Mobile game confusion. Communication games and exercises for children of senior preschool age material (senior group) on the topic. Mobile game "Bear"

Game for a large number of players. And the more players there are, the more interesting the game will be, wherever it takes place: in the yard, in a summer camp, on children's holiday or at recess at school.

Titles: "Confusion", "Mommy, untangle us!", "Unravel the circle", "Grandma, untangle the threads!"

Rules of the game "Grandma, unravel the threads!"

At the beginning, the players choose the driver ("Grandma"). If there are a lot of players, then there can be several drivers at once (approximately one driver for 8-10 players). The drivers leave the room (on the street - turn away or move away) and the players join hands, forming a chain in the form of a circle. Then they begin to entangle their chain. In this case, the chain can intersect itself, players can climb or climb over the chain, interlace their arms and even legs. One condition - you can’t let go of your neighbor’s hands. After the chain is tangled to the point of unimaginability, the players call the leaders in unison:

Confusion, confusion, untangle us!

Grandma, untangle the threads!

And also like this:

Dad tangled the thread
Mom - untie the knot!

The drivers return and begin to move the players, unraveling the chain. In this case, the main condition is the same: you can’t break your hands! If the drivers were able to unravel the players, restoring the circle and not breaking their hands, they won. If they couldn’t unravel it or if the chain broke, the “confused” players won. Naturally, players shouldn't throw their hands on purpose!

Watch the video of the game "Confusion":

Today we are going to look at another exciting game, which you can play at any holiday or just for fun, which is called the “game of confusion”. The rules of this game are simple, but require the participation of several players. In this fun game the participants are led by a leader, who can be appointed by lot. Take several branches (if you are in the yard) according to the number of players and make them the same size except for one (it needs to be made half as short as the rest). Hold the branches in your fist so that no one can see their length and let each one pull out a branch in turn. The one who gets the shortest branch will be your leader.

If you are in a room, such as a game room or a club, then you can draw lots using pieces of paper. On one of the pieces of paper write the word "leader", and leave the rest blank. Put all the pieces of paper in some container or in a hat and let it be pulled out. Now you can start the game itself.

The confusion game is a very fun game!

You and your friends line up in one line. Each participant places their hands on the shoulders of the person in front of them. At the command of the host, “Go for a walk!” – all scatter in different directions in complete disarray. And when the signal of the host sounds “Everything is in place!” everyone should take the starting position that they originally occupied in the line.

But the starting position can be completely different. For example, the host may be in two rows and offer to sit down or kneel. Moreover, each participant must have his own figure.

And you can build everyone in a circle so that everyone puts his hands on his neighbor's belt and bends his leg at the knee.

The winner is the one who will cope with the task faster and more correctly than anyone else - to take his place behind the player for whom the leader put him, and not to forget about the given figure. Naturally, not everyone will be able to immediately complete this task correctly. This is how confusion can happen!

You can diversify by inviting as many participants as possible. The more players there are in the game, the more interesting and fun it will become.

Game for a large number of players. And the more players there are, the more interesting the game will be, no matter where it takes place: in the yard, in a summer camp, at a children's party or at a break at school.

Rules of the outdoor game Confusion

At the beginning, the players choose the driver ("Grandmother" or "Mom"). If there are a lot of players, then there can be several drivers at once (approximately one driver for 8-10 players). The drivers leave the room (on the street they turn away or move away), and the players join hands, forming a chain in the form of a circle. Then they begin to entangle their chain. In this case, the chain can intersect itself, players can crawl or climb over the chain, interlace their arms and even legs. One condition - you can’t let go of your neighbor’s hands.

After the chain is tangled, the players call the leaders in unison:

Confusion, confusion, untangle us!

Grandma, untangle the threads!

And also like this:

Dad tangled the thread
Mom - untie the knot!

The drivers return and begin to move the players, unraveling the chain. In this case, the main condition is the same: you can’t break your hands! If the drivers were able to unravel the players, restoring the circle and not breaking their hands, they won. If they couldn’t unravel it or if the chain broke, the “confused” players won. Naturally, players shouldn't throw their hands on purpose!

Table games, indoor games, word games, didactic games in primary school

Simple games

When it's raining outside and there is no way to walk, you can play such unpretentious games.

Russian folk game "Mouse"

The players stand in a circle. Connect palms together. One of the leaders takes a small object (“mouse”), squeezes it between the palms, walks in a circle, puts his palms in the palms of the players and quietly passes the “mouse” to someone. He stands next to another driver: he must guess who has the “mouse”.

The game "On the edge of the forest"

Make a painting "If I were a tree." Children, raising their hands up, freeze for a few seconds, imagining that they are trees and rooted into the ground.

Didactic game "Choose a word"

On a bright sunny frosty day, what does snow look like to you? (Sparkling, sparkling, shiny, silvery, crispy, cold.) And what do snowflakes do? (They flutter, spin, fly.) When it snows, what is this phenomenon called? (Snowfall.)

"Birdman"

In the center - "bird-catchers" with blindfolds. "Birds"-children walk around the "birder" with the words:

In the forest, in the woods

On the ground, on the oak tree

The birds sing merrily

“Ay, the birder is coming!

He will take us into captivity.

Birds, fly away!

"Birdman" claps his hands, the children freeze. He starts looking. The one he found imitates the cry of the bird he chose. "Birdcatcher" guesses the name of the bird and the name of the child.

The game "Flowers"

Children are divided into two teams. Each child comes up with the name of a flower for himself and quietly informs the teacher. The teams are facing each other.

Children's team: hello "flowers"!

Flower team: hello kids. Guess our names.

Children take turns listing the names of flowers, the guessed “flowers” ​​step aside. When all the flowers are guessed, the game is over, you can switch roles.

Game "Finish the sentence"

The children take turns continuing the sentences.

Antoshka stands on one...

Vanya has two ..., and the mushroom ....

There are four at the table and at the chair...

The table has long legs, the sofa...

The mushroom has a big hat, the nail...

Under the pines, under the fir-trees, a ball of...

The hedgehog has hedgehog needles, the pine...

Pine and Christmas trees have needles all year round -

A needle can prick, it ...

Tanya is ironing...

Tanya stroked her hand...

I have a big hand, and Lena has a small one...

Tanya writes in a notebook...

The glass has no... but the cup has...

The pot has two...

You can take a cup by the handle...

The handle is on the iron, refrigerator...

The game "It happens - it doesn't happen"

The purpose of the game is to teach to reason, to argue your agreement or disagreement with the partner's statements.

Cat Vaska stole sour cream. It happens? He ate it and barked contentedly: aw-aw! It happens? And how does it happen?

The dog Arapka heard the cat Vaska and meowed: “Meow-meow! And I want sour cream! It happens?

Vaska the cat is fishing. He climbed a pine tree and caught perches in a hollow. Perches sit in the nest and squeak: pee-pee. It happens?

Father perch teaches perches to fly. Perches fly fast. And the cat Vaska flies even faster. It happens?

Dog Arapka loves to eat. He hunts mice and rats. The dog Arapka will lie down near the mink and guard. It happens? Mice live in the oven. They eat firewood and coals. They come out of the oven so white, so clean. Dog Arapka catches mice with a line and fries them in the refrigerator. It happens?

The game "What? Which? Which?"

Find as many definitions as possible for the word, do not repeat what has been said. They show a picture with an object, for each word - a chip. For example: an apple is juicy, round, red, large, pouring, ripe... Pear, fox, squirrel, hedgehog...

"Restore the Words"

The words written in somewhat unusual ways have the same syllables - the first and last. What are these words? Restore them.

**but** **touch** **ri** **at** **x** **treat**

(Splinter, reel, queen, orator, ottoman, ring.)

"Gather the Words"

Children can prepare everything they need for this game. First you need to take old magazines and cut out the headlines of articles that are written in capital letters. Then these headings are cut into syllables and folded into a candy box or glued in a free order on whatman paper in AZ format. You can take syllables from the box and make words out of them. This is not only beautiful, because the words are colored, the letters different sizes and varied in writing, but also very interesting.

"Enter the vowels"

This ifa is held for a while. Several people or the whole group can participate (the teacher only needs to think about how to provide all students with blank cards, or simply make a large common blank on a blackboard or whatman paper). In 2-3 minutes, children should restore as many words as possible by inserting vowels:

m - k - (flour)

l - t - (summer or loto)

m - - k (lighthouse)

l - m - n (lemon)

d - r - g - (road)

- to n - (window)

st - k - n (glass)

s - r - k - (forty)

d - b (oak)

h - g - dk - (riddles)

h - d - s - (miracles)

b - m - d - (paper)

Game "Confusion"

And the kids love this game. The words are in their places, and the letters in them are mixed up. Put all the letters in their places and read the names of the children's books you know.

rti dyameved ("Three bears")

who in pohsaga ("Puss in Boots.")

dortok boailit ("Doctor Aibolit")

tir ponroseka ("Three Little Pigs")

hamu-kotsokhatu ("Fly-tsokotuha")

fenorido reog ("Fedorino's grief")

The game "Five words with the letter "l" of four letters"

Think of five four-letter "l" words. For example, the word "summer"

l*** l*** l*** l*** l*** (Possible options: moon, loto, linden, magnifying glass, fox.)

The game "What fruits grow on which tree?"

Identify the tree by its fruits and complete the sentence.

Acorns grow on ... (oak).

Apples grow on ... (apple tree).

Cones grow on ... (spruce and pine).

Clusters of rowan grow on ... (rowan).

The game "Replace the phrase with a word-sign"

What sheet? What fruits?

Birch leaf - birch,

oak leaf -

Linden leaf -

Aspen leaf -

Maple Leaf -

willow leaf -

poplar leaf -

Pine cone -

Spruce cone -

rowan berries -

The game "The fourth extra" (plants)

Highlight the extra word, explain your choice.

Maple, rowan, spruce, tulip;

birch, oak, wild rose, poplar;

apple tree, currant, bird cherry, mountain ash;

aspen, linden, oak, spruce;

pine, poplar, mountain ash, willow;

linden, aspen, maple, apple tree.

Word game (trees)

Clap your hands when you hear a word suitable for the word "birch" (oak, linden, aspen ... apple tree). Explain the choice of each word.

Dictionary: acorn, spruce forest, birch bark, resin, apple, unpretentious, photophilous, mighty, honey plant, pine forest, shade-tolerant, "thin tree", dark-stemmed, cone, fluff, oak forest, slender, berries, tall, white-stemmed, amber, antonovka, frost-resistant, thickset, coniferous tree, deciduous tree.

Commentary for adults. After the game, to activate memory and speech in children, you can offer them the following task.

Remember what words suitable for a birch (oak, linden, aspen ... apple tree) you heard.

"Voices of Birds"

Guess which bird makes these sounds.

Kar-kar! (Crow.)

Chick chirp, chirp chirp! (Sparrow.)

Cha-cha-cha! (Magpie.)

Curls-curls! (Crane.)

Swiri-svir! (Whistle.)

Tsok-tsek, tsok-tsek! (Crossbill.)

Ku-ku! (Cuckoo.)

Rum-rum-rum! (Bullfinch.)

Blue-blue-blue! (Tit.)

Game "Finish the sentences"

The sparrow is small, and the crane...

The crow is big, and the tit...

The owl sleeps during the day, and hunts ...

The titmouse has a short tail, and the wagtail...

The woodpecker has a long beak, and the bullfinch ...

The duck is gray, and the swan ...

Word game (birds)

Clap your hands when you hear a word suitable for the word "sparrow" (crow, woodpecker, tit ... duck). Explain the choice of each word.

Dictionary: cooing, small, lively, forest, gray, flies, dexterous, red-breasted, swims, agile, quacks, city, jumps, cheerful, swamp, gray, chirps, bold, omnivorous, smart, hollow, big, lively, birdhouse, restless, long-tailed, cheerful, chirp, "icebreaker", predatory, snow-white, white-sided, long-legged, croaks, small, dances, agile, dives, hunts, wintering bird, migratory bird, migratory bird.

Outdoor games

for kids

5 to 7 years old

Completed by: Salakhova L.M.

Mobile game "Cats and mice"

The best place for this game there is a spacious area near the school, in the open air. On rainy and cold days, the children have at their disposal one of the rooms, spacious and free, if possible, from furniture.

The participants in this game, up to 25 or more, without distinction of gender, nominate one of their peers as a mouse and the other two as cats.

The rest of the children take each other's hands and form an open circle, in one place of which two neighboring participants lower one of their hands, thus forming a kind of open “gate”, while cats are allowed to enter the circle only through these “gates” , the mouse, in addition, even through all the other gaps formed between the children.

This game is based on the fact that cats strive at all costs to catch a mouse; as soon as this happens, these three most active participants join hands and adjoin the others to form the same circle, while new mice and cats are put forward to replace them, etc. until all the children are in these roles.

With this game, children are given ample opportunity to frolic and run in the open air, which is of great importance for the development and strengthening of their physical strength.

Mobile game "Fifteen"

Fifteen games take place either in a spacious room or outdoors, where children gather in any number, from 4-5 to 25 or more.

Having gathered, the children from their midst choose one, and give him the nickname Fifteen; his role is that he carefully follows the children running in different directions and tries at all costs to catch one and stain him, that is, touch him with his hand.

The one caught is held up in this way and turns into a "fifteen" while his name is pronounced publicly so that the comrades know whom they should beware of.
As soon as he, in turn, catches one of the participants, he immediately transfers his role to him, moving himself into a group of children fleeing.

This game should be continued until the children retain a keen interest in it and do not feel tired.

Fifteen games are based primarily on movement; they can, however, be diversified by introducing various elements, such as throwing a ball and the like.

Variations of this popular game, namely:

Fifteen with a transfer

Children gather in some spacious place, choose among the participants the so-called "tag" and rush to run.

Fifteen is still striving to catch the victim, the latter - and this is the difference between this game and the previous one - in turn, is in a hurry to answer the first fifteen, who quickly rushes to flight, with the same.

It is clear that in order for the goal to be fully achieved, great dexterity is required from the actors who are trying to surpass each other in this respect.

In this game, children perform a number of correct physical exercises, trying not to get into the number of tags, in addition, they also become more sophisticated in dexterity, gradually developing this quality in themselves, if it was not inherent in them before.


Fifteen with a ball

In addition to running, an essential element of this game is throwing the ball. According to the previous one, the children distribute roles among themselves, with the majority taking flight, and one of their environment, having received the nickname tag, is also supplied with a ball of a larger or smaller size.

While the children are running in different directions, the tag outlines a victim for itself and tries to overtake it at all costs, staining it with the touch of the ball.

The victim changes roles with him, and the game continues until the children have enough desire and they get tired and lose interest in the game they started.

Mobile game "Beasts"

A spacious room or space adjacent to a school or house in the open air is chosen as a place for playing.

At opposite ends, the place chosen for the game is limited by narrow stripes.
One of them is intended, as it were, for the merchant's house, the other for the corral of animals, the rest of the space connecting these two departments is called the field.

Participants in this game share the roles among themselves as follows.

One of them is appointed the owner of the animals, the other is the buyer, the rest of the participants in the game represent various animals: an elephant, a tiger, a lion, a fox, etc.

In this case, all the characters arrange themselves in such a way that the buyer makes his way into the fenced house, the animals go into the so-called corral, and the owner is placed near them, like a watchman.

At the beginning of the game, a buyer comes up to the owner and asks if there is at least an elephant among his animals; having received an affirmative answer, he asks about the price.

The owner of the animals indicates the price, stretching out his hand, if the buyer agrees, as if for money. Instead of money, he receives a light blow, the amount of which corresponds to the number of rubles assigned for the animal, and at the first blow, the sold animal runs away in the direction of the buyer's house and immediately, upon reaching it, returns to the pen.

While the buyer has counted the last blow, the beast must get to the corral, otherwise it rushes after him, trying with all his might to catch him.

In case of success, that is, if the buyer catches up with the beast, he considers him his prisoner and takes him to his house, after which he again goes to the owner to buy other animals that he is chasing, then in the same exact way as for the first.

In case of a miss, that is, if the buyer fails to catch the purchased animal, he changes roles with him, with the animal turning into a buyer, and the buyer assigns himself the name that the animal bore. In this order, the game continues until all the animals have been sold and caught.

In the case when the number of participants is very large and it may take too long to catch all the animals, during which the children can become very tired, it is necessary to immediately stop the game, as soon as the feeling of fatigue that has gripped the children becomes noticeable, otherwise the goal will not be achieved, and children, instead of enjoying moderate play, will feel disgust for it.

The game of "animals" is also based on running, that is, physical exercises; everything else is accessories that make the game entertaining.

Mobile game "Horses"

For the game, it is most convenient to use the vast space in the yard or a spacious room. There can be any number of participants.

Children in height are placed on the same line, in one line, and are divided, starting from the last, into groups of four participants.

One of the groups bears the name of the rooters and retains the once captured place; on the left and on the right, two groups of tie-downs adjoin them. The last groups include coachmen.

After everyone has settled in this way, the coachmen take off their belts, thread them through the belts of the members of the root group, grabbing both ends of the belt with their right hand so that the belt buckle is between the index and thumb, and the opposite end of the belt is between the middle and index fingers. fingers; thanks to this gripping of the belt with the fingers of the right hand, it is possible to quickly remove it at any time.

For greater order in the game, one of the older participants is elected the "master of triplets." At the signal given to them, the “troikas” begin to act, at first slowly moving forward, then gradually accelerating their steps, they start running in one direction, then they gradually change this direction and scatter in all directions, at the new order of the owner.

As soon as the “owner of the triplets” shouts: “horses, in different directions!”, The coachmen immediately release the belts intertwined with the root belts, and the freed horses quickly rush in different directions.

After some time, the owner again commands “coachmen, bridle the horses!”. After this shout, the coachmen take each other's hands, forming a chain, and begin to move from one end of the room or yard, which serves as a place for playing, to the opposite, driving the horses there as well.

The main element of this game is walking and running, and if it takes place in the air, then its benefits for children are obvious.

Mobile game "Bunny"

Children, in any number, up to 30 or more, take with them an ordinary ball, medium size, and go to the courtyard or a spacious room.

The children taking part in the game, all except one, are installed in a circle, turning their faces to the center of the circle. They fold their hands behind their backs, thus passing each other the ball, which in this case serves as a bunny.

One of the participants, located in the circle itself, seeks to capture it when passing the ball from hand to hand, and he has the right to require each participant to show him his hands.

As soon as he notices someone has a ball, or one of the children absent-mindedly drops it, he picks up the ball and takes the place of the victim, and he enters the circle, changing roles with him.

The one in the circle is called "leader"; as soon as he finds himself with his back to one of the participants who took possession of the ball, he has the right to touch the back of the “leader”, that is, to stain him, and staining is allowed only in the back, and not in any other place.

The stained one picks up the ball and rushes after the one who stained it; with great dexterity, he takes revenge, that is, he also tries to tarnish him; on success, they switch roles.

In the event that he fails to overtake the enemy, he again goes to the middle of the circle and continues to be the leader.

In this game, in addition to running, an important element is throwing the ball - both of these conditions are extremely useful for children, as they give them the opportunity to develop the maximum of their musculoskeletal energy; with prolonged running and throwing, muscles develop and become stronger, respiratory movements become frequent and deep, the chest develops and blood circulation improves significantly.

The game should be suspended as soon as fatigue becomes noticeable.

Mobile game "Wolf and sheep"

Children gather in an open-air courtyard or in a spacious room and, by lot, designate one of the participants as a shepherd, another as a wolf, and the rest remain in the role of sheep.

At both ends of the yard or classroom, serving as a place for the game, areas are separated, having 3-4 steps in width and called paddocks.

The space between the two paddocks is called the field, and on one side it is separated by a line with a small space that serves as a lair for the wolf.
After that, the sheep are placed in one of the paddocks, and the shepherd stands in the field near the paddock.
The wolf, settled in the lair, offers the shepherd to drive a flock of sheep into the field, and at this time he tries to grab one of them and drag him to his lair. At the same time, the shepherd does his best to protect the sheep heading to the opposite pen from the wolf, but he does not always succeed if the wolf is dexterous. The captured sheep becomes the wolf's helper. After that, the wolf again turns to the shepherd with the words: "drive the flock into the field," and in fulfilling this requirement, together with his assistant, he tries to delay the sheep running to the opposite pen.

Little by little, the number of assistants to the wolf gradually increases, and each time he continues to go hunting for sheep with them.

The game may continue until the wolf has caught all the sheep; if the children get tired, especially when their number is very large, the game can be suspended even earlier.

The correct play of the game requires the observance of certain rules, which are, among other things, that the wolf must not leave his lair until the sheep have left their pen and moved in the opposite direction.

The wolf is not given the right to climb into the pen - he can only catch sheep in the field, that is, in the space separating both pen.

The caught sheep must submit to its fate and become an assistant to the wolf, helping him in catching new prey, and the assistants usually join hands, forming a chain and thus delaying the sheep that come across.

Mobile game "Bear"

The number of players can be arbitrarily large, and the place for playing is also a spacious classroom or a large courtyard or square adjacent to the school.

The participants in the game by lot choose one comrade from their midst, who is entrusted with the role of a bear, and supply each with bundles - the latter are easy to make by folding handkerchiefs accordingly.

On one of the sides of the space allotted for the game, a small place is arranged or, rather, limited by the line, serving as a den for the bear.

At this signal, the children rush from one end of the yard or classroom to the opposite, and the bear, not armed with a tourniquet, rushes at them, trying to touch one of them with his hand, that is, to stain him.

The tainted one also becomes a bear and is led into a lair. The game continues in this order until there are more bears than the remaining participants in the game.
As the number of the bear's helpers increases, they all go out with him to prey, are installed in a row, and only those on the edges have the right to catch the players. The main element of the game is running.

Mobile game "Wolf in a circle"

The number of participants can be arbitrarily large. Children gather in the spacious courtyard or in the large classroom.

A circle is drawn on the floor or ground and, having chosen a wolf by lot from its midst, they place it inside the outlined circle.

The children participating in the game break into the circle and try to run out of it without being spotted by the wolf, who tries his best to spot them.

The victim changes roles with the wolf and takes his place in the circle. This game is not difficult, delivering to children great fun. The main element included in it is running.

Mobile game "Fox on one leg"

Children gather in the yard or in the garden, in any number and are supplied with harnesses.

By lot, one of the participants is given the nickname of the fox. In one of the corners of the place chosen for the game, they make a so-called mink, where the fox hides.

At this signal, the children run around the yard, and the fox, equipped with a tourniquet, leaves its hole and rushes after the runners, jumping on one leg and trying to hit one of them with a tourniquet.

In the event that she succeeds, she joins the crowd, and the victim hides in a mink, pretending to be a fox.

If she made a mistake, that is, the tourniquet thrown by her did not hit any of the fleeing ones, she must quickly dive into the hole in order to avoid the blows of the tourniquet directed at her by other participants in the game.

The main elements of the game are running and jumping. Obviously, in addition to the benefits brought to children by movements in the open air, the game also develops dexterity in them, since every child who has fallen into the role of a fox tries to get rid of it as soon as possible so as not to be ridiculed by his comrades.

Mobile game "Bear and Leader"

The number of children can be arbitrarily large; having gathered in the place appointed for the game, in the garden, in the yard or in a spacious room, they take with them a rope, 2-3 arshins long.

One of the participants is assigned as a bear, the other as a leader, and both take opposite ends of the rope in their hands, and the rest of the children are grouped at a close distance from them, approximately 4-6 steps away. On a signal given by the leader, the game begins, and the children all rush at the bear, trying to tarnish it. The leader guarding the latter, in turn, tries to stain everyone approaching the bear.

The leader must have a certain dexterity and try at all costs to tarnish one of the players before the bear receives 5-6 light blows.

The stained one becomes a bear; in the same case, when the bear receives the above number of blows, and the leader does not have time to stain someone, he himself becomes a bear, and the one who delivered the last blow is transformed into a leader.

With each such exchange of roles, the participants move a certain distance from the central persons - the bear and the leader - and only at the signal given by the latter, they approach again and continue the game in the same order.

For the correct conduct of this game, certain conditions must be met. Spotting, i.e., inflicting light blows on the bear, must certainly declare aloud the blow, and the blows can only be delivered alternately, and not simultaneously by two or more players.

At the beginning and during the game, with each change of the central characters - the leader and the bear - the rest of the participants should not come closer to them than 4-6 steps until the leader gives a signal. For violation of the last rule, the role of a bear is supposed to be punished.

Mobile game "Snake"

The number of children reaches 20 or more. The game takes place in the yard or in the garden.

The participants choose a leader from their midst, join hands and run in a winding direction after the leader.

During the run, two of the players raise their joined hands high, allowing the leader to get under them - thanks to this, a recess is formed in the chain.

The one who has fallen into this recess must immediately turn around so that the chain gets its former appearance. Further, the leader makes his way through the hands of all those participating in the game, and a series of notches is formed to the chain, due to which the shape of a snake is obtained.

The main element of the game is running; if the game interests children, they play it very willingly, while developing their physical strength and maximum musculo-nervous energy.

As soon as fatigue is noticed, the game should be stopped - otherwise, instead of the expected benefit, it brings undoubted harm, as it turns into a boring, tedious duty.

Little Russian outdoor ball game

Children gather in the yard or in a spacious room; their number can be arbitrarily large; they are divided into groups, counting five people each, and capture one ball of medium size.

Before starting to play, children limit an approximately square space, several sazhens in size. One participant is chosen from each group and stands in the center of the square arranged in this way, which is given the name of the city.

The remaining 4 children from each group take places on the four sides of the square.

One of these four children is supplied with a ball and tries at all costs to hit it at the one who fits in the center, moreover, in addition to dexterity, he also uses cunning, namely, he aims as if at a comrade who is on one of sides of the square, and as soon as he manages to divert the attention of the "central", he quickly changes direction and throws the ball at him.

The one in the center must dodge in every possible way in order to protect himself from the attack, and when he succeeds, that is, when the thrower misses the ball, he changes roles with the central one.

In the event that the ball hit the target, four, standing on the sides of the square, quickly turn to flight, while the one in the center deftly picks up the ball and rushes after them, trying at all costs to touch the ball to one of the runners, i.e., stain it; he is not allowed to go outside the fenced city.

If he manages to stain one of the fleeing, he changes roles with him - otherwise he meekly submits to his fate and still occupies a central place in the city.

This game is available to minors and gives them great pleasure; it is based on running and throwing, both processes are very useful, as they strengthen the child's body.

Mobile game "Flying ball"

Children gather in any number in a spacious room or in a clean yard and stock up on a ball of a rather large size.

Those participating in the game are grouped in such a way that they form a kind of circle and turn their faces towards its center.

The distance between the children placed in the above order is approximately two steps. At this signal, the children begin to throw the ball from one to another, however, in different directions, and one of the participants, who is inside the circle, tries his best to intercept the ball in order to let it reach the goal, i.e. to that comrade, which way it was directed.

Having intercepted the ball, he takes possession of it and immediately takes the place of the participant who threw the ball so unsuccessfully the last time.

The main element of the game is throwing the ball - an exercise extremely useful for children, as it develops and strengthens the muscles of the upper limbs.

For the correct conduct of this game, certain rules must be observed. Thus, the participants must keep the places they have taken at all times.

While one of the participants throws the ball towards one of the comrades, who is in the center of the circle should not approach him more than 3-4 steps.
In the event that the player threw the ball so awkwardly that the latter did not fall into the hands of the one to whom it was intended, but flew over his head, he is punished by changing places with those in the center of the circle.

Mobile game "Wet chicken"

Do you have a climbing frame in your yard? It's probably there, it's just called differently. This is such a device standing in almost every yard. They beat carpets on it. If there is nothing similar - do not be upset, read the rules of the game and think about what kind of building in your yard can be adapted for this game.

RULES OF THE GAME:

You have a climber, a leader, he is also a “wet chicken” and players of at least three people. The leader is blindfolded. He has the right to walk only around the "climb", he is forbidden to climb on it. His task is to catch one of the players and identify who he caught. Players move along the "climb" and on the ground without departing from the "climb" further than a step, trying not to fall into the "paws" of the leader. The leader during the game has two saving phrases. One has only to say to him: “Stop, earth!” and all players standing on the ground freeze and do not move. But after 5 seconds, they can move again, and the leader can no longer use this phrase. He can also say: “Stop, moon!” and all the players who are on the “climb”, as in the previous case, do not move for 5 seconds, the host also uses this phrase once per game. The caught player becomes a "wet chicken".

Mobile game "Offensive"

All players stand in a circle, putting one foot in the center, the toes of the exposed feet of the players must touch in the center. Everyone starts saying, “One, two, three, four, five! Let's start advancing!" - on the last word, everyone jumps in different directions. The one who first shouts: “I am the first!”, He starts. The game consists in jumping on a neighbor while stepping on his foot, while the neighbor must have time to jump back and, if he has time, jump on the next player (clockwise, starting from the first). The one who gets stepped on is out of the game. And the player who stepped on has the right to an extraordinary jump and jumps to the next player in a clockwise direction. Game to the last.

Mobile game "Confusion"

The number of players is not limited. One or more leaders are selected, depending on the number of participants. The leaders either turn away or go to another room. All the rest stand in a circle holding hands and begin to get tangled among themselves without opening their hands. After that, everyone calls the hosts in chorus: “Confusion, confusion, unravel us !!!” The task of the presenters is to unravel everyone, returning them to their original form (in a circle) without opening the hands of the participants. If they manage to unravel, they won, if not, the “confusionists” won.

Mobile game "Madame"

All players stand in a circle and start jumping in place, saying: “Across the fields, along the valleys. It turns out - madam! Guess the number, you will - In! At the last word, everyone stops, while spreading their legs. Now, in turn, everyone calls the number and begins to connect their legs without lifting their feet from the floor, moving first the socks, then the heels, socks, heels - while counting each movement, if the number matches the name, the player remains in the game, if not, he leaves, and the game starts from the beginning with the remaining players.

Mobile game "Third Extra"

The number of players is not limited, as many as possible. Everyone stands in a circle facing, in pairs - one person, and behind the other. One pair becomes the leader - one of the pair runs, the other catches up. Run around the outer circle. The one who runs away can escape the chase by standing third to any pair. You need to get up in front of the first player of the pair, then the player standing behind him becomes the third, the third extra and must run away from the chase. The one who catches up and touches the "blooper" himself becomes a "blooper" and now must catch up. They play until they get bored.

Mobile game "Stop, car!"

The leader, to become, as far as possible to the players, with his back. And the players line up and, at the signal of the leader, begin to move towards him. The word “start” can serve as a signal. The task of the players is to run to the leader as quickly as possible and touch his back. But during the movement of the players, at any moment, any number of times, the host can say the phrase: "Stop, car !!!". And all players must freeze in place. The leader can turn around and look, if he notices that someone is moving or smiling, that player is penalized. He must move back five steps or return to his original position (depending on the distance). After that, the leader starts the game again and can stop it again at any time. The winning player becomes the leader.



 
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