Outdoor games in a physical education lesson in elementary school. Games using different types of movements in gymnastics lessons. "Ran along a straight path with acceleration"

We offer several types of outdoor games and relay races, which (at the discretion of the teacher) can be included in the lesson physical culture and also use in extracurricular activities with young gymnasts. It depends on the tasks that the teacher sets for himself, on the level of preparation of students and the conditions for conducting classes. Games in gymnastics lessons are designed to enhance the attention of students, are associated with the performance of general developmental exercises. Naturally, the motor content of the games makes it possible to purposefully carry out the versatile physical training of schoolchildren by means of gymnastics.

Attention Games

"Group, watch out!"

The players stand in line half a step apart from each other, facing the leader, who gives commands and at the same time performs simple exercises. All students must do the exercises after him if the teacher pronounces the word “group” in front of the team. If he did not say this word, then those involved stand motionless. Those who violated this rule or did not comply the right command take a small step forward out of line and keep playing. The game lasts 3-4 minutes. After its completion, only the most attentive remain in the ranks. An approximate set of commands for the game is as follows: “Line up!”, “Quietly!”, “Hands forward!”, “Sit down!”, “Stand up!”, “On the spot march!”, “To the left!”, “Raise the right! » and etc.

Option 1 "Forbidden movement".

The players stand in a line or line up in a circle (semicircle). The teacher is in front of them. He names and performs a series of movements (such as charging), which all the players repeat after him. Before the start, one or two “forbidden movements” are stipulated that the players should not do (for example: “Hands on the belt”, “Forward bend”, etc.). The player who made a mistake and followed the “forbidden movement” after the teacher must take a step forward.
Whoever makes three mistakes is out of the game.

Option 2 "Forbidden movement"

"Prohibited Element". The teacher, during classes on any of the projectiles, names one or more prohibited elements that cannot be performed during work on the projectile. Distracting those involved in various tasks, the teacher from time to time offers to perform a “forbidden element”. It can be agreed that if the student made a mistake, then he performs 10 (20) push-ups in the emphasis lying on speed as a “punishment”.

"Get it by youself".

The class is divided into two teams, which are built in lines at different ends of the hall facing its middle, calculated in numerical order. The teacher calls any number. The player must quickly go to the middle of the hall and show 3 different exercises. Then a player from the other team comes out and shows 3 new exercises that are not similar to the previous ones. In the event that one of the exercises is repeated, the team is awarded 1 penalty point. The game lasts 5-6 minutes, its result is summed up by the amount of penalty points.

"Catch - do not catch."

The players sit on a bench or stand in a line. In the hands of the leader is a tennis ball. He throws the ball to one of the players, while naming some gymnastic term, for example, “flip”, “somersault”, etc. He can also name another word that is not related to gymnastics (for example, “crawl”, “pole” , “nail”: etc.) - The one to whom the ball is addressed must catch it if the term referred to refers to gymnastics and, conversely, not respond to the throw if the word has nothing to do with gymnastics. The winner is determined by the smallest number of penalty points.

"The word is the key."

The teacher, in the process of studying students on each projectile, calls the “key word”, without which none of his commands should be executed. He gives commands, necessarily using or deliberately missing the key word when giving certain orders (for example, he must say: “Attention” or “Start”, “Proceed”, “You can”, etc.). Students should carefully follow the speech and commands of the teacher. For incorrect execution of the command, the trainee receives 1 penalty point! The winner is determined after the end of classes by the smallest amount of penalty points.

"Attention, let's start!"

Students stand in lines or in two or three columns. The teacher shows exercises numbered 1, 2, 3, 4 and 5 in a certain sequence. Then he gives the command: “Exercise 3 (or any other) - start!” Students do the exercise at the same time. Whoever makes a mistake receives a penalty point. If the students stand in a line, it can be agreed that the one who performed the movement incorrectly takes a step forward. The team in the line which after 3-4 minutes. If more players survive, the winner is declared.

"Jumpers and Creepers".

Players - boys count on the first or second and move around the hall with a light run, keeping a distance of 4-5 steps. At the command of the teacher “Hands to the sides”, the first numbers stop in the position of the legs apart, and the second numbers crawl between their legs. If the teacher raised his hands up, the second numbers stop and take the stop position while bending over with support on their knees, and the first numbers jump over them with support on their backs (leapfrog), pushing off with both legs. Then the first and second numbers switch roles. The game-exercise lasts 2-3 minutes, after which the most attentive students are noted.

Games using different types of movement in gymnastics lessons

The games that are given below no longer set the task of checking the attention of those involved, as in the games described above, but include a variety of general developmental exercises associated with various types of movements.

"Gymnastic poles".

In the game, which can be called “tegging with poses”, everyone scatters around the hall, and the chosen driver catches up and tries to knock down one of the runners who did not have time to take the position of half the twine. Salted becomes the new driver and the game continues. It is possible to agree that the evaders will perform simpler gymnastic exercises - “swallows”, “herons”, etc.
In another version of the game, everyone moves freely around the hall, where gymnastic benches are placed. Running away from the driver, players can jump onto the bench. In this case, the driver must pursue another player who did not have time to jump on the projectile or hang on the gymnastic wall.

"Walkers".

To play, you need two parallel bars and mats. Two competing teams stand 5-6 m in a column one at a time in front of the bars, standing longitudinally. On a signal, the first numbers of the teams, reaching the bars, take the stop position and, rearranging their hands alternately, move to the opposite end of the projectile. Jumping, they return to their team, touching the second player who repeats the exercise with their hand, etc. The team wins, completed the task faster. However, the teacher has the right to give penalty points for falling from the projectile, spreading the legs during movement, not pulled out socks, as well as premature running out to the projectile.

"In focus on the log."

Two teams with an equal number of players stand facing each other 5 m from the ends of the balance beam. The middle of the log is marked with chalk. On command, the first numbers of each of the teams run to the log, jump into the position of support on their hands across the log and, moving their hands, begin to move to the middle. Having reached it, everyone jumps off the log and runs to his team, touching the next player with his hand and standing at the end of the column. The one who takes the baton repeats the exercise. Before the start of the game, it is explained that you need to start moving along the log from the very beginning, in case of a fall, jump again and continue moving. The team that completes the task first and with fewer mistakes wins.

"Who is stronger."

Two teams of approximately equal strength line up against the ends of the parallel bars (as in the game "Walkers"). At the signal of the teacher, the first number of teams run to the bars, take the position of emphasis on their hands and perform flexion and extension of the arms in emphasis. In this case, the angle of flexion of the arms must be at least 90 °, and the arms must be fully extended. After completing the feasible number of push-ups for each, the players jump off and run back to their columns, passing the baton to the next player. The team with the most push-ups wins.

"Go ahead, don't fall."

On the platform (floor) with two ropes (5-7 m) a corridor 2 m wide is indicated. The class is divided into two teams. One is located on the start line in the corridor, the other with inflatable (volleyballs can be) 5 m on the sides (right and left) of the corridor.
On a signal, the players of the team located in the corridor, one by one, at an arbitrary interval, perform a handstand and in the rack try to “walk” the entire length of the corridor. If the person walking on his hands falls, the players of the opposing team throw the ball at him. If they manage to hit that player, that player is out of the game. If the player manages to stand up before he is tagged with the ball, he has the right to continue moving further. Then the teams switch roles. Winners are determined by the fewest number of players eliminated from the game.

"Running on the hands."

The players are in pairs. Each pair assumes a support position lying on their hands shoulder to shoulder. Hands placed side by side are tied with a ribbon. On a signal, the couples move in the lying position to the set mark, then return in the same way. In another version, the couples are located on the start line. One takes the position of the emphasis lying, and the other takes it by the shins. On a signal, the pairs move to the set mark, and then, having switched places, return back. These game exercises can be carried out in the form of a relay race.

"Caterpillar".

The class is divided into two teams.
The players of each team take the position of the stop while sitting in a column, holding hands on the feet behind the person sitting on the team. Opponents are located in front of the start line (head player). On a signal, both "caterpillars" move forward to the mark (8-10 m), and then return back. The team that finishes first wins. A team whose players are separated during the movement is given a penalty point. For 3 penalty points, regardless of the championship at the finish line, the team is considered defeated.

"With the ball in an emphasis sitting."

The players are divided into two teams, no more than 5 people in each. Landmarks are set on the site (chairs, mats, a horse, etc.). The game is played with one inflatable ball or ball.
Moving in an emphasis while sitting on bent legs, the players of both teams try to hit the opponents' landmarks (there are no more than 3 for each team) by hitting the ball. At the same time, you can hit the ball, pass it, put it into play with your head, torso, legs. Not on the team special players; protecting landmarks, so the protection of landmarks is carried out by any of the players. The ball (ball) can be passed through the air, along the floor, it can be hit, hit, rolled, etc.
Team, 8-10 min. The game that hits more landmarks is declared the winner.

"Mill".

For the game you need a low crossbar and mats. Equal in composition, two teams of junior high school students line up perpendicular to the crossbar 5-6 m from it in parallel columns.
On a signal, the first numbers of each team, running up to the crossbar, with a swing of one and a push of the other, perform a lift with a coup at close range. Having jumped back with a 180 ° turn, they run back to their team, passing the baton by touching the hand to the second number, and they themselves stand behind. The team that completes the task first wins. You can complicate the task of the players by setting the requirement to perform 2-3 flips at close range, agreeing to perform another dismount.

"Hunting for bumps."

A gymnastic carpet or the middle of the hall, free from shells, is conditionally called a "swamp". Its shores are delineated by lines formed by a long rope that limits the site. Behind them are "hunters" with an inflatable ball. The other half of the players - "frogs" (6-10 people) are located in the "swamp" on the bumps. Kittens are gymnastic hoops(one for each frog) or gymnastic mats (one mat for two frogs).
On a signal, the hunters begin to throw the ball, trying to hit the frogs. They dodge the ball, crouching, bouncing, but not leaving their bumps. The player tagged with the ball does not leave the area, however, in this case, the hunters team scores a point. The game lasts 3 minutes, after which the opponents change places. The winner is determined by the highest number of points received.
The rules of the game forbid the hunters, throwing the ball, to cross the edge of the "shore", and the frogs to leave their "bumps". In case of violation of these rules of the game, one point is recorded for the opposing team.

"Sappers".

Teams compete in the arrangement of shells, performing exercises and cleaning shells. For example, at the first signal, you need to install a gymnastic bench at an angle to the gymnastic wall, strengthen a suspension bridge nearby, and put a gymnastic mat below. The first team to complete the task receives 10 points, the second - 8 points.
At the second signal, the players in the teams should climb the wall along the bench, cross to the bridge and perform a “depth jump”. The team gets 10 points for first place. After that, a signal is given to clean up the shells, for which 10 points are awarded to the winners.

"Get around the horse."

In front of two teams, they put on a gymnastic horse without handles. On a signal, the first team numbers jump on their horse. Everyone, being at an emphasis, must go around the horse around. Then the other team players do the same. For each fall from a horse, 1 penalty point is awarded. The team that finishes the game first and makes the fewest mistakes wins.

"Don't lose your balance."

In this game, students compete with each other without dividing into teams. Jumps are performed in turn from the height of a gymnastic horse (gymnastic box, plinth). After landing after a deep jump, the player must follow the rules:
do not leave the place, do not touch the mat with your hands. During the game, a certain sequence of jumps is established. They are selected according to the degree of increasing difficulty (for example, in a group, bending over, legs apart, bending over with a turn of 180 °, etc.). Upon reaching a pre-set jump difficulty limit, players repeat them in reverse order. The host and the players themselves determine the students who more accurately performed jumps and landed without falls and jumps.
Option 2.

The player dives into the depths with a small ball in his hand. During the flight, you need to throw a tennis ball at a target (projectile or mat) located 8-10 m from the jumper. In another case, a player performs a jump and his teammate or leader throws him a ball, which he must catch and land without losing his balance.

"Prone ball passing".

Two teams are located in columns next to each other (the distance between the players is 1.5 m). Take a sitting position on your heels. The guides in each column are given a ball. On a signal, they fall on their backs, without changing their starting position, and pass the ball to the next in the column. In the same way, the second number passes the ball to a friend from behind. The latter lies on his back, touches the floor with the ball behind his head and then passes the ball from hand to hand; player in front. The first team to finish the relay with the ball passed both ways wins.

Option 2.

Players in columns sit down one after another, but the first numbers grab the ball with their feet, lie on their backs and pass the ball to the person sitting behind. Thus, the ball reaches the last player, after which everyone turns (sitting) 180 °. The trailing player, holding the ball between his legs, also turns around and, bending back (lying on his back), passes the ball to the beginning of the column. The head player, having received the ball, turns around again (everyone does this after him) and lifts the ball up. The team that finishes passing the ball first and without errors wins.

Bridge and Cat.

The players of the two teams are located one by one at the start line. In front of them, at 5-10 m, two circles with a diameter of 1 m are designated with a rope. On a signal, the first numbers run forward and, having reached the first circle, perform a bridge. Then the second numbers rush forward, crawl under the bridge and run to the far circle, where they take the stop position while standing bent over (arching their back like a cat). Now the first number runs to the far circle and crawls under the player, who has taken the stop position, standing bent over. After that, both players, holding hands, run to their team. As soon as they cross the start line, new players run forward in turn, and those who come running stand at the end of the column. The team that finishes the game first wins.

    Game card number 1
    Name of the game: "River and Moat"
    Content: Those involved are built in the middle of the hall (platform) in a column one at a time. To the right of the column is a moat, to the left is a river. You need to swim across the river (walk, imitating the movements of a swimmer with your hands), jump over the moat. At the teacher's signal, "The ditch is on the right!" children turn to the right and jump forward. The one who jumped in the other direction is considered to have fallen into the river. They help him get out by giving a hand. Everyone returns and lines up in the middle of the hall. At the signal "River - on the right!" children turn to the left and "sail to the other side." A hand is given to the one who has fallen into the ditch, he returns to his comrades. The player with the fewest mistakes wins.

    Game card number 2
    Name of the game:"Owl"
    Content: The players are positioned randomly on the court. The "owl" is chosen. Her nest is away from the site. After the words of the teacher “The day is coming - everything comes to life”, the children walk, run, imitating the flight of birds. After the words “Night is coming - everything freezes”, the players stop in the position in which the signal caught them. The owl goes out to hunt: it takes those who have moved to its nest. The teacher says "Day ...". The owl goes to the nest, the players "come to life".

    Game card number 3
    Name of the game:"Trap in the Circle"
    Content: A circle with a diameter of 4–5 m is drawn in the middle of the site. The trainees stand in a circle. The driver (trap) is selected. He becomes the center of the circle. At the signal "One, two, three - catch!" children run across the circle. The driver must touch them without leaving the circle. The salted one is considered caught and is temporarily out of the game. After 1 - 1.5 minutes, the signal “Stop!” is given. Those caught are counted. A new driver is selected from the unsalted ones.
    Rule: You can only fish in a circle.

    Game card number 4
    Name of the game:"Trap with Ribbons"
    Content: The players stand in a circle. Each of them has a colored ribbon tied behind a belt or collar. There is a trap in the center of the circle. At the signal "Run!" children run around the playground. The trap runs after the players, trying to take a ribbon from someone. The one who has lost it temporarily steps aside. At the signal of the teacher "In the circle!" everyone runs in a circle. The trap counts the ribbons taken and returns them to the children.
    Options:"Feet off the ground". It is impossible to catch those who managed to stand on some towering object.
    "With a ball". The driver must knock down the fleeing ball.
    "With a squat." You can not catch a crouched player.

    Game card number 5
    Name of the game:"Burners"
    Content: The players become pairs one after another, holding hands. Ahead at a distance of 3 - 4 m - leading. The children say in unison:
    Burn, burn brightly so that it does not go out.
    Look at the sky, the birds are flying
    The bells are ringing,
    One, two, three - run!
    After the word "Run!" the children standing in the last pair lower their hands and run forward along the column: one on the left and the other on the right. They run forward, try to hold hands again and stand in front of the driver. He tries to catch one of the couple before the kids can meet and hold hands. If the driver manages to do this, he forms a new pair with the one caught and stands in front of the column. The one left without a pair is the driver. The game ends when all couples run once.

Features of sports games for schoolchildren aged six to fifteen years

As a rule, games of a sports nature are usually divided by the presence / absence of equipment, the number of participants, the level of specific physical fitness or intensity, as well as the territory occupied by the game, winning goals, scoring system, plot, etc. Sport games it is recommended to alternate between each other, and between the periods of the game to take a 10-minute break.

Conditional classification of games for schoolchildren

Physical games for kids school age are divided into: reaction games, which include tug games (power games), catch-up games, search games, relay (competitive), ball games (for accuracy), jumping games.

Team games for schoolchildren

"Herd"

Children are divided into 2-3 wolves, 1 stallion and several foals. All the remaining children join hands, forming a corral where the foals are. A stallion should walk around this pen and guard it. The wolves at this time should get into the circle, but if the stallion knocks down the reckless wolf, he is out of the game. The game lasts until the stallion "neutralizes" all the wolves or the wolves "drag all the foals.

Features of the game: helps to develop team feeling, speed and reaction.

The inventory is missing.

"Kangaroo"

Children should be divided into two teams of different number of members who will compete in jumping on one leg, while holding a glass of water in their outstretched hand. The child runs around the circle and passes this glass to the next participant. The team that has the fastest passing speed and the largest volume of water in a glass will win.

Features of the game (relay race): development of dexterity, coordination.

Inventory: a glass of water, flags or skittles, which indicate the distance.

"Pull-push"

The competition includes a run of 20-30 meters. Each pair of participants stands with their backs to each other, holding hands. The goal of the participants is to run to the finish line in such a position and return back. The difficulty of the game is that one player runs backwards while the other runs backwards. Play the game step by step until the winning pair is determined.

Features of the game (pair relay race): development of speed, coordination.

Inventory: flags that indicate the distance.

Sports games aimed at the personal victory of the participants

"The Frogs"

Two children are given 2 sheets of paper. After that, they will have to go through a conditional swamp along the so-called bumps. We put the first sheet at the start, the child stands on it with two legs, we lay the second sheet in front of him. Having stepped on it, the participant must shift the second sheet forward, etc. The essence of the game: to quickly get to the agreed place and return to the start. The game includes paired circles in the amount of 3-4, up to 10 minutes.

Features of the game (competitive): development of speed, coordination.

Inventory: A4 paper, flags indicating the distance.

"Crabs"

Two children, with their arms apart, should squat down, then move sideways with alternating steps. Goal: get to the conditional finish line and return back. You can complicate the task with the help of a ball, which each of the participants will roll in front of them with one hand. The game includes paired circles in the amount of 3-4x, up to 10 minutes.

Features of the game (competitive): dexterity, speed, coordination.

Inventory: tennis balls, flags that indicate the distance.

"Fishermen"

A thread (1.5 meters) is attached to each of the participants on the belt, on which balloon. Purpose of the game: to catch a lot of fish (to burst the balloons of other participants, while making sure that your opponents do not burst your balloon). The game continues until a winner is determined.

Features of the game (chasing without a driver): development of dexterity, speed, reaction.

GAMES FOR STUDENTS 1 - 2 GRADES

"WE ARE FUN GUYS"

Number of players: from 10 to 40 people.
Location: hall, playground.
Training. at a distance of 15 - 20 m two parallel lines. This is "home". The driver becomes in the center of the site, and all the rest are located behind the line of one of the "houses".

Description of the game. At the signal of the leader, the children say in chorus:
We. funny boys,
We love to run and play.
Try to catch up with us!
After the word "catch up" the players run to the opposite "house". The driver tries, having caught up with them, to touch with his hand. The stained step aside. After that, the game is repeated again.

Rules: 1) you can run across only after the word "catch up"; 2) you can’t run back over the “home” line; 3) it is possible to catch those who cross only to the line of the opposite "house".
Methodical instructions. The poem must first be learned. Drivers should be changed after 3-4 dashes. Along with the new driver, the stained ones also enter the game.
Pedagogical value games. The game contributes to the improvement of running skills with a change in direction, brings up courage, ingenuity, speed of reaction and orientation.

WOLF IN THE DITCH


Location: hall, playground.
Training. Two parallel lines are drawn in the center of the site at a distance of 60 - 80 cm from one another. On opposite sides of the hall, two "houses" are marked with lines. 1 - 2 drivers are selected - "wolves", who take a place in the "ditch". The rest of the players - "goats" - are located behind the line of one of the "houses".

Description. At a signal, the "goats" run to another "house", jumping over the "ditch" on the move. "Wolves" are trying to tarnish the jumpers. Those caught move away. After that, the run is repeated. Those who won't be caught once win.
Rules: 1) Dashing is allowed only on a signal; 2) it is impossible to step on the "moat"; 3) "wolves" do not have the right to run out of the "ditch"; 4) those who linger in front of the "ditch" must jump over it at the command of the leader, otherwise they are considered caught.

Methodical instructions. With a large number of players, dashes are carried out by several groups. The distance between the lines and the number of "wolves" in the "ditch" can be increased.
Options: 1) jump over the "moat" from a place (with a push of one and two legs); 2) after counting, the tainted ones continue to play.
The pedagogical value of the game. The game helps to improve the skills of running and long jump, develops orientation, quick wit, courage.

"TWO FROST"

The number of players; 20 - 30 people.
Location: hall, playground.
Training. On opposite sides of the hall, two "houses" are marked with two parallel lines. Two drivers - "frosts" - become in the middle of the site. The rest are located behind the "home" line.

Description. Two "frosts" but the leader's team turn to the players with the words:
We are two young brothers.
Two frosts removed:
I am the red frost.
I am frost blue nose *.
Which one of you decides
To go on a path?
The children answer:
We are not afraid of threats
And we are not afraid of frost.
* The third and fourth phrases are pronounced by the drivers in turn.

With these words, the children begin to run to the opposite "house". "Frost" stains them - "freezes". Those caught remain in the place where the “frost” touched them.
With a reverse run performed after the same command, the players try to help out the stained by touching them. "Frosts" interfere with this.
After several runs, the drivers change. Win those who were not caught.

Rules: 1) you can run across only after the words “and we are not afraid of frost”; 2) you can not return to the "home"; 3) you can not run out of the "house" to free those caught.
Methodical instructions. Words must be learned before the game starts. It is better to place the drivers one behind the other, outlining their zone of action. Assistants should be involved in judging.
The pedagogical value of the game. The game requires quick orientation, dexterity, and courage from the players. It helps to develop a sense of comradely mutual assistance, helps to improve the ability to run quickly, easily changing the speed and direction of movements.

"HARE WITHOUT A LAIR"


Location: hall, playground.
Training. Players are counted in triplets (fours or fives). Two players join hands, a “hare” becomes between them. Two drivers are selected - "hunter" and "hare". All players are evenly distributed around the court.
Description. On a signal, the "hunter" begins to catch the "hare", which runs away from him. Fleeing from persecution, the "hare" runs into someone's "house". The owner of the "house" is forced to run away from the "hunter". If the "hunter" manages to touch the evader, then they change roles.
Rules: 1) you can not run through the "house"; 2) standing in the "house" must immediately run out to make room for the "new hare"; a hesitant "hare" can be stained; 3) you can not prevent the "hare" from running into the "house".
Methodical instructions. Those standing in pairs need to be changed with those who run away, establishing the rule that it is imperative to replace the one who has come running with the players who form the "house". It should not be allowed to catch one pair of players for a long time.
Options: 1) move "houses" around the site; 2) close "houses" on a signal.
The pedagogical value of the game. The game helps to improve the speed of reaction, orientation, dexterity, brings up resourcefulness, determination.

BIRDS AND CAGE

Number of players: 20 - 30 people.
Location: hall, playground.
Training. The players are divided into two subgroups. Some, holding hands, form a circle - a "cage". Others are located on the outside of the circle. The game is best played with musical accompaniment, for which two melodies are selected.
Description. At the signal of the leader, those standing in a circle to the music begin to move in one direction. The other part of the players - "birds" - with their arms apart, moves in the opposite direction. Then the melody changes, standing in a circle stop and raise their hands up. "Birds" run in and out of the "cage". At the second signal, the music stops, those standing in a circle squat and put their hands down. Those who find themselves inside the "cage" are considered caught and become in a common circle. So the game continues until all the "birds" are caught.
Rules: 1) you can’t lower your hands (“close the cage”) before the signal; 2) those are considered caught who, at the time of the signal, have their head inside the cage; 3) during the second melody, all the “birds” must run through the cage.
Methodical instructions. The direction of movement of the players must be changed. The duration of the melody should be different. It is necessary to ensure that children do not use force during detention.
Options: 1) move in dance steps; 2) Pick up multiple tunes requiring different modes of movement.
The pedagogical value of the game. The game improves the speed of reaction, develops an ear for music, the rhythm of movements, brings up decisiveness, creative activity.

"GUESS WHO"

Number of players: 10 - 20 people.
Location: hall, corridor, playground.
Training. The players form a circle. Inside the circle becomes the leader.
Description. At the direction of the leader, the driver closes his eyes. One of the players approaches the driver, touches him and, changing his voice, calls his name. After the player returns to his place, the leader allows the driver to open his eyes and name the one who came up. If he guesses correctly, then the named player takes his place.
Rules: 1) you can not open your eyes without the permission of the leader; 2) You only need to return to your place.
Methodical instructions. The driver, who did not guess several times, must be replaced by another. You can allow the players not to pronounce the name, but to imitate animals and birds.
The pedagogical value of the game. In this game, children learn to move silently. They develop hearing, observation. The game is typical for the final part of the lesson.

ANIMAL RELAY

Number of players: 20 - 30 people.
Location: hall, playground.
Training. Players are divided into teams with an equal number of players. Each number receives the name of an animal: “lion”, “bear”, “elephant”, etc. All teams line up in a column behind the start line. At a distance of 5 - 8 m, another line is drawn.
Description. On command, the first numbers of all teams begin to move to the opposite line. At the same time, they imitate the movement of the animals they represent. Having reached the line and touched it with their hand, they return back. The one who comes first brings his team a point. After that, on command, the second numbers start running, etc.
Rules: 1) you can start moving only on the command "March!"; 2) having reached the line, you need to touch it with your hand; 3) while running, be sure to imitate the movements of the animal.
Methodical instructions. You should not choose too complicated methods of transportation. It is necessary to monitor the preservation of the order and discipline of the players. In necessary cases, it is possible to build students not in columns, but in a line. After each run, you need to announce the total score.
Option: sudden call numbers.
The pedagogical significance of the game The game promotes the development of speed, agility, strength, brings up responsibility for one's actions to the team.

RELAY WITH BALLS

Number of players: 20 - 30 people.
Place and equipment: hall; 4 - 6 balls, the same number of maces.
Training. The players are divided into four to six teams, which are located in columns behind the start line. At a distance of 4 - 6 m from the start line, a mace is placed in a circle against each team. A ball is placed in front of each team.
Description. On a signal, the first players throw or roll the ball across the floor, trying to get it into the mace. After that, they quickly run after the ball and return it to the second player. The fallen mace is placed in a circle. The second player repeats the actions of the first. For the downed mace, the team receives a point. The team that finishes the relay early (for this it gets 10 points) wins and knocks down more maces, that is, scores more points.
Rules: 1) you can only knock down a mace in the specified way; 2) when throwing, do not step over the line; 3) players must not be prevented from picking up their ball or club; 4) it is not allowed to throw the ball to the next player without reaching the start line.
The pedagogical value of the game. The game improves throwing skills, develops dexterity and accuracy of movement.

"STOP!"


Place and inventory: hall, playground; small ball.
Training. The driver receives the ball and stands inside the circle. The rest of the players stand in a circle and are calculated in numerical order.
Description. At the signal of the leader, the driver throws the ball to the floor and calls any number. The called player runs into the circle and tries to catch the ball. At this time, the rest of the players scatter around the court. Having caught the ball, the player shouts: "Stop!". Everyone stops at the place where the team found them. The driver throws the ball at one of the players who can dodge the ball without moving. If the ball hits a player, then a penalty point is given to him and the game starts again. If the throw is unsuccessful, then the driver runs after the ball and, having caught it, commands again: “Stop!”.
Rules: 1) it is not allowed to leave the place after the command “Stop!”; 2) Don't throw the ball hard.
Methodical instructions. After an unsuccessful throw by the driver, all players must return to their places in the circle. It is not allowed to hide behind each other and in any shelters The game is played up to a certain number of penalty points
Options: 1) give each player the number or name of the animal; the driver, throwing the ball, must correctly name this player; 2) include the rule of "receiving the ball" from the driver. The player receiving the ball. becomes a leader. These options are suitable for children of older age groups.
The pedagogical value of the game. The game helps to consolidate the skills of catching and throwing a small ball, contributes to the development of speed of reaction, orientation, the ability to quickly switch from one action to another.

GAMES FOR STUDENTS 3rd - 4th GRADES

"DAY AND NIGHT"

Number of players: 20 - 30 people.
Location: hall, playground.
Training. In the middle of the site, two parallel lines are outlined. All players are divided into two teams, which are located along the line opposite each other. Behind them, two or three meters from the wall, lines of "houses" are drawn. One team gets the name "day", the other - "night".
Description. The leader calls one of the teams. The named team catches the players of the other team, who, turning around, run away to their "home". After counting the stained teams, they return to their places, and the game is repeated again. The team that catches the most players wins.
Rules: 1) start running only on command; 2) to catch those who run away only to the line of "home"; 3) you can not run away from the pursuers by changing the direction of the run.
Methodical instructions. You need to call commands unexpectedly. Assistants should be involved in judging.
Options: 1) use different starting positions for the players; 2) offer the players to perform various tasks - exercises.
Pedagogical value. The game improves the speed of reaction to auditory signals.

"CALL"


Location: hall, playground.
Training. On opposite sides of the site, lines of "houses" are drawn. The players are divided into two teams, which are located behind the lines in one line.
Description. By appointment of the captain of one of the teams, one of the players runs to the “house” of the “opponent”. Participants stretch their arms forward, turning their palms up. The running player touches the palms of one or the other three times. three different playing. After the third touch, the player runs to his "home", and the participant called by him tries to catch him. If he fails, then he stands behind the player who called him, and in case of success, the escaping player goes into "captivity" to the other team. After that, the captain of the opposing team appoints his player to take out the "opponent". The team with the most captured players wins.
Rules: 1) you can not start running until the third touch;
2) you can only fish up to the “home” line; 3) the caught one goes to the opposite side and becomes the “prisoner” of the player who called him; 4) the "prisoner" can be rescued.
Methodical instructions. Captains should not be allowed to send out the same n players in a row to challenge. The game must be played without long pauses, requiring quick action from the players.
Pedagogical value. The game contributes to the education of reaction speed, running speed, courage and mutual assistance.

carp and pike

Number of players: 30 - 40 people.
Location: playground, hall.
Training. On opposite sides of the site, two lines of "carp houses" are drawn. The driver - "pike" - becomes in the middle of the site, the rest of the players - "carp" - are located in one of the houses.
Description. At the command of the leader, the "carp" begin to run to the opposite "house". "Pike" is trying to catch them. The stained step aside, and then, when there are 5-6 of them, they join hands and form a "network". "Pike" becomes behind the "net". Now, when crossing, "carp" are required to run through the "network". Those caught later form a circle - “basket”, and then - “top”, becoming in two lines facing each other. The one who is caught last wins.
Rules: 1) running across is allowed only on command;
2) "carp" are obliged to run through all the "nets" of "fishermen";
3) the players forming the "net" should not interfere with the running "carp"; 4) "pike" cannot run into the "net" (players can catch it).
Methodical instructions. With a large number of players, there can be two drivers. Participants should be encouraged to take active, decisive action.
Pedagogical value. The game contributes to the education of speed, dexterity, orientation, courage, collective action.

"RACE OF BALLS IN A CIRCLE"

Number of players: 20 - 30 people.
Place and inventory: hall, playground; two big balls.
Training. The players form a circle and count on the 1st - 2nd. The first numbers make up one team, the second - another. The guides of both teams - the captains - are given a basketball or volleyball each.
Description. On a signal, the captains pass the ball to the nearest players of their team. Moreover, it is predetermined that one team passes the ball clockwise, and the other - in the opposite direction. The ball is passed to each player in turn and returned to the captain. The team that manages to pass the ball a certain number of times in a circle wins.
Rules: 1) the ball can only be passed through one player; 2) you can not leave your place; 3) the fallen ball must be caught and, returning to its place, pass it to the next player.
Methodical instructions. If there are many players, then several circles are formed. Each circle must have its own judge. The ball should only be passed in a certain way.
Options: 1) transfers to perform in a sitting position;
2) before the start of the game, give the balls to the players who are on opposite sides of the circle; 3) pass the ball to both teams in one direction. The game ends when one ball catches up with the second.
Pedagogical value. In the game, the skills of catching and passing the ball are improved, the speed of reaction and orientation develops, and a sense of collectivism is brought up.

"SHOOT"

Number of players: 20 - 25 people.
Training. The players are divided into two teams. The site is divided by a line into two halves. On opposite sides of the site, two lines are drawn 2–3 m from the wall of the hall. All players are located inside the field, each team is on its side.
Description. One of the teams gets the ball by lot. On a signal, the players of this team begin to stain the players located on the opposite side of the court with the ball. The players of this team do not leave the field, they try to avoid being hit by the ball. The ball that bounced off the court or the player, they catch and, in turn, begin to stain the "opponent". The tainted player is out of the game. The team that manages to quickly knock out the players of the opposite team wins.
Rules: 1) a player is considered to be tarnished, in which the ball hits from the fly; 2) you can not step over the lines of the site;
3) it is allowed to catch the ball, but if the ball is not caught, the player is considered to be spotted; 4) you can’t run with the ball in your hands (you can move freely without the ball).
Methodical instructions. Each team should appoint a captain. The length of the field should not be too large, as this will complicate the actions of the players. It is better to determine the methods of throws in advance and seek their use. Do not throw the ball hard, do not aim at the head of the fleeing.
Options: 1) the spotted are taken prisoner between two lines on the side of the enemy. They can be rescued by throwing the ball to them; 2) allow throws at players only from two or three points on the middle line. Players at these points can pass the ball.
Pedagogical value Game - a typical example team games where a high level of coordination among participants is required. It contributes to the consolidation and improvement of skills in throwing the ball, the development of speed, orientation and reaction, the development of collectivism and mutual assistance.

FORTIFICATION PROTECTION

Number of players: 12 - 15 people.
Place and inventory: hall, playground; big ball, three gymnastic sticks.
Training. A circle is drawn in the center of the hall. The players are evenly spaced behind his line. In the center of the circle, a “fortification” is installed - three connected sticks. The driver is selected, who becomes next to the "strengthening".
Description. On a signal, the players try to hit the ball into the "fortification". The driver prevents this. The player who hits the target changes place with the driver.
Rules. 1) throw the ball without going beyond the circle line; 2) the driver does not have the right to hold the reinforcement with his hands; 3) change the driver only after the "fortification" is knocked down (or the defender himself drops it).
Methodical instructions. The distance between the reinforcement and the throwers should be adjusted according to the abilities of the students. It is necessary to stimulate collective action in every possible way, giving preference to passing the ball.
Options: 1) instead of “strengthening”, put several maces in a circle, which the driver has the right to set again after a fall; 2) to the driver to protect the player who enters the non-circle.
Pedagogical value The game helps to improve the skills of throwing, catching and passing the ball, brings up courage, quickness of orientation and decision.

"DO NOT GIVE THE BALL TO THE LEADER"

Number of players: up to 10 people.
Training. The players form a circle with a diameter of 8 - 10 m. 2 - 3 drivers become in the center of the circle. One of those standing in a circle is given a ball.
Description. On a signal, the players begin to pass the ball to each other. Drivers try to intercept the ball or touch it. If they succeed, then the player who made the mistake takes the place of the driver, who moves into the circle.
Rules: 1) the driver has the right to touch the ball not only in the air, but also in the hands of the players; 2) you can not run with the ball in your hands; 3) it is not allowed to throw the ball over the head of the drivers.
Methodical instructions. It is necessary to draw the attention of the players to the importance of using distracting movements with the ball and the coordination of the actions of the drivers. To teach the players to keep their place, you can arrange them in a drawn circle.
Pedagogical value. The game is one of the preparatory for basketball, handball. In it, students master the skills of technology and tactics of these games.

"FIGHT OF COCKS"

Number of players: 20 - 40 people.
Place; hall, playground.
Training. Players are divided into pairs according to their abilities. In each pair, the players stand opposite each other on one leg, bending the other leg, hands behind their backs.
Description. On a signal, the players seek to unbalance the “opponent” with a push of the shoulder, forcing him to stand on two legs. One point is awarded for each successful attempt. The one with the most points wins.
Rules: 1) you can not push with your hands; 2) you can not change the leg without a command.
Methodical instructions. The playing field must be level, without holes or potholes. Crowding of players in the hall should not be allowed, which can lead to injury.
Pedagogical value. The game is used mainly in the introductory part of the lesson. It contributes to the development / strength, agility, speed of reaction.

"CLASS, QUIETLY!"

Number of players: 30 - 40 people.
Places o: hall, playground.
Training. The players line up in one line.
Description. The leader gives various commands. It is necessary to fulfill those of them, before which the word "class" will be said. Those who make mistakes take a step forward, but continue to play. At the end of the game, the most inattentive are marked.
Rule: The player who did not execute the command with a preliminary word, as well as the one who executes the command without a preliminary word, take a step forward.
Methodical instructions. You need to pause between successive commands. The game does not have to be played standing still.
Pedagogical value. The game helps to learn combat commands and rebuilding, brings up attention and speed of reaction.

GAMES FOR 5TH-8TH GRADE STUDENTS

"FIGHT IN SQUARE"

Number of players: 20 - 30 people.
Location: hall, playground.
Training. Three squares are drawn in the middle of the hall.
one measuring 10X10 m and two 5X5 m. All players stand in a large square.
Description. At the signal, the fight begins. Everyone strives to stay in the big square. Those who are behind the lines go to the next square. After a certain time, at the signal of the leader, the fight stops. Those who have passed to the next square are preparing to continue the struggle there. Those who manage to stay in the big square win.
Rules: 1) during the fight it is allowed to grab the "opponent" only by the arms and torso; 2) you can not attack the player from behind; 3) the one who crosses the limiting lines with both feet is considered to be out.
Methodical instructions. The game is recommended for boys only. The time of struggle must be strictly dosed (no more than 1 min.). This is followed by a break for explanations and transitions. Each square must have its own judge. It is necessary to demand from the players a fair fight, excluding an attack from behind and two against one.
Option: alternately call one or two pairs into the square. For a win in a pair, the team receives a point.

OVERCOMING OBSTACLES RELAY

Number of players: 20 - 30 people.
Location: hall, playground.
Training. At 3 - 4 m from the steppe, two parallel lines are drawn on opposite sides of the hall. An inverted gymnastic bench is installed in the middle, a gymnastic horse and a goat are placed 5-6 m from the lines.
The players are divided into 2 teams, which, in turn, are divided into two halves. One part of the team is located on one half of the hall, the other is opposite it (Fig. 2).
Description. On a signal, the guide columns located on one of the sides begin to run towards the opposite column. On the way, they jump over a goat, run along a rail, a gymnastic bench, crawl under a horse. Then the guides touch the next player on the start line, who repeats their entire path, and they themselves become the last in the column. The game may end when all players switch sides or return to their places.
Rules: 1) you can start running only after touching the next player; 2) for violation of the method of overcoming obstacles, players are penalized with points.
Methodical instructions. When distributing players among teams, their strengths must be taken into account. Assistants should be involved in refereeing, who would count the penalty points. You can pre-determine the amount of points for the winner, from which to subtract penalty points in the future.
Pedagogical value. The game improves the skills of overcoming various obstacles, develops dexterity, a sense of balance, coordination of movements, brings up responsibility for one's actions to the team.

"SHUTTLE"

Number of players: 20 - 30 people.
Location: hall, playground.
Training. A line of 3 - 4 m is drawn in the center of the hall. The players, divided into two teams, are located in two opposite lines. Team captains determine by lot which team to start the game (Fig. 3).
Description. The player appointed by the captain from the starting line jumps forward. At the landing site on his heels, the judge draws a line. From this line, a player of the other team jumps in the opposite direction. And so the game continues until all the participants jump. The team whose last player jumps over the starting line wins. After that, the teams switch roles.
Rules: 1) when jumping, you cannot step on the line; 2) the mark of the length of the jump is made at the closest touch to the start line; 3) everyone has the right to jump no more than once.
Methodical instructions. The game is best played on soft ground. When playing in the hall, you can use mats. Before the game begins, it is useful to repeat the technique of jumping from a place. To avoid disputes, it is advisable to make accurate measurements using a tape measure, meter, etc.
Pedagogical value. The game improves the skill of the long jump from a place. At the same time, strength, jumping ability develop, concentration, perseverance, and responsibility for one's actions are brought up.

"CITY BY CITY"

Number of players: 20 - 30 people.
Place and inventory: hall, playground; bast shoes and a small ball.
Preparation In the immediate vicinity of the wall of the hall, a line of the "city" is drawn. In the rest of the field, 3-4 circles with a diameter of 1-2 m are planned.
The players are divided into two teams. By lot, one team gets the right to play in the "city" and stands behind the line, and the other is located under the "city", in the rest of the court (but not in circles). Each team chooses a captain (Fig. 4).
Description. The captain of the team playing in the field takes the ball and, standing in the "city", throws the ball in front of him. The player of the other team hits the ball with a bast shoe.
After that, the puncher runs out of the "city" to the first station and, if given the opportunity, runs into the remaining stations and returns. For this, the team is awarded a point.
After the hit, the players in the field try to catch the flying ball. If they succeed, the teams switch roles. If it is impossible to catch the ball, then the players try to stain the running player with the ball. The game continues until the allotted time runs out or a certain number of points are scored. The team with the most points wins.
Rules: 1) you can run across only when the ball is in the field; 2) each player has the right to serve one ball, the captain can serve three times; 3) a player who is hit by the ball during a run can take the ball and immediately spot the players of the opposing team; 4) hitting the ball and catching the "candle" give the right to go to the "city". The change is also carried out if the team in the "city" has no one to serve the ball.
Methodical instructions. In the game, it is mandatory to use assistants - score counters. It is necessary to draw the attention of team captains to the correct placement of participants, depending on their capabilities.
Pedagogical value. This game is one of the variants of the widespread game of bast shoes. Its value lies in the active impact on the entire motor apparatus of those involved. The game strengthens the skills of running, throwing and catching the ball, improves speed, accuracy and dexterity of movements, brings up a sense of camaraderie and collectivism.

"CROSSING"

Number of players: 20 - 30 people.
Place and equipment: hall; gymnastic equipment, stuffed balls.
Training. On opposite sides of the hall, the lines of the "city" are drawn. The players are divided into teams of 6-8 people. Captains are chosen. Each team takes a place in the "city" and receives at its disposal the same means of crossing - benches, stuffed balls, etc.
Description. On a signal, all teams begin crossing to the opposite "river bank". To do this, they use the shells they have. When moving, do not touch the floor. The team that solves this problem faster and with fewer losses wins.
Rules: 1) touching the floor is out of the game; 2) when crossing, everyone can help each other (except those who left the game).
Methodical instructions. Before the start of the game, you need to give the teams time to think about their plan of action. The inventory chosen for the game should not be too heavy and bulky. Each team has its own referee. In some cases, assistants can be appointed to insure the players.
Those who are eliminated from the game take their place in advance. They should not interfere with the game with their tips.
Pedagogical value. This "quest" type game is very useful. It contributes to the development of creative initiative, ingenuity, mutual assistance, collectivism of the players, and also improves balance, accuracy of movements and strengthens strength.

RELAY WITH BASKETBALL ELEMENTS

Number of players: 30 - 40 people.
Place and inventory: hall, playground; several basketballs.
Training. The players are divided into several teams and are located in columns on opposite sides of the site. Each team receives the ball (fig. 5).
Description. On command, the guides quickly lead the ball to the opposite shield and throw it into the ring. Having picked up the bounced ball, they lead it back and pass it to the next participant, and they themselves stand behind the last player in the column. The team that finishes the relay first and scores the most points wins.
Rules: 1) dribble starts only from the court line; 2) a point is counted for hitting the ball into the ring; 3) a penalty point is assigned for violation of the rules of dribbling and movement with the ball.
Methodical instructions. The relay race can be used in the study of dribbling and throwing the ball into the ring. Those who throw the ball into the ring can be allowed several attempts. Each team must be supervised by a judge - scorer. The way of passing and throwing the ball must be determined.
Pedagogical value. The relay helps to consolidate the skills of catching, passing, dribbling and throwing the ball into the ring.

"FIGHT FOR THE BALL"

Number of players: about 20 people.
Place and inventory: hall, playground; big ball.
Training. For the game, the markings of the basketball field are used. The players are divided into two teams. Each team wears a jersey or headband of the same color.
Description. At the signal of the leader, the team captains play the ball. The team in possession of the ball tries to keep the ball and make as many passes as possible. The other team is trying to take the ball away and prevent many passes from being made. Having mastered the ball, this team, in turn, tries to keep the ball in their hands. The game continues for a certain time or until a specified number of points. The team with the most points wins.
Rules: 1) it is not allowed to take more than 3 steps with the ball and step over the court lines; 2) players must not be held by hands, pushed, etc.; 3) the intercepted ball is put into play from behind the lines; 4) you cannot pass the ball between the same players more than twice; 5) with each new transfer, the team captain is obliged to name the score.
Methodical instructions. With a large number of players, you need to create four teams playing in their own halves of the field. Assistants judge the game, and the head monitors the score and time of the game. When organizing the actions of the players, it is important to draw their attention to the right game in a defense based on keeping one specific player.
Pedagogical value. The game is preparatory to basketball and handball. Students learn the technical and tactical elements of these sports games.

GAMES FOR STUDENTS 9 - 10 GRADES

"CIRCLE RELAY"

Number of players: 15 - 20 people.
Location: hall, playground.
Training. In the middle of the site, a corridor 5 - 6 m wide is planned. At a distance of 8 - 10 m from the corridor, four racks for players are installed. Teams are located in columns opposite each other (Fig. 6).
Description. At the signal of the leader, the guides of both teams take a place on the start line. At the command "March!" they start running to the counter, run around it and head in the opposite direction. Having rounded the second rack, they run into the corridor, where they pass the baton to the next participant. The team that finishes the run first wins.
Rules: 1) pass the baton only in the corridor; 2) you can not hold on to the turns on the racks and interfere with the running participant.
Methodical instructions. It is necessary to monitor the correct transfer of the baton. The direction of the players should be changed.
Pedagogical value. In the game, special athletics skills are improved (transmission of the baton and distance running), strength and speed are developed, orientation and accuracy of movements are brought up.

"PURSUANT"

Number of players: 15 - 20 people.
Location: hall, playground.
Training. The players are divided into several teams, each of which lines up in a column. The starting points for each team are marked on the site (Fig. 7).
Description. On command, the guides of each team start running in a clockwise direction. And everyone is trying to catch up and tarnish ahead of the running one. Having run around the circle, the guides touch the next participants, who continue the competition. The team whose player is the first to catch up ahead of the running "rival" wins.
Rules: 1) do not start running before touching; 2) you can not interfere with the running players of other teams; 3) when running, strictly observe the marking of the distance.
Methodical instructions. It is better to mark the path of the players with the help of some objects (racks, stuffed balls). In anticipation of the start, the next participant must be located behind the second line. If the forces of the teams are equal and it is not possible to catch up with anyone, then the game should be interrupted, making a pause for rest.
Pedagogical value. The game contributes to the improvement of running speed and endurance, brings up responsibility to the team for their actions.

tug of war

Number of players: 20 - 30 people,
Place and inventory: hall, playground; rope.
Training. In the middle of the hall, a start line and two finish lines are drawn, 1 - 2 m apart from the start line.
The players are divided into two teams in strict accordance with their strength and capabilities (Fig. 8).
Description, The players take the rope and become caught on both sides of the start line. Moreover, the mark on the rope is strictly on the start line. On command, the players try to pull the "opponents" to their side. The team wins, which during the "time" of the game will be able to pull the "opponent" more times.
Rules: 1) pull only at the command of the leader; 2) the game stops as soon as the mark on the rope crosses the finish line of one of the teams; 3) you can not abruptly let go of the rope at the moment of pulling.
Methodical instructions. Of great importance is the selection of teams and the appointment of a good captain who would correctly place the participants. Players must wear sports shoes. After each attempt, you need to take a short pause to perform several relaxation exercises.
Pedagogical value. The game promotes the development of strength, strengthens the feeling of camaraderie and collectivism. It can be carried out both in training sessions and during recess, sports holidays, etc.

"LAPTA OF VOLLEYBALL PLAYERS"

Number of players: 12 - 20 people.
Place and inventory: hall, playground; volleyball.
Training. The players are divided into two equal teams, one of which becomes the server, the other - the receiver. Both teams are located on opposite sides of the volleyball courts (Fig. 9). On a signal, the first player serves the ball in the agreed way to the side of the opponent, and he quickly runs around the court and returns to his place. Players of the opposite team receive the ball and play among themselves, trying to make as many accurate ball passes as possible during the run of the player who served the ball. As soon as he returns to his place, the rally of the ball stops and the ball is passed to the next player to serve. This continues until all players on the serving team have crossed. After that, the amount of points awarded for each pass is calculated, and the teams change roles. The team whose players manage to score more points wins.
Rules: 1) serve the ball only on a signal; 2) a running player does not have the right to run into the court and, to change direction, grab the players of the opposite team, touch the ball; 3) two attempts are given to perform the service. If after the second attempt the ball is not served correctly, then the opposite team is awarded 5 - 10 points; 4) when passing, the ball cannot be re-passed to the same players; the ball should be sent to another player each time; 5) the rally of the ball is terminated after the completion of the run, after the ball falls to the floor and after a technical error made when passing the ball.
Methodical instructions. The game can be used after students master the technique of serving and passing the ball. You can play not only on the volleyball court, but also in an unequipped room. To play the game, it is necessary to allocate a score counter. The method of serving and passing the ball must be determined in advance.
Pedagogical value. The game helps to consolidate and improve the technical methods of playing volleyball, promotes the development of speed of action and speed of running, educates, composure and responsibility to the team for their actions.

JUMPERS

Number of players: 20 - 40 people.
Place and inventory: hall, playground; racks and straps for jumping.
Training. Two teams are created from the players, the players of which have differences in form. Teams line up in front of the jumping area (Fig. 10).
Description. On a signal, the first participants from each team start jumping. They must clear a set height in order to participate in a further competition. Each performs two attempts in the general stream. If in one of the attempts the height is taken, the participant continues the competition.
When performing a jump, points are awarded for the correct repulsion and landing. For repulsion from the line "3" - 3 points, from the line "2" - 2 points, from the line "1" - one (in accordance with the markings). The same for landing. In the best case, a participant can get 6 points for a jump. The game is played either until the agreed amount of points scored, or until the largest number of remaining participants is determined.
Rules: 1) all jumps are performed in a certain way, on a signal; 2) those who did not take the height are eliminated from the competition.
Methodical instructions. It is necessary to clearly mark the places of repulsion and landing. The next jump should be performed only after the complete preparation of the competition site. Several people are involved in judging: scorers, judges at the lines, at the bar and in the jumping pit.
Pedagogical value. The main purpose of this game is to consolidate the skills of athletics high jumps, to develop the ability to compete and help the team achieve victory.

"GATE PROTECTION"

Number of players: 26 people.
Place and inventory: hall, playground; jumping racks, handball ball.
Training. A circle with a radius of 6 m is drawn in the center of the site. A middle line is drawn through it, which divides the site in half. In the center of the circle at a distance of 3 m from one another, jumping racks are installed. The players are divided into teams. Each team consists of 13 people - one goalkeeper, G forwards and 6 defenders. Teams choose half of the field and the beginning of the game by lot. Each team leaves 6 forwards in their half of the field, and sends the goalkeeper and 6 defenders to the side of the enemy. The goalkeeper takes a place in the goal, and the defenders are located along the radius of the circle (Fig. 11).
Description. On the signal, the team in possession of the ball starts the attack. Passing the ball and moving, the attackers try to throw the ball into the goal. The defenders interfere with them and, having intercepted the ball, pass it to the opposite side of their attackers. Those, in turn, begin to attack the opponent's gate. The game continues until a certain time or score.
Rules: 1) you can not go beyond the middle line, outside the site and into the central circle; 2) it is not allowed to hold the ball for more than 3 seconds. and run with him more than 3 steps; 3) it is forbidden to detain, push the players, snatch the ball from their hands. For all these violations, the ball is taken away from the team in possession of the ball and passed to the attackers of the opposing team, and the defending team is penalized with a free throw from the place of the violation (while the defenders cannot be located closer than 3 m from the ball).
Methodical instructions. The number of players may vary. At the first stages of training, it is desirable to play the game in small teams. And there should be more attackers than defenders. In the future, this ratio is gradually equalized.
Pedagogical value. The game is used in handball lessons. It helps to consolidate and improve the elements of technique and tactics of this sports game. This version of the game can be played in small halls, and almost a subclass can participate in it at the same time.

SKI RELAY

Number of players: 15 - 20 people.
Place and equipment: hall. area; racks.
Training. Start and finish lines are marked. In the middle of the site, several special racks are installed (5 for each team) at a distance of 2 - 3 m from one another. The players are divided into teams (of 3 people each) and stand behind the start line (Fig. 12).
Description. On a signal, the guides run around each post to the finish line and return back. On the start line, they are taken by the second team numbers by the belt. Now they overcome this distance together, then three. Returning to the start line for the third time, they quickly change formation: two take the prone position, and the third takes them by the ankle joints. In this position, they advance in the corridor between the racks to the finish line. Here they again change the position: the two extreme ones carry the middle participant hanging between them. The team that finishes the race first and receives the fewest penalty points wins.
Rules: 1) you can not knock down racks and break the formation; 2) it is not allowed to start and end the run prematurely - before the partner arrives and before the lines cross. Penalty points are awarded for all these violations.
Methodical instructions. The game is best played on the ground, on a slope. Tree branches can be used as racks. The distance between the racks can be changed in accordance with the preparedness of the participants. The distance between the start and finish line should not be more than 20 m.
Assistants are involved in judging, counting the errors of each team.
Pedagogical value. The game contributes to the acquisition of the skier's necessary motor qualities, endurance. speed and strength, cultivates perseverance in overcoming difficulties, collectivism and coordination of actions. The game can be used in the preparatory period of training for young skiers.

"SNIPERS"

Number of players: 15 - 20 people.
Place and equipment: hall, specially equipped platform; soccer ball.
Training. On opposite sides of the site (at a distance of no more than 30 m), two parallel lines are outlined. The place of filing is marked on the "city" line. All players are divided into two teams, one of which takes a place in the "city", the other - in the field. The team in the "city" is given the ball (Fig. 13).
Description. On a signal, one of the players from the place of delivery sends the ball into the field with a blow, and he immediately rushes to the opposite "city". The player of the team acting on the field receives this ball and tries to tarnish the running participant by kicking the ball. If the latter manages to run clean, then his team gets a point. Otherwise, the teams are reversed. The team wins. which will be able to score more points in a certain time.
Rules: 1) when serving, the ball must fly with a low trajectory and be sure to hit the field; 2) it is not allowed to stop the ball with hands; 3) it is impossible to interfere with the running player; 4) the person running over after the strike is obliged in all cases to run out into the field. He can return back only after crossing the line of the opposite "city"; 5) the ball that went out of the field or into the "city" goes to the other team; 6) the player who did not serve the ball loses the run. After two unsuccessful innings, the teams switch roles.
Methodical instructions. The game is played in a specially equipped room with protected windows or on the court. Ball kicks, stoppages must be done in a certain way.
Pedagogical value. The game helps to improve the technique of playing football, develops speed, courage, decisiveness of action.

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Book text recognition from images (OCR),
formatting and efication - creative studio BK-MTGC.

Outdoor games are of great importance in the life of a child, as they are an indispensable means for a child to gain knowledge and ideas about the world around him. They also influence the development of thinking, ingenuity, dexterity, dexterity, moral-volitional qualities. Outdoor games for children strengthen physical health, teach life situations help the child to develop properly.

Outdoor games for preschoolers

Outdoor games for younger preschoolers

Children of the younger preschool age in the game, as a rule, they imitate everything they see. In the outdoor games of kids, as a rule, it is not communication with peers that manifests itself, but a reflection of the life that adults or animals live. Children at this age are happy to fly like sparrows, jump like bunnies, flap their arms like butterflies with wings. Due to the developed ability to imitate, most of the outdoor games of children of primary preschool age have a plot character.

  • Mobile game "Mice dance"

Purpose: to develop physical activity

Description: before starting the game, you must choose a driver - "cat". The cat chooses a “stove” for himself (it can serve as a bench or a chair), sits on it and closes his eyes. All other participants join hands and begin to dance around the cat with the words:

Mice lead a round dance,
A cat naps on the stove.
Quiet mouse, don't make noise
Don't wake cat Vaska
Here Vaska the cat wakes up -
Will break our round dance!

During the last words, the cat stretches, opens its eyes and starts chasing mice. The caught participant becomes a cat, and the game starts over.

  • Sun and rain game

Tasks: to teach children to find their place in the game, navigate in space, develop the ability to perform actions at the signal of the teacher.

Description: Children sit in the hall on chairs. The chairs are their "home". After the words of the teacher: “What good weather, go for a walk!”, The guys get up and start moving in an arbitrary direction. As soon as the teacher says: “It's raining, run home!”, The children should run to the chairs and take their place. The teacher says "Drip - drop - drop!". Gradually, the rain subsides and the teacher says: “Go for a walk. The rain is over!"

  • Game "Sparrows and a cat"

Tasks: to teach children to jump off gently, bending their knees, run, dodge the driver, run away, find their place.

Description: Circles are drawn on the ground - "nests". Children - "sparrows" sit in their "nests" on one side of the site. On the other side of the site is a "cat". As soon as the "cat" dozes off, the "sparrows" fly out onto the road, fly from place to place, looking for crumbs, grains. The “cat” wakes up, meows, runs after the sparrows, which should fly to their nests.

First, the role of the “cat” is played by the teacher, then one of the children.

  • Mobile game "Sparrows and car"

Another game for children 3-5 years old about sparrows.

Tasks: to teach children to run in different directions, start moving or change it at the signal of the leader, find their place.

Description: Children are “sparrows”, sitting in their “nests” (on a bench). The teacher depicts a "car". As soon as the teacher says: “The sparrows flew onto the path,” the children rise from the bench and begin to run around the playground. At the signal of the educator: “The car is driving, fly the sparrows to their nests!” - the “car” leaves the “garage”, and the children must return to the “nests” (sit on the bench). The "car" returns to the "garage".

  • Game "Cat and Mice"

There are many games for children with cats and mice as participants. Here is one of them.

Tasks: This outdoor game helps to develop in children the ability to perform movement on a signal. Practice running in different directions.

Description: Children - "mice" sit in minks (on chairs along the wall). In one of the corners of the site sits a "cat" - a teacher. The cat falls asleep, and the mice scatter around the room. The cat wakes up, meows, starts catching mice that run into the holes and take their places. When all the mice return to their burrows, the cat once again walks around the room, then returns to its place and falls asleep.

  • Outdoor game for preschoolers "At the bear in the forest"

Tasks: to develop the speed of reaction to a verbal signal, to exercise children in running, to develop attention.

Description: Among the participants, one driver is chosen, who will be the "bear". Draw two circles on the playground. The first circle is the bear's lair, the second circle is the house for the rest of the game participants. The game begins with the fact that the children leave the house with the words:

At the bear in the forest
Mushrooms, I take berries.
The bear doesn't sleep
And growls at us.

As soon as the children uttered these words, the "bear" runs out of the den and catches the children. The one who did not have time to run to the house and was caught by the "bear" becomes the driver ("bear").

  • Through the brook (an outdoor game with jumps)

Tasks: To teach how to jump correctly, walk along a narrow path, keep balance.

Description: Two lines are drawn on the site at a distance of 1.5 - 2 meters from one another. At this distance, pebbles are drawn at a certain distance from each other.

The players stand at the line - on the bank of the stream, they must cross (jump) it over the pebbles without getting their feet wet. Those who stumbled - wet their feet, go to dry them in the sun - sit on a bench. Then they get back into the game.

  • Birds and cat game

Objectives: Learn to follow the rules of the game. React to a signal.

Description: for the game you will need a mask of a cat and birds, a large circle drawn.

Children stand in a circle from the outside. One child stands in the center of the circle (cat), falls asleep (closes his eyes), and the birds jump into the circle and fly there, pecking grains. The cat wakes up and starts to catch the birds, and they run around the circle.

  • The game "Snowflakes and wind"

Tasks: Exercise in running in different directions, without bumping into each other, act on a signal.

Description: At the signal "Wind!" children - "snowflakes" - run around the playground in different directions, spinning ("the wind is spinning in the air of snowflakes"). At the signal "No wind!" - squat (“snowflakes fell to the ground”).

    Mobile game "Find a mate"

Tasks: to develop in children the ability to perform actions on a signal, quickly line up in pairs.

Description: Participants stand along the wall. Each of them receives a flag. As soon as the teacher gives a sign, the children scatter around the playground. After the command “Find yourself a pair”, participants with flags of the same color are paired up. An odd number of children must participate in the game and at the end of the game one is left without a pair.

All these outdoor games can be successfully used to play in kindergarten in a group or on a walk. Children different ages: from toddlers 3 years to children middle group 4-5 years old are happy to play them.

  • Outdoor games for children 5-7 years old

In children 5-6, 6-7 years old character gaming activity changes somewhat. Now they are already beginning to be interested in the result of an outdoor game, they are striving to express their feelings, desires, to realize their plans. However, imitation and imitation do not disappear and continue to play an important role in the life of an older preschooler. These games can also be played in kindergarten.

  • Game "Bear and bees"

Tasks: practice running, follow the rules of the game.

Description: participants are divided into two teams - "bears" and "bees". Before the start of the game, the “bees” take their places in their “hives” (benches, ladders can serve as hives). At the command of the leader, the “bees” fly to the meadow for honey, and at this time the “bears” climb into the “hives” and feast on honey. Having heard the signal “Bears!”, All the “bees” return to the “hives” and “sting” (salat) the “bears” who did not have time to escape. The next time the stung "bear" no longer goes out for honey, but remains in the den.

    Game "Burners"

Tasks: exercise in running, respond to a signal, follow the rules of the game.

Description: An odd number of children take part in the game, who become pairs and hold hands. Ahead of the column is the leader, who looks ahead. Children repeat the words in chorus:

Burn, burn bright
To not go out
Look at the sky
The birds are flying
The bells are ringing!
Once! Two! Three! Run!

As soon as the participants say the word “Run!”, those standing in the last pair in the column release their hands and run along the column forward, one on the right side, the other on the left. Their task is to run forward, stand in front of the driver and join hands again. The driver, in turn, must catch one of this pair before they join hands. If you manage to catch, then the driver with the caught one forms a new pair, and the participant left without a pair will now drive.

  • Mobile game "Two frosts"

A well-known game for preschoolers with simple rules. Tasks: to develop braking in children, the ability to act on a signal, exercise in running.

Description: On opposite sides of the site there are two houses, marked with lines. Players are placed on one side of the court. The teacher chooses two people who will become leaders. They are located in the middle of the playground between the houses, facing the children. These are two Frosts - Frost Red Nose and Frost Blue Nose. At the signal of the educator “Begin!” both Frosts utter the words: “We are two young brothers, two frosts are remote. I am Frost Red Nose. I am Blue Nose Frost. Who among you will dare to set off on a path? All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. Those of the guys who were touched by the Frost freeze in place and remain standing like that until the end of the run. The frozen ones are counted, after which they join the players.

  • Game "Cunning Fox"

Purpose: to develop dexterity, speed, coordination.

Description: A line is drawn on one side of the site, thereby designating the “Fox House”. The teacher asks to close the eyes of the children, who are located in a circle. The teacher walks around an educated circle behind the backs of the children, touches one of the participants, who from that moment becomes a “cunning fox”.

After that, the teacher invites the children to open their eyes and, looking around, try to determine who is the cunning fox. Next, the children ask 3 times: "Cunning fox, where are you?". At the same time, the questioners look at each other. After the children asked a third time, sly Fox jumps to the middle of the circle, raises his hands up and shouts: "I'm here!". All participants scatter around the site in all directions, and the cunning fox is trying to catch someone. After 2-3 people are caught, the teacher says: “In a circle!” and the game starts again.

  • Game "Catching deer"

Tasks: practice running in different directions, agility.

Description: Two shepherds are chosen among the participants. The rest of the players are deer located inside the outlined circle. The shepherds are behind the circle, opposite each other. At the leader's signal, the shepherds take turns throwing the ball at the deer, and they try to dodge the ball. The deer hit by the ball is considered to be caught and leaves the circle. After several repetitions, counts the number of deer caught.

Poem about playing ball at recess(written by Svetlana Vetryakova especially for the site)

To have fun playing
You need to pump up the ball.
And boys and girls
The ball is hit loudly.

real athletes
Run for a change.
They will jump and jump
And chase each other.

We will inflate the ball deftly
You just need to have a knack.
Press harder
Run away quickly!

Different games with a ball
We'll definitely start.
And in the "Frog", and in the "Dog",
In "Brook", and in "Quick Ball".

Ran to the turn
Rolled over the gate.
Jumped across the yard
Escaped over the fence.

Spinning fast, flying!
Who will catch him now?
Hurry catch up
And tell your neighbor.

Multi-colored bright ball
Jumps briskly without hesitation.
Stop running around having fun
We need to go study!

We inflated a huge ball,
Played and rested.
It's time for us to get back to class.
We have classes there.

    Game "Fishing rod"

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

Description: Participants sit in a circle. In the center is the leader - the educator. He holds a rope in his hands, at the end of which is tied a small bag of sand. The driver rotates the rope in a circle above the ground itself. Children jump so that the rope does not touch their legs. Those participants whose legs are touched by the rope are eliminated from the game.

  • Game "Hunters and Falcons"

Tasks: practice running.

Description: All participants - falcons, are on the same side of the hall. In the middle of the hall are two hunters. As soon as the teacher gives a signal: “Falcons, fly!” Participants must run to the opposite side of the hall. The task of the hunters is to catch (tarnish) as many falcons as possible before they have time to cross the imaginary line. Repeat the game 2-3 times, then change the drivers.

    Spider and flies game

Description: in one of the corners of the hall, a web is indicated by a circle, in which there is a spider - the driver. All the other guys are flies. All flies "fly" around the hall, buzzing. At the signal of the host "Spider!" flies freeze. The spider comes out of hiding and carefully examines all the flies. Those who move, he leads into his web. After two or three repetitions, the number of flies caught is counted.

    Mobile game "Mousetrap"

Tasks: to develop in children the ability to perform actions on a signal.

Description: Two participants stand facing each other, join hands and raise them higher. Then they both say in unison:

“How we got tired of mice, they gnawed everything, everyone ate!
We will set up a mousetrap and then we will catch mice!

While the participants are saying these words, the rest of the guys should run under their clasped hands. At the last words, the hosts abruptly drop their hands and catch one of the participants. Caught joins the catchers and now there are three of them. So gradually the mousetrap grows. The last participant left is the winner.

Outdoor games for schoolchildren 7-9, 10-12 years old

Schoolchildren also like to play games during breaks or walks. We have selected games that can be played during after-school walks or during physical education classes in grades 1-4. The rules of the game become a little more complicated, but the main tasks of the games are: training in dexterity, reaction, speed, general physical development and the ability to work with children.

Many outdoor games are universal: both boys and girls can play them. You can divide children into groups of girls and boys or according to another principle.

    Game "Homeless Bunny"

Purpose: to develop mindfulness, thinking, speed and endurance.

Description: A hunter and a homeless hare are selected from all participants. The remaining players are hares, each draw a circle for themselves and stand in it. The hunter is trying to catch up with the fleeing homeless hare.

The hare can escape from the hunter by running into any circle. At the same time, the participant who stands in this circle must immediately run away, since now he becomes a homeless hare, and the hunter now catches him.

If a hunter catches a hare, then the one who is caught becomes a hunter.

  • Mobile game "Feet from the ground"

Objectives: Learn to follow the rules of the game.

Description: The driver, along with other guys, walks around the hall. As soon as the teacher says: “Catch!”, All participants scatter, trying to climb any elevation where you can raise your legs above the ground. Only those who have their feet on the ground can be salted. At the end of the game, the number of losers is counted and a new driver is selected.

    Game "Empty"

Tasks: to develop reaction speed, agility, attentiveness, to improve running skills.

Description: participants form a circle, and the leader is located behind the circle. Touching the shoulder of one of the players, he thereby calls him to the competition. After that, the driver and the participant whom he has chosen run along the circle in opposite directions. The one who first takes the empty space left by the selected player remains in the circle. The one left without a seat becomes the driver.

  • Mobile game "Third extra"

Tasks: to develop dexterity, speed, to cultivate a sense of collectivism.

Description: Participants walk in a circle in pairs, holding hands. The distance between pairs is 1.5 - 2 meters. Two drivers, one of whom runs away, the other catches up. The escaping player can at any time get ahead of any pair. In this case, the back player of the pair he is in front of becomes the one being overtaken. If, nevertheless, the player managed to catch up and overpower, then the drivers change roles.

  • Shootout game

Tasks: to develop dexterity, attentiveness, speed of reaction.

Description: A game is played on a volleyball court. Stepping back 1.5 meters from the front line inside the hall, a line parallel to it is drawn to form something like a corridor. An additional line is also drawn on the other side.

Participants are divided into two teams, each of which is located on its own half of the site from the middle line of the corridor. Both teams must choose a captain. You can't enter the opponent's territory. Each player who has the ball tries to hit his opponent with it without going beyond the middle line. The greasy player is sent prisoner and stays there until the players of his team throw the ball into his hands. After that, the player returns to the team.

Outdoor games on the go

Walking with children in kindergarten or aftercare in primary school, the teacher needs something to keep the children busy: an excellent solution is to organize outdoor games during a walk. First, the teacher introduces the children to various games, and later the children themselves, dividing into groups, will be able to decide which game they want to play. Outdoor games have a beneficial effect on the development of the child's body and strengthen the immune system. And the time of the walk flies unnoticed.

Before starting the game, the teacher needs to pay attention to the state playing field: are there any extra objects, fragments and everything that can prevent children from playing and create a traumatic situation - unfortunately, not only on the street, but also on the school site or kindergarten you can find a lot of rubbish.

  • Game "Train"

Tasks: To develop in children the ability to perform movements on a sound signal, to consolidate the skill of building in a column. Exercise in walking, running after each other.

Description: Children are built in a column. The first child in the column is a locomotive, the rest of the participants are wagons. After the teacher gives the horn, the children begin to move forward (without clutch). At first slowly, then faster, gradually moving to a run, they say “Chu-choo-choo!”. “The train is pulling up to the station,” says the teacher. Children gradually slow down and stop. The teacher again gives a whistle, the movement of the train resumes.

  • Mobile game "Zhmurki"

Tasks: education of dexterity, development of the ability to navigate in space, observation.

Description: Free space is required to play the game. A leader is chosen, who is blindfolded and taken to the middle of the site. The driver is rotated several times around his own axis, after which he must catch any player. The one who is caught becomes the leader.

  • Game "Day and night"

Tasks: exercise in running in different directions, act on a signal.

Description: All participants are divided into two teams. One command is "day", the other is "night". A line is drawn in the middle of the hall or a cord is placed. At a distance of two steps from the drawn line, the teams stand with their backs to each other. At the command of the leader, for example, “Day!” the appropriately named team starts catching up. Children from the “night” team must have time to run away beyond the conditional line before their rivals have time to tarnish them. The team that manages to tarnish the most players from the opposite team wins.

  • Game "Baskets"

Tasks: to exercise in running one after another, to develop speed, speed of reaction, attentiveness.

Description: Two presenters are selected. One of them will be the hunter, the other the fugitive. All the remaining participants are divided into pairs and join hands, creating something like a basket. The players scatter in different directions, and the leaders are separated, the catcher is trying to catch up with the fugitive. The fugitive must run between pairs. Baskets should not catch the fugitive, but for this he calls the names of the participants in the basket that he runs up to.

  • Game "Grab, run away"

Tasks: to develop in children the ability to perform actions on a signal.

Description: The teacher is in the center of the circle. Throws the ball to the child and calls his name. This kid catches the ball and throws it back to the adult. When the adult throws the ball up, all the children must run to "their" place. The task of an adult is to try to hit the fleeing children.

In this article, we have presented 29 outdoor games with detailed description game rules. We hope that this material will help organize children's games at school during breaks and physical education lessons, on a walk in the preschool educational institution and the GPA.

Compiler: Oksana Gennadievna Borsch, teacher primary school, Deputy Director for educational work.



 
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