.

Option 2.

With a kick, send the ball so that it rolls under the bar and does not roll out beyond the opposite line.

"School of the ball"

Target: to consolidate the ability of children to perform different actions with the ball. Develop coordination of movements, eye, dexterity.

Game progress.

  • Throw the ball up and catch it with one hand.
  • Hit the ball on the ground and catch with one hand.
  • Throw up, clap your hands and catch it with both hands.
  • Hit the wall and catch it with one hand.
  • Hit the wall, catch him with one hand after he hits the ground.
  • Hit the ball against the wall, clap your hands and catch with one hand.
  • Hit the ball against the wall so that it bounces at an angle towards a partner who must catch it.
  • Hit the ball against the wall by throwing it from behind, from behind the head, from under the foot and catch it.
  • Hit the wall turn 360 degrees and catch the ball after it hits the ground.

"The ball to the driver"

Target: teach children to throw and catch the ball with both hands, without pressing it to the chest, stomach. Develop dexterity, eye, endurance.

Game progress:

Children stand in one column at a distance from them - the leader becomes 4-5 steps. He throws the ball to the first one standing, he catches the ball and throws it back to the driver and runs to stand at the end of the column, and the second moves forward and so on until the last player. If the child does not catch, the driver throws until he catches.

Option 2.

Play the game like a competition. Children are built in two columns, and two drivers are selected.

"Kick the shuttlecock"

Target: teach children to work with a racket, knocking out a shuttlecock so that it does not fall as long as possible. Develop dexterity, endurance, eye.

Game progress:

A group of children hit the shuttlecock with a racket, trying to hit as many times as possible and not let the mind fall.

Option 2.

Invite the children to knock the shuttlecock each time to turn the racket to the other side. Or intercepting from one hand to another.

"Knock down the pin"

Target: teach children to roll the ball, trying to knock down the skittle from a distance of 1.5-2m, run after the ball, betraying other children. Develop an eye, the strength of the accuracy of the throw.

Game progress:

On one side of the hall, 3-4 circles are drawn, skittles are placed in them. At a distance of 1.5-2m, a line is drawn from them. 3-4 children come to the line and stand opposite the pins, take the ball and roll, trying to knock down the pin. Then they run, put the skittles, take the balls and bring them to the next children.

Option 2.

Throw the ball with the right, left hand, push off with the foot.

3 option.

Pins are placed behind the line in a certain order: in one row close to each other, a high pin in the middle. In one row one from the other at a small distance -5-10 cm; in a small circle, a large skittle in the center. In two rows, a large skittle between the rows; square, large in the center, etc. at a distance of 2-3 meters from the line on which the pins are located, draw 2-3 lines from which the players knock down the pins. Children, observing the order, begin to roll the balls from the nearest line. The winner is the one who knocks the most pins from the near line. He starts rolling balls from the second line. Etc.

"Pass"

Target: teach children to pass the ball to each other by rolling it on the ground with a kick. Develop an eye, the accuracy of the throw.

Game progress:

Standing opposite, the children pass the ball to each other, rolling it on the ground with a kick.

Option 2.

If the players stand a lot in a circle, the ball is passed to the person standing opposite or to a neighbor in a circle.

3 option

pass the ball in pairs between two chips with a distance of 30cm.

"Fast and accurate"

Target: teach children to throw bags at a horizontal target, in a convenient way, to run a race. Develop an eye, throw accuracy, dexterity.

Game progress:

2-4 children run for distillation, each in the hands of two bags of sand. Having reached the line, which is located at a distance of 20m from the start, the children must stop and throw the bags into circles with a diameter of 1m, drawn 3 meters from the finish line. The children should then quickly return to the start line. The winner is the one who threw the bags and quickly returned to the place.

Option 2.

Children run to the finish line, running around the skittles.

"Pass in a circle"

Target: to teach children to throw the ball with two hands standing next to it, through one. Develop dexterity, coordination of movements.

Game progress: Children stand in a circle and take turns throwing the ball with their hands. First, they pass it to the one standing nearby, and then through one.

"Bird flight"

Target: to teach children to climb the gymnastic wall, while descending without jumping off it, without missing the slats. Run scatter without bumping. Develop dexterity, courage, attention, the ability to act on a signal.

Game progress:

1 option.

A flock of birds gathers on one edge of the playground - the children stand scattered, opposite the gymnastic wall. At the signal of the teacher, they “flew”, the birds scatter around the site, spreading their wings. At the signal "storm", the birds fly to the trees - they climb the wall. When the teacher says - the storm has passed, the birds calmly descend from the trees, continue to fly.

Option 2.

birds can fly using different types of running. Instead of stairs, you can use benches, cubes.

"Monkey Catching"

Target: to learn to climb the gymnastic wall in a convenient way, going up and down, without missing the rails, to run in all directions, without bumping into each other. To develop the ability to act on a signal, imitate the actions of catchers, coordination of movements, speed of action, dexterity.

Game progress:

Children are divided into two groups - monkeys and monkey catchers. Children - monkeys are placed on one side of the site, where there are climbing aids, on the opposite side of the site there are catchers. Monkeys mimic everything they see. Taking advantage of this, the catchers want to lure the monkeys and catch them. The catchers agree on what movements they will show and show them in the middle of the court. As soon as the catchers go to the middle of the site, the monkeys climb the ladder and watch the movements of the catchers. Having made the movements, the catchers hide, and the monkeys get down and approach the place where the catchers were and repeat their movements. At the signal6 "Catchers1" - the monkeys run to the trees and climb on them. Catchers catch those who did not have time to climb a tree. And they take you away. After 2-3 repetitions, the children change roles.

Complications:

Catchers must come up with complex moves: splits, bridges, etc.

"Bears and bees"

Target: to teach children to climb the gymnastic wall, climb benches, cubes without the help of hands, jump on toes, on half-bent legs, run in all directions. Develop dexterity, courage, speed.

Game progress:

Children are divided into two equal groups, one is bees, the other is bears. On the gymnastic wall, bench, cubes there is a beehive, on the other side there is a meadow, in the direction of the bears' lair. at a prearranged signal, the bees fly out of the hive, buzz and fly to the meadow for honey. As soon as the bees fly to the meadow for honey, the bears run out of the den, climb into the hive and feast on honey. The teacher gives a signal: "Bears!" bees fly to the hives, trying to sting the bears, they run away to the den, the stung bears miss one game. After 2-3 repetitions, the children change roles.

Make sure that they get off the gymnastic wall without jumping off, without missing the rails. From the benches, jump on toes with half-bent legs.

"Bears"

Target: to teach children to walk on high all fours, to race. Develop the muscles of the back, legs, agility.

Game progress:

Children stand on the start line in pairs, on a signal, the children crawl on high all fours to the finish line.

Children in pairs compete in fast walking on high all fours - like a bear.

Complication:

Crawl across the lawn with climbing over the log.

"Pass Silently"

Target: teach children to pass through the gate or crawl silently, not to stand still. Develop the ability to move easily, on toes.

Game progress:

Several children are blindfolded. They become pairs opposite each other at arm's length. The rest of the children try one by one to pass through the gate silently, carefully crouching or crawling. At the slightest rustle, those standing at the gate raise their hands to stop the passer-by. The winner is the one who managed to safely pass through the gate.

You can't stand still, go through the gate. If those standing at the gate catch the players, they immediately put their hands down.

Complication:

Go through the gate backwards.

"Figure Walking"

Target: to teach children to perform different types of walking in accordance with the task: snake, snail, chain, holding hands. Develop the ability to navigate the site, attention.

Game progress:

At the signal of the teacher, the children walk in different types of walking.

"Snail"

children join hands and, turning to the left, follow the leader first in a circle, and then a snail, i.e. making concentric circles one inside the other. The distance between the rings of the spiral must be at least 1 m.

"Snake"

children walk in a column from one side of the playground to the other. Then they turn after the leader, go to a meeting, so several times.

"Needle and thread"

children hold hands, forming a chain. Having circled the chain around the site, the Ved stops the children, invites them to raise their hands clasped with their neighbors, forming a series of gates. The leader leads the chain further behind him in the opposite direction under the hands of the guys, bypassing in turn, one on the right, the other on the left. At the moment when a chain of children passes under the gate, the child who raised his hands to form the gate turns around and continues to walk in a chain.

"Stop"

Target: To teach children to walk around the site, performing rhythmic steps in accordance with the words of the leader, at the signal "Stop1" stop, stand still. Develop the ability to move on a signal, balance.

Game progress:

At a distance of 10-16 steps from the border of the site, a line is drawn, behind which the children stand. At the other end of the site, a circle with a diameter of 2-3 steps is outlined - the driver's place. Turning his back to the children, the driver says loudly: “Step fast, don’t yawn! stop!" to these words, everyone goes to the leader, taking a step on each word. They stop at the word “stop”, and the driver quickly looks around. The one who did not have time to stop and made an additional movement, the driver returns to the starting line. Then he turns his back again and repeats the words of the command. Children continue to move from the place where they stopped for the first time on the word stop. Those who are sent to the starting line start moving from there. The winner is the one who managed to stand in a circle to the driver, he becomes the leader.

Option 2.

The first one, who has reached the word stop leading earlier, touches him, everyone quickly runs away, the driver tries to overpower those running to the line.

"Don't Drop the Ball"

Target: teach children to walk, holding a spoon with a ball in their hands. Strengthen hand motor skills. Develop speed of movement, agility.

Game progress:

Children in turn - or at the same time 2-3 children, carry balls in spoons, trying not to drop them to the landmark - 8-9 meters.

The ball cannot be held by hand, the person who dropped it must take the ball, put it in a spoon and continue moving from the place where the ball fell.

Complication: carry the ball, overcoming an obstacle: stepping over something, go in a snake.

"Build a line, a circle, a column"

Target: to teach children to move around the site in different directions without bumping, line up in a column, line up on a signal. To consolidate the ability to build in a line, a column, finding their place to keep alignment. Develop attention.

Game progress:

Children move freely in different directions around the playground. In accordance with the signal, they try to quickly line up in a column, line, circle. It is necessary to indicate in advance where you can stand in a column or line. It is desirable to build a circle around some landmark.

You need to build up quickly, without pushing, finding your place, keep alignment in the column, line.

Option 2.

Divide the children into 3-4 subgroups, the team that completes the construction faster and better on a signal wins.

"Troika"

Target: to teach children to walk around the playground in threes, helping each other, coordinating their movements with the movements of other children, to keep the distance between the triplets. Develop an eye, orientation in space, attention.

Game progress:

Children stand in groups of three, holding hands. Between triplets the distance is not less than 1 meter. In each trio, the middle child stands facing in the direction of movement, the other two on the right side and on the left of him stand with their backs. At the signal, the threes move around the court, at the signal "Stop" they stop, change places in threes.

Complication: arrange a competition, whose top three will be the first to reach the finish line.

"Fish"

Target: to teach children to move around the playground in all directions, trying to step on the fish of another child, to move with dodging. Develop attention, speed of movement.

Game progress:

Two teams compete. Each child receives a paper fish with a 1m long thread attached to its tail. children fill the end of the thread, on the back of the belt so that the fish freely touches the floor - the fish swim. Each team has a fish of a certain color. At the signal of the teacher, everyone walks around the site, trying to step on the opponent's fish with their foot, and at the same time not to let them catch their own. Whose fish is caught is out of the game.

Complication: enter running.

"Who will climb higher on a stick"

Target: teach children sitting on the floor or on the ground, rearrange the feet up the stick, bending the knees. Strengthen the feet. Develop speed of movement, agility.

Game progress:

Children sit on the floor, each puts a stick in front of him and holds it with his hands. Then, clasping the stick, from the right to the left with the feet (fingers and heels rest against the stick), at the signal “Who is higher”, they move the feet up, bending the knees.

Hold the stick vertically, firmly resting it on the ground.

"Pull in a circle"

Target: teach children to move in a circle clockwise and counterclockwise, holding hands tightly, on a signal, pull a neighbor into a circle carefully so that he steps on a snowball. Develop strength and balance.

Game progress:

Children, holding hands, form a circle. Inside the circle, each player has a snowball in front of them. At one signal, the children go in a circle to the left (right). On another signal, the movement stops and everyone tries to draw his neighbor into the circle so that he steps on the snowball. In this case, the hands cannot be disengaged. Whoever fails to resist and steps on someone gets a penalty point. A child who scores two points is out of the game. Those who have not received a single penalty point win.

Complication: introduce running in a circle.

"Chump"

Target: to teach children to walk in a circle, holding hands tightly, trying to pull a neighbor to a chump on a signal. To develop in children attention, strength, dexterity.

Game progress:

A block (a log, a high cube) is placed in the middle of the site. Players stand in a circle, hold hands and say:

“There is a block of wood, it does not interfere with us.

Who knocks down the blockhead

Leave the circle!"

After that, everyone starts moving around the block. At the same time, everyone tries to pull their neighbors up to the block so that they dump it.

Whoever knocks down the block leaves the circle; hands cannot be released; no more than 6-8 children play.

Complication:

Move around the block in a lateral gallop.

"Gray duck"

Target: to teach children to move in a circle, on a signal to run from one circle to another, trying not to be caught by the hunter. Develop dexterity, speed of movement, attention.

Game progress:

One of the children is a hunter, another is a duck, several children are ducklings, the rest, holding hands, form a circle - a pond. In which a duck swims with ducklings. Children walk in a circle and say:

“Here a gray duck swam on the water,

Called the little kids to her,

You ducklings beware

Don't go far."

At this time, the duck and ducklings are inside the circle, the circle hunter. On the last words, the duck stands in front of the ducklings, they follow her in single file. Children lead the round dance in the other direction:

“Here the dog barked in the reeds,

Is there a hunter sitting there in the bushes?

He will catch the little kids,

Little kids - ducklings.

The circle breaks up into several small ones (3-5 children each), these are bushes in which ducklings are hiding (one or more in each). The hunter says loudly:

"One two Three!". After that, the ducklings must run from one bush to another. During the run, the hunter tries to catch them. The duck protects the ducklings: it spreads its arms to the sides, as if flapping its wings, blocking the path of the hunter.

The hunter catches only ducklings; a duckling caught by a hunter stands in a circle depicting a bush; after the count of the hunter, the ducklings should not remain in the bush where they were hiding, it is imperative to run across to another.

Option 2.

Assign 2-3 hunters.

"Walking Relays"

Target: to teach children to perform a variety of movements: walking along a narrow path, a winding path, crawling under a cord, stepping over objects at speed. Develop agility, endurance, speed of movement.

Game progress:

At the same time, several children (depending on the number of obstacle courses) overcome various obstacles (climb, crawl, step over, etc.). the winner is the child who came to the finish line first and correctly completed all the tasks.

Option 2.

Walk along a winding path (w-20cm, d-6-10m); crawl under a stretched cord or low-lying branches, step over several sticks placed on chairs.

"Obstacle Course"

Target: to teach children to overcome the obstacle course at speed, to complete tasks accurately, efficiently. To develop in children coordination of movements, dexterity, speed, the ability to pass the baton.

Game progress:

Various aids can be used as obstacles: benches, arcs, barriers, targets for throwing. The order of overcoming obstacles can be any, for example: crawl under several arcs (rails), walk along a bench (or log), run around stuffed balls (4 balls placed at a distance of 1 m from one another), jump over two lines from a place, crawl along bench, run with a small ball (or sandbag) 6-7 m and throw it at the target. Evaluated the speed and accuracy of the task.

Outdoor games

Preparatory group.

Running games

  1. Burners.
  2. Traps (with ribbons).
  3. Frost - red nose.
  4. The kite and the mother hen.
  5. Take it quickly.
  6. Whose column will be built faster.
  7. Owl.
  8. Fifteen.
  9. Run in ranks.
  10. Chase down your opponent.
  11. Change of places.
  12. Collect checkboxes.
  13. Be careful.
  14. Salki - do not fall into the swamp.
  15. Zhmurki.
  16. Skipping rope.
  17. Change subject.
  18. Get your couple.
  19. Second extra.
  20. Simple traps.
  21. Rope.
  22. Relay in pairs.
  23. Donkey.

Jump games.

  1. Don't get caught.
  2. Frogs and heron.
  3. Don't come.
  4. Wolf in the ditch.
  5. Jump - turn around.
  6. Be smart.
  7. Jump - squat.
  8. Swipe.
  9. Penguins with a ball.
  10. Drive the ice.
  11. Flight of birds.
  12. Don't step back.
  13. Jump relay.
  14. Magic jump rope.
  15. Sideways.
  16. Running in a bag.
  17. Wolves and sheep.
  18. Fox and chickens.
  19. Who is jumping.
  20. We jump around.

Throwing games.

  1. Hunters and animals.
  2. Trap with a ball.
  3. Who is the most accurate.
  4. Stop.
  5. Whoever is called, he catches the ball.
  6. Jump over the bar.
  7. Ball school.
  8. Ball to the driver.
  9. Hit the shuttlecock.
  10. Knock down the pin.
  11. Pass.
  12. Fast and accurate.
  13. Pass in a circle.

Climbing games.

  1. Flight of birds.
  2. Monkey catching.
  3. Bears and bees.
  4. Bear cubs.

Walking games.

  1. Pass silently.
  2. Figure walking.
  3. Stop.
  4. Don't drop the ball.
  5. Build a line, a circle, a column.
  6. Troika.
  7. Fish.
  8. Who will climb higher on a stick.
  9. Pull in a circle.
  10. Chump.
  11. Gray duck.
  12. Relay in walking.
  13. Obstacle course.