Interesting mobile games for children. Cheerful mobile children's games. Relay race with a gymnastic stick

Then this series of educational and mobile games is just for you! Games for children from 6 years old. Games for kindergarten and schools.

Between two fires

Everyone can play this game, the main thing is that all players can be divided into two equal teams. Each team chooses a captain. The field of play is first divided in half, then each half into two more parts, and the extreme parts should be half the size of the middle ones.

The teams line up as follows: the captains stand on the narrow outer strips, between them, on the middle strips, the rest of the players are placed - the opposing teams stand up against the captains (for example, the White captain, the Blue team, the White team, the Blue captain). The task of the captains is to hit someone from the opposing team and not knock out their players. If one of the players is hit by the ball, he leaves the center and joins his captain.

Players in the center can catch the ball (but not from the ground) and throw it at opponents.

The game continues as long as there are players in the center.

If all the players of the team are knocked out of the middle, the captain takes their place. If he can withstand as many throws from opponents as he has team members, the team returns to the middle.

Each captain has three "candles", i.e. three hits on him do not count.

Place of play: street

Items needed: ball

Number of players: even

Game Mobility: Movable

Sleeping Pirate

Before the game, players choose a driver - a sleeping pirate. He is given the ball.

The pirate squats down so that the ball is almost under him and closes his eyes. The rest - "thieves" - begin to make noise, jump around him. Everyone tries to get closer and snatch the ball. The "pirate" must hold the ball and try to grab the "thief" by the hand. If he succeeds, the unfortunate "thief" leaves the field and becomes a spectator. If the “thieves” managed to pick up the ball, then the “pirate” becomes a “thief”, and the lucky “thief” becomes a “pirate”.

Items needed: ball

Game Mobility: Movable

Handkerchief fight

Teams are built against each other. A line is drawn between them in the middle. Each participant has a handkerchief tucked into his belt.

The team that will go on the offensive is chosen by lot. This team is out of line. The leader shouts: "Fire!" The second team goes on the offensive, and the attacking team runs back. Opponents try to catch up with them and take away the handkerchiefs. The teams then switch roles and the game continues.

The team with the most enemy handkerchiefs wins.

Age of players: from six years old

Place of play: street, indoor

Items needed: scarves

Game Mobility: Movable

Earth!

Choose a driver. He has a small ball in his hands. The rest are located on the site. The driver throws the ball up and calls the name of one of the players, for example, Seryozha.

Serezha should try to catch the ball so that it does not have time to fall to the ground. If he succeeds, then he, in turn, throws the ball up and calls the name of the next player.

If the next player does not have time to catch the ball and it falls to the ground, then the player shouts: “Land!” The rest should freeze in the place where they were at that moment. And the shouting player must, from the place where he picked up the ball, hit any participant in the game. If he succeeded, then the player who was hit becomes the driver. The game continues.

Age of players: from eight years old

Place of play: street

Items needed: ball

Game Mobility: Movable

Anxiety!

This game requires jump ropes. The driver squats down and begins to rotate the rope over his head. Players must jump over it. Then the driver shouts:

"Anxiety!" and lifts the rope higher and twists it faster. The one of the players who did not have time to jump back or sit down first and was touched by the rope becomes the leader.

Age of players: from six years old

Items needed: jump rope

Game Mobility: Movable

Uninvited guest

For the game, a section of the river is chosen, rather small and with a flat bottom. The participants of the game are divided into two teams. They agree on the boundaries of their possessions and put two sticks in three places: in the middle (the border between the possessions) and at the end of the possessions. Each player prepares for himself a bag of sand (polyethylene or linen). A large inflatable ball is placed on the border - “an uninvited guest”.

Establish the order of throws among the players in the team and strictly adhere to it. They throw it carefully, in turn, first a bag from one team, then from the other. After each throw, the bag sinks, falls to the bottom. The owner of the bag is forced to dive to get it. He performs his next throw from the place where he took out the bag.

It may happen that one of the players is forced to throw the bag from the territory of the enemy, as a result of which the "intruder" will have to move into the possession of his team.

In this case, the participant in the game throws the bag into his territory past the ball and again waits for his turn.

The team that quickly drives the "intruder" over the line at the end of the enemy's possessions wins.

Age of players: from ten years old

Place of play: a section of the river, shallow and with a flat bottom

Things needed: a ball, pouches - "shells", poles (to mark the boundaries)

Game Mobility: Movable

Butterfly traps

Participants form three large concentric circles. Everyone standing in the inner circle is given paper hats or bows. They will be butterflies.

Holding hands, the participants move in a circle; outer circles in one direction, and inner circles in the other. An unexpected whistle is heard, according to which the players of the two outer circles join hands in pairs, trying to take one of the players from the inner circle into the ring.

If a player from the first round manages to sit down, then they do not touch him. Those who have fallen into a trap are deprived of a hat or bow. So the game is played several times. The winners are the participants who have kept their hats or bows.

Age of players: from eight years old

Game Mobility: Movable

The starlings have arrived

In different places of the hall, the players draw circles - these are "birdhouses". Each of them houses a pair of "starlings". The number of players must be odd. One "starling" will be left without a "nest".

Players depict "starlings" - "fly" around the site in different directions. At the signal "Starlings have arrived!" they run into the "birdhouses". You can take any of them. The one who is left without a circle is considered a loser. At the signal "Starlings are flying!" The game continues.

Age of players: from six years old

Place of play: street, indoor

Mobility of the game: mobile.

Empty place

Empty Place is a fun, active game for schoolchildren, which develops the reaction of children well and is designed for a large number of players.

The participants of the game stand in a circle, and the driver remains behind the circle. The driver walks around the circle and touches one of the players, touching the shoulder or arm. This means that he challenges this player to the competition. The driver runs around the circle in one direction, and the called one runs in the opposite direction. Having met, they greet and continue to run further, trying to race to take the empty place (left by the called player). The one who managed to take this place remains there, and the one who remains without a place becomes the driver, and the game continues.

Age of players: from six years old

Number of players: 7 - 15

Game Mobility: Movable

Lenok

They play on the sand by the water. One participant in the game will be the leader.

On the sand you need to draw several circles, there should be one less than the participants in the game.

The driver is in a circle and makes different movements. All players stand at a distance from the circles and repeat the movements after the leader. The rest of the players must repeat them.

The driver gives the command: "Plant flax!" And all participants in the game must occupy circles-“nests”. The one who did not have time to occupy the "nest" is considered "planted": he occupies one "nest" and sits in it until the end of the game.

Age of players: from six years old

Place of play: street, indoor

Game Mobility: Movable

storks

Draw a big circle. All participants stand on one leg and cross their arms over their chests. It is necessary to push the opponents out of the circle by jumping on one leg and not using the hands. The winner is the one who remains in the circle last.

Age of players: from six years old

Place of play: street, indoor

Game Mobility: Movable

quick-witted owl

Choose an "eagle owl", he hides in his "nest". The rest in a whisper (“the eagle owl” should not hear) announce the bird that will be portrayed. Imitating the cry of this bird, the players "fly" around the site. At the signal "Owl is flying!" all "birds" try to fly into pre-prepared "nests". If the driver manages to catch someone, then he must guess what kind of bird it is. Only then the one caught becomes an "eagle owl".

We suggest: making “bird nests” on high objects. Everyone needs to “fly” to their “nest”.

Age of players: from six years old

Place of play: street, indoor

Game Mobility: Movable

Fishermen and fish

They play on the shore, near the water. All participants in the game are divided into two groups. One group is "fish", the other group is "fish". These two groups should stand opposite each other at some distance. A conversation takes place between the "fishermen" and the "fishes":

- What are you doing?

- What will you catch?

- Catch!

The "fish" run away, and the "fishermen" try to catch up with them. If the "fisherman" catches up and knocks over the "fish", it is considered "caught".

Age of players: from eight years old

Place of play: river bank

Game Mobility: Movable

picking apples

Several apples are placed on a chair. Players take turns taking the ball, throwing it up, rock the ball did not fall to the ground, it is necessary to collect apples from the chair into the basket. Whoever collects the most, wins. The competition is held in several stages. You can play with plum stones, walnuts, apricots.

Age of players: from six years old

Items needed: apples or other items that can be collected by the participants

Place of play: street, indoor

Game Mobility: Movable

Caterpillars, go!

Participants are divided into teams and lined up one after another in a row. Each team is given so many balls that they are enough for everyone except the first. The players pinch the balls together, turning into a long "caterpillar". At the signal of the driver, the teams run to the goal, trying not to lose the balls and not to break the chain. In fact, their movements can hardly be called running. Rather, they look like a caterpillar crawling along the ground.

The team that can reach the finish line first wins.

Age of players: from eight years old

Place of play: street

Items needed: balls

Game Mobility: Movable

Day and night

One participant in this game will be the leader. He should say: "Day!" or "Night!"

When the driver speaks; “Day!”, then all participants must jump, have fun, play.

When the driver says: “Night!”, All participants must freeze in place. If someone did not have time, he should leave the game.

Age of players: from six years old

Place of play: street, indoor

Game Mobility: Movable

Mirror

In pairs, one person repeats the movements of the other. Alternatively, the entire group of players repeats the movements of one.

Age of players: from eight years old

Purpose of the game: interpersonal interaction, experience of conducting and statements

Mobility of the game: sedentary

edible-inedible

On the playing court at a sufficiently large distance from each other, draw two parallel lines. With the help of a counting rhyme or by lot, a driver is chosen. He takes the ball in his hands and moves away for one line. All the rest line up in one row after another line.

The driver throws the ball to each player in turn and names some object, fruit, vegetable, berry. Players must catch the ball if an edible item is named and hit the ball if something inedible is named. In any case, the ball must return to the driver. The one who does the task correctly takes a step forward. If the player made a mistake, he remains in place or takes a step back if he has already stepped over the line. The one who makes a mistake squats twice, squats three times. The winner is the one who reaches the driver the fastest.

The main rule: you can not hold the ball in your hands for a long time. This applies to both the driver and other players. Anyone who thinks should give a fant. At the end of the game, forfeits are played out and a certain task is given for each forfeit.

Age of players: from eight years old

Items needed: balls

Game Mobility: Movable

frogs

Players line up in front of a flat wall, retreating some distance from it (approximately 1.5 - 2 meters). They take turns throwing a ball at the wall and jumping over it as it bounces. The one who could not complete the task or completed it with an error starts everything from the very beginning.

The difficulty lies in the fact that each time the task becomes more difficult. According to the degree of complexity, it is divided into several classes. In each class, the ball is first thrown into the wall a very short distance from the ground. Gradually, this distance increases until the ball hits the wall at a level above the heads of the participants. In the next class, they start again from zero.

First grade. The ball is thrown with both hands, slightly leaning forward, straight ahead into the wall. The ball should be at knee level.

Second class. The ball is thrown from the belt directly in front of you into the wall.

Third class . The ball is thrown at shoulder level directly in front of the wall.

fourth grade . The ball is thrown from behind the head directly in front of the wall.

Fifth grade . The ball is thrown from behind the back between the legs directly in front of the wall. You need to jump over it with your back.

Sixth grade. The ball is thrown from behind the back over the right shoulder directly in front of the wall.

Seventh grade. The ball is thrown from behind the back over the left shoulder directly in front of the wall.

Eighth grade. The ball is thrown from behind the back over the head directly in front of the wall.

Ninth grade. The ball is thrown between the legs, with their backs to the wall, and they turn to face the wall in order to jump over it.

Tenth grade. The ball is thrown between the legs, with their backs to the wall. It is necessary that he first hit the ground and only after that - the wall. Jump without turning to face the wall

The winner is the one who completes all the tasks faster and more dexterously.

Age of players: various

Place of play: street

Items needed: ball

Game Mobility: Movable

Brave mother hen

10-12 people play in the water. One of the participants becomes a "kite", the other - a "hen". All the rest are chickens.

They stand behind the "hen", forming a column. Everyone holds on to each other, and the one standing first - for the "brood hen".

"Kite" becomes 3 - 4 steps from the column. On a signal, he tries to grab the "chicken" standing last. To do this, he needs to go around the column and attach himself behind. But this is not so easy, because the "hen" all the time turns to face him and blocks the way, stretching his arms to the sides. The entire column at this time should deviate from the "kite" in the opposite direction.

If in a few minutes the "kite" manages to grab the "chicken", a new driver is chosen. The game is repeated again.

Age of players: from eight years old

Place of play: street, indoor

Game Mobility: Movable

Pathfinder Competition

The game takes place in winter. Before holding this competition, the organizers agree in advance how the track will be marked for each team. First, assistant referees set off on the path, marking the path for the participating teams (the number of assistants will be equal to the number of teams).

Each assistant moves in his own direction, leaving a noticeable trail that is unique to that team. For example, the first assistant leaves a trail with only one stick, the second with two, the third walks without sticks at all, the fourth throws spruce or pine cones along the way, the fifth sticks thin twigs on one side of the ski track, etc. The tracks intersect several times, get confused, but yet clearly visible in the snow.

All tracks lead to one point, located 1.5 - 2 km from the start. Skiers should be on the road for about 40 - 50 minutes. After 1 - 1.5 hours after the departure of the assistants, the teams under the command of the captains start. They indicate in advance the characteristic differences of landmarks. The team that is faster than the others wins. in full force will come to the final destination, about which they did not know anything in advance.

Age of players: from ten years old

Place of play: street

Items needed: skis

Game Mobility: Movable

Lesnye salki

They are good to play in the forest or in the park. Players scatter in different directions, and the driver catches them. A player about to be caught can run up to a tree, touch it, and thus become untouchable. As soon as the player breaks away from the tree, he is back in the game. The driver is forbidden to guard those who are standing by the tree.

Age of players: from eight years old

Place of play: park, forest, square

Game Mobility: Movable

Salki with a wolf

The driver in this case turns into a "wolf". All the players, except for him, run around with bunches of grass in their hands. As soon as the player sees that the "wolf" is catching up with him, he can throw his bundle on the ground and say: "Your grass, wolf!" The driver must stop, pick up grass from the ground, and only then continue the race. Throwing grass is allowed only once.

Age of players: from eight years old

Place of play: street

Things needed: a bunch of grass, twigs, etc.

Game Mobility: Movable

Hug tags

The driver can overpower someone who does not have a pair (you need to hold on tight to a pair). If a trio is formed, you can salute the one who joins last.

Age of players: from eight years old

Purpose of the game: detente, mutual assistance

Number of players: 6 - 30

Playing place: spacious room

Game Mobility: Movable

king of beasts

They play on the shore, near the water. Choose one leader. He will be the “king”, the rest of the participants will be the “beasts”. Each player must tell the "king" what kind of animal he will be.

"Beasts" stand in one row opposite the "king". The “king” holds the ball in his hands, calls some “beast”, the “beast” must run away. And the "king" throws the ball at him. If the ball hits the player, he becomes the assistant to the "king" and will have to bring the ball to him. The “king” names several “beasts”, then says: “I catch all the animals!” Everyone scatters, and he must hit some "animal" with the ball.

The "king" must always throw the ball from a certain place.

Next time, the driver can choose the one who was caught first, or you can choose the one who was caught last.

Age of players: from eight years old

Place of play: river bank

Items needed: ball

Game Mobility: Movable

Gardener in the water

This game is played on the shore, near the water. Draw a big circle in the sand. In this game, the driver will be the "gardener", the rest of the participants in the game will be "flowers". Each "flower" chooses a name for itself, for example, rose, cornflower, cactus, violet, gladiolus. The "gardener" is on the shore, and the "flowers" sit in the water. "Gardener" says:

"I was born a gardener,

Not a little angry

I'm sick of all the flowers

Except the rose!

Instead of a rose, the "gardener" can name any other flower. After that, the player whose flower was named must run out of the water, run around the circle on the shore. "Gardener" runs after him. If the "gardener" was able to catch up and knock down the player, he leaves the game.

The next time, the “gardener” can choose the player who was pissed off first.

Age of players: from eight years old

Place of play: on the beach

Game Mobility: Movable

The content of mobile games, game tasks, relay.

1. "Ladybug".

Directions: development of static balance, orientation in space, activation of speech, consolidation of knowledge of ordinal counting, formation of posture. Children stand along the walls of the hall facing the center. The driver turns away. They hide a "ladybug" behind someone's back under a T-shirt and raise their hands up. The driver tries to find someone with a toy, moving from one to another. And they clap their hands over their heads and buzz, orienting the movement of the driver with the volume of claps.

Ways of complicating: the approach of the leader to the hidden toy, the children adjust the volume of the recitative spoken by the choir:

1, 2, 3, 4, 5,

The cow hid again

7, 8, 9, 10, We'll find her all together."

2. "Talking ball".

Directions: developing the ability to differentiate efforts when throwing and catching balls, expanding the active vocabulary, developing attention during tracking movements. Children stand in a line. The leader throws the ball to each player in order and calls any letter. The child, having caught the ball, crouches with it in his hands, and, returning the ball to the leader, calls the word for this letter. For example, - "A" - "Watermelon".

Addition methods: the leader, throwing the ball, says the word.

The child catches the ball, selects the first letter from the word he heard, crouches, and, throwing the ball to the leader, calls his word with the same first letter. Or: the host calls the number, and the child calls the neighbors numbers. For example,- "2", should be called "1" and "3".... The facilitator says a word, and the child a phrase or sentence. For example, - "Crow" - "A crow sits on a tree."

3. "Magician".

Directions: development fine motor skills, speed of reaction consolidation of knowledge of ordinal counting, formation of posture. Children stand in pairs, shoulder to shoulder, with one hand holding the partner's hand, the other extended to the side and holding the ribbon by the corner. At the command of the leader, everyone together begins to count up to 20, trying to hide the tape in a fist as soon as possible. The winner is the one who quickly hides the tape in his hand.

Ways to complicate: increase the length of the tape or replace it with a sheet of paper up to half the size of a newspaper sheet.

4. "Flying socks".

Directions: development of fine motor skills of the toes, speed of reaction of auditory memory, rhythm. Children sit in a circle on the floor, hands in support behind. The legs are extended forward. One sock is launched in a circle. Each child must take it with their toes and carry it to the neighbor's foot. You can transfer the sock by throwing, not transferring.

Ways to complicate: the number of socks increases. Add simultaneous pronunciation of the recitative in chorus: "I will take the sock with my foot, I will bring it to the other,And I carry, I carry, I don’t sleep, I won’t catch anything.

5. "We draw the mood."

Directions: increasing the emotional state of children, the development of fine motor skills.

Each child receives a tube of lipstick and is allowed to approach any participant and "decorate" his face, hands: draw a smile, a sun, circles, etc.

6. "Roar lion, roar."

Directions: reducing the psycho-emotional stress of children, the formation of the correct pronunciation of the sound "R", the activation of the vocal cords. The host says: "We are all lions, a big lion family. Let's have a competition who growls louder. As soon as I say: "Roar lion, roar!" Let the loudest growl be heard." "And who can roar even louder? Lions roar well." You need to ask to growl as loudly as possible, while depicting a lion's stance. Then everyone stands one after another, putting their hands on the shoulders of the person in front of them. This is a steam locomotive. He puffs, whistles, the wheels work clearly, in time, everyone listens and adapts to the neighbors. The locomotive moves in different directions, now quickly, now slowly, then turning, then bending, making loud sounds "choo-choo-ta-ta-ta". At the end of the game, a "crash" can occur and everyone falls to the floor.

7. "Knapsack".

Directions: developing the ability to differentiate efforts when performing jumps, consolidating knowledge about social and everyday orientation, expanding vocabulary and knowledge of objects of the surrounding world. All children stand in a square - this is a satchel. The host announces: "Now we will collect a satchel for school." Each player shouts out in turn what he will be (pen, notebook, textbook). If he guessed the meaning, then he jumps into the middle and sits down, takes the hands of those who are already "inside the knapsack". And so on until all the children are in the circle. Then, at will, the theme changes to "vegetables", "flowers", "trees", "dishes", "clothes".

8. "Robot".

Directions: development of spatial orientation, knowledge of movement directions. A bandage is put on the leader's eyes, he is a "robot". Children, saying "forward", "back", "right", "left", "stop", etc. and "lead" him to a predetermined goal (door, window, etc.).

9. "Get to know a friend."

Directions: development of tactile perception and attention, activation of auditory and muscle memory, thinking, development of fine motor skills. A bandage is put on the eyes of one child. The host brings him to any player, where he must determine with the help of feeling: who is it, called the name.

Method of complication: children stand on elevations, on their knees, so that it would be more difficult for the groping player to recognize them. Option: you can recognize the player only by voice, without touching him with your hands.

10. "Wonderful bag."

Directions: development of tactile perception and attention, activation of memory, counting thinking, development of fine motor skills. In the presence of children, put in a bag 10 items that are well known to them (toys from kinder surprises). Children take turns putting their hand into the bag, feeling one of the objects without removing it from the bag, and call it out loud. After that, the child takes out the object and checks the correctness of his answer.

Ways to complicate things: put previously familiar objects into the bag, but so that the children do not see what kind of set is there. Children must feel the number of objects in the bag by touch, and then name them.

11. "Zoo".

Directions: prevention of flat feet, formation of posture, activation of attention, memory, speech, development of coordination of elementary movements, imitation of postures, movements of sounds of animals, birds. Children are located on the site, each in their own "cage" and depict animals: Stork: stand on one leg, the other is bent, hands on the belt. Elephants: get on all fours, stretch out your lips - "trunk". "Drink water" - drawing in air with noise, stretching out the "trunk". "Sprinkle yourself with water" - raise your head and exhale with noise through clenched teeth. Bears: walking in a roll with simultaneous onomatopoeia, "rrrr" . Penguins: Rolling from heel to toe, arms clasped, palms to the sides, while pronouncing "wee-wee." Horses: running or walking with knees high,clicking at this language. Dogs: standing on all fours, barking imitation: "growls".Kitties: Rack on all fours, bending your back, imitation of meowing. Siskins: crouching at an emphasis, raising and lowering arms bent at the elbows ("wings") while pronouncing "chik-chirik". Frogs: random jumps from an emphasis crouching, at the same time imitating the croaking of a frog. Beetles: "zhzh", fell on their backs, they cannot rise. The host calls the animal, and all the children portray it. The best "animals" are celebrated. Then everyone gets on the tram, line up in a column, hands on the shoulders of the person in front, ride in a circle, simultaneously pronouncing "tren-tren", "dzin-dzin" in chorus. Having passed the circle, "the tram goes off the rails" - the children fall to the floor.

Ways to complicate: Several children form a tram and "ride around the zoo." Other players depict animals in cages, without instructions from the host. Passengers of the "tram" must guess the depicted animals. Whoever guessed, he leaves the cage and gets into the "tram".

12. "Beads".

Directions: development of hand strength, speed of reactioncoordination of joint actions, consolidation of ideas about primary colors, strengthening of the cardiovascular and respiratory systems. Participants stand in a tight circle. They are the beads of a beautiful necklace. Inside the circle is the leader. "Beads" are closely pressed, spinning in place, without breaking away from each other. The host tries to "break" the necklace: tickles, makes laugh, pulls in different directions, etc. If the host succeeds, the beads "scatter" on the floor and roll on it. And the host begins to catch them, in turn holding the first, second, third, etc., tightly by the hand, untilwill collect again the whole necklace.

Ways to complicate: make the beads multi-colored - one is blue, the other is red, etc. (tie ribbons of the corresponding color on their hands). Collect beads by alternating red and blue beads.

13. "Falling ball".

Directions: development of speed of reaction, attention, memory consolidation of knowledge on social orientation, ordinal counting, names of objects. Children form a circle. Inside it - the driver with the ball inhands. Every childchooses the name of an object related, for example, to the topic "We wash ourselves": soap, toothbrush, towel, etc. The driver, throwing the ball up, calls the "handle", the called player must jump up and catch the ball.

Ways of complication: children are calculated in order of numbers and the leader calls the player's number.Or each child chooses the name of the fruit: "apple", "pear", "plum", "banana", etc.

14. "Step fast."

Directions: development of speed of reaction and movements, static coordination, formation of posture. The players line up at one end of the court in a line. At the other end, the leader becomes his back to the players, facing the wall. He covers his face with his hands and says: - "Step fast, look, don't yawn, stop!" While the driver pronounces these words, all the players try to get closer to him as quickly as possible. But at the command "stop!" they should immediately stop and freeze in place, and the driver quickly looks back. If he notices that one of the players did not have time to stop in time and made at least one movement, the driver sends him back beyond the starting line. After that, the driver again stands against the wall and pronounces the same words. This continues until one of the players manages to approach the driver and stain him before he has time to look back.

Ways of complication: all players put an object on their head (a soft toy, a deflated ball) and make sure that it does not fall while moving forward. Or all the players, except the driver, with eyes closed.

15. "Blind Man's Buff".

Directions: Development of dynamic coordination, attention during tracking movements, orientation in space, strengthening of the cardiovascular and respiratory systems. An arbitrary space is outlined on the site, beyond which the players cannot go. One of the participants is put on a blindfold. The players turn it several times, and they themselves scatter, trying to keepcomplete silence. "Zhmurka", listening to the slightest rustle, tries to catch one of the gaping players. Caught becomes a "blind man".

16. "What has changed."

Directions: activation of attention, memory,thinking, speechactivities, the development of static coordination. On the playground, the leader lays out a number of items (for example: a hoop, a rope, a ball, a foam rubber cube). Children look at these objects, turn away and run in the opposite direction. The host at this time removes any of the items or swaps them. Children come running, look and say what has changed. The most attentive are encouraged.

Ways of complication: 1) Children freeze in certain poses. The host turns away, everyone says in unison: "One, two, three, four, five, Well, they froze again." During the pronunciation of the recitative, the players change positions, and at the end of it, they freeze again. The leader turns and says what has changed. 2) On a horizontal stand, the host has from 2 to 5 letters or numbers (children turn away). The leader swaps letters or numbers.

16. "Jumpers".

Directions: development of speed-strength qualities, activation of mental processes, broadening of horizons, development of orientation in space, strengthening of the cardiovascular system. Children in an emphasis crouching are located in a circle facing the leader standing in the center. He loudly calls the object, and the children should jump up on 2 legs if this object refers to a predetermined topic: "forest", "flowers", "animals", etc.

Ways to complicate: in front of each child, a landmark is a hoop - he must jump into it. The hoop gradually moves away.

17. "Collect the word."

Directions: development of quick wit, quickness of reaction, consolidation of grammatical knowledge, development of motor skills small movements fingers, the acquisition of joint action skills. Children are divided into 2 teams. Each team is given a set of letters. Teams must, after conferring, make up a word and silently line up. When both teams are ready, the leader collects cards with letters from them, takes them to the stand and, having mixed them, lays them out under it. On a signal, the 1st player of each team runs to the stand along the drawn line, chooses the first letter and hangs it on the stand. The second player posts the 2nd letter, and so on, until the whole word is on the stand. The team that finishes first wins.

Ways of complication: 1) movement in the relay is carried out by jumping on one, two, on a rope. 2) an increase in the number of letters in the composed word.

18. Dunemonce..." .

Directions: development of respiratory muscles, expansion of the active vocabulary, development of dynamic coordination. Children are divided into teams. Everyone has a table tennis ball. The first players crawl on all fours and, blowing on the ball, try to roll it to the wall. At this time, the rest of the players say in chorus:

"Dunem once, Dunem two, Dunem three, rolled up to the wall." Having rolled the ball, the first players run back to the team. The second ones do the same, and so on. The team that finishes first wins.

Ways to complicate: roll a tennis ball between landmarks (stuffed balls, skittles).

20. "Touchbefore..." .

Directions: development of accuracy of movements, speed of reaction to a signal, quick wit, activation of attention, memory, consolidation of ideas about primary colors, shapes, size of objects, strengthening of the cardiovascular and respiratory systems. Children are freely located around the room. The host says loudly: "Touchbefore...blue!" All children should instantly orient themselves, find something blue in the hall, in the clothes of the players, run up and touch this color. The tasks are varied: primary colors, sizes, shapes.

Ways of complication: the names of objects are included, with double definitions ("Touch the round black", "wooden, yellow", etc.).

21. "Shaggy dog".

Directions: development of speed of reaction, attention, coordination of elementary movements performed to the rhythm, activation of speech activity. A "dog" is squatting against one of the walls. The children line up along the opposite wall in a line and, speaking in chorus, slowly move the recitative, their backs are even, towards the “dog”, saying in unison: “Here sits a shaggy dog, With his nose buried in his paws, Quietly, peacefully he sits, Not that he is dozing, not Let's go up to him, wake him up And see: what will happen?" With the last words, the children should go up to the dog, clap their hands and turn around and run to the opposite wall. And the dog catches them. Who is caught plays the role of a dog.

Ways to complicate: increase the number of "dogs" to 2-3.

22. One-legged.

Directions: development of coordination and coordination of movements with a partner, speed and accuracy of movements, switching attention. Children are divided into pairs. Each pair has armbands of the same color on the shoulder. They stand at the back of each other's head, the second one takes the partner standing in front by the ankle and, at a signal, the couples jump each on the same leg. After the leader says "Four-legged", the children get down on all fours and crawl to different parts of the hall. After the command "One-legged!" They get up and run to find their mate with the same ribbon on the shoulder and, taking her by the leg, jump.

Methods of complication: 1) the task is performed by three people. 2) The guideline is not the commands, but the leader's movements. For example: while the leader is standing they are "One-legged", when he sits down - they are "Four-legged". 3) The leader after the command "Four-legs" quietly changes the ribbons on any player.

23. "Dragon".

Directions: development of coordination, dexterity, coordination of movements with partners, activation of exhalation. The players stand in a line, holding hands. The first participant is the "head", the last one is the "tail" of the dragon. The "head" should reach out to the tail and touch it. The "body" of the dragon is inseparable. As soon as the "head" caught the "tail", the whole "body" disintegrates, scatters around the hall and falls to the floor. The "head" claps its hands - the "body" rises, its parts gather and again in pursuit of the "tail". All parts of the dragon's body hiss on exhalation during the chase.

Ways to complicate: increase the radius of turns, tacking.

24. "Machines".

Directions: development of spatial orientation, consolidation of knowledge on social orientation, activation of speech activity. Children are divided into two teams: "cars" and "pedestrians". "Cars drive along parallel streets", moving on all fours. "Pedestrians" are waiting at the crossroads drawn in chalk. The leader holds in his hands 3 traffic lights (paper circles): red, yellow and green. When he raises the red circle, the pedestrians say in chorus "Red - clear, the path is dangerous" and stand at the intersection, and the "cars" begin to move. When the leader raises the yellow circle, the pedestrians say in chorus: "Yellow - also wait," while the "cars" must "slow down." When the leading green circle is raised, the "cars" should stop, and the "pedestrians", pronouncing in chorus "And the green one ahead - come through", begin to cross the road at the intersection. "Cars" and pedestrians stopped at the time are marked. Then the teams change places and the game continues.

25. Siamese twins.

Directions: development of dexterity, coordination of movements with a partner with limited abilities, speed of motor response to a given signal, consolidation of elementary mathematical knowledge (numbers are neighbors). Children are divided into pairs, stand shoulder to shoulder, hug each other with one hand at the waist, put one leg next to each other and tie it with a ribbon above the knee. Now they are "Siamese twins". In this position, couples must, without disengaging their hands, run to the landmark (stand, ball, etc.) and return to the finish line.

Ways of complicating: 1) Having reached the landmark, the Siamese twins must build a house from foam rubber cubes of the same color as the tape that binds their legs. 2) With the command "5", having reached the stand, each pair of "twins" hangs out numbers - neighbors: "4"and "6".

26. "Quick balls".

Directions: developing the ability to differentiate efforts when passing balls of various types and volumes, consolidating ideas about the direction of movement, the ability to quickly switch attention. The players form a circle. The leader gives them 2 balls - small and large. Children on a signal pass the balls in a circle. At the signal "Big forward!" a big ball is passed, and after it, having missed 2-3 people, a small ball is passed. The small ball tries to catch up with the big one. At the signal "Small forward", the direction of passing the balls changes, that is, the big ball catches up with the small one.

Ways of complicating: 1) Children pass the balls with their eyes closed / 2) one of the balls is stuffed.

27. "Mirror".

Directions: development of attention, establishing contact with a partner, synchronous execution of tracking movements. Children line up in front of the leader. He performs some simple movements, and the children try to repeat them.

Ways of complication: children are divided into pairs: one is a “mirror”, the other is a driver.

28. "Stop, hop, one."

Directions: development of coordination of elementary movements, activation of auditory attention, memory, strengthening of the cardiovascular and respiratory systems.

Children run in a column. At the signal "stop" they stop, "hop" they jump, "one" they turn and run in the opposite direction.

29. "Builders and destroyers".

Directions: Development of thinking during design, consolidation of knowledge about primary colors, development of the exact ability to differentiate efforts in throwing balls of various diameters and weights, raising the emotional tone of children. Children are divided into teams. Each team chooses a building material (foam cubes, color assignments) and builds a fortress. After that, they approach the enemy's fortress. Each team has "cannonballs" - these are balls: rag, rubber, stuffed. In turn, each member of the team throws the ball into the opponent's fortress. With each successful hit, the assaulters emit loud victory cries. The team that destroys the fortress faster wins.

Ways to complicate: build a fortress of a certain color.

30. Drop it."

Directions: development of coordination of movements in throwing objects at a distance in arbitrary ways, consolidating ideas about the size, shape, color of objects and quantitative counting, strengthening the cardiovascular and respiratory systems. Children are divided into two teams, which are located across the width of the hall opposite each other. On the command "Throw - ka", they begin to throw foam rubber figures to the opposite part of the hall. At the signal "Freeze" - the children freeze. And the figures are counted. The team with the fewest pieces on their side wins.

Ways of complication: 1) At the signal "Throw green" green figures of any size and shape are thrown. 2) At the signal "Throw - square" pieces of any color and size are thrown, but only square ones.

31. "Owl".

Directions: development of balance, speed of reaction to a signal, expansion of ideas about the animal world, formation of posture. The boys disperse around the playground. At the command of the leader: "The day is coming - everything comes to life!", the children depict the sounds and movements of birds, animals (depending on the topic). The owl is sleeping at this time -sits bending underyourself legs head bowed, eyes closed. At the command "Night is coming - everything freezes!" Children freeze in a certain position, demonstrating a beautiful posture, and the "owl" rises and looks out among the children for those who laugh or move, takes them to their nest, they also become owls and go hunting together. The game continues until 1 person is left on the playing field - he is declared the winner.

32. The time is "possible" and the time is "impossible".

Directions: weaken negative emotions, relieve psycho-emotional stress.

Time "can": Children are allowed to do everything: jump, scream, roll on the floor, throw themselves, make faces at mirrors, etc. (up to 3 minutes). Time "no": Children should calmly carry out the tasks of the leader. "Time" can be alternated in one lesson or on different days, depending on the emotional state of the children.

33. "Colorful letters and numbers."

Directions: consolidation of elementary grammatical and mathematical knowledge, development of attention, skills of joint collective actions.

Multi-colored pictures with letters and numbers are laid out around the hall, hidden. Children are divided into 2 - 3 teams. On a signal, one team searches for and collects pictures with a certain color of letters in the hall, the other - numbers. After that, each team reads their pictures, letters and numbers in chorus. The team that has more cards of the same color and fewer mistakes in their name wins.

Ways to complicate: each team will find the letters of a given color and make a word out of them. Whoever has more letters in a word wins.

34. "Color fight".

Directions: development of coordination and the ability to differentiate efforts in throwing objects, relieving emotional stress, strengthening the cardiovascular and respiratory systems. Children are divided into pairs or teams. Everyone takes a foam figure (rectangle, roof, hemisphere, etc.). The players throw them at any part of the body, at each other, uttering victorious cries.

Ways of complication: children "put on" foam figures, sticking their arms and legs into the holes in the figures and, depicting robots, continue the fight.

35. "Spiders".

Directions: development of coordination of movements, fine motor skills, consolidation of joint action skills in solving elementary math problems. Children are divided into teams of 3-4 people. The facilitator gives them an example:1+3. The team jointly determines the answer and the first players crouching in emphasis, hands behind, move to the stand, feet forward, choose the number below it: 4 and hang it on the stand, and return to the team in the same way. The next players must add 3 to this sum and hang "7", etc.

Methods of complication: counting operations are more complex: from "20" each participant in the game subtracts "5". The team winswhich will have "0" faster.

36. "Geese - swans".

Directions: development of coordination of elementary movements with distracted attention to the actions of other objects, activation of speech activity, memory. A circle is drawn on one side of the site - the "house" in which the "geese" live. On the opposite side stands the "shepherd". To the side of the house is the wolf's lair. The rest of the place is "meadow". Two are assigned to the role of "wolf" and "shepherd", the rest portray "geese". They walk with a proud posture, pull their necks up, fly: they wave their arms through the sides up and, lowering, hiss - exhale "shhhh". The shepherd says: "Geese, geese!" The geese stop and answer in chorus: "Ha, ha, ha." - "Do you want to eat?" - "Yes Yes Yes". - "So fly." - "We can't. The gray wolf under the mountain won't let us go home." - "So fly as you want, just take care of the wings." Geese, spreading their wings, fly home through the meadow, and the wolf, running out of the den, catches them.

Ways of complication: caught geese become wolf's helpers. Children in chorus count how many geese the wolf caught.

37. Relay "Brloto".

Directions: development of balance, orientation in space and accuracy of movements, prevention of flat feet. Children are divided into 2 teams. Part of the team stands on one side of the hall, and the other part on the opposite side. On a signal, the children must go through the swamp, walking from "bump to bump. As "bumps" - circles drawn in chalk on the floor.

Methods of complication: 1) use low foam figures as bumps, 2) each participant is given two "bumps" with which he must cross the swamp without getting his feet wet.

38. Relay "Hares".

Directions: developing the ability to differentiate efforts in jumping and throwing, and the speed of reaction to a signal, consolidating knowledge of quantitative counting, strengthening the cardiovascular and respiratory systems. Children are divided into teams. The first players jump "bunnies" on 2 legs along the drawn line to the basket with rag "carrots". Everyone takes 1 "carrot" and returns to the team by running along the drawn line. The rest of the players do the same. The team that finishes first wins.

Methods of complication: 1) jumping on one leg. Throw the taken "carrot" into the hoop immediately. If you don't hit, pick it up and return to the team with it. 2) Jumping on landmarks. Throw 2 carrots into the hoop. Choose from the decomposed numbers indicating the number of hits, and return to the team with it. The team that finishes first and has the most successful carrot hits in the hoop wins.

39. "Sparrows and a cat".

Directions: improvement of the technique of familiar movements with distracted attention to the actions of another object, development of attention during tracking movements, development of balance. "Sparrows" set up "houses" for themselves within the playground, i.e. mark with a hoop (ribbon), chalk a place where they can LL hide "(stand on toes, or in the pose of" stork "). For playing field"cat" walks, meows, shows claws. At the command of the leader: “Sparrows, fly!”, the children jump out of their “houses”, frolic, run, jump around the playground, flap their wings, chirp. At the command of the host, “The cat is coming!” The sparrows hide in their houses, and the cat tries to catch someone. Caught changes places with the cat.

Ways of complication: "house" - a low foam rubber figure. Sparrows jump on 1 leg. At the command "sparrows bathe", the children must jump into the hoop and imitate swimming. On command: "Pecking crumbs" - they sit in another hoop on their haunches, all fours and "peck".

40. "Seine".

Directions: development of coordination of simple movements with distracted attention to other objects, coordination of movements with partners, activation of speech activity. Two "fishermen" are selected, the rest are "fish". "Fishermen", holding hands, catch "fish", surrounding them with their free hands. The caught "fish" join the "fishermen" - the "net" increases. Fishing continues until there are 2 uncaught fish left, which are declared "fishermen".

Ways of complication: "fish" tease "fishermen", saying in chorus: "Fisherman, fisherman, you catch us on a hook."

41. "Who is faster."

Directions: development of spatial orientation, speed of response to a signal, coordination of simple movements, fine motor skills, strengthening of the cardiovascular system. Children are divided into teams. The first players, following the landmark - the drawn line, roll large balls to the end of the playing area, where they choose a ribbon of a certain color, and return to the team with it, stepping over the gymnastic sticks laid out on the floor. The second players do the same in reverse order.

Ways of complication: 1) Rolling the ball between landmarks (racks, foam figures, etc.). 2) Choose a ribbon and tie a bow on your leg. Jump over small obstacles.

42. "Cossacks - robbers".

Directions: development of coordination of simple movements with distracted attention to the actions of other objects, balance, consolidation of ideas about primary colors, activation of speech activity. The players are divided into two teams: "Cossacks" and "robbers". To distinguish the participants of one team from another, all the children of one of the teams are tied to the hands of a green ribbon, and the other is red. On a prearranged signal, the "robbers" run in different directions. The "Cossacks" chase after them and salute them, saying: "One - two - three - four - five! Here's a Cossack seal for you." And the "robber" freezes in place. But he can be rescued by an unsalted of the same team by slapping him on the shoulder. Then the "robber" is considered free and runs away from the "Cossacks" again. When all m "robbers" are pinned, a short rest is assigned. Then the "robbers" become "Cossacks", and the game continues. The team that quickly knocks down their opponents wins.

43. "Snowman".

Directions: development of coordination of simple movements, motor skills of small movements with fingers, coordination of movements with a partner and collective actions.

The players are divided into pairs, each receives a task: within a set time (8 - 10 minutes) it is possible to roll a snowball larger. All pairs, on a signal, run in different directions of the site, where it is easier for them to complete the task. The pair that rolls up the largest snow globe by the specified time wins. Then all together they make a snowman with eyes, hands, nose, etc.

    "Kill the snowman."

Directions: development of speed-strength qualities, accuracy of throwing, development of fine motor skills. Each player prepares as many snowballs as possible for 5 minutes. After that, from a set distance (3 -5m)children begin to throw snowballs at the snowman's "hat" (bucket), trying to knock it down. Play until it is knocked down. If there are 2 snowmen, the game is played between teams.

45. "Snow circles".

Directions: development of speed-strength qualities, the ability to differentiate efforts in throwing, strengthening the cardiovascular and respiratory systems. Children are divided into teams of 2 - 3 people. Circles with a diameter of 50 - 60 cm are drawn on the wall of the house, the number of which corresponds to the number of teams. Teams are located on the line at a distance of 3-5 m from the shield. On a signal, the children begin to throw snowballs, trying to cover their circle with them as quickly as possible. The team that does it first wins.

46. ​​"Running under fire".

Directions: development of speed of reaction and the ability to dodge, differentiate efforts in throwing, general physiological impact. A line about 6 m long is marked. Players make snowballs in advance and place them along the marked line. The first player must run along the line of fire so that the other players do not hit him with a snowball. Then he gets behind the line and helps to fire at the second player. The game continues until all players have run along the "shooting" line.

47. "Labyrinth".

Directions: development of attention, general physiological impact. In the absence of children, the leader in the snow prepares a labyrinth from his footprints in the snow. At the end of the "maze" he hides an object (a small ball). Children must unravel the maze, follow in his footsteps and find the object hidden by him. The first player to find the hidden object wins.

48. "Overtake".

Directions: development of strength, speed of reaction to a signal, coordination and coordination of actions with the actions of a partner. Children are divided into teams of 3 people. One sits on the sled, two take on the rope attached to the sled, stand on the starting line. On a signal, the children drive the sled forward, go around the landmark and return to the starting line. Those who arrive on the line first receive a point. When each of the players has been in the role of a rider, the number of points is calculated.Ways of complicating: sitting on a sled can add a point to the team if he raises a snowball on the go.

49. "Icicle".

Directions: development of speed of reaction, attention, accuracy, ability to differentiate efforts. The players stand in a circle, the driver is in the center of the circle. His task is to kick an ice floe (ball) out of the circle with a kick. Those standing in a circle hold the piece of ice with their feet and send it to the driver. The one past which the ice slipped on the right side replaces the driver.

Method of complication: each child has his own piece of ice. After a few meters, on the contrary, each has its own hole. On a signal, this piece of ice must be driven into the hole, the one who did it first wins.

50. "Fast sled".

Directions: development of coordination, leg strength, speed, strengthening of the cardiovascular and respiratory systems. Children are divided into pairs. On one side of the playground, one child sits on a sled, on the contrary, at a distance of 10-15 m, is his partner. On a signal, the children, pushing off with their feet, push the sled towards their partner. The pair that meets first wins.

Way to complicate: the children sit on the sled with their backs to each other and in this position they try to be the first to arrive at the finish line.

51. "We go alonghearing 7 ".

Directions: development of the ability to navigate in space, activation of auditory perception and attention. The players line up in one line and pull hats over their eyes. The leader gives the signal "Forward, forward!". All players with their eyes closed begin to walk in the direction from which the signal was heard, trying to get closer to the leader. The host changes the place and periodically gives voice signals, corrects the direction of movement of children, ensuring safety. The group can move to another part of the site, go around the school, etc.

52. "Fight".

Directions: removal of psycho-emotional stress, development of accuracy, ability to differentiate efforts in throwing. Children are divided into teams, each building a fortress behind which you can hide. On command, a fight begins - the children throw snowballs at each other, the salted one is eliminated from the game. The team with the most unflagged players wins.

A series of outdoor games corresponding to the physical and mental development children from 7-10 years old.

These are games for the development of coordination of movements, dexterity. They include speed running, throwing, jumping over obstacles. The rules are gradually becoming more complicated, the requirements for the accuracy of execution are increasing. Often used text that defines the rhythm of movements. It is important to introduce into games the motor elements of actions that children observe in life, they are familiar from the pictures (digging, pulling, pushing, etc.). It is advisable to introduce elements of competition into the games (who will most likely reach the intended tree). Children at this age are interested not only in the process of the game, but also in its result, so they love to play competition games. It is most useful to conduct motor games in the fresh air. Quite strict requirements are imposed on the child in terms of the quality of movements, the correctness and clarity of their implementation.

☺ Game "Mouse Hunt"

The game is designed to form attention, coordination, operational orientation in the situation. All players are divided into pairs. One pair (possible by lot) becomes a "cat" and a "mouse". The remaining couples stand in a circle: one at the back of the head to the other (in fact, two circles are formed: external and internal). The distance between adjacent pairs should be large enough to be able to run between them. The "cat" must catch the "mouse". If he touches it, the "mouse" is considered to be caught and out of the game. But she can "hide" in a mink. To do this, she needs to stand in front of any couple in the circle. In this case, the "mouse" becomes the player who turned out to be the third in the pair. He continues to run away from the "cat". If the “cat” touches him when the “mouse” has already paired up, and the “third” has not yet had time to start running, hesitated, he becomes a “cat”. The winner is the "cat" that has taken the most "mice" out of the game, and the "mouse" that has lasted the longest in the game.

☺ Help a friend game

This game is aimed at the development of mutual assistance and support for each other. Two players are selected, one of which is the driver, must catch up and “bash” the other. The rest of the children stand in a circle, at a distance of about one step. The evader and the driver run along the circle, and the second tries to catch up with the second. But the runner, if he feels that he is being overtaken, can ask for help from any player in the circle, calling out his name. Then the named player leaves his place and runs in a circle, and the first player who runs away takes his place. However, the vacant seat can be taken by the one who is catching up, then the unsuccessful one becomes the “leader”. The game continues as long as the children are interested.

☺ Game "Prisoner of the ball"

The game "Prisoner of the ball" develops both coordination and motor attention. All children line up in two lines facing each other. The outer player takes the ball and throws it to the opposite player. This player catches the ball and throws it to the player opposite, as shown in the diagram. And so on. When the ball reaches the end of the line, it is thrown in the opposite direction in the same order. If the player does not catch the ball, then he gets "captured" by the opposite team and starts playing on its side. The team that "captivates" as many players as possible during the game, which is limited in advance (for example, we play 5 minutes), wins.

The next game is aimed at developing not only attention, but also proper coordination of movements.

☺ The game "Balls - brooms"

This is a competitive game. It can be done with two participants or with two teams of participants. It will take two balloons and two brooms. Two participants must carry the balls on brooms a certain distance (for example, from the wall to the table), without dropping them or puncturing them. Balls cannot be held by hand. If they play in teams, then, according to the relay race principle, all participants take turns carrying the balls. The participant (or team) who succeeded in doing this receives a special certificate granting the right to sweep the premises with this broom for a week.

☺ Dark maze game

All participants in the game, except the leader, line up and close their eyes tightly. Then, with their eyes closed, they begin to follow the leader’s commands: “Two steps forward, turn left, two steps right, turn around, step left, turn left, four steps forward, turn 180 degrees, two steps back, turn right, turn to the left, one step forward, three steps to the left, etc.” Then, at the command of the host, “Open your eyes!” everyone opens their eyes and see who is standing. If someone is not like everyone else, then he leaves the game. The game then continues until only the two (or one) most attentive players remain.

☺ Bike camera game

A bicycle pump is used, or an object imitating it. One child represents the "camera". (To facilitate entry into the game, an adult can act as the first number in the role of the "camera".) As the "camera" is pumped up, it changes poses and positions. First, he takes a sitting position, then spreads his arms, puffs out his cheeks, etc. At some point, the makeshift camera "bursts", imitating the sound of a busted tire. The participant is helplessly flattened on the floor. The role of the "camera" passes to another participant.

☺ Clothespins game

The game should be played outdoors or indoors, where there is a lot of free space so that children can run around. You will need a lot of clothespins (preferably bright, multi-colored). This game can be played by children and adults. The number of players is not limited. The whole group is divided into two parts. One part is “hunters”, the other is “deer”. All clothespins are divided into identical piles and given to all "hunters". "Hunters" attach clothespins to their clothes, and the game begins. After the signal (it can be a musical introduction or an imitation of the sound of a hunting horn), the “hunters” begin to catch the “deer”. Having caught the “deer”, the “hunter” attaches a clothespin to it and releases it. The winner is the "hunter" on which there are no clothespins left.

Children love to run, jump, compete.

Outdoor games develop not only dexterity, endurance, reaction speed, but also many of the games we offer develop attention, logical thinking the ability to switch quickly.

Swan geese

The game develops reaction and endurance of your child.

On one side of the site, a line is drawn that separates the "goose". In the middle of the site, 4 benches are placed, forming a road 2-3 meters wide. On the other side of the site, 2 benches are placed - this is a "mountain". All players are in the "goose house" - "geese". Behind the mountain, a circle “lair” is outlined, in which 2 “wolves” are placed.

On a signal - “Geese-swans, in the field”, “geese” go to the “field” and walk there. At the signal “Geese-swans home, the wolf behind the distant mountain”, the “geese” run to the benches in the “goose house”. Because of the "mountain" the "wolves" run out and catch up with the "geese".

Players who are never caught win.

Age: from six years old

The game develops: attentiveness, endurance, coordination, dexterity, thinking, reaction

Number of players: 4 or more

Place of play: street

alphabetically

In order to better remember the names, in order to train attention and the ability to quickly switch from one task to another, you can play such a game in a company of up to 15 people.

The host invites the guys for a certain amount of time (for 10, 15 or 20 seconds) to change places like this:

- so that all names are arranged alphabetically;

- so that everyone stands by the color of their hair (brunets on the left, blondes on the right);

- so that everyone stands in height (left - small, right - large).

Note. These exercises can be even more fun if there are wide benches, sofas, or very stable sturdy chairs. Then the guys must complete the tasks, standing on the benches, and cross without stepping on the floor.

Age: from six years old

The game develops: attentiveness, coordination

Number of players: 5 or more

Place of play: indoor

Hurry up to pick up

With this game you can have fun in a team.

A participant with a volleyball in his hands becomes a circle with a diameter of 1 meter. Behind the player are 8 tennis (rubber) balls.

On a signal, the participant throws the ball up, and while he is in the air, he tries to pick up as many balls as possible and, without leaving the circle, catch the ball.

The participant who managed to pick up more balls wins.

Age: from six years old

The game develops: attention, coordination, agility, reaction

Number of players: 2

Place of play: street

Items needed: balls

Cones, acorns, nuts

A mobile game that children really like.

Children stand in threes and, holding hands, form a circle. Each of the three has a name: "cones", "acorns", "nuts". The leader is outside the circle.

The host says the word "nuts" (or "bumps", "acorns"), and all the players who have this name change places, and the host tries to take someone's place.

If he succeeds, then he becomes a nut ("acorn", "cone"), and the one who was left without a place becomes the leader.

Age: from six years old

The game develops: attentiveness, coordination, dexterity, thinking, reaction Number of players: 7 or more

Place of play: street

Birds, fleas, spiders

The group is divided into two teams. Each team, secretly from the other, decides who it will be - "birds", "spiders" or "fleas". Two teams stand in a line in the center of the hall, face each other with a gesture denoting the chosen animal.

Spiders run away from birds, fleas from spiders, birds from fleas. The one who did not have time to reach the opposite wall goes to another team.

Age: from six years old

Purpose of the game: relaxation, concentration

Number of players: 10 - 30

Place of play: spacious safe room

Target

it interesting game developing dexterity, accuracy and coordination. Children stand behind the circle line. In the center of the circle is the leader. One of the players has a ball. Those outside the circle throw the ball at the leader, trying to hit him, or pass the ball to a friend to make a throw.

The leader runs around dodging the ball. The player who did not hit the leader with the ball takes his place.

Age: from six years old

The game develops: attentiveness, endurance, coordination, dexterity, accuracy, reaction

Number of players: 3 or more

Place of play: street

Items needed: ball

Give me your hand

Before the game, children choose a territory beyond which they cannot run out.

One leader is selected - a tag, the rest of the players freely move around the site.

Salka begins to catch players who run away from him, with the children eager to join hands with the closest player.

Hand in hand, they stop facing each other. In this case, the tag does not have the right to tag them.

If the tag caught up with a single player, they switch roles.

Age: from six years old

The game develops: alertness, endurance, agility, reaction

Number of players: 4 or more

Place of play: street

Jumpers - sparrows

Great children's game. First, a circle is drawn on the asphalt with chalk.

In the center of the circle is the leader - the "crow". Behind the circle are all the players who are "sparrows".

They jump into the circle and jump inside it. Then they also jump out of it.

The "crow" tries to catch the "sparrow" when it jumps inside the circle.

If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.

Age: from six years old

The game develops: attentiveness, dexterity, thinking, reaction

Number of players: 3 or more

Place of play: street

british bulldog

Playing affects the stamina and reaction of the child.

Children assign two catchers ("bulldogs"). The Bulldogs stand on one side of the court, and everyone else on the opposite side. At the signal of one of the "bulldogs" all players must run to the other side. But so that the player is not caught by the "bulldogs".

The game continues until all the runners turn into bulldogs.

Age: from six years old

The game develops: endurance, reaction, strength

Number of players: 4 or more

Place of play: street

homeless hare

Interesting game for younger kids school age. A hunter and a homeless hare are selected from among the players. The rest of the players are hares, draw a circle for themselves, and stand inside.

The homeless hare runs away, and the hunter catches up with him. The hare can escape the hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because he becomes homeless, and the hunter will hunt him. As soon as the hunter catches the hare, he himself becomes a hare, and the former hare becomes a hunter.

Age: from six years old

The game develops: mindfulness, endurance, thinking, reaction

Number of players: 3 or more

Place of play: street

White bears

Polar bears - mobile collective game for children of primary school age. Develops active creative motor actions motivated by the plot of the game.

On the edge of the platform, which is the sea, a small place is outlined - an ice floe on which the driver stands - “ polar bear". The rest of the "bears" are randomly placed throughout the site.

"Bear" growls: "I'm going out to catch!" - and runs to catch "bear cubs". Having caught one "bear cub", he takes him to the ice floe, then catches another.

Two caught "bear cubs" join hands and begin to catch the rest of the players. Having caught someone, two “bear cubs” join their free hands so that the caught one finds himself between the hands, and shout: “Bear, help!”.

"Bear" runs up, taunts the one he has caught and takes him to the ice floe.

The next two caught also join hands and catch the rest of the cubs.

When all the "bears" are caught, the game ends.

The last player caught wins and becomes the polar bear.

Note. The caught "bear cub" cannot slip out from under the hands of the couple surrounding it until the "bear" has taunted it. When catching, it is forbidden to grab the players by the clothes, and those who run away run out of the boundaries of the site.

Age: from six years old

Game development t: dexterity, reaction, fantasy

Number of players: 7 or more

Three, Thirteen, Thirty

Three, Thirteen, Thirty is a game that develops attention and fast response children. It can be used at school for physical education minutes for elementary school students.

The participants in the game stipulate in advance: which of the numbers - which action means. Players are built in a line at a distance of arms extended to the sides.

If the driver (teacher) says "three" - all players should raise their hands up, with the word "thirteen" - hands on their belts, with the word "thirty" - hands forward, etc. (You can come up with a variety of movements). Players must quickly execute the appropriate moves.

Age: from six years old

The game develops: attentiveness, reaction

Number of players: 7 or more

Games that develop strength and endurance

Ropes.

Description: players jump over the rope in various ways - on two legs, on one leg, etc. The one who lasts the longest wins.

Ropes.

Classics

Description: hopscotch is drawn on the playground. Players must, jumping on one foot and pushing the bat in front of them, jump from 1st to 10th grade. If the bat flies out of the classics, the player gives way to the next one. The first participant to jump all classes wins.

Materials and visual aids for Game

Chalk, bit.

magic rope

Develop physical strength and endurance

Description: players are divided into 2 teams. Teams take positions on opposite sides of the center line. At the command of the leader, the players begin to pull the rope, trying to pull the opposing team to their side. Those who succeed win.

Materials and visual aids for the game

Rope, chalk to mark the middle line.

Sebikuza

Develop physical strength and endurance

Description: The game is played in pairs. Players take positions on opposite sides of the center line. The task of the players is to pull the opponent's hands to their side. The player who goes over the line loses.

Materials and visual aids for the game

Chalk to draw the middle line on the playground.

Don't drop the bag

We develop coordination of movements, a sense of balance

Description: children put the bag on their heads, spread their arms to the sides. The players walk around the hall to slow music, trying not to drop the bags from their heads. The one who keeps his back straight and does not lower his head does not lose.

It should be noted those who have never dropped the bag.

Materials and visual aids for the game

Small bags of sand or grits.

Relay on all fours

Develop physical strength and endurance

Description: players are divided into 2 teams. At the signal of the host, the participants run on all fours to the flag and back. The team whose members complete the distance first wins.

Materials and visual aids for the game

Balloon Relay

Description: participants with a racket and a balloon run to the cube and back, leading the balloon with a racket, trying not to let it fall.

Materials and visual aids for the game

Tennis rackets, balloons.

spiders

Develop physical strength and endurance

Description: players are divided into 2 teams. Each player assumes the following position: he squats, leaning on his hands from behind, and puts the ball between his legs and torso. In this position, at the signal of the leader, he runs to the flag and back. The team that completes the distance first wins.

Materials and visual aids for the game

Chalk to mark the start (finish) line, flags on a stand or skittles to indicate the place of a turn, a ball.

Wheelbarrow

Description: The players are divided into 2 teams. Each team must have an even number of players. Players stand in pairs: one of the participants - on his hands, the second holds the first by the legs. In this position, the players, at the signal of the host, move around the playing area. The team whose members complete the distance first wins.

Chalk to indicate the start (finish) line, flags on a stand or skittles to indicate the turn.

Dog

We develop speed of reaction, agility

Description: The players stand in a circle at a distance of a step. In the center of the circle is the driver (“dog”). Players in a circle throw the ball to each other, and the "dog" must touch the ball. The player whose “dog” touches the ball stands in a circle, and the former “dog” takes his place.

Materials and visual aids for the game

Kangaroo

Develop physical strength and endurance

Description: players are divided into 2 teams, take a place at the start. The first member of each team pinches the ball between their knees. At the signal of the host, the players begin to jump around the playing field to the flag and back. At the start, they must pass the ball to the next team member. The team that completes the distance first wins.

Materials and visual aids for the game

A ball to indicate the start (finish) line; flags on a stand or skittles to indicate the turn.

Ball racing

Develop physical strength and endurance

Description: players are divided into 2 teams, take a place at the start. The first members of each team sit on the balls and, at the signal of the host, jump to the flag and back. At the start, they pass the balls to the next participants. The team that completes the distance first wins.

Materials and visual aids for the game

Sports inflatable balls, chalk to mark the start (finish) line, flags on a stand or skittles to indicate the turn.

buffaloes

Description: The game is played in pairs. A rope is put on the participants of the game, which performs the function of a team. Players are located at the same distance from the center line. At some distance from the players, chairs are placed and bells are placed on them. At the signal of the leader, the players try to pull the opponent to their side. At the same time, they must grab a bell from a chair. Whoever manages to ring the bell first is the winner.

Materials and visual aids for the game

Long rope, midline chalk, 2 chairs, 2 bells.

Children's volleyball

We develop accuracy, coordination of movements

Description: the players are divided into two equal mixed teams. Children and adults throw the ball over the net, trying to get into the hoops lying on the opponent's side. For each hit in the hoop - a point. The team with the most points wins.

Materials and visual aids for the game

Ball, hoops, volleyball net.

Ram fight

Develop physical strength and endurance

Description: 2 people take part in the game. Players sit in a circle on their haunches, stretching their arms forward. The task of the players is to push each other out of the circle by hitting the opponent's palms with their palms. The participant who succeeds wins.

The game can be played in various options, players can push each other out of the circle:

Resting hands on the shoulders of the enemy;

Resting foreheads;

Resting his chest, clasping his hands behind his back;

Leaning back;

Standing sideways to each other, etc.

Materials and visual aids for the game

Chalk to draw a small circle.

Crossing

Description: Participants are divided into 2 teams. 2 participants from each team stretch the ropes from start to finish. The task of the other players is to cross from the start line to the finish line, standing on skateboards and moving their hands along the rope. The players of the team who complete the distance first win. In the second version of the game, one of the participants of each team is at the finish line and holds one end of the rope. The rest of the players, standing or sitting on skateboards, take the other end of the rope. The player at the finish line starts to pull a friend. The team whose players are sent to the finish line first wins.

Materials and visual aids for the game

Skateboards, long ropes, chalk to mark the start and finish line.

By pebbles

We develop coordination of movements, a sense of rhythm

Description: children are grouped in a column. The leader pronounces the text:

By flat path, The children are walking.

Our feet are walking

One, two, one, two. Children jump on two legs.

Stones, stones...

In the hole - boom! Children sit on their haunches.

Got out of the hole. The children stand up and raise their hands.

Materials and visual aids for the game

If the game takes place in the gym, then musical accompaniment is possible.

Through the stream

Develop physical strength and endurance

Description: a stream is drawn on the playground, which gradually expands towards the end. The facilitator starts the game with the words:

Through the field and into the woods

Our stream ran.

It is not narrow, it is not wide,

It's not shallow, it's not deep.

One step, two steps -

We crossed the stream!

Players are invited to step over the stream: first through its narrow place, then where it is wider and wider. At the widest point, the host repeats the verses, replacing the last lines.

One jump, two jump

Let's not get our feet wet!

If the players manage to jump over the stream, they need to be rewarded.

Materials and visual aids for the game

Present

We develop coordination of movements, imagination, dexterity

Description: the children stand in a circle. A leader is selected from among the players, who is located in the center of the circle. The rest of the players walk in a circle saying:

We brought gifts for everyone.

Who wants, he will take.

Here's a doll with a bright ribbon,

Horse, top and plane.

Then the children stop, and the driver must name one of the listed gifts. If the driver chooses a horse, then the players imitate the movements of the horse, that is, they run one after another in a circle, raising their knees high, if the doll is dancing in place, if the top is spinning in place, and then squatting down, if the plane is running one after another in a circle, raising their arms to the sides, and then they stop and squat down. The driver chooses someone from the circle and changes roles with him.

Relay with hoops

Develop physical strength and endurance

Description: players are divided into 2 teams. The first player of each team receives the hoop. At the signal of the leader, the participants, jumping through the hoop, begin to move to the finish line. The team with all the players who complete the distance first wins.

Materials and visual aids for the game

Gymnastic hoops, chalk to indicate the start (finish) line, flags on a stand or skittles to indicate the turn.

Porters

Description: Players are divided into 2 teams, each with an even number of participants. Pairs of players participate in the relay. They clamp the ball between 2 gymnastic sticks and, trying not to drop it, run to the flag and back. Then they pass the burden to the next pair and so on until all team members have covered the distance. The team that completes the distance first wins.

Materials and visual aids for the game

Gymnastic sticks, balls, chalk to mark the start (finish) line, flags on a stand or skittles to mark the turn.

Relay race "friendship"

Developing agility and physical strength

Description: teams line up in columns of two behind the start line. At the feet of the first couples on the ground lies a hoop. On a signal, the first couples jump into the hoop, lift it up and, holding the hoop with both hands, run to the cube, run around it, and come back. The team that completes the task first wins.

Materials and visual aids for the game

Hoops, cubes.

Dribbling

Developing agility and coordination

Description: The players are divided into 2 teams. The task of each player is to go the distance by hitting the ball on the floor with one hand. The team that does it first wins.

Materials and visual aids for the game

A ball, chalk to indicate the start (finish) line, flags on a stand or skittles to indicate the turn.

Ball toss

We develop speed of reaction, coordination of movements

Description: Players line up. The first number throws the ball to the second number, he to the third, the third to the fourth, and so on until the last member in the team, who runs with the ball to the right flank of the line, stands next to the first number and passes the ball to him, etc. The team wins, in which the first number will return to its place faster.

Materials and visual aids for the game

Balls according to the number of teams.

Pole racing

Develop physical strength and endurance

Description: players are divided into 2 teams. The task of each team player is to ride a skateboard to the flag and back, pushing off the ground with a pole. The team whose players complete the distance faster wins.

Materials and visual aids for the game

Skateboard, pole, chalk to mark the start and finish lines, flags on a stand or skittles to mark the turn.

Pole put

Develop physical strength and endurance

Description: 2 players participate in the game. They are arranged in a circle, each seizing a pole from its own side. The task of each player is to push the opponent out of the circle.

Materials and visual aids for the game

Six, chalk.

Leapfrog

Develop physical strength and agility

Description: players are divided into 2 teams. The first player leans forward. The next player jumps over it and also stands up, leaning forward. Then the next player jumps over the two who are standing and also gets up, bending over. As soon as all team members stand at a distance, the first player, who is now the last one, jumps over all those in front and again gets up, bending over. And so on until all players cross the finish line. The team that completes the distance first wins.

Materials and visual aids for the game

Chalk to mark the start (finish) line, flags on a stand or skittles to mark the turn.

Get in the trail

We develop dexterity, coordination of movements

Description: the player is standing on the floor. The host outlines his feet with chalk. It is necessary, by jumping up and making a 360 ° turn in the air, to land in the same place.

Materials and visual aids for the game

locomotive

We develop coordination of movements, agility

Description: players are divided into 2 teams. On the leader's signal, the first player runs the distance. When he returns to the team, the next player clings to him, and they run the distance together. The action is repeated until all members of the team run the distance, grappling into a train. The team that completes the task first wins.

Materials and visual aids for the game

Chalk to mark the start (finish) line, flags on a stand or skittles to mark the turn.

Firefighters

Develop physical strength and endurance

Description: Multiple teams can take part in the game. On the playground, a start line is drawn (it is also a finish line). Bells for each team are attached to the upper crossbar of the Swedish wall. At the leader's signal, the players run to the wall, climb up and ring the bell. The team that completes the task first is the winner.

Materials and visual aids for the game

Gymnastic wall, bells, chalk.

Ball pushers

We develop physical strength and eye

Description: The game is played on a sports field. The task of each player is to push the ball as far as possible. During the game, the leader marks on the court the place where the ball fell for each player. When all the players have finished throwing the ball, the results can be summed up.

Materials and visual aids for the game

Medicine ball, chalk.

Relay race with yoke

We develop physical strength and coordination of movements

Description: The players are divided into 2 teams. Turntables are placed on the playground, which players have to run around. On a signal from the leader, the players begin to move along the distance.

They carry a yoke on their shoulders - a gymnastic stick with buckets filled with tennis balls, trying not to drop it. The team that completes the distance first wins.

Materials and visual aids for the game

Gymnastic stick, small plastic buckets filled with tennis balls, turntables at least 1.5 m high, chalk to mark the start (finish) line.

long jump

Develop physical strength and agility

Description: standing on the gymnastic bench and grabbing the rope, taken to the extreme point, the participant flies to the opposite point and lands on the mats. The one who lands furthest wins.

Materials and visual aids for the game

Gymnastic bench, rope, mats.

Flexibility Games

Passing the ball

Develop flexibility and agility

Description: players are divided into 2 teams. They are arranged in columns at a step distance from each other. The task of the participants is to pass the ball to the player standing behind them over their heads. The team that does it faster wins.

Materials and visual aids for the game

Snake passing the ball

We develop flexibility

Description: The players are divided into 2 teams. They are arranged in columns at a step distance from each other. The task of the participants is to pass the ball to the person standing behind, with one of the players passing the ball over their heads, and the other between the legs. The team that does it faster wins.

Materials and visual aids for the game

Relay "tunnel of hoops"

We develop flexibility

Description: players are divided into 2 teams. Some of the team members hold the hoops, forming a tunnel, the other part, at the signal of the leader, runs through the tunnel. Then the participants change places. The team that completes the task first wins.

Materials and visual aids for the game

Gymnastic hoops.

Turtles

We develop flexibility

Description: children crawl on their stomachs, moving their right arm and left leg at the same time, then the left arm and right leg. "Turtles" crawl around the area under the stretched ropes, trying not to hurt them. The player who touches the rope is considered to be caught in a "trap" and is out of the game.

Materials and visual aids for the game

Racks, ropes.

Relay race with a gymnastic stick

We develop flexibility

Description: The players are divided into 2 teams. They are arranged in columns at a step distance from each other. The first player, at the signal of the leader, steps over the gymnastic stick, which he holds in his hands, then passes it to the next player. The team that completes the task first wins.

Materials and visual aids for the game

Gymnastic sticks.

Football crayfish

We develop flexibility

Description: two arcs are placed on the site - these are the gates (without goalkeepers). The players are divided into two teams. During the game, they move based on their feet in front and on their hands behind their backs. Players must kick the ball into their opponents' goal. You can't play with your hands. The time in crayfish football is 3 minutes.

Materials and visual aids for the game

Two arcs, a ball.

circus performers

Description: any number of people can participate in the game. At the signal of the leader, the participants begin to twist the hoops at the waist. The one who lasts the longest wins.

Materials and visual aids for the game

Gymnastic hoops.

flying ball

We develop flexibility

Description: Players stand in a circle and start throwing the ball to each other. Their task is to keep the ball from falling as long as possible. Players must not move or even take their feet off the floor. Whoever drops the ball is out of the game.

Materials and visual aids for the game

bridges

Description: it is necessary to mark the playing field - a square divided into 16 parts. Players can take forfeits. A leader is selected from among the players, who, with the help of phantoms, determines the participant, and with the help of a turntable, the numbers of squares in which the participant must place his arms and legs. All players are placed on the playing field. The task of each player is to stay on the field in an uncomfortable position for as long as possible. The one who was able to resist the longest changes with the leading roles.

Materials and visual aids for the game

Chalk, pinwheel with numbers from 1 to 16.

Confusion

We develop flexibility

Description: a driver is chosen from among the players. All players stand in a circle, and the driver turns away. At this time, the players get confused without opening their hands. The task of the driver is to unravel the confusion.

Materials and visual aids for the game

Musical accompaniment.

lizards

We develop flexibility

Description: 2 teams participate in the game. Skittles are placed on the playing field, which will have to go around crawling players. At the leader's signal, the players lie down on the floor and crawl along the distance, trying not to knock down the pins. The team that completes the distance first wins.

Materials and visual aids for the game

Chalk to mark the start (finish) line, flags on the stand to indicate the place of the turn, skittles.



 
Articles on topic:
Everything you need to know about SD memory cards so you don't screw up when buying Connect sd
(4 ratings) If you don't have enough internal storage on your device, you can use the SD card as internal storage for your Android phone. This feature, called Adoptable Storage, allows the Android OS to format external media
How to turn the wheels in GTA Online and more in the GTA Online FAQ
Why doesn't gta online connect? It's simple, the server is temporarily off / inactive or not working. Go to another. How to disable online games in the browser. How to disable the launch of the Online Update Clinet application in the Connect manager? ... on skkoko I know when you mind
Ace of Spades in combination with other cards
The most common interpretations of the card are: the promise of a pleasant acquaintance, unexpected joy, previously unexperienced emotions and sensations, receiving a present, a visit to a married couple. Ace of hearts, the meaning of the card when characterizing a particular person you
How to build a relocation horoscope correctly Make a map by date of birth with decoding
The natal chart speaks of the innate qualities and abilities of its owner, the local chart speaks of local circumstances initiated by the place of action. They are equal in importance, because the life of many people passes away from their place of birth. Follow the local map