Card file of outdoor games in the senior group

CARD FILE OF MOBILE GAMES

SENIOR GROUP

Running games:

"Traps"

"Trap, take the tape!"

"Corners"

"Pair run"

"Third wheel"

"Mousetrap"

"We are funny guys"

"Swan geese"

"Make a Figure"

"Carp and pike"

"Running"

"Oncoming Runs"

"Sly Fox"

"Empty place"

"Entertainers"

"Homeless Bunny"

"Two Frosts"

Jump games:

"Don't Stay on the Floor"

"Who will jump better?"

"Fishing rod"

"From bump to bump"

"Classes"

Climbing, crawling, climbing games:

"Who is more likely to the flag?"

"Bears and Bees"

"Firefighters in training"

"Bird Flight"

"Rabbits"

Folk Games:

"Burn, burn bright"

"Sun"

"Crow"

"Baba Yaga"

"Centipede"

"Churilki"

"Guess who's calling?"

"Ring"

Throwing and catching games:

"Hunters and Hares"

"Throw to the flag"

"Get in the Hoop"

"Knock down the pin"

"The ball to the driver"

"School of the ball"

"Serso"

"Kick the ball"

Relays:

"Relay race in pairs"

"Throw the ball into the ring"

"Obstacle Track"

"Quick Team"

Games with competitive elements:

"Who is faster?"

"Who is higher?"

"Ring Throwers"

RUNNING GAMES

"Traps"

Target: develop agility, agility, speed.Game progress:
Children line up behind the line on one side of the playground. They must run to the opposite side so that the trap standing in the middle does not catch them. Whom they touch is considered floodplain. After 2-3 runs, the catches are counted. Choose a new trap.

"Trap, take the tape"

Target: develop in children dexterity, ingenuity. Practice running with dodging, catching and building in a circle.

Game progress:

The players are built in a circle, each receives a ribbon, which he lays behind the belt or behind the collar. In the center of the circle is a trap. At the signal “run”, the children scatter, and the trap seeks to pull the ribbon from someone. The one who has lost the ribbon steps aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The trap counts the number of ribbons and returns them to the children. The game starts with a new trap.

Rules: The trap should take only the tape, without delaying the player. The player, having lost the tape, steps aside.

Options: choose two traps. You cannot take a tape from a crouched player. The players run along the "path", "bridge", jumping over the "hummocks".

"Corners"

Target: to teach children to run from place to place quickly, unnoticed by the leader. Develop dexterity, speed of movement, orientation in space.

Game progress:

Children stand near trees or in circles drawn on the ground. One of the players, remaining in the middle, comes up to someone and says: “Mouse, mouse, sell me your corner.” She refuses. The driver goes with the same words to another. At this time, the rest of the children change places, and the driver in the middle tries to take the place of one of the running ones. If he succeeds, the one left without a corner stands in the middle.

Options: if the driver fails to take a seat for a long time, the teacher says: “Cat!”. All children change places at the same time, the driver manages to take a corner. You can't stand in your corner for long.

"Pair run"

Target: to teach children to run in pairs, without disengaging their hands, to bend around objects. Develop dexterity, attention.

Game progress:

Children stand in columns in pairs on one side of the playground beyond the line. On the other side of the site, objects (skittles, cubes, etc.) are placed according to the number of links. At the signal of the teacher, the first couples of children, holding hands, run to the objects, go around them and return to the end of their column. At the next signal, the second couples run. The pair that separates hands is considered the loser.

Options: run with an overhang of the shin. Running between objects with a snake to a landmark.

"Third wheel"

Target: learn to follow the rules of the game, develop agility and speed of running.

Players stand in pairs one after another, facing the center of the circle. The driver, chosen by the rhyme, runs around the circle and stands in front of one of the pairs. The player who is third in this pair is superfluous and runs away to take a place in another pair. During the game you can not run through the circle. A player in a pair may become ahead of the same pair and the driver will have to take a different place.Options: Introduce a second driver into the game, who catches third, extra players.

"Mousetrap"

Target: to teach children to run under clasped hands in and out of the circle, without bumping into each other, to act on a signal. Develop dexterity, speed, orientation in space.

Game progress:

The players are divided into two unequal groups, the smaller group forms a circle - a mousetrap, the rest represent mice and are outside the circle. Children, depicting a mousetrap, hold hands, walk in a circle and say:

“Oh, how tired the mice are,

Divorced their just passion.

They ate everything, they ate everything,

Everywhere they climb - that's an attack.

Beware the cheats

We will get to you.

Here we put mousetraps,

Let's catch everyone at once!

At the end of the words, the children stop and raise their clasped hands up. Mice run into the mousetrap and immediately run out the other side. At the signal of the educator "clap!" the children standing in a circle lower their hands and squat - the mousetrap is slammed shut. Mice that did not have time to run out of the circle are considered to be caught, they become in a circle.

"We are funny guys"

Target : to teach children to act on a signal, to run from one side of the site to the other quickly with dodging. Develop dexterity, speed, orientation in space.

Game progress:

Children stand on one side of the playground beyond the line. The second line is also drawn on the opposite side. There is a trap in the center of the site. The players say in unison:

"We are funny guys,

We love to run and jump

Well, try to catch up with us.

One, two, three, catch!"

After the word “catch”, the children run to the other side of the playground, and the trap catches them. The one whom the trap has time to pin down before he crosses the line is considered caught, steps aside and misses one dash.

Options: Children walk in a circle and pronounce the text. Trap in the center. They scatter with different types of running.

"Swan geese"

Target : teach children to run from one side of the playground to the other so as not to stain. Develop the ability to act on a signal, dexterity, speed.

Game progress:

On one side of the hall, a house is indicated, in which there are geese, on the opposite side of the hall there is a shepherd. To the side of the house is a lair in which a wolf lives, the rest is a meadow. Children are chosen to play the role of a wolf, a shepherd, the rest of the children portray geese. The shepherd drives the geese out into the meadow, they graze and fly.

Shepherd: geese, geese!

Geese: stop and answer in chorus: ha-ha-ha.

Shepherd: you want to eat!

Geese: yes, yes, yes!

Shepherd: so fly home.

Geese: we can’t, the gray wolf under the mountain doesn’t let us go home, it sharpens its teeth and wants to eat us.

Shepherd: so fly as you want, just take care of your wings!

The geese, spreading their wings, fly home through the meadow, and the wolf, running out of the lair, tries to catch the geese. Then, after 2-3 runs, a new shepherd and a wolf are selected.

"Make a Figure"

Target : teach children to run loosely around the hall, area. To teach to change movement on a signal, to develop balance, the ability to keep motionless prose.

Game progress:

At the signal of the teacher, all the children scatter around the room. On the next signal (hitting a tambourine), all the players stop at the place where the team found them and take a pose. The teacher notes those whose figures turned out to be more interesting, the most successful.

Options : you can choose a driver who will determine whose figure is more interesting and more difficult, those who come up with new figures every time.

"Carp and pike"

Target: to teach children to walk and run in all directions, on a signal to hide behind pebbles, squatting down. Develop dexterity, speed, orientation in space.

Game progress:

One child is chosen as a pike, the rest are divided into two groups. One of them forms a circle - these are pebbles, the other - crucian carp that swim inside the circle. The pike is outside the circle. At the signal of the teacher - a pike - she quickly runs into the circle, trying to catch carp. Carp rush to take a place behind one of the players and sit down at the pebbles. Caught crucians leave the circle and are counted. The game is repeated with another pike.

Options: crucian carp swim not only in a circle, but also between stones, pike is on the sidelines. You can choose two pike.

"Running"

Target : development of endurance of children, training of the respiratory system (the slower the run, the better), training of the muscular-articular apparatus.

Game progress:

At a distance of 40-50 m from each other, two lines are drawn (or two trees / poles are selected). Players start running at an average pace from one line (tree). Having reached the other line, the players turn around and run back to the first line. So they run from line to line until the most enduring player remains - he is the winner. Gradually, the weakest participants will drop out of the game.

Note : since no one wants to be considered weak or among the weakest - the players will be “squeezed out” completely, each to the best of their ability,
which is difficult to achieve when running certain distances against the clock.

"Oncoming Runs"

Target: teach children to run from one side of the playground to the other at a fast pace. Develop attention, speed of movement.

Game progress:

Two groups of children, with an equal number of players, stand on opposite sides of the playground behind the lines in lines (the distance between children in a line is at least 1 meter). Each group of children has ribbons of their own color on their hands - blue, yellow. At the signal of the educator: "Blue"! - children with blue ribbons run to the opposite side, standing opposite - stretch their hands forward and wait for those running to touch them with their hands. The one who was touched runs to the other side, turns and raises his hand up.

Options: You can add two more colors - red, green.

"Sly Fox"

Target: to teach children to run without bumping into each other, to act on a signal, to navigate the playground. Develop agility and speed.

Game progress:

The players stand in a circle at a distance of one step from each other. Outside the circle, the fox's house is drawn. The teacher invites the players to close their eyes, goes around the circle behind the children and says “I’m going to look for a cunning and red fox in the forest!”, Touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and look carefully which of them is a cunning fox, if she will give herself away with something. The players ask in chorus three times, at first quietly, and then louder: “Cunning fox, where are you?”. While everyone is looking at each other. The cunning fox quickly goes to the middle of the circle, raises his hand up, says: "I'm here!". All the players scatter around the site, and the fox catches them. The captured fox takes it home to the hole.

Rules : the fox begins to catch the children only after the third time the players ask in chorus, and the fox says: “I'm here!”

If the fox gave himself away earlier, the teacher appoints a new fox.

The player who ran out of the area is considered to be caught.

Options : 2 foxes are selected.

"Empty place"

Target : teach children to run fast in opposite directions. Develop speed of reaction, attention.

Game progress:

The players become around, putting their hands on their belts - windows are obtained. The leader is chosen. He walks outside the circle and says:

"I walk around the house

And I look in the windows

I will go to one

And I'll knock softly."

After the words “I’ll knock,” the driver stops, looks out the window and says: “Knock, knock, knock.” The one in front asks: “Who came?”, - the driver calls his name. The one standing in the circle asks: “Why did you come?”, - the driver replies: “We are running a race,” and both run around the players in different directions. There is an empty space in the circle. The one who reaches him first remains in the circle, the latecomer becomes the driver, and the game continues.

Options: the driver simply walks around the circle and puts his hand on someone’s shoulder, and they run with him in different directions, trying to take an empty place.

"Entertainers"

Target : teach children to walk in a circle, holding hands to the right, to the left. Repeat the movements for the driver. Develop attention, memory, creativity.

Game progress:

A leader-entertainer is chosen, who stands in the center of the circle formed by the children. Holding hands, the children walk in a circle and say:

"In an even circle one after another

We go step by step.

Stand still together

Let's do this…”

The children stop, lower their hands, and the entertainer shows some kind of movement, and everyone must repeat it. The game is repeated with another entertainer.

"Homeless Bunny"

Target : teach children to run fast, trying to occupy the house. Develop attention, speed of reaction to a signal.

Game progress:

A hunter and a homeless hare are chosen. The rest of the hares draw circles for themselves and each stands in his own. A homeless hare runs away from the hunter, he can escape from the hunter by running into any circle, then the hare standing in the circle should immediately run away, because he is now a homeless hare and the hunter will catch him. As soon as the hunter taunted the hare, he himself becomes a hare, and the former hare becomes a hunter.

Options : children form a circle, holding hands for 3-4 children, and in the center of such a circle there are hares.

Children stand in circles drawn on the ground. At the signal of the teacher, the hares change houses - they run from one to another, and the hunter occupies any vacant house, who is left without a house becomes a hunter.

"Two Frosts"

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

Game progress :

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

“I am Frost - Red Nose.

Which one of you decides

Set off on the path?

Children answer in chorus:

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

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

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

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

Two distant frosts, which of you will decide

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


JUMP GAMES

"Don't Stay on the Floor"

Target: to teach children to run scattered around the hall, jump onto cubes, benches without the help of hands, jump off them easily on toes, half-bent legs. Strengthen the ability to act on a signal. Develop agility and speed.

Game progress:

A trap is selected, which runs around the hall with the children. As soon as the teacher says: “Catch!” - everyone runs away from the trap and climbs on objects - benches, cubes, stumps. The trap tries to overpower the fleeing. The children touched by the trap move to the appointed place.

Options: 2 traps are selected, they run different types of running, use a musical signal.

"Who will jump better?"

Target b: develop speed of movement, dexterity, learn to jump exactly to a certain place.

Game progress:

Children approach the line drawn on the ground and jump as far as possible. Who jumped further, he won.

Rules : you should jump on two legs, land on your toes.

"Fishing rod"

Target : teach children to bounce on two legs, standing still, landing on toes, half-bent legs. Develop dexterity, speed, eye.

Game progress:

The children stand in a circle with the teacher in the center. He holds a rope in his hands, at the end of which is tied a bag of sand. The teacher rotates the rope just above the floor, the children jump up on two legs so that the bag does not touch their legs. Having described 2-3 circles, a pause is made, and the caught ones are counted.

Options : those children who are caught are out of the game. The game continues until the smartest ones remain.

"From bump to bump"

Target : teach children to move from one side of the site to the other by jumping from bump to bump on two or one leg. Develop pushing power, the ability to maintain balance on a bump, agility.

Game progress:

Two lines are drawn on the ground - two banks, between which there is a swamp. The players are distributed in pairs on one side and the other. The teacher draws bumps (flat rings) in the swamp at different distances from each other: 30, 40, 50, 60, 70, 80, 90 cm. Two children, on a signal, jump from bump to bump, pushing off with two legs or one, without standing between the bumps, trying to get over to the shore. The one who stumbles remains in the swamp. The next couple comes out. When everyone completes the task, the teacher appoints who will take the children out of the swamp. He gives the bogged child a hand and shows by jumping the way out of the swamp.

Options : competition: "Who will quickly get over the swamp."

"Who will make the fewest jumps?"

Target : teach children to long jump, making a strong wave of their hands, pushing off and landing on both feet. Develop pushing power, strengthen leg muscles.

Game progress:

Two lines are marked on the site at a distance of 5-6 meters. Several children stand up to the first line and, on a signal, jump to the second line, trying to reach it in fewer jumps. Feet slightly apart and land softly on both feet.

Options : increase the distance to 10m. (this is an average of 8-10 jumps).

"Classes"

Target : develop the ability to jump on one (right or left) leg, pushing an object in front of you; navigate in a limited area, measure your jumps with the size of the cells. Develop eye, accuracy.

Game progress:

On the ground, the usual “classes” of 6-8 cells are drawn (in 2 rows of 3-4 cells), a semicircle is drawn at the last cell - “fire”. The child throws a flat pebble, a tile into the first cell, and then jumps into it on one leg. He must stop here, take a pebble and continue to jump to the end. Then the jumps begin by throwing a pebble into the second cell, and so on. Several people play classes, in turn.

If the child did not manage to hit the desired cell with a pebble, or during the jumps he stepped on the line, then the next player continues the game. If the pebble falls into the “fire” or the child steps on the “fire” line with his foot, then he must start the game from the beginning - throw the pebble, starting from the first cell.

First option games "Classes" can be complicated due to the fact that children do not pick up a pebble (or tile) thrown by them, but move their foot from cage to cage. If the child did not manage to move the pebble across the line, then the game continues with another. The game ends when the child successfully hits all the cells with a pebble.

Cells-"classes" can be arranged in a different way, for example, in alternation one and two, or in a circle "snail". The principle of the game remains the same.

GAMES WITH CLIMBING,

Crawling and climbing

"Who is more likely to the flag?"

Target b: teach children to act on a signal, jump on two legs moving forward, crawl under the arc in a convenient way, run a race. Develop the ability to compete, pass the baton.

Game progress :

Options

"Bears and bees"

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

Game progress :

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

"Firefighters in training"

Target: to teach children to climb the gymnastic wall in a convenient way, without skipping the rails and without jumping off. Develop coordinated work of arms and legs, speed, agility.

Game progress:

Children are built in 3-4 columns facing the gymnastic wall - these are firefighters.

On each span, bells are hung at the same height. At the signal of the teacher - a blow to the tambourine or the words: “March!”, - the children standing in the column first run to the wall, climb it, ring the bell, go down, then return to their column and stand at its end. The teacher marks those who complete the task the fastest. Then, on a signal, the second, standing in a column, run. Make sure that the children do not miss the rails, do not jump off.

"Bird Flight"

Target: to improve the skills of children to climb the gymnastic wall up and down, without missing the crossbars, using an alternating step.

Game progress:

Children stand freely on one side of the playground opposite the gymnastic wall with several spans. At the signal "the birds have flown" - they run around the site, at the signal "storm" - they climb the stairs. If there are few flights, the number of children playing is limited so that everyone has enough space on the stairs (3-4 children per flight).Rules: run all over the site, do not stand against the wall; climb into an empty seat, yielding to each other; get down to the end without jumping off.

"Rabbits"

Target: to consolidate the ability of children to climb into a hoop raised from the floor by 10 cm, to develop dexterity.

Game progress:

Children are rabbits. Three or four of them stand in a circle drawn on the ground (in a large hoop) - this is a cage. In front of each cage, a hoop on a stand or tied to two chairs (the height of the lower edge above the ground is 10 cm) or a large chair. The teacher alternately approaches the cages and releases the rabbits - they crawl into the hoop or run and jump under the chair. On a signal: "Rabbits in cages!" - come back, climbing into the hoop.

Rules: rabbits come out only when a teacher approaches them; climbing into the hoop, they must give way to each other, do not push.


FOLK GAMES

"Burn, burn bright"

Target: to exercise children in the ability to independently change the direction of movement with a change in the timbre of the music. Cultivate organization, develop dexterity, speed.

Game progress: Children line up in pairs. The driver gets ahead. He is not allowed to look back. Everyone sings:Burn, burn brightTo not go out.Look at the skyThe birds are flying, the bells are ringing!When the song ends, the children in the last pair separate and run around those in pairs (one on the left, the other on the right). They try to grab hands in front. The driver, in turn, tries to catch one of the running ones. The one who is caught becomes the driver in the first pair, and the one who is left without a pair becomes the new driver. If a pair of runners manages to connect before the driver has time to catch someone, then this pair gets ahead, the game continues with the previous driver.

"Sun"

Target : learn to act in accordance with the lyrics of the song. Walk in a circle, holding hands, with a calm, round dance step. Be able to expand and narrow the circle. Learn to run fast.

Game progress:

Children stand in a circle. In the center of the "sun" is a child.

Burn the sun brighter Children walk

Summer will be hotter. round.

I am winter warmer They go to the center.

And spring is sweeter back from the center.

And the winter is warmer To the center.

And spring is sweeter. Back.

After the words "sun" (trap) catches children.

"Crow"

Target: learn to move in accordance with the dance character of the music and convey the content of the lyrics of the song. Be able to expand and narrow the circle. Work out the fractional step and a variety of familiar dance movements.

Game progress:

Children stand in a circle. One child is selected in advance - a raven (he stands in a circle with everyone).Oh guys, ta-ra-ra!There is a mountain on the mountain( children walk to the center of the circle with a fractional step ) And on that mountain there is an oak tree,And on the oak funnel.( with the same step, the children go back, expanding the circle, and leave the “crow” in the center) Raven in red bootsWith gilded earrings.
(crow dances, the children repeat his movements)Black raven on oakHe plays the trumpet.Turned pipe,gilded,The pipe is fineThe song is complex.With the end of the song, the “raven” runs out of the circle, everyone closes their eyes. The raven runs around the circle, touches someone's back, and he himself becomes in a circle. As the song begins, the touched child becomes a raven.

"Baba Yaga"

Target: continue to teach fast running, develop creativity, conveying a game image.

Game progress:

The players choose Baba Yaga. She is in the center of the circle. Children walk in a circle and sing:

Baba Yaga, bone leg, - Children walk

She fell off the stove and broke her leg. - round.

Went to the garden, frightened the people. - Go to the center.

I ran to the bath - From the circle back.

Scared the bunny.

After the song, the children scatter, Baba Yaga catches the children.

"Centipede"

Target: to improve the ability of children to walk with a spring step, raising their legs high, to run easily, to walk with a stomping step. Movement to convey in the nature of the music

Game progress:

Children stand with each other and sing:

There was a centipede

On a dry track.

Suddenly it started to rain: drip!

- Oh, forty paws will get wet!

Easy run.

I don't need a runny nose

I'll go around the puddles.

I will not bring dirt into the house,

I shake every paw.

They walk with their feet high

Standing, shake the right leg

Left foot

There was a centipede

On a dry path

And then sank

- Oh, what thunder from paws!

They walk like a “train” with a spring step.

They walk with a stomping step

"Churilki"

Target : educate organization, develop dexterity, speed.

Game progress:

The players choose two children. One is blindfolded with a handkerchief, the other is given a tambourine (or a bell); then they lead a round dance around them and sing:

Bells, bells,

The bastards called.

Digi digi digi dong

Guess where the call is from?

After these words, the player with a tambourine begins to call and walk in a circle, and the blind man's blind man tries to catch him.

As soon as the blind man's blind man catches him, other players change them. Game continues.

"Guess who's calling?"

Target : to develop timbre hearing in children. Exercise in the ability to independently start a movement and finish it.

Game progress:

Children stand in a circle. In the center, the driver is a “bear”. Children walk in a circle and sing:

bear, bear,

We came to you

We came to you

They brought honey.

"Bear" walks around.

Children stretch their hands forward, palms up, offer honey to the bear.

bear, bear,

Get some honey

Get some honey

Guess who's calling?

"Bear" eats honey.

The bear closes his eyes. The adult offers (pointing to the child) to call the bear. The chosen child says: “Bear!”. "Bear" tries to guess the one who called him.

"Ring"

Target : to cultivate love for folklore, to develop self-regulation and arbitrariness of behavior.

Game progress:
The host takes the ring in his hands. All other participants sit on a bench, fold their hands like a boat and put them on their knees. The host goes around the children and puts his palms in each of his hands, while he says:
“I’m walking along the mountain, I’m carrying a ring! Guess guys where the gold fell?To one of the players, the host imperceptibly puts a ring in his hands. Then he moves a few steps away from the shop and sings the words:Ring, ring,Get out on the porch!Who will come down from the porchHe will find the ring!The task of the player who has the ring in his hands is to jump off the bench and run away, and the children sitting nearby must guess who has it hidden and try, holding it with his hands, not to let this player in. If the player with the ring fails to escape, he returns the ring to the leader. And if he manages to escape, he becomes the new leader and continues the game.


THROWING AND CATCHING GAMES

"Hunters and Hares"

Target: to teach children to jump on two legs with forward movement in all directions, to act on a signal. Strengthen the ability to throw the ball, trying to hit the hares. Develop dexterity, eye.

Game progress:

A hunter is chosen, the rest of the children are hares. On one side of the site there is a place for a hunter, on the other a house for hares. The hunter walks around the hall, pretending to be looking for traces of hares, and then returns to his place. Hares jump out on two legs or on the right, on the left alternately in different directions. At the signal: "Hunter!" - hares run into the house, and the hunter throws a ball at them. Those he hits are considered shot, and he takes them to his house.

Option s : there can be 2-3 hunters, and the hares do not have a home, they just dodge the ball.

"Throw the flag"

Target: teach children to throw bags into the distance with their right, left hands over their heads, try to make the bag fly as far as possible. Develop throwing power, eye. Strengthen the muscles of the shoulder girdle.

Game progress:

Children stand in two lines one after another, in the hands of the first line sandbags. Ahead at a distance of 4-5m. several flags are at the same level. Children simultaneously throw bags from behind their heads with both hands or with one hand, trying to throw them over the line of flags. Then the children pick up the bags, run and pass them to their couple. Throws the next rank, the results are compared.

Options: you can transfer bags to your pair by throwing.

"Get in the Hoop"

Target : teach children to throw sandbags at a horizontal target, aiming with their right and left hands. Develop an eye, the accuracy of the throw.

Game progress:

Children stand in a circle with a diameter of 8-10m. through one, in the hands of a bag of sand. There is a hoop in the center of the circle. At the signal of the teacher, the children who have bags in their hands pass them to their comrades on the right or left by agreement. Having received the bags, the children throw them, trying to get into the hoop. Then the children pick up the bags and return to their places in the circle. The signal sounds again, and the children pass the bags to their neighbors - the second numbers, etc.

Options: throw bags with two, with one hand from behind the head, sitting, kneeling.

"Knock down the pin"

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

Game progress:

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

Options : throw the ball with the right, left hand, push off with the foot.

"The ball to the driver"

Target: to teach children to catch the ball thrown by the leading hands, without pressing it to the chest. Throw the ball with both hands from the chest. Develop the eye, motor skills of the hands, speed, accuracy of the throw.

Game progress:

Children are divided into 2-3 groups and line up in a circle, in the center of each circle there is a leader with a ball in his hands. At the signal of the teacher, the drivers alternately throw the ball to the children with both hands from the chest and get it back. When the ball goes around all the players, he raises it above his head and says: “Done!”.

Options: The driver throws the ball out of order, but in discord, the group that never drops the ball wins.

"School of the ball"

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

Game progress:

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

"Serso"

Target: to teach children to throw wooden rings, trying to throw them on a “cue” (wooden stick), to develop dexterity, an eye.

Game progress:

Two are playing. One throws wooden rings with a cue, and the other catches them on a cue, you can first toss them with your hand and catch them on your hand, and then use the cue. The one who catches the most rings wins.

Options: with a large number of players, children are divided into pairs and stand opposite each other at a distance of 3-4m.

"Kick the ball"

Target: to consolidate the ability of children to throw a bag at a horizontal target with their right and left hands, observing the throwing technique.

A line is drawn on one side of the site, 3-4 stools (or boxes) are placed on it at a distance of 1 m from each other. A cerso ring is placed on each stool, and a large ball is placed on it. At a distance of 2 m, one line is drawn, at a distance of 3 m, the second line. The players are divided into 3-4 subgroups and line up at the second line in columns facing the ball. Each column is given two bags of the same color (the players must remember the color of their bags). On a signal: "Knock the ball!" - those standing in the columns are the first to throw a bag into their ball with their right hand, and then from the near line, the second bag with their left hand. After that, they run after the bags and pass them on to the next, and they themselves stand at the end of the column. For each successful throw (hitting a ball), the player receives a flag of the same color as the bags. The column with the most flags wins.


RELAYS

"Relay race in pairs"

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

Game progress:

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

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

"Pass the ball without hitting the pin"

Target: continue to teach children to jump on two legs as they move forward.

Game progress:

The participants are divided into two teams. The start and finish lines are marked at a distance of 14 - 16 m from one another, two or three pins are set along the line in the center. Team leaders hold a volleyball or stuffed ball between their legs (above the knees). On a signal, the guides begin to move forward by jumping around the pins in such a way as not to hit them and, having reached the opposite start line, they pass the balls to the guides of the oncoming columns. This is how all players act. The participants who finished the relay race stand at the end of the column. The team whose players finish the relay the fastest wins.

Rules: if the ball fell to the floor, you need to pick it up, clamp it with your feet and only then continue the relay.

"Throw the ball into the ring"

Target: continue to teach children to throw the ball at a vertical target (ring). Develop an eye, the accuracy of the throw.

Game progress:

TOteams are built in one column one by one in front of the basketball backboards at a distance of 2 - 3 meters. At the signal, the first number throws the ball around the ring, then puts the ball down, and the second player also takes the ball and throws it into the ring, and so on. The team that gets into the ring the most wins.

"Obstacle Track"

Target : continue to teach children to jump on two legs as they move forward; improve the skills of crawling under arcs; improve coordination of movements.

Game progress:

Children stand in two columns and perform the tasks of the teacher in turn. When the task is completed to the end, the player passes the baton to the next one by slapping him on the palm of his hand.

1) Walk along the log.
2) Crawl under the arcs.
3) Jumping from hoop to hoop.

Rules: the next player must wait until the previous player completes the relay to the end.

"Quick Team"

Target: development of agility and speed, the ability to move in different ways along a limited winding path, maintaining balance and speed of movement, the formation of team playing skills, enrichment of motor experience.

Game progress:

Two teams, equal in number of participants, are built at the start. The race is started by the participant number 1. As soon as he reaches the finish line, the next player starts, etc. The relay ends when the whole team is at the other end of the track.

COMPETITION GAMES

“Who is more likely to crawl through the hoop to the flag?”

Target: to teach children to act on a signal, to jump on two legs moving forward, to crawl under an arc in a convenient way, to run a race. Develop the ability to compete, pass the baton.

Game progress:

Children are divided into three columns equally. At a distance of 2m from the starting line, arcs or hoops are placed, you can pull the cord, then at a distance of 3m. flags are placed on the stand. The task is given: at the signal of the teacher, crawl under the arc, then jump on two legs to the flag, go around it and run back to the end of your column.

Options : a complication is introduced: the rope is pulled at a height of 60 cm, the children should crawl under the cord without touching the floor with their hands.

"Who is faster?"

Target : development of dexterity, speed, coordination of movements, the ability to act in a team; practice jumping in different ways.

Game progress :

2-4 teams participate in the relay race. Everyone lines up on one side of the ball, each team is opposite a certain geometric figure. At the signal of the leader, the first members of the team begin to jump around their figures in order - from the number 1 to the number 5; after completing the task, they jump out of the ball from the opposite side. At this time, the next team member enters the competition, etc. After finishing the relay, the teams line up on the opposite side of the ball. The relay race is repeated - the children perform jumps in reverse order.

Options: jumping on one leg; jumping on 2 legs with a ball (bag) between the knees.

"Who is higher?"

Target : jumping training, strengthening the musculoskeletal system.

Game progress:

Playing children stand in a circle, in the center of which stands the teacher, or in one line at arm's length from each other in front of the teacher. At the signal or command of the teacher, the children take turns, pushing off with both legs, trying to jump as high as possible. The winner is determined by several jumps.

"Ring Throwers"

Target: teach children to throw rings on pegs, trying to throw as many rings as possible. Develop eye, dexterity, endurance.

Game progress:

The children agree on how many rings each will throw, stand in order of priority for the first line, throw the rings on the pegs. After all the players complete the task, they count who threw the most rings on the pegs.

Options : children stand at the second line and throw rings from there. Ring throwers can be desktop, small sizes.

  • Sergey Savenkov

    some kind of “scanty” review ... as if in a hurry somewhere