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Games with sports equipment. The best sports games for kids. |
Methodical collection "Games for primary school students" Teacher physical culture- Sazonov Alexey Sergeevich A collection of outdoor games for children of primary school age. INTRODUCTION This collection includes outdoor games, which can be used on sports activities and while walking in kindergarten, in physical education lessons in primary school, as well as when drawing up various scenarios sports holidays in the form of competitions and relay races. In the first part of the collection you can find games of any type, both for the hall and for the sports field. Many games can be included in calendar-thematic planning as outdoor games in lessons on cross-country training, athletics training, gymnastics, and when planning a variable part of the work program. FIRST PART Grandfather-horn Don't drop the ball Free place Make good use of your time on the Internet: Here you will find the most popular and common sports games for children, as well as their detailed description. To do this, go to the appropriate pages: ![]() Sport games for children will allow the child to get a lot of positive emotions, spend energy and train the body. The variety of such games is so great that children of any age will find something they like. It is precisely such active entertainment that will be an excellent start for the development of a love for sports in a child. And most importantly, such entertainment will provide good health to kid. Sports games with sports equipmentBall games are a favorite pastime for children of all ages. For such games you only need a ball and the child’s desire to play. Entertainment with this sports equipment is suitable for a large group of children or several children. These games are not dangerous. It is advisable to play with the ball outside in the warm season. A summer fun and are completely impossible without a ball.You can choose various sports games with a ball: 1. Outdoor games. Probably no one can count the number of such games. Well-known representatives are the well-known "", "", "". 2. Sports games. In this case, the child can feel like a member of famous sports clubs. Such games, of course, include baseball, etc. 4. Games with hoops will be interesting for girls. 5. You can come up with many interesting games for boys and girls with a jump rope. Stairs, horizontal bars, slides, swings and other equipment will help develop a child’s even greater interest in sports. Sports games for children will be great entertainment for adults. Such active family leisure will help parents and children become closer. In addition to the benefits for physical training, such entertainment also provides a tremendous experience for the child in communicating with other children. It is collective entertainment that allows a child to learn independence, teach the desire to be a leader, overcome difficulties, look for ways out of situations and also easily experience defeats, since in this case it is just entertainment. These skills will be useful to your child as he gets older. Entertainment with money investmentsThere are games that children will enjoy playing, but they require an infusion of money. Children love playing in the pool. Also, a child can feel like a hockey player with a set for a young hockey player. You can buy a croquet set, etc. Well, what could be more fun for a child than roller skating. And if parents can buy a wall bars for home, then children will be able to participate in sports games all year round. If the baby likes different kinds martial arts, then you can invite him to box a special children's punching bag. Now the market for children's goods is replete with all kinds of sports equipment for children. But it is important that most often, for a child, the mood plays a role first of all, and not how much money the toy costs. After all, you can collect equipment for playing "" from improvised means, or you can buy special set in the store, but the essence of the game will not change. You can also buy a kite, or you can make it yourself, and experiencing the result of your labor is much more enjoyable. And if a child does not like active recreation, or parents want to calm their child down, you should pay attention to more quiet games, which are presented in the “” section of the site. For parents who care about both the physical and intellectual development of their child, it is important to be able to combine active and passive games for children. You can find out how to develop intelligence and abilities in a fun way on the site page “”. A wide range of games for children and adults that do not involve a computer are presented on the main page of the site "". You can easily find any game or page on our resource. To do this, you need to use it - it is very convenient and understandable. Centipede Inventory: no Venue: gym, open area. Minimum number of players: 6-8. Type: general group, team. Develops: coordination, feeling of a partner. The game can be played just for fun, or by several teams. In the first version, the players sit tightly in a circle, behind each other’s heads. On the command “One, two, three!” each slowly kneels down to the player standing behind them. After which the “centipede” begins its movement. The difficulty in the game is that without sufficient coordination and coherence it is almost impossible to take a step, since the “centipede” moves only when all players move simultaneously. If someone gets out of rhythm or gets their feet mixed up, then the “centipede” tends to crumble and it’s very difficult to keep it from breaking. In the team version of the game, the “centipede” does not close and each team must reach a certain place before the other. GOLDEN GATE A pair of players stand facing each other and raise their hands up - this is the goal. The remaining players join hands so that a chain is formed. The gate players say a counting rhyme, and the chain must quickly pass between them. Counter: “Tra-ta-ta, tra-ta-ta. We open the gates Golden Gate. Hurry up everyone here. Let's skip once. Let's skip two And for the third time - We won’t let you through.” With these words, hands drop and the gates slam shut. Those children who are caught become additional gates. The "Gate" wins if they manage to catch all the players. "Potato" Statue Inventory: none. Venue: gym, open area. Minimum number of players: 6. Type: with driver. Develops: speed, mutual assistance. Armenian folk game. A fairly large area is outlined on the ground, and the participants themselves are divided into catchers and runners. One catcher is assigned for every 5 players. The catchers go out of bounds, and the runners freely position themselves on the court. At the signal, the catchers chase the other players, trying to catch one of them. The one who has been oiled must immediately freeze in place, in the position in which he was oiled, becoming a “statue”. Any player can try to “free” him by touching him. Runners are prohibited from leaving the field. The game is played until all the runners are killed. After which they choose other catchers and continue the game. Mountain goat Inventory: marked area. Balls, according to the number of players. Venue: gym, open area. Minimum number of players: 6. A large area is outlined on the ground. Two people are chosen as hunters, the remaining players become mountain goats. Mountain goats move throughout the site. At a signal, the hunters chase after them, trying to hit them with balls. The salted one sits on the ground, a hunter runs up to him and touches his back. This means he is caught. After all the goats are caught, other hunters are chosen and the game resumes. Fast skier Players line up on skis without poles. At a distance of 40-50 m from the start, flags mark the finish line. At the teacher’s signal, everyone runs on skis to the finish line. The participants who took the first three places are identified. The race is then run in the opposite direction, with everyone except the winners taking part. A final race can be held between the top six. In mixed squads, a general start is held separately for girls and boys. All players are divided into three or four teams, which line up in columns one at a time. There is a ski track in front of each column, and the start line is marked with flags. Participants in the skiing game without poles. At the leader’s signal, the first numbers in the columns take three or four steps on their skis to the mark, then glide on two skis, trying to go further. Whoever slides the farthest gets one point for the team, second place gets two, etc. After the first, the second start, then the third in columns, etc. The team that scores the fewest points wins. Game "Hunters and Ducks" The players stand in a circle. Calculated on the first - second. The first numbers - ducks - enter the circle. The second numbers - the hunters - remain in place. At the judge's signal, the hunters throw the ball, trying to hit the ducks. The knocked out duck leaves the circle. The game continues until there is not a single duck left in the circle. After this, the teams change roles. Dragon biting its tail Inventory: no Venue: gym, open area. Minimum number of players: 9-10. Type: general group, with driver. Develops: coordination, dexterity. An ancient Chinese game. The players line up one after another. The right hand is placed on the right shoulder of the person in front. The first player is the head of the dragon, the last is its tail. The purpose of the head is to catch the tail. The dragon's body (the rest of the players) is in constant motion and obediently follows the ho-vine. The chain of players should not be broken. The one through whose fault the break occurred becomes the head. The dragon's body plays along with the tail, not allowing its head to grab it. When the head catches the tail, the last player in the column goes forward, becomes the head, and the player who was second to last becomes the new tail. Equipment: no Venue: open area, courtyard, school corridor Minimum number of players: 10 Type: team. Develops: agility, coordination, strength Players are divided into two teams. The first team lines up as an “elephant”: the players bend down, and each subsequent one clasps the previous one so that his head is in the waist area - the armpits of the one standing in front. As soon as the “elephant” is built, the players from the second team take turns jumping onto its back, trying to stay on it. They jump in the same way as over the “goat” in physical education class. The first jumper should try to land as close to the elephant's head as possible, so that there is room for others. Anyone who fails to stay in this cone no longer jumps. Usually, after all the players of the second team have jumped off, the elephant's task is to walk a certain distance with the riders on its back. For the players who make up the “elephant,” the goal of the game is not to fall; for the players of the second team, it is to cause maximum inconvenience to the “elephant” and, ideally, to overwhelm it. Then the teams change roles. Ball in the palm Reaction game Equipment: A small ball or a smooth pebble Venue: gym, open area. Minimum number of players: 6-8. Type: with driver. Develops: reaction, observation. Burmese folk game The players line up in a row, holding their hands with open palms behind their backs. The driver walks behind their backs and finally drops the ball into someone else's palms. This player must unexpectedly leave the line, and his neighbors must try to grab him without leaving his place. If they succeed, then the captured person changes places with the leader. If not, the player returns to his place and the game continues. Game "Who is faster?" The guys are divided into two to four teams and line up on the same line in ranks, holding hands according to teams. At the referee’s signal, team players jump on one leg to the designated line. The team that reaches this line first wins. ring Equipment: a ring or a small similar object that can be easily hidden between the palms. Venue: gym, open area. Minimum number of players: 7-8.. Type: with driver. Develops: reaction, observation. Russian folk game. The players line up a few steps in front of some wall, and the leader stands opposite them. Players hold their palms cupped in front of them. The presenter also folds his palms into a boat and hides the ring between them. Approaching each player in turn, the presenter passes his “boat” over the player’s “boat”, pretending that he is passing the ring to him. After all the players have walked around (the ring must be given to one of them), the presenter says: “Ring, ring, go out onto the porch!” The player who has the ring must run out to avoid being grabbed and touch the wall with his hand. If he succeeds, then he changes roles with the presenter. Edible-inedible Equipment: ball. Venue: gym, open area. Minimum number of players: 6-8. Type: with driver. Develops: reaction. The players line up in front of the leader. The presenter throws the ball to each player in turn, while pronouncing a word. If the word turns out to be “edible” (“candy”, “milk”, etc.), then the player must catch the ball, and if “inedible” (“pot”, “brick”, etc.), then push it away .The one who makes a mistake (for example, caught a “shoe” or pushed away a “watermelon”) changes places with the driver. The game causes friendly laughter if the unlucky player catches an object completely unsuitable for food, for example, “panties” or “snot.” And in some cases, disgruntled losers try to prove that you can eat both a cat and a toadstool, although the latter only once. Catch the bag Inventory: a bag of sand, the weight of which is selected depending on the age of the players. Venue: gym, open area. Minimum number of players: 6-8. Type: general group. Develops: coordination, strength, reaction. Alaska Indian game. Players stand in a circle and throw a sandbag around. The one who does not catch it is eliminated from the game and leaves the circle. The winner is the last player remaining in the circle. Tug games Thresher Inventory: none. Venue: gym, open area. Minimum number of players: 7-8. Type: team. Develops: strength, mutual assistance. Yemeni game All players, except one - the driver, stand in a tight circle. The driver remains outside it. His task is to pull one of the players out of the circle. If he succeeds, then the driver changes places with this player. To complicate the driver's task, players move in a circle. Inventory: dividing line. Venue: gym, open area. Minimum number of players: 10. Type: team. Develops: strength. Belarusian game. Participants are divided into two equal teams. The players of each group form chains using their arms bent at the elbows. The strongest players, the “groovy” ones, become the leaders of the chains. Standing opposite each other, the “clockwork” also takes each other’s arms bent at the elbows and, at a signal, each pulls in their own direction, trying to either break the opponent’s chain or pull it over the intended line. Moon or sun Inventory: dividing line. Venue: gym, open area. Minimum number of players: 10-12. Type: team. Develops: strength. Chuvash game. From among the players, two players are selected to become captains. One captain is the “moon”, the other is the “sun”. The rest of the players approach them one by one and quietly, so that others do not hear, they say that he chooses each of them: the moon or the sun. After this, the player joins the corresponding team. After the division, the teams line up in columns behind their captains, grabbing the person in front by the waist, after which they try to pull the other team over the line drawn between them. The team that succeeds is considered the winner. tug. At Mazal's Participants in the game choose Mazal. Everyone else leaves Mazal and agrees that they will show him, after which they go to Mazal and say: - Hello, grandfather Mazal - With a long white beard, With brown eyes, With a white mustache! - Hello, kids! Where have you been? What they were doing? – We won’t tell you where we were, but we’ll show you what we did! Everyone makes the movements that were agreed upon in advance. When grandfather Mazal guesses right, the players run away, and grandfather catches them. Rules of the game. Grandfather Mazal chooses the fastest, most dexterous player to replace him. Grushka The players join hands, forming a circle with a boy or girl in the middle. This will be the pear. Everyone walks around the pear in a circle: - We will plant a pear tree. Here, here! Let our pear grow, grow! Grow up, little pear, so tall; Grow up, little pear, this wide; Grow up, little pear, Grow up in good time! Dance, Mariyka, spin for us! And we will all pinch this pear. We will run away from our Mariyka! The pear in the middle of the circle should represent everything that is sung about in the song: dancing, spinning. In response to the words “This is this high,” children raise their arms up, and in response to the words “This is this wide,” they spread them apart. When they sing: “And we will all pinch this pear,” everyone approaches the pear to touch it, and quickly runs away, and the pear catches someone. Rules of the game. All game actions must be clearly consistent with words. Catch-up A huge number of children's outdoor games involve the participants having to prevent themselves from being caught by the driver. These are “sorcerers” and “salochki” and “burners” and “rats”, etc., etc. These games have existed for many years and children all over the world play them (with various variations). Note character traits, inherent in many catch-up games. The game may include the concept of a “house” - a designated special place where the runner can hide from persecution. Often, after being caught, the player is not switched off from the gameplay, but remains in it in a different role. For example, he may expect that his comrades will help him ("disenchant") him, or he will join the driving player as an assistant, or even become another driver. In cases where this is not provided for by the rules, the game roles usually change. That is, the caught player becomes the driver, and the former driver joins the escaping players. Here are several types of catch-ups: King of the Hill Inventory: none. Venue: snow (sand, etc.) slide. Minimum number of players: 4. Type: with driver. Develops: agility, coordination, strength. Russian folk game The rules of the game are extremely simple. Each player tries to be the first to climb to the top of the mountain and become its king, and the one who succeeds must try to hold on to this role for as long as possible, pushing aside and pushing competitors down. The competitors themselves often make the king’s task easier by fighting among themselves. The game immediately turns into a noisy gambling battle and is usually played until the players run out of energy. Equipment: chairs or circles drawn on the ground. Number is one less than the number of players. Venue: spacious room, open area. Minimum number of players: 7-8. Type: with driver. Develops: reaction, agility, speed. Argentine game. Choose one driver. He is a locomotive. The rest are carriages. Each carriage player builds a depot for himself: he draws a small circle. The locomotive does not have its own depot. He goes from one carriage to another. Whoever he approaches follows him. This is how all the cars are assembled. When all the cars are assembled, the locomotive gives a signal (for example, blows a whistle) and everyone runs to the depot circles, the locomotive too. The player left without a seat becomes the driver. In the “home” version, chairs can be used as a depot. The one who doesn't have enough chairs is the one who drives. Monkey tag Inventory: none. Venue: open area. Minimum number of players: 5-7. Type: with driver. Develops: speed, reaction, observation, artistry. The one who drives like a monkey imitates the one he is in this moment pursues. If the person being pursued unexpectedly jumps on one leg, or squats, or starts dancing, the driver must accurately repeat his movements. Otherwise, the rules are similar to traditional tags. Cockerels Equipment: medium-weight knitted hat.. Venue: open area. Minimum number of players: 4-6. Type: with driver. Develops: mutual assistance, speed, orientation in space (for the driver). We played a mixture of blind man's buff and catch-up - "cockerels". The name of the game was given to knitted cockerel hats, which had just come into fashion. We played this game in the evening, at dusk. A fairly dense cockerel was selected, which, when pulled over the face, greatly (but not completely) limited visibility and was given to the driver. He pulled his hat down to his nose and turned to the wall, slowly counting to 10. Then he went to look. If the driver managed to find one of those hiding, then his task was also to catch up with him. If it was successful, then the player who was caught up was given this cockerel, and he became the driver. It was possible to distract the driver when he was driving someone into a corner by running in front of his nose. Since the visibility of the cockerel dressed in a similar manner differed little from zero, and only vague shadows were visible, this technique often worked. The driver was distracted, and the player who had almost already caught him took the moment to escape to a more spacious place. Sitting still also helped - often the driver walked a few centimeters from the player, without noticing him, if he had strong nerves and did not give away his presence by movement or excited snoring. The highest chic was to sit in an open place. The game was quite tough, since a blind chase often ended with the driver falling or colliding with very hard objects. One gate play Equipment: ball/puck depending on the type of game. Sports gates or their equivalent. Venue: gym, open area. Minimum number of players: 5. Type: team. Develops: tactics, team interaction, general physical effect. They play it if there is not a large enough area at hand. Or when there are not enough players for interesting game on a big field. Although, several teams can play. In the game, as is clear from the name, only one gate is used, the optimal number of players in one team is 2-3 people. A neutral player is placed on the goal. The goalkeeper's goal is to catch or hit all balls/washers flying into his goal, regardless of which team's player is hit. If the goalkeeper catches the ball, he throws it into the field at random, trying not to give preference to any of the teams. There are several options for the development of events after a goal is scored: All players still remain on the field in their roles and the game is played until a certain number of goals are scored by one of the teams. The player who scored the goal changes places with the previous goalkeeper. Or, as an option, one of the players of the opposing team becomes the goalkeeper. If more than two teams are playing, then instead of the loser (that is, the one who did not score the ball), the next one enters the field, etc. In the basketball version, the game is simply played in one common ring. Moreover, the rules of running and three-point shots may remain in force. For the best goalkeeper Equipment: ball/puck depending on the type of game. Sports gates or their equivalent. Venue: gym, open area. Minimum number of players: 2-3. Type: individual. Develops: coordination, reaction. Each player plays for himself, and the game itself consists of a series of duels between a goalkeeper and an attacker. The game is of interest when the number of participants is 3-5 people, since playing together is not very interesting, and with a larger number of players you have to wait a long time for your turn. One of the players stands on the goal, and the rest take turns giving him a certain number of penalties - hits on a stationary ball from a certain distance. For hockey it would be more correct to call it “shootout”, but since the shot is usually made from the spot, we will use football terminology. The number of goals missed by the goalkeeper is summed up and remembered, and then the next player takes his place in the goal, etc. The winner is the player who concedes fewer goals than other goalkeepers. As an option: you can also play “for the best striker”, then the goals scored are taken into account and the one with the most wins. You can play the game by combining both options. Pioneerball Equipment: ball. Volleyball net. Venue: gym, open area. Minimum number of players: 6-8. Type: team. Develops: tactical skills, team interaction, general physical effect. It is difficult to say exactly how this game was born, but it is a fact that it was often included in the curriculum of physical education lessons. The game was played on a volleyball court, only the ball was not thrown by touching the hand over the net, as in volleyball, but it was possible to catch it first. And then throw it to the opponent’s half of the field or pass to a partner. The team players who dropped the ball missed a goal. Bodyguards Inventory: none. Venue: open area. Minimum number of players: 10. Type: with driver. Develops: speed. A reverse version of the previous game. They choose one driver - the devil, and the rest of the players chase him. The devil has three bodyguards, they try to protect the devil and harass the player who is pursuing him. If they succeed, then the drunk must run after the bodyguard. Tulking on a sled Equipment: sleds, one pair. Venue: open area. Minimum number of players: 6-8. Type: with driver. Game of the peoples of Karelia. Develops: speed, strength. Several couples take part in the game. One of each pair sits on a sled, the other carries him. One pair is chosen as the driver. The drivers try to catch up with any other couple and make one of them look bad. This can only be done by the player sitting on the sled. The hot couple becomes the leader and the game continues. Sticky stumps Three or four players squat as far apart as possible. They represent sticky stumps. The rest of the players run around the court, trying not to come close to the stumps. The stumps should try to touch the children running past. The greasy ones become stumps. Rules of the game. Stumps should not get out of place. Copper stump Players playing in pairs sit in a circle. Children representing copper stumps are sitting on chairs. The host children stand behind the chairs. To the accompaniment of a Bashkir folk melody, the driver-customer moves in a circle at alternating steps, looking carefully at the children sitting on the chairs, as if choosing a stump for himself. When the music ends, he stops near the couple and asks the owner: - I want to ask you, Can I buy your stump? The owner answers: - If you are a daring horseman, the copper stump will be yours. After these words, the owner and buyer go out of the circle, stand behind the Selected stump with their backs to each other and respond to the words: “One, two, three - run!” -running away in different directions. The one who reaches first stands behind the copper stump. Rules of the game. Run only when given a signal. The winner becomes the owner. Thrower stick A circle with a diameter of 1.5 m is drawn. A throwing stick 50 cm long is placed in the circle. A shepherd is chosen with a counting table. One player throws a stick into the distance. The shepherd runs out to pick up an abandoned stick. At this time, the players are hiding. The shepherd returns with the stick, puts it back and looks for the children. Having noticed the one hiding, he calls him by name. The shepherd and the named child run to the stick. If the player comes running before the shepherd, then he takes the stick and throws it again, and hides again. If the player arrives later, he becomes a prisoner. He can only be rescued by a player who calls his name and manages to take the stick before the shepherd. When everyone is found, the one who was discovered first becomes the shepherd. Rules of the game. You can start looking for players only when the stick is found and placed in the circle. The player called by name must immediately come out of hiding. The prisoner is saved by the player who reaches the stick before the shepherd. Shooter Two parallel lines are drawn at a distance of 10 - 15 m from one another. A circle with a diameter of 2 m is drawn in the middle between them. One Player is a shooter. He stands in a circle with a ball in his hands. The remaining players begin to run from one line to another. The shooter tries to hit them with the ball. The one who is hit becomes the shooter. Rules of the game. At the beginning of the game, the shooter becomes the one who, after the sudden command “Sit!” sat down last. The moment of throwing the ball is determined by the shooter himself. The ball is thrown wide, the players throw the arrow. If a player catches a ball thrown at him, this is not considered a hit. An oblong hole is dug in the ground, the width of which is slightly greater than the diameter of the ball. A stick is placed across the hole, closer to one edge, and on the stick is a plank of strong wood with a transverse strip at one end. A small rubber ball is placed on this end of the board and lowered to the bottom of the hole. The cross bar supports the ball and prevents it from jumping off the board. The other end of the plank is raised up and protrudes above the hole. A draw determines who should kick the ball. The one who has received the right to hit stands near the hole, and the other participants in the game disperse a certain distance in different directions. When you hit the upper end of the board with a stick, the ball flies up. All players except the leader try to catch him in the air. The one who catches goes to beat, and the one who beat goes to the catchers. If no one catches the ball, then the one that is near the hole is hit again. Ten to fifteen children can take part in the game. Rules of the game. When catching the ball, you cannot push each other away. Witch Before the game starts, a sorcerer is chosen. To do this, one of the players extends his right hand in front of him, palm down, the rest place one under it one at a time. index finger. On the command “One, two, three!” or at the end of the counting, everyone withdraws their fingers, and the player with an outstretched hand needs to grab someone’s finger. The one whose finger is thus captured three times becomes a sorcerer. Everyone runs away, and the sorcerer tries to catch up with someone and touch him with his hand. The caught person freezes, spreading his arms to the sides. Other players can disenchant it by touching it with their hand. However, the sorcerer watches his victim, and as soon as someone removes the spell, he tries to cast them again with a second blow. In addition, he tries to bewitch those who dare to help out his comrade. Rules of the game. The enchanted player remains in place. The person who is bewitched three times becomes a sorcerer himself, and his predecessor joins those escaping. Quail The players stand in a circle, legs slightly apart, arms down along the body. One player in the middle of the circle is a quail. To words folk song: - Oh, the quail has a headache All participants raise their hands together, touching their fingers on both sides of the head, and when they repeat the words: “Yes, my head hurts,” they lower their hands along the body. To the chorus: There was a quail here, there was a quail, there was a gray-winged quail here - the children join hands and walk in a circle to the left, and the quail point goes to the right. On the last word everyone stops. To the words: - Oh, the quail’s knees hurt - everyone bends forward and touches their knees, and when the words are repeated: “Yes, my knees hurt,” they straighten up. The words and actions of the chorus are repeated. The presenter continues: - Oh, the quail’s wings don’t hurt - All players raise their hands to the sides and, when repeating the words: “The wings don’t hurt,” they lower them down. To the words: “The birds rose and flew away!” - everyone is running in a circle. Rules of the game. Perform the movements beautifully, in accordance with the text. Bread Everyone who wants to play, holding hands, stands in pairs (pair by pair) at some distance from the player who does not have a pair. It is called hlibchik (bread). - I’m baking, I’m baking some bread! (He shouts.) - Will you bake it? (The back couple asks.) - I’ll bake it! -Will you run away? - I'll take a look! With these words, the two back players run in opposite directions with the intention of joining up and standing in front of the loafer. And he tries to catch one of them before they hold hands. If he succeeds, he and the person caught make a new pair, which becomes the first, and the player left without a pair turns out to be the breadwinner. The game is repeated in the same order. Rules of the game. The last pair can run only after the end of the roll call. To play you need a small rubber ball and an open area. A series of holes called stoves are dug in the ground on the same line not far from each other (if the soil is soft, the holes can be squeezed out with a heel or a ball). The stoves are made shallow so that a ball can roll over them. The number of stoves corresponds to the number of players. Players stand on both sides of the line of stoves, each near their own stove. The end players stand facing each other and they start the game. The end player rolls the ball across the stoves. If the ball does not remain in any of the holes, then the second outer player rolls it back. When the ball gets stuck in someone’s stove, all the participants in the game quickly run away in different directions, and the one in whose stove the ball was, throws it at one of the participants in the game, the one who is knocked out catches the ball and, in turn, hits the other player with it. In this case, you should throw from the place where the ball overtook the player. This continues until someone misses. Then everyone returns to their stoves. The one who missed exchanges stoves with one of the last players and starts the game from the beginning. For the second miss, a line is drawn near the mazuna stove, and for the third miss, a nest is made and a stick is planted. For each further mistake, a stick is stuck near the stove. When someone has five chickens, they are hidden, and the owner of the hen must find them and distribute them to the rest of the players, that is, catch them and touch them with a stick. All other players run away from the quotation. The game starts over. Rules of the game. The number of players is from five to seven. Everyone has their own stove, near which mistakes are noted. The ball must be thrown from a place and only at the feet. At the end of the game, the owner of the stick fires until he doesn’t have a single stick left. Hedgehog and mice Braid the fence The players are divided into two teams of equal strength - the hares and the fence. Two parallel lines are drawn - a corridor 10 - 15 cm wide. The fence players, holding hands, stand in the center of the corridor, and the hares - at one end of the site. The fence children read: The hare, the hare will not enter our green garden! The fence, braid yourself, the hares are climbing, save yourself! At the last word, the hares run to the fence and try to tear it apart or slip under the hands of the players. The hares that slipped through gather at the other end of the corridor, and those who were detained are told: Go back to the forest and chew on the aspen! And they are out of the game. The fence children turn to face the hares and read: He won’t come in another time, The fence saved us from the hares. The game is repeated until all the hares are caught. After this, they change roles. Rules of the game. The winner is the group that catches all the birds with the fewest number of starts. Hares and dogs The players choose two or three hunters, two or three dogs, the rest are hares. Hares hide in the bushes, dogs look for them, bark at them and drive them to the hunters. Hunters try to hit hares with balls or snowballs (in winter). The hunter with the most hits is the winner. When repeating the game, children change roles. Rules of the game. Children determine the time of throwing at the target independently. The balls must be thrown at the feet of the players. Playing school A rectangle is drawn on the site, consisting of five squares, the sides of which are equal to 60 cm. These are classes. Teachers are chosen by counting or another method. He takes a small pebble, hides it behind his back in his fist, and stretches his arms forward. One of the players - the student - must guess which hand the pebble is in. If he succeeds, then he gets the right to throw his pebble into the first class so that the pebble remains in the square. In this case, he again guesses in which hand the pebble is clutched, and if he is lucky, he throws it into the second class. If the pebble does not fall into the square or the student does not guess in which hand the teacher has the pebble hidden, then he remains in the first class, the turn for the game goes to the next student. Whoever completes all the classes first wins. Rules of the game. If the stone lies on the line, it is considered not to fall into the square. When repeating the game, the child throws a pebble into the square where he stopped the previous time King of the Moors One of the players becomes the King of the Moors, all the others become Moors. The king stands behind one line, everyone else stands behind another at a distance of ten to twenty steps. The Moors approach the king and roll call with him in unison: - Hello, King of the Moors! - Hello! Who you are? - We are Moors! – What can you do? - Any job. The players depict some kind of work that they agree on in advance, for example, sawing, stabbing, digging, etc. If the king guesses what they are doing, the players run away, and the king tries to catch up with them. The one he caught up with becomes the king's assistant. The game continues until all the Moors are caught. Rules of the game. The Moors run away only when given a signal (the king guesses the type of work). The losers go over to the king's side. Ocean is shaking The players sit on chairs placed in a circle. The captain assigns each player the name of an item from the ship's furnishings. Then he begins to move around the outer circle behind the backs of those sitting and talk about sailing on a ship, while naming the items necessary for sea voyage. All objects named by the captain stand up and line up one after another, following the leader. When all the players stood up, the captain shouted: “The sea is rough!” Children begin to move, imitating waves. Captain's command: “Sea, calm down!” serves as a signal that you need to take your seats on the chairs as soon as possible. The one left without a chair becomes the new captain. Rules of the game. It is necessary to line up behind the captain in the order of the named items; you can take places only upon a signal. You are allowed to sit on any free chair. Those who play the counting choose the mistress and the hawk, the rest - birds. The hostess, secretly from the hawk, gives a name to each bird: cuckoo, swallow, etc. The hawk arrives. He and the hostess begin a roll call: -What did you come for? - For the bird. - For what? A hawk calls, for example, a cuckoo. She runs out and the hawk catches her. If there is no bird named by the hawk, the hostess drives the hawk away. The game continues until the hawk catches all the birds. Rules of the game. You can only run out and catch the bird you guessed. Watchman The players lie down on the carpet and pretend to sleep. The watchman runs between those lying down, touches everyone with a stick and says: “Stand behind me!” Those children touched by the wand carry out the command. When everyone got up, the watchman suddenly shouted: “Night!” All players must lie down as soon as possible, and the watchman watches them. Rules of the game. The command should be carried out quickly and unconditionally. The one who lay down last becomes the watchman. Black and white Two teams - “Black” and “White” - stand in ranks facing each other. The presenter throws a cardboard disk, one side of which is black and the other is white. Depending on which side is on top when falling - white or black - one team begins to catch the other. Those escaping are trying to jump beyond the drawn line of the house. The winner is the team that has the most opponents caught during the game. Rules of the game. You can catch opponents only after the leader’s stating words: “White!” (Or: “Black!”) You can catch up with those running away only to the house line. Houses caught behind the line do not count. Click Several people sit in a circle on a soft mat spread out and play with five small stones. They agree on the number of points scored (for example, up to ten). The first player tosses stones from the palm of his hand. When they fall, he holds up the back of his hand: the pebbles, hitting it, roll out on the mat. It is necessary to direct them so that they lie away from each other. The player with one hand takes any of the pebbles and throws it up. While it is in the air, the player tries to grab another pebble from the mat and catch the flying pebble in the same hand. In this case, the pebbles should click against each other. Then the player places one pebble on the mat, and continues to act with the rest until all four pebbles are picked up. In the next exercise, the player throws pebbles and tries to catch them on the back of his hand. The score is as follows: if a player manages to catch four pebbles, he is counted from ten points to four. The first one to reach zero wins. If a player lacks, for example, one point, but during the last toss there are four pebbles left on the back of his hand, then he again waits for his turn, trying this time to catch only one pebble during the toss, which will give him the missing point. If, using the described game techniques, it was not possible to score the required number of points, then the players proceed to perform the following tasks: they try to throw all five pebbles with the back of their hand so that they lie, if possible, in two pairs and one to the side. Now you need to throw one pebble and lift two from the litter at once. The next time, they scatter the pebbles so that three lie together, and the other two separately; then so that four lie separately from the fifth. Rules of the game. The first child plays until he makes a mistake. Then the next one in turn plays. You can scatter pebbles on the litter in groups only after they are caught on your outstretched fingers. Other game techniques should also be used. Running to the river At a distance of 10 - 15 m from the river, a line is drawn along which the players are lined up. At the driver’s signal, the players run to the river, take out a stone from its day and, running back, give the stone to the driver. The driver determines the first three places. Game continues. Rules of the game. The driver can lengthen or shorten the distance and give various tasks. Take out your hat Players are divided into two teams, up to ten people in each. There are caps at a distance of 10–15 m. Players on both teams get into pairs and move towards the hats, performing different movements. First the first pairs move, then the second, etc. For example, the first pairs move forward, jumping on one leg, the second pairs move on all fours, the third pairs walk on their heels, the fourth pairs move forward in a half-squat, the fifth pairs move forward in a deep squat. Rules of the game. Only the pair that reaches first has the right to take the hat. The team with the most caps wins. When continuing the game, it is better to change the types of movements between pairs. You can choose other movements. Put on your hat "Dzhigit" sits on a chair. The driver is taken eight to ten steps away from him and turned to face the horseman so that the driver can orient himself where he is sitting. The driver is blindfolded, turned around, and given a hat in his hand. He must take a certain number of steps and put the hat on the horseman. The rest of the game participants count the driver's steps out loud and cheer for him. When the game is repeated, other children are assigned to the role of driver and horseman. Rules of the game. The driver should not peep: the players should not help the leader or give him hints Squealing stick The players (ten to twelve people) form a circle, each holding small sticks 10 cm long. To play, you need another large stick 50 cm long. The leader is chosen using a counting rhyme, i.e., when counting in a circle to ten, every tenth child comes out from the circle. The one who remains last becomes the driver. He closes his eyes and counts out loud to ten, while the other children hide. Before hiding, players place a long stick with one end on the stone and the other on the ground. Small sticks are carefully placed on the end of the stick lying on the ground. After counting to ten, the driver opens his eyes and looks for the children. Each of the players tries to be the first to reach the stick unnoticed and hit it on the end lying on the stone, so that small sticks fly into the air. The driver tries to prevent the players from doing this. If one of the players manages to hit the stick and scatter small sticks, then the driver closes his eyes again. If the driver manages to win, then the player found first becomes the driver. Rules of the game. So that no one touches the sticks, the driver, having found one of those hiding, quickly runs up to a long stick and loudly calls the name of the person found, and the discovered player stops and no longer hides. Raise your handkerchief The players stand in a circle and place a headscarf in the center. The national melody sounds, everyone dances the Dagestan Lezginka. When the music ends, each participant in the game tries to be the first to lift the scarf. Rules of the game. You cannot reach for a scarf and leave the circle before the music stops. Blind Bear The players are freely placed on a limited area. Each player has two sticks: one smooth, the other with teeth. Players choose a leader - a bear, who is blindfolded. They move a smooth stick over a jagged stick and a sound is produced. The bear follows the sound, trying to stain one of the players. The one whom the bear spots becomes the leader. Rules of the game. The driver should not peep. Players are not allowed to run beyond the court line. If the bear cannot stain anyone for a long time, you need to change the driver. Tsuku-tsia To play, you need two sticks: one 70–80 cm long, the second – 15–20 cm, the diameter of both sticks is 2 cm. Using a counting rhyme, two children determine who should start the game. They draw a line on which they place a large stick. The participant who started the game throws a short stick up and hits it with a long stick so that it flies as far as possible. He places the long stick back on the line. The second player has the right to catch the small stick on the fly. If he catches it, he replaces the first player. If he doesn’t catch it, then he must take a small stick and throw it so as to hit the long one, which lies on the line. When hitting a stick, the second player plays the same way as the first. Otherwise, the game continues with the first player, who receives 1 point. Whoever scores 5 points first wins. The winner hits the short stick with the long one 3 times, trying to make the short stick fly further from the line. From the place where the short stick fell after three hits, the loser must jump to the line on one leg, saying: tsiku-tsiya, tsiku-tsiya... Rules of the game. If the distance to the short stick turns out to be very large, you can jump alternately on one or the other leg. Geese are flying The leader is the player who knows as many names of animals and birds as possible. The leader comes up with the names of the flyers: “Geese are flying,” “Ducks are flying,” etc. Children raise their hands and flap their wings. At the same time they say loudly: “They are flying” - and quickly give up. When the leader says, for example: “The pikes are flying,” players can make a mistake and wave their hands. The one who made a mistake is given a forfeit, which he must help out at the end of the game (recite a poem, sing a song, dance). Rules of the game. Children must be attentive and not make mistakes. Hedgehogs and mice All children, together with the mouse players, stand in a circle. The hedgehog is in the center of the circle. At the signal, everyone goes to the right, the hedgehog goes to the left. Players say the words: The hedgehog is running - stupidly, stupidly, all prickly, sharp teeth! Hedgehog, hedgehog, where are you going? What's the matter with you? After these words everyone stops. At the signal, one player approaches the hedgehog and shouts: The hedgehog's legs are tap-tap! Hedgehog eyes loop-loop! The hedgehog hears - there is silence everywhere, Chu!.. A mouse is scratching in the leaves! The hedgehog imitates movements: walks carefully, listens. The mice are running around in circles at this time. The presenter says: Run, run, hedgehog, don't spare your legs, catch your own mice, don't catch our children! The mice run in a circle, running out of the circle. The hedgehog catches them (spots them). Players quickly crouch and lower their hands. The mouse is caught: it is in a mousetrap. Thus the game is repeated several times. Rules of the game. Everyone acts exactly according to the text. A hedgehog spots mice by lightly touching them with his hand. The stained mouse leaves the game. Don't get caught. A circle is drawn. All children stand behind him at a distance of half a step. The teacher appoints one of the players as the driver, and he stands inside the circle anywhere. Children jump over a line into a circle. The driver runs in a circle, trying to touch the players when they are in the circle. When the driver approaches, everyone returns behind the line. The one of the players who is touched by the driver is considered a loser, but continues to participate in the game. After 30–40 seconds, the teacher stops the game and counts the losers. Then a new driver is selected from those children who have never been stained. Game "Don't drop the stick." The players form 2-3 circles. In the middle of each is a driver who holds a stick standing on top. The driver calls the first or last name of the player standing in the circle and releases the stick. The person named must quickly run up to the stick and prevent it from falling. Then this student performs the functions of a driver. The most dexterous player is revealed, who never let the stick fall. The game lasts 4–6 minutes. Game "Calling numbers". Students are counted out in order. The teacher names any of the numbers in the columns. Those who received the corresponding numbers during the calculation run out of their columns, run to the designated place and return back to the starting line. The first one to arrive gets one point. Then the teacher calls another number. The team with the most points wins. Potato Equipment: ball. Venue: gym, open area. Minimum number of players: 6-8. Type: with driver. Develops: general physical effect, tactical skills. They play with a volleyball. Number of players from 5 people. The driver (“potato”) squats down, the rest of the players position themselves around him and throw the ball, just like when playing volleyball. The dropped ball attaches to the potato - the potato grows. Players can not only throw the ball, but also jam the potatoes, that is, hit the ball with force with their palm, trying to hit those sitting. If the player misses, he joins the potato. Sitting players have the right to jump out of their crouches, trying to catch a flying ball. If this succeeds, the catcher changes places with the one whose pass he intercepted. In a simplified version, standing players may not hit the ball immediately, but are allowed to catch it first and then throw it to a partner. Owl. The guys stand in a circle. One of the players goes to the middle of the circle, he will portray an owl, and all the others will represent bugs, butterflies, and birds. At the command of the presenter: “The day comes - everything comes to life!” - kids run in circles. The owl is “sleeping” at this time, that is, it stands in the middle of the circle, eyes closed, one leg bent under itself. When the leader commands: “Night comes - everything freezes!”, the players stop and stand motionless, hiding, and at that moment the owl runs out to hunt. She looks out for those who are moving or laughing, and takes the guilty ones into her circle. They become owls, and together they “fly out” to hunt. Jumping sparrows. A circle is drawn on the floor or playground of such a size that all players can freely fit around its circumference. One of the players is the “cat”, he is placed in the center of the circle, the rest of the players - the “sparrows” - stand behind the circle at the very line. At the leader’s signal, the “little sparrows” begin to jump inside the circle and jump out of it, and the “cat” tries to catch one of them at the moment when he is inside the circle. The one who is caught becomes a “cat”, and the “cat” becomes a “sparrow”. The game is repeated again. I g r a b e g o m “Homeless Hare”. From among the players, a “hunter” and a “stray hare” are selected. The rest of the players - the “hares” - draw circles for themselves, and everyone stands in their own - this is the hare’s “house”. A homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle.” then the hare standing in the circle must run away immediately, because now he becomes homeless, and the hunter can catch him. As soon as the hunter has caught (spotted) the hare, they change roles. V a r i a n t i g r s. Instead of a drawn circle, the house is formed by 4–5 children holding hands. In each such circle there is a hare. The game is played according to the same rules. After 2-3 minutes, at the teacher’s signal, the game is interrupted. One of the children forming a circle changes places with the hare standing inside the circle. The game resumes again and is repeated 4-5 times so that all children play the role of a hare. Taking Off and Landing" The venue is the high jump sector. Equipment – rubber band or high jump bars. The main goal is to learn how to push off and land. Organization - draw 4 lines on both sides of the bar in the landing pit and in the sector across the entire width of the pit. The distance between the lines is 20–30 cm. Number the lines. The first line from the bar on both sides is drawn at a distance of 40–50 cm and has the highest serial number. For example: the first line from the bar has No. 3, the second – No. 2, the third – No. 1. Divide the students into 2 teams and line them up on both sides of the pit in a column, one at a time. First all the students jump on one side, and then on the other. Team championship is determined by counting all the points scored by team members. "Tender paws" Goal: relieve tension, muscle tension, reduction of aggressiveness, development of sensory perception, harmonization of relationships between a child and an adult. An adult selects 6-7 small objects of different textures: a piece of fur, a brush, a glass bottle, beads, cotton wool, etc. All this is laid out on the table. The child is asked to bare his arm up to the elbow; The teacher explains that an “animal” will walk along your hand and touch you with its affectionate paws. It is necessary with eyes closed guess which “animal” touched your hand - guess the object. Touches should be stroking and pleasant. Game option: the “animal” will touch the cheek, knee, palm. You can change places with your child. Competition "FOOTBALL BOWLING" Inventory: 5 pins + soccer ball Composition of players: according to the number of applicants Determination of the winner: individual or team competition Competition program: Five pin bowling consists of 10 frames. The player makes all consecutive hits on soccer ball in one game until all ten frames are completed. Points are counted for each throw (the distance from the point of impact to the pins is 10 meters) Competition “WITH A BALL FOR BOREDOM” Participants: Everyone Determination of winners: Individual competition and team competition. Competition program: The participant stands 3 meters from the wall. Throws basketball with a rebound on the floor into the wall. The result is counted (see) - the distance of the rebound from the wall. Whoever lands the ball further wins. Serso's game This game is over 200 years old. The goal of the game is to score 100 points by tossing the ring to each other Competition "WHO IS THE MOST DEXTERY?" · Send the ring with a “rapier” to the rod - hit 10 points · You can send it by hand, this is 5 points · For a successful move (hitting the rod), another move until the first error · Errors: The ring flew out of the field The ring did not reach the rod Competition "SUPERPOWER" Participants: Everyone Determination of winners: Individual and team. Competition program: · Exercise “corner” Pull-up on the bar Holding a dumbbell at arm's length Competition "BASKETBALL TRIATHLON" equipment: jump ropes according to the number of participants, 2 basketballs determination of the winner: by best time; team competition Program: 1. flexion and extension of the arms while lying down - 20 times 2. jumping rope - 100 times 3. throwing the ball from the penalty line - 5 team hits All participants simultaneously perform a certain number of “push-ups”, jumping rope, when the last player from the code team finishes the exercise, everyone takes turns starting to throw baskets. The competition for a team ends after 5 hits. Hares, watchman and bug Objectives: strengthening the skills of fast running, agility, endurance; fostering activity and collectivism. Inventory: rope. Place: gym, playground. Content: among the players, the “watchman” and “Bug” stand out, the rest are “hares”. The site is marked with: on one side – hare holes, on the other – a vegetable garden and behind the garden – a watchman’s house. In the middle of the site at a height of 40-60 cm, a rope is stretched - a fence (the rope is hung on the jumping racks so that it falls down when touched). Before the game starts, the hares are in their holes, and the guard with the Bug is at home. At the teacher’s signal, the first eight to ten hares run out of the holes, jump over the rope (fence) and find themselves in the garden, where they begin to eat cabbage, move their ears (imitative movements with their hands), and jump from one place to another. At the teacher’s conventional sign, the watchman shoots the hares (claps his palms three times). At the first clap, the hares run home, climbing or crawling over the fence, without touching the rope. After the third clap, the Bug catches up with the hares and bites them (touches them with his hand). Rules: caught hares remain in place. Hares that have run beyond the burrow lines cannot be overtaken. O.M.U: the watchman and the Bug can change roles. When all groups of hares have visited the garden, new guards and a bug stand out. Sorcerers Objectives: development of dexterity, quick wits, coordination of movements. Inventory: not required. Place: gym, playground, recreation. Contents: a “sorcerer” is selected from among the players. He makes the players sad, and they must stand motionless with their legs apart. They are considered broken if one of the running disciples crawls between their legs. Rules: You cannot run outside the area. O.M.U: mark the best sorcerers. Through the stream Objectives: development of jumping ability, agility, coordination of movements, education of collectivism. Inventory: 2-3 jump ropes. Place: gym, playground. Content: children are at the line. At a distance of 3-4 m in front, lines or cords indicate the first stream, 60-70 cm wide, after 2-3 m - the second (a third is possible). At the teacher’s command, the first 8-10 people run, jumping over streams, and remain on the other side of the hall. Then, at the teacher’s command, the next 8-10 people perform the same task. Rules: you cannot get your feet wet in the stream; whoever gets wet is out of the game. The student who crosses the streams the fastest wins. O.M.U: You cannot disturb your comrade. Tag the best players. Objectives: developing reaction speed, the ability to act in a team, training skills in walking, running, climbing, jumping. Equipment: gymnastic wall, benches. Place: gym, playground. Contents: children are slowly running around the hall - this is a flock of birds. The leader is ahead. He leads the pack. The flight lasts 0.5 - 1 minute. The teacher gives the signal “Kite!”, the flock scatters. Everyone strives to quickly find some kind of shelter (bench, wall, etc.). The last bird to hide is eliminated from the game for one repetition. Rules: the game is repeated 3-4 times. The teacher sets the pace. You can't overtake the leader. O.M.U: at the end of the game, the leader is noted who has maintained the required running pace and chosen the most interesting route. Flying fish Objectives: development of coordination of movements, ability to maintain balance, development of jumping skills. Equipment: two gymnastic sticks, cord. Place: gym, playground. Content: children run around the playground, jumping from time to time. These are flying fish. Two fishermen stretch a net (a cord 2.5 - 3 m long, tied to the ends of two gymnastic sticks) and try to catch fish. The net slides across the surface of the earth. Whoever touches the cord is considered caught and is eliminated from the game. Rules: the game is repeated 4-5 times. After 1.5 - 2 minutes, fishermen count their catch. O.M.U: the teacher makes sure that all the children actively move around the playground and do not accumulate in one place, otherwise it will be difficult to jump over the net. Options: the net slides at a height of 10-15 cm from the ground, the fishermen move forward by running. Bees and cubs Objectives: development of running skills, ability to navigate in space, training of skills in coordination of movements. Equipment: gymnastic wall, benches. Place: gym. Contents: benches are placed in line at a distance of 20-15 meters from the gymnastic wall. Half of the children climb the gymnastics wall - these are bees. At the command “Bees, for honey!” children climb off the wall and run around the playground. Meanwhile, the bears climb over the benches and approach the flying bees. The teacher says: “The bears are coming!”, the bees fly into the hive (on the wall) with a buzz. The bears are coming back. Rules: after 2-3 repetitions, children change roles. O.M.U: among the bees and bears, the teacher marks the best. Sly Fox Objectives: development of speed, dexterity, coordination, education of honesty, creative imagination, and the ability to behave in a team of comrades. Inventory: not required. Place: gym, playground. Contents: on one side of the site a line is drawn - the fox’s house. The players stand in a circle at a distance of one step from each other. The teacher invites the players to close their eyes. The children close their eyes, and the teacher walks around the circle behind the children and touches one of the players, who becomes the sly fox. Then the teacher invites the players to open their eyes and carefully see which of them is the sly fox, and whether she will give herself away in any way. The players ask in chorus three times: “Sly fox, where are you?” At the same time, everyone looks at each other. When all the players (including the sly fox) ask for the third time: “Sly fox, where are you?”, the sly fox quickly goes to the middle of the circle, raises his hands up and says: “I’m here.” All the players scatter around the site, and the sly fox catches them. After the fox catches 2-3 people, the teacher says: “In a circle!” The players form a circle again and the game resumes. Rules: players cannot run away from the circle before the fox says: “I’m here.” The site must be agreed upon in advance. O.M.U: before the game, it is necessary to remind the players that they are not allowed to peep. After the game is over, you need to mark the best fox. Eagle owl and birdie Objectives: development of dexterity, speed of reaction, coordination, speed of movement, development of creative imagination. Inventory: not required. Place: gym, playground, recreation. Contents: the players choose an eagle owl, he goes to his nest. Imitating the cry of the bird they have chosen, the players fly around the playground. At the signal “Owl!” all the birds are trying to fly to their nests. If an eagle owl manages to catch someone, then he must guess what kind of bird it is, and only then does the caught one become an eagle owl. Rules: birds can fly to their nests only after the command “Owl”. O.M.U: before starting the game, children choose for themselves the names of those birds whose voice they can imitate (for example: dove, crow, jackdaw, crane). It is better to choose a nest and an eagle owl on high objects (on stumps, a bench, etc.). Each bird hides from the eagle owl in its own nest. Options: children are divided into 3-4 subgroups and agree on which birds they will portray, then they approach the eagle owl and say: “We are magpies, where is our home?”; “We are seagulls, where is our home?” The eagle owl names the place where the birds should live. Birds fly around the site, and at the word “eagle owl” they hide in their nests. The eagle owl must recognize the caught bird. Jumping sparrows Objectives: development of speed, dexterity, education of organization, attentiveness. Inventory: not required. Place: gym, playground, recreation. Contents: “The cat” sits in the center of the circle, and the rest of the players - the sparrows - stand outside the circle. At the teacher’s signal, the sparrows jump in and out of the circle. The cat is trying to catch a sparrow that did not have time to jump out of the circle. Option: the game can last up to 30 seconds. It can be repeated several times (with breaks for rest). Rules: You are allowed to jump on one or two legs by agreement. The one who runs through the circle is considered caught. O.M.U: the teacher marks those sparrows that the driver has never touched with his hand. "Who came up" Preparation. All players form a circle, the blindfolded driver stands in the center. Contents of the game. The leader points to one of the players, and he approaches the driver, lightly touches his shoulder, gives the voice of an animal or calls it by name, changing his voice. The driver opens his eyes at the direction of the leader when the person approaching takes his place. He must guess who approached him. If the driver guessed who was approaching him, the players change roles. The winner is the one who has never been a driver. Rules of the game: 1. The driver should not open his eyes ahead of time. 2. Only the person indicated by the leader can vote. 3. The first driver is not considered a loser. "Cosmonauts" Preparation. In the corners and sides of the hall, 5-8 large triangles are drawn - “rocket launch sites”. Inside each “rocket launch site”, 2-5 circles are drawn - “missiles”. Their total number should be 5-8 less than those playing. On the side of each “rocket launch site” you can write routes, for example: 3-L-3 (Earth - Moon - Earth) 3-M-3 (Earth - Mars - Earth) 3-N-3 (Earth - Neptune - Earth) 3-B-3 (Earth - Venus - Earth) 3- S-3 (Earth - Saturn - Earth) The players, holding hands, form a circle in the center of the hall. Contents of the game: Children walk in a circle and say: Fast rockets are waiting for us for walks on the planets. Whichever one we want, we’ll fly to that one! But there is one secret in the game: There is no room for latecomers! As soon as the last word is said, everyone scatters to the “rocket launch sites” and tries to quickly take a seat in any of the pre-designated “rocket”. Those who are late for the “flight” stand in a general circle, and the “cosmonauts” who have taken their seats announce their routes loudly 3 times. This means that they are taking a walk in “space”. Then everyone stands in a circle again, joins hands and the game repeats. Those who manage to complete three flights win. Rules of the game: 1. Start the game only upon the established signal from the leader. 2. Run away only after the words: “There is no room for those who are late!” "Crucian carp and pike" Preparation. On one side of the site there are “crucian carp”, in the middle there is a “pike”. Contents of the game. At the signal, the crucians run to the other side. The "pike" catches them. The caught “crucian carp” (four or five) join hands and, standing across the platform, form a net. Now the “crucians” must run to the other side of the site through the net (under their arms). The “pike” stands behind the net and lies in wait for them. When there are eight or nine “crucians” caught, they form baskets - circles through which you need to run. There can be only one such basket, then it is depicted by 15-18 participants holding hands. The “pike” takes a place in front of the basket and catches the “crucian carp”. When there are more caught crucian carp than uncaught ones, the players form vertices - a corridor of caught crucian carp, through which the uncaught ones run. The “pike”, located at the exit from the top, catches them. The winner is the one who remains last. He is entrusted with the role of the new “pike”. Rules of the game: 1. The game begins at the leader's signal. 2. All “crucian carp” are required to go through the net, basket and top when running. 3. Those standing have no right to detain them. 4. Players forming a basket can catch a “pike” if they manage to throw their clasped hands behind the back of the “pike” and drive it into the basket or slam the tops. In this case, all the “crucians” are released, and a new “pike” is selected. "White bears" Preparation: The site represents the sea. A small place is outlined to the side - an ice floe. The driver stands on it - “ polar bear" The remaining “cubs” are randomly placed throughout the site. Contents of the game. “The Bear” growls: “I’m going out to fish!” - and rushes to catch the “cubs”. First he catches one “bear cub” (takes him to the ice floe), then another. After this, the two caught “bear cubs” join hands and begin to catch the rest of the players. "Bear" retreats to the ice floe. Having overtaken someone, two “bear cubs” join their free hands so that the caught one ends up between the hands, and shout: “Bear, help!” The “bear” runs up, greases the caught one and takes him to the ice floe. The next two caught also join hands and catch the “cubs”. The game continues until all the cubs are caught. The last one caught becomes a “polar bear”. The last player caught wins. Rules of the game: 1. The “bear cub” cannot slip out from under the hands of the couple surrounding him until the “bear” insults him. 2. When catching, it is prohibited to grab players by their clothes, and those running away are prohibited from running beyond the boundaries of the area. "Owl" Preparation. An “owl” is selected from among the players. Her nest is to the side of the site. It can be outlined and fenced off with a gymnastic bench. The players on the court are located randomly. "Owl" in the nest. Contents of the game. At the presenter’s signal: “The day is coming, everything comes to life!” - children begin to run, jump, imitating the flight of butterflies, birds, beetles, imitating frogs, mice, kittens. At the second signal: “Night is coming, everything freezes - the owl flies out!” - the players stop, freeze in the position in which the signal caught them. "Owl" goes hunting. Noticing the player moving, she takes him by the hand and leads him to her nest. In one exit she can kill two or even three players. Then the “owl” returns to its nest again and the children again begin to frolic freely on the playground. The winners are the players who have never been caught. You can also note the best driver - the one who caught the most players. Rules of the game: 1. The “owl” is forbidden to watch the same player for a long time, and the caught one is forbidden to break free. 2. After two or three outings of the “owl” to hunt, she is replaced by new drivers from among those she has never come across. "Two Frosts" Preparation: Two cities are marked on opposite sides of the site. The players, divided into two groups, are located in them. In the middle of the site are the “Frost brothers”: “Red Nose Frost” and “Blue Nose Frost”. Contents of the game. At a signal from the leader, they turn to the players with the words: We are two young brothers, Two daring Frosts: I am Red Nose Frost, I am Blue Nose Frost. Which of you will decide to set out on the little path? The guys answer in unison: We are not afraid of threats, And we are not afraid of frost! - and begin to run from one city to another. "Frosts" catch them. Anyone they manage to stain is considered frozen. He remains in the place where he was caught and must, with outstretched arms, block the path of the players during the next dashes. When there are so many frozen that it becomes difficult to run through, the game ends. The winners are those who have never been frozen. Rules of the game: 1. You can start running only after the end of the recitative. 2. Showering outside the city line does not count. 3. The dirty guys can be helped out: to do this, the rest of the players must touch them with their hands. "Wolves in the Moat" Preparation: Two parallel lines are drawn in the middle of the site at a distance of 70-100 cm from one another. This is a corridor - a ditch. It can be indicated by not exactly parallel lines; on the one hand - narrower, and on the other - wider. Two drivers - “wolves” - stand in the ditch; the rest of the players - the “goats” - are placed on one side of the site behind the house line. On its other side, a line indicates a pasture. Contents of the game. At a signal from the leader, the “kids” run from the house to the opposite side of the site to the pasture and jump over the ditch along the way. “Wolves”, without leaving the ditch, try to kill as many “kids” as possible, for which the “wolves” are awarded winning points. After 3-4 runs (by agreement), new “wolves” are selected and the game is repeated. The winners are the “goats” who have never been caught, and those “wolves” who have scored the most points. Rules of the game: 1. Jumping over the ditch is mandatory. 2. Caught “kids” do not leave the game. "Ball on the Floor" Preparation: All players form a circle. Two players stand in the middle of the circle. Those standing in a circle kneel down on one or two knees. They have one volleyball. The drivers turn to face the ball. Contents of the game. At the leader’s signal, the players begin to roll the ball on the floor, trying to touch the players’ feet with it. The drivers run from the ball in a circle, jumping up to escape from it. If one of the players manages to hit the driver’s feet with the ball, he takes his place, and the former driver stands in a circle. Those who have never been drivers win. The first drivers are not considered losers. Rules of the game: 1. The game starts at the signal. 2. The driver who has greased his legs immediately goes to the place of the one who greased him. 3. You can pour no more than your knees. 4. The first driver is not considered a loser. "Passing balls in columns" Preparation: The players are divided into several groups - teams, and each of them is lined up in a column, one at a time, one parallel to the other. Players in columns stand at arm's length. Those in front in the columns each have a ball or other object. Contents of the game. Option 1. At the signal, the players standing in front pass the ball over their heads to those standing behind them. They pass the ball to those behind them in the same way. Each time, the last player in the column, having received the ball, runs to the right of the column towards the leader, and then becomes the first in his column. The team of the one who brings the ball before the others gets the winning point. Then, also at the signal, they begin to pass the ball in columns. And they play like this until all participants reach the end of the columns and deliver the ball to the leader. The team that finishes the game first with the fewest penalties wins. Rules of the game: 1. The game begins only upon a signal from the leader. 2. You can pass the ball over your head, and not in any other way. 3. The person who dropped the ball must pick it up, get back into place and continue playing. 4. Penalty points are awarded for each violation. Option 2. You can pass the ball under your feet, spreading them wide. "Swan geese" Preparation: On one side of the site (hall) a line is drawn separating the “goose barn”. In the middle of the hall (area) four benches are placed, forming corridors (“a road between the mountains”) 2-3 m wide. On the other side of the area, mats are placed - this is a “mountain”. All players, except two, stand in the gooseneck - these are “geese”. Behind the mountain a circle is drawn - a “den”, in which two “wolves” are placed (Fig. 1). Contents of the game: The leader says: “Geese-swans, in the field!” The “geese” walk along the “mountain road” to the “field”, where they walk. Then the leader says: “Geese-swans, go home, the wolf is behind the distant mountain!” The “geese” run to their “goose barn”, running between the benches - “along the mountain road.” “Wolves” run out from behind a distant mountain and catch up with the “geese.” The greasy ones stop. Those caught are counted and released into their flock of “geese.” They play twice, after which new “wolves” are chosen from those not caught. And so the game is played 2-3 times, after which the “geese” and “wolves” that have managed to catch more “geese” are noted. The winners are the “geese” that have never been caught, and the “wolves” that managed to catch the most “geese.” Rules of the game: 1. The “wolves” catch the “geese” up to the “gooseneck”. 2. “Wolves” can catch “geese” only after the words “behind the distant mountain.” 3. You cannot jump over benches or run on them. "Team of Fleet Foot" Preparation. The players are divided into 2-4 equal teams and line up in columns one at a time parallel to one another. A line is drawn in front of the toes of those in front in the columns, and at a distance of 2 m from it is the starting line. At 10-20 m from the starting line, a stand or a mace is placed opposite each column. The first players in the columns stand on the starting line (Fig. 2). Contents of the game. Option 1. At the command of the leader “Get ready, attention, march!” (or according to another conventional signal), the first players run forward to the posts (clubs), run around them to the right and return back to the starting line. The first player to cross the starting line earns his team a point. Those who come running stand at the end of their columns, and the next players line up at the starting line. Also, at a signal, they run to an object placed opposite their column, go around it and return back. The first one to arrive again earns a point for his team. And so all the players run in turn. Then the points are counted. The team with the most points wins. Rules of the game: 1. You cannot run out and cross the starting line before the leader’s signal. 2. You can only run around an object from the right, without touching it with your hands. 3. When running with a stick, be sure to hit it three times on an object or on the floor, counting loudly. 4. When you return, you need to stand at the end of your column. Option 2. You can use sticks in the game. Each player at the start holds a stick. Having reached the counter, he hits it three times on the counter or on the floor and returns back. Having run through the starting line, the player gives the stick to the next one. "Relay of Animals" Preparation: The players are divided into 2-4 equal teams and line up in columns one at a time, one parallel to the other. Those playing in teams take the names of the animals. Let’s say the first ones are called “bears”, the second ones are called “wolves”, the third ones are called “foxes”, the fourth ones are called “hares”, etc. Everyone remembers what animal he is portraying. The starting line is drawn in front of the players in front. In front of each column, at a distance of approximately 10-20 m, a mace or a stand is placed (Fig. 3). On distance The finish line is drawn 2 m from the start. Contents of the game. The leader loudly calls out any animal. Players who take the name of this beast run forward, run around the object standing in front of them and return back. The first one to return to his team wins a point for him. The leader calls the animals randomly, at his own discretion. He can call some people twice. Each time the players come running take their places in the team. The game is played for 5 - 10 minutes, after which points are counted. The team that earns the most points wins. Rules of the game: 1. If both players arrive at the same time, no points are awarded to either team. 2. If a player does not reach the final point, his partner from the other team earns a point. "Calling numbers" Preparation: Location, equipment and preparation are the same as in the previous game. If the room allows and there are few players, you can line them up in two lines facing the same direction on the same line. At a distance of 2 m from the line of players (start line), the finish line is drawn parallel to it (see Fig. 3). Contents of the game. The players are counted according to the order of numbers in each column - team. The leader calls the players by number, alternating them at his discretion. Each time the first person to reach the finish line gets a winning point. The team with the most victory points wins. Rules of the game: 1. If the players stand in lines, then they can be placed in a high or low start position, and from this position they must run out when called by the leader. 2. If a player breaks the rules, a point is deducted from his team. This rule is recommended to be applied starting from III class, when students are introduced to Low Start. "The Fox and the Chickens" Preparation: In the middle of the hall, four gymnastic benches are placed in the form of a square with slats up, this is a “perch”. One driver is selected - "fox" and one - "hunter". All other players are “chickens”. In one corner of the hall there is a “hole” in which the “fox” is placed. The “hunter” stands in the other corner. The “chickens” are located around the “perch” (Fig. 4). Contents of the game. At a signal, the “chickens” begin to either fly up to the “perch”, then fly off it, or simply walk around the “chicken coop” (near the benches that form the “chicken coop”). At the second agreed signal, the “fox”, having approached the “chicken coop”, catches any one. “chicken” touching the ground (floor) with at least one foot. The “fox” takes the dirty man by the hand and leads him to his “hole.” If he meets a “hunter” along the way, the “fox” releases the caught one and runs away into the “hole”. The caught one returns to the “chicken coop”, after which all the “chickens” fly off the roost. If the "hunter" catches the "fox", a new "fox" is selected. Play 4-6 times. The players who are never caught win. Rules of the game: 1. Having run into the “chicken coop”, the “fox” can insult only one player. 2. At the signal from the leader, the “fox” must leave the “chicken coop” regardless of whether he caught the “chicken” or not. 3. Those standing on the rail can help (support) each other. Preparation. A starting line is drawn on one side of the site. 5 m from it, 3-4 lines are drawn parallel to it with an interval of 4 m between them. The players are divided into several groups - teams, and each line up in a column, one at a time, behind the starting line. Each player has a bag of peas. Contents of the game. Players taking turns in their teams throw bags of peas as far as possible beyond the drawn lines and stand at the end of their column. The team whose players managed to throw more bags over the far line wins. Rules of the game: 1. Each person can throw only one bag. 2. The bags are thrown one by one each time at the leader’s signal. 3. The one who throws the bag immediately goes to the end of his column. "Sharp on target" Preparation. A line is drawn in the middle of the site, along which 10 towns (clubs) are placed. The players are divided into two teams and lined up one behind the other on one side of the site facing the towns. Participants in the line in front receive a small ball. A starting line is drawn in front of the line. Contents of the game. At the established signal from the leader, the players in the first rank throw balls at the balls (clubs), trying to knock them down. Downed towns are counted and put in place. The guys who threw the balls run, pick them up and pass them to the members of the next team, and they themselves stand in a line behind them. At the command of the leader, the players of the second rank (teams) also throw balls into the towns. The knocked down towns are counted again. This is done 2-4 times. The team that manages to knock down the most towns several times wins. Rules of the game: 1. Balls can be thrown only upon a signal from the leader. 2. When throwing, you cannot go beyond the starting line. A throw that goes beyond the line does not count. "Cones, acorns, nuts" Preparation. The players form a circle, in the middle of which the driver stands, and the rest, divided into threes, stand one after the other facing the center (the first number is three to four steps from the driver (Fig. 5). The leader gives all players names: first in threes "cones", the second "acorns", the third "nuts". Contents of the game. At a signal, the driver says loudly, for example: "Nuts". All players, called "nuts", must change places, and the driver strives to stand in any vacant place. If he succeeds, then the player left without a place becomes the driver. If the driver says “acorns”, those standing in the thirds change places second, if the “cones” - standing in the first threes. When the game is mastered, the driver can call two or even three players in threes, for example: “cones, nuts". Those called must also change places. Players who have never been the driver win. Rules of the game: 1. Called people are prohibited from remaining in place. 2. Players cannot move to any other three (otherwise the player becomes the driver). "Climbers" Preparation: Two teams of “climbers” line up facing the gymnastics wall, 6-7 m from it. Between the first players and the gymnastic wall, gymnastic benches are installed, turned upside down. Gymnastic mats are laid at the outermost spans of the wall (Fig. 6). Contents of the game. At the teacher’s signal, the first players begin to move along the rail of the gymnastic bench, move to the gymnastic wall, climb onto it, move along the wall to the outermost span and go down. The height of climbing the wall is indicated in advance by the teacher (marked with a ribbon or flag). When descending from the gymnastic wall, the player has the right to jump from the rail, located at a height of no more than 70-75 cm, into a circle with a diameter of 40 cm, marked with chalk on the mat. Having landed, the player stands last in his line. The second players begin moving along the gymnastic bench immediately after the previous “climber” lands. The team that manages to finish the relay faster than others and makes fewer mistakes than the other wins. Rules of the game: 1. Premature movement along the bench rail is prohibited. 2. The player must not lose balance. 3. You cannot jump from a height exceeding that specified by the teacher. 4. Imprecise landings are also prohibited. For each mistake the player is punished with a penalty point. "Jumping on stripes" Preparation. Lines indicate a corridor 2-3 m wide. Lines are drawn across the corridor, forming narrow (30 cm) and wide (50 cm) stripes that alternate with each other. There can be 6-8 such strips. Children jump through narrow strips, and push off from wide ones when jumping. The class is divided into three or four teams, which stand in ranks (Fig. 7). Contents of the game. At the signal, the first numbers of each team begin jumping from the beginning of the corridor (push with both legs) through narrow stripes, making an intermediate jump on each wide strip. Those who complete all the jumps correctly (without stepping on narrow stripes) earn their team a point. Second numbers jump in the same way, etc. If a player steps on a narrow strip, he continues to jump further, but does not earn the team a point. The speed of jumping is not taken into account. The team whose players received more points wins. Rules of the game: 1. The width of the stripes gradually increases (up to 60, 90,100 cm). 2. Teams are located in the same position and follow the same sequence. 3. The one who jumped on the first stripe gets one point, on the second - two points, etc. 4. Anyone who lands incorrectly on the next strip or fails to stay on it leaves the game and does not receive points. “Who will overtake?” Preparation. The players are located along one of the walls of the hall. They divide into fives and join hands. These are teams. Contents of the game. The team's task is to follow the teacher's signal, jumping on one leg, and reach the line drawn in front of them ten steps away. Then the teams turn and jump in the opposite direction. The team that reaches the border first wins. The game can be complicated by giving the task to jump on one leg, and bend the other leg, holding it by the ankle joint. Rules of the game: 1. You cannot stand on both legs. 2. Players must not release their hands. 3. If the rules are violated, the team is considered defeated. "Hit the ball" Preparation: For the game you need one volleyball and tennis balls in an amount equal to half of the participants. The players are divided into two teams and lined up on opposite sides of the court at a distance of 18-20 m from each other. Lines are drawn in front of the players' toes, and a volleyball is placed in the middle of the court. Players of one team (by lot) receive a small ball. Contents of the game. At the leader's signal, the players throw the ball at the volleyball, trying to roll it to the opposing team. Players from the other team collect the thrown balls and, at a signal, also throw them at the volleyball, trying to roll it back. So, teams take turns throwing balls a set number of times. Game duration is 8 - 10 minutes. The team that manages to roll the ball beyond the line of the team opposite wins. Rules of the game: 1. If during the game the volleyball rolls out away from the players, it is placed in the court area on the same line. 2. In this case, shooting at the volleyball starts from both sides simultaneously. 3. Each ball driven beyond the opponent’s line brings the team one point. "Sentries and Scouts" Preparation. The players are divided into two teams - “scouts” and “sentinels” - and line up along two opposite sides of the court at a distance of 18-20 m from one another. A line is drawn three steps in front of the ranks, and in the middle a volleyball is placed in the outlined circle. Contents of the game. Players in teams are counted in numerical order. The task of the “scout” team is to carry the ball over their line, the task of the players of the other team is to prevent this. The teacher loudly calls the number, and the players standing opposite (having this number) run up to the ball. If the “sentry” is too lazy, the “scout” grabs the ball and runs away with it to his house, and the “sentry” goes into captivity and stands behind the “scout”. If both players simultaneously run out to the middle, then the task of the “scout” is to, by performing a series of distracting exercises (hand movements, jumping in place and with a turn, lunges, etc.), divert the attention of the “sentry” (he repeats these movements after the “scout”) and takes the ball away. If the “scout” grabbed the ball, but the “sentry” overtook him and hit him with his hand, the “scout” becomes a prisoner, otherwise he wins the duel. The game continues until all numbers have taken part in the game. The prisoners are counted and released to their teams. The game is repeated, with the players changing roles. The team that manages to take more prisoners wins. Rules of the game: 1. The “sentinel” must repeat all the movements of the “scout”, otherwise he loses. 2. You can only chase a fleeing player to the edge of his house. 3. The player who drops the ball is considered caught. 4. Each time the ball is put in place by the “scout”. "Hunters and Ducks" Preparation: The players are divided into two teams, one of which - “hunters” - stands in a circle (in front of the line), the second - “ducks” - enters the middle of the circle (Fig. 8). The "hunters" have a volleyball. Contents of the game. At the signal, the “hunters” begin to knock the “ducks” out of the circle. Each player can throw the ball themselves or pass the ball to a teammate to throw. The “Ducks”, running inside the circle, escape from the ball by dodging and jumping. The knocked-out duck leaves the circle. The game ends when there are no “ducks” left in the circle, after which the players change roles. The team that manages to shoot the ducks in less time wins. The manager can set the game time for throwing the ball at the ducks. Then the result is summed up by the number of “ducks” knocked out during this time. Rules of the game: 1. While throwing the ball, it is prohibited to step over the line. 2. Those in the circle do not have the right to catch the ball with their hands. 3. Players are not considered to be knocked out if the ball hits them after bouncing off the floor. "Relay race with climbing and climbing" Preparation. Two teams of players line up in lines opposite the gymnastics wall, 7-8 m from it. In front of the teams, at a distance of 2-3 m, a gymnastic beam with a height of 90-100 cm is installed in parallel. Mats are laid under the beam, in the place of climbing, and at the gymnastic wall, in the place of landing (Fig. 9). Contents of the game. At the teacher’s signal, the first players from each team approach the beam, climb over it, run up to the gymnastics wall, climb onto it, touch the flag suspended from the wall at a height of 2-2.3 m with their hand, go down and, returning, climb over again. log. After this, new players enter the game, and the returning players stand last in their line, etc. The team that finishes the relay earlier and commits fewer rules violations wins. "Relay race with elements of balance" Preparation: 3-4 teams of 8-10 people line up in columns one at a time. One gymnastic bench is placed in front of each person (with the rail facing up). Contents of the game. At the signal, the leading players run along the rail, reach the wall and, touching it with their hand, return back. The second player runs forward when the returning player touches him with his hand. The one who completes the task stands at the end of the column. The team whose players finish the relay faster wins. Rules of the game: 1. Running begins at the signal. 2. Players are required to run along the bench rail. 3. Penalty points are given for each violation. "Obstacle Course Relay" Preparation. For the relay race, two rows of obstacles are installed (benches, barriers, horse, goat, designated trench). Two teams stand in columns, one at a time, behind a common line. Contents of the game. At the signal, the lead players of both teams run forward, overcome obstacles and return back, avoiding these obstacles. The person who comes running, touching the hand of the next player, stands at the end of the column. The game ends when all team members complete the task - the lead player raises his hand up. The team whose players finish the relay faster wins. Rules of the game: 1. Running begins at the leader’s signal. 2. Overcoming all obstacles is mandatory. 3. Penalty points are awarded for each violation. "Pull in a circle" Preparation. Two concentric circles are drawn (one inside the other) with a diameter of 1 and 2 m. All players surround a large circle and join hands. Contents of the game. According to the teacher’s instructions, the game participants go to the right or left. At the second signal (whistle), the players stop and try to pull their neighbors beyond the line of the large circle without separating their hands. Whoever gets into the space between the large and small circle with one or two feet is out of the game. Then the players join hands again and continue the game when the whistle blows. Players who are not drawn into the circle after several repetitions are considered winners. Rules of the game: 1. Players are not allowed to separate their hands while moving and fighting. 2. Both players who release their hands are eliminated from the game. 3. When there are few players left, they stand around a small circle and continue the competition, following the same rules. "Drag Over the Line" Preparation. Two teams of players stand one against the other along the line drawn between them. Boys stand against boys, and girls against girls, approximately equal in physical strength. Four steps behind each team are the players allocated for scoring. Contents of the game. At the teacher’s command, the players come together at the center line and take one (or two) hands. At the second signal, everyone tries to pull their opponent over the line where the assistants are standing. A player who has been pulled by touching the scorer with his palm may go over the line again and play for his team again. Each player pulled over earns the team that pulled him over one point. The team that receives the most points during the game wins. Rules of the game: 1. During the game, only hand grabs are allowed. 2. It is allowed to drag alone, in pairs, or by several players at the same time. Balloon relay race Equipment: balls, buckets, sticks Task: First player pushes balloon ik forward, runs the distance with him, directs the ball into the bucket. He does all this by touching balloon only with a baton, but in no case with your hands. Having driven the ball into the bucket, he takes it in his hands and runs back and passes the ball and stick to the next player. "Strong and Agile" Preparation: Two teams sit in a circle, one after another. Inside the circle, at the line limiting it, there are eight chocks, in the center of the circle there is a ball. Contents of the game. At the signal, the participants in the game, holding hands and without releasing them, try to push the opponent so that he knocks down the chock (town, small mace). The one who knocked her down takes the ball and, standing in the center of the circle, without moving from his place, tries to throw it at one of the players of the other team, who scatter in different directions. The team with fewer penalty points wins. Rules of the game: 1. If the thrower misses, his team is penalized with two penalty points. 2. For an accurate throw, the team that knocked down the block is awarded one penalty point. "Cockfighting" Preparation. A circle with a diameter of 2 m is drawn on the floor. All players are divided into two teams and line up in two lines around the circle (one opposite the other). Contents of the game: Players choose captains who send one of their players into the circle. Each of them stands on one leg, bends the other, and places his hands behind his back. In this position, the combatants (at a signal) begin to push each other out of the circle with their shoulders and torsos, trying not to stumble. The winner is the player who manages to push his opponent out of the circle or make him stumble, thereby bringing the team a winning point. The team whose players have the most victories wins. Rules of the game: 1. The rules prohibit removing your hands from your back. 2. The match ends in a draw if both players are outside the circle at the same time. 3. The game continues until everyone has played the role of fighters. 4. Captains also fight among themselves (last). "Call" Preparation: City lines are drawn on two opposite sides of the site at a distance of 18 -20 m. The players are divided into two equal teams, each of which chooses a captain. Conducting the game. Team players line up in lines behind the city lines. The captain of the team starting the game sends any player to the city of the other team. Its participants extend their right arms forward, palms up, with their elbows bent. The last player challenges any member of the opposing team to compete. He touches the palms of the players three times, loudly counting “One, two, three!” The one he touches for the third time must insult the caller. Everyone runs away to their home as quickly as possible. If the summoned one managed to catch the opponent before the city line, then the latter is taken prisoner and stands behind the opponent. If the player is not caught, then, on the contrary, the called player becomes a prisoner. The captain of the other team then sends the player to the challenge. He acts in the same way as his predecessor. If a player is summoned and captured and has one or more prisoners behind him, then he himself becomes a prisoner, and his prisoners return to their team. Thus, the number of players in teams changes all the time. The team that has the most prisoners at the end of the set time (8-15 minutes) wins, or the team that has captured all the enemy players. Rules of the game: 1. The driver, calling the players, counts loudly. 2. He can touch any of them every time. 3. You can only touch right hand and extend only your right hand forward (you cannot lower it at the moment of contact). 4. If the captain himself is captured, he is replaced by one of the team players. "Offensive" Preparation. Teams line up facing each other on opposite sides of the court in front of the drawn lines and choose a name for themselves (for example, “Spartak” and “Zenith”). Carrying out the game. The teacher invites the Spartak team to join hands and, at his signal, march towards the Zenit team. When the players are three or four steps away, the teacher blows the whistle, the players of the attacking team turn and quickly run away beyond the boundaries of their house, and the players of the opposing team try to catch up and knock down as many opponents as possible. Those caught are counted and continue to play for their team. Then, at the teacher’s direction, the Zenit team players advance, and those standing opposite catch them. The game is repeated several times. At the end of the game, they count how many defeated players each team has. Those who were not caught and made more than others are noted. The winner is the team that kills more players in an equal number of runs. Rules of the game: 1. You can run away and catch up only when given a signal. 2. Each team advances the same number of times and catches the enemy only to the line. 3. You can invite players to take different starting positions: the attackers put their hands on each other’s shoulders, take each other’s hands, cross their hands, etc. 4. Those waiting can stand with their backs, sideways, sit, or take a low start position. "Running for flags" Preparation. The class is divided into teams, and a captain is chosen for each of them. The teams are located behind the starting lines - one opposite the other. The distance between teams is 20-30 m. In the middle of the site, between two lines that limit a strip 2-3 m wide, flags are laid out in a checkerboard pattern. Contents of the game. At the signal, players quickly run up to the flags and try to collect as many of them as possible. After a set time, on command, the children return to their places and quickly line up. Captains collect and count the flags brought by their players. One point is awarded for each flag. The team with the most points wins. Rules of the game: 1. During the run, the player is allowed to collect any number of flags lying on the ground. 2. It is prohibited to take away flags from each other. 3. You cannot step beyond the lines limiting the space for flags. 4. Team captains play on equal terms with everyone. "Dash with revenue" Preparation: The site is divided by a transverse line into two equal sections. At a distance of 2 m from the short sides of the site, two lines are drawn parallel to them. Between them, across the entire width of the site, 10 towns are placed on each side. The players are divided into two equal teams and are located randomly on the court from the side of the lines behind which their towns stand (Fig. 10). Contents of the game. At the teacher’s signal, the players of both teams begin to run over to the enemy’s side, trying to take possession of the towns, and each person can take only one town in one run and take it to their side. Each player is allowed not only to take the enemy’s towns, but also to kill those running across with the towns in their own half of the court. The one who has been upset gives the town to the one who has insulted him and remains in place, waiting for a player from his team to help him out by touching him with his hand. The captured town is put back in its place. The rescued player enters general game. Play for a set time (10-15 minutes). The team that manages to transfer more towns to its side wins. Rules of the game: 1. The game is allowed to start strictly at the signal. 2. Players can only be kicked in their own half of the court. "Chase" Preparation. Students line up on the site in two open lines 6-8 m apart, one after the other (Fig. 11). At 15 - 20 m from the first line, medicine balls are placed (or flags are placed) 2 m from each other (according to the number of players in the line). A small cloth (tennis) ball is placed 2 m from each medicine ball. Contents of the game. At the command “Start!” players of both teams take a high or low start position (according to instructions), and on the command “March!” rush towards the medicine balls. Having reached them, the first numbers run around them from right to left and run behind their starting line. The second numbers, bypassing medicine balls, take small balls, turn in a circle and rush after the fleeing first numbers, trying to hit their opponent with the ball. The first numbers, returning to their original place, stand behind the line where the second numbers stood. Those who are hit by the ball raise their hand. While the teacher counts the number of those spotted, the players in the throwing line pick up the balls and return them to their original place. Then the ranks change roles. After several runs, the total number of players caught by each team is calculated. The team with the fewest players caught wins. Rules of the game: 1. Each player must run around his ball. 2. After a turn, the player must run in a straight line without deviating to the side. 3. For violation of these rules, the team is awarded a penalty point. "Start after throw" Preparation. The class is divided into two teams - throwers and runners. On a spacious area, throwers are positioned in a line 3-4 m from the starting line, to the side of the flags placed 5-6 m from one another (Fig. 12). Opposite them, at the finish line, which is 15 - 20 m from the first starting line, two more flags are placed. Runners line up on the second starting line. There are two small balls on the starting line between the flags. Contents of the game. At the command “Start!” two throwers (in order) take their balls and stand in initial position for throwing. At the same time, two runners take a high (or low) start position. At the command “Attention!” throwers perform a throw, and following the command “March!” - runners rush forward. Throwers run to the finish line, go around each of their flags and return back. Runners pick up balls after the throwers throw them in order to hit the throwers with them. For a hit, the running team gets a point. The balls are again placed between the flags, and the next two throwers and two runners go to the start. This continues until all throwers have thrown and run (each time the points received by the team of runners are counted). After this, the teams change roles. The team with the most points wins. Rules of the game: 1. Throwers and runners run forward simultaneously after the command “March!” 2. Throwing and dashing are performed in a corridor 10-15 m wide. 3. After throwing, throwers must run around the flag at the finish line, otherwise they are considered greasy. "Securing the Runs" Preparation. A stand 1.5-2 m high is placed in the center of the site (or hall). One team, calculated in numerical order, takes a place around the stand, and the other, divided into two groups, is placed behind the end lines (Fig. 13). Contents of the game. Team players standing behind the lines throw a volleyball between themselves, trying to hit it in the rack. The players of the team located not far from the post take turns running from one end line (stepping on it with their feet) to the other and returning back to the place they occupied before the start of the game. For each person who runs across, the team receives one point. The game lasts 16-20 minutes, and after 8-10 minutes the teams change roles. The team that makes the most runs during this time wins, i.e. who scored more points. Rules of the game: 1. If the team throwing the ball manages to hit the post, the players on the court change roles. 2. Those standing inside the site should not step outside the circle line (2 m in diameter) drawn around the stand. 3. Defenders must not deliberately hold up the ball. 4. Players inside the court must not run out before the previous runner appears. Golden Gate This game is the predecessor of many popular games. Description of the game In the Golden Gate game, two players stand opposite each other and, holding hands, raise their hands up. The result is “collars”. The rest of the children stand one after another and put their hands on the shoulders of the person walking in front or simply join hands. The resulting chain should pass under the gate. “Gates” say: Golden Gates They don’t always let you through! The first time is forgiven, the second is forbidden, and the third time we will not let you through! After these words, the “collars” sharply lower their hands, and those children who were caught also become “collars.” Gradually the number of “gates” increases, and the chain decreases. The game ends when all children become "gates". "Counter relay race with running" Preparation. The players are divided into several teams. Each, in turn, is divided in half. The teams line up against each other behind the lines. Players leading teams on one side of the court are given a baton (tennis ball). Contents of the game. On the command “March!” players with a stick start running. Having run up to the head players of the opposing teams, they pass the baton to them and stand behind them. The person who receives the baton runs forward and passes it to the next player standing opposite, etc. The relay ends when the teams change places on the court. Those who finish the dashes earlier win. Rules of the game: 1. The relay starts on command. 2. It is necessary to run around the column from right to left and then pass the baton to the player who went half a step to the right. 3. To increase the load, you can play the game with double runs: the player on the opposite side, after passing the baton to him, runs again to where he started running. "Day and night" Preparation. The players are divided into two teams, which stand in the middle of the court with their backs to each other at a distance of 1.5 m. One team is given the name “Day”, the other - “Night”. Each team has a house on its own side of the site (10-12 m away). Contents of the game. The teacher suddenly says the name of one of the teams, for example “Day!” The players of this team quickly run away to their house, and the players of the other team catch up and spot them. The defeated players are counted (their number is recorded) and released to their team. Everyone returns to their original places, and the teacher calls the team again. It is important that there is no strict alternation, then the players do not know which team will be named, and therefore are extremely careful. Before the signal, the leader, in order to divert the attention of the players, can invite them to perform various exercises (changing hand positions, jumping or walking in place, etc.). The game is played several times, after which it is counted how many players in each team are caught in the same number of runs (three or four). The team that kills more players wins. Rules of the game: 1. Players are only allowed to hit up to the house line. 2. The rest continue to participate in the game. 3. During the dash, one participant can shoot not only the person standing opposite, but also his neighbors. "Relay in a circle" Preparation. All players are divided into three to five teams and stand in the middle of the hall like the spokes of a wheel, turning their right (or left) side to the center of the circle. The result is a kind of sun with rays (Fig. 15). Each beam - line is a team. The players standing furthest from the center of the circle hold a relay baton (town, tennis ball) in their right hand. Contents of the game. At the teacher’s signal, those players who have a relay baton (a town or a tennis ball) in their hands run in a circle (from the outside) past the rest of the “spokes” to their spoke and pass the baton to the player waiting at the edge, after which they stand at the other end of their line (closer to the center). All players take half a step from the center. The person who receives the baton also runs around the circle and passes it to the third number, etc. When the one who started the game is on the edge and an object is brought to him, he raises it up, announcing the end of the game for his team. The team that finishes the relay earlier wins. Rules of the game: 1. While running, it is prohibited to touch standing players, and thereby interfere with players making dashes. 2. Penalty points are awarded for violations of the rules. The Circle Relay, like the Counter Relay described above, can be done while dribbling a basketball. Boots - walkers It would be unfair to forget about this exciting children's competition. Description of the game Two opponents are given very large adult felt boots. Children drown in them, and they really look like little boys in the boots of the Ogre. There are chairs in front of them at a distance of 3 - 5 meters. At the leader’s command, they must run to the chairs, go around them and run back. The first one to arrive wins. “Fishing Rod” (simple and command) Preparation. To play you need a rope 3-4 m long, at the end of which a bag filled with peas or sand is tied. Sometimes a regular jump rope is used for the game. This is a fishing rod with which the fisherman (driver) catches fish (the rest of the players). All players stand in a circle, and the driver stands in the middle of the circle with a rope in his hands. Contents of the game. Option 1. The driver rotates the rope with the bag so that it slides along the floor, making circle after circle under the feet of the players. They carefully monitor the movement of the bag and jump so that it does not hit any of them. The one who is touched by the bag or rope stands in the middle and begins to rotate the rope, and the former driver takes his place in the circle. The last two or three players remaining win. Rules of the game: 1. The player is considered caught if the rope touches his leg no higher than the ankle. 2. Players are not allowed to approach the driver during jumping. 3. The player who is touched by the rope is eliminated from the game. Option 2 (command). Players standing in a circle are counted on first or second and make up teams accordingly. The driver (as in option 1) is the same. The player who is touched by the rope raises his hand: he gives his team a penalty point. After each mistake, the score is announced loudly. The victory in the game is won by the team that, after 2-4 minutes of play, receives fewer penalty points. The rules of the game are the same as in option 1. "Rope under your feet" Preparation. The players make up three or four columns, which are lined up in parallel. The distance between them is 2 m, and between players in columns there is one step. The leading players in the columns each receive a short rope. Contents of the game. At a signal, they pass one end of the rope to those standing behind, both players carry the rope under the feet of the entire column (the rope almost touches the ground). Those standing in the column jump over a rope. The lead player in the column remains behind, and the one who helped carry the rope (number two) runs forward. He hands the free end of the rope to the third, and the rope is again passed under the feet of all standing children. Now the second number remains at the end of the column, and the third runs forward, etc. During the game, all players must move the rope under the feet of their teammates. The game ends (by lifting the rope up) by the player who was first at the beginning of the game. He ends the game in the same place. The victory is won by the team that finishes the game first, provided that its players hit the rope fewer times. Rules of the game: 1. Players are prohibited from touching the rope with their feet. 2. Each player must jump over the rope. 3. For each violation of the rules, teams are awarded penalty points. "Jumpers and Tag" Preparation. The participants of the game are divided into two equal teams, each of which lines up along the sides of the hall facing the middle. By lot, one team is designated as jumpers, the second as tag team. Markings are made on the site. A starting line is drawn 1 m from the front boundary of the site (for runners), and in front, after 3 m, there is a second starting line (for jumpers). In front of this line (10-12 m from it) a strip 1.5-2 m wide is drawn. Contents of the game. At the teacher’s command “Let’s start!” four players from the jumping team take places behind the second line. Behind them, immediately behind the line closest to the wall, four from the tag team stand at the back of the head. At the command “Attention!” jumpers and tags take a high start position, and at the command “March!” everyone runs forward. The jumpers' task is to reach the strip faster and jump over it. The task of the tags is to catch the jumpers before they make the jump (the tags do not jump). If the jumper is not caught before the jump, his team gets a point. The tag that touches the jumper with his hand before the jump also receives one point. After the first fours, the second fours of jumpers and tags enter the fight until everyone takes part in the game. After this, the teams change roles and places on the starting lines. In the end, the team with the most victory points wins. Rules of the game: 1. Fifteen is allowed to kill any player or several players. 2. The touch is counted only until the moment of repulsion. 3. A jumper who steps outside the lane or fails to jump over it is considered greasy. "Snipers" Preparation: For the game you need small towns and tennis balls (preferably according to the number of players). The participants of the game line up in one line and count on the first or second. The first numbers are one team, the second numbers are another. If the width of the site does not allow everyone to stand in one line, then the players form two lines, one at the back of the other. In this case, each line is a team. A line is drawn in front of the players' socks, beyond which they cannot go when throwing the ball. 6 m from this line and parallel to it, 5 towns of two colors are placed in a row (one and a half steps from one another). The teams are given names according to the color of the towns (for example, blue and white). Contents of the game. At the teacher’s signal, the teams take turns volleying (all players at the same time) throwing balls into the balls from a standing, kneeling or lying position, according to the conditions of the game. Each knocked down town of its color moves one step further, and the knocked down town of the opposing team moves one step closer. The team that manages to push its goals further in the course of several throws wins. Rules of the game: 1. Towns are placed in new places after a volley from one of the teams. 2. Thrown balls are picked up by players of the other team. 3. The knocked-down towns are put into new places by the teacher’s assistant. "Protect your comrade" Preparation: All players, except two, stand in a circle at arm's length. A line is drawn at their toes. The players receive a volleyball. Two drivers go into the middle of the circle: they throw the ball at one, the other defends it, hitting the ball. Contents of the game: At the leader’s signal, the players throw the ball to each other and try to knock out the driver with a direct hit. If the driver is hit, he is replaced by a defender, and the defender becomes the one who managed to hit the player with the ball. The winners are the players who last the longest as drivers. Rules of the game: 1. A hit that goes beyond the circle line does not count. 2. A hit to the head does not count. 3. The defender can hit the ball with any part of his body. 4. The driver must not touch the defender with his hands. "Lizard" Preparation: Participants are divided into two teams, one of which goes into the circle, and the other remains behind the circle with a volleyball. The players in the circle line up in a column led by the captain and take each other by the belt. Contents of the game. At the leader’s signal, the players who form a circle throw the ball to each other, trying to knock out the last player in the column with a direct hit. The eliminated player is eliminated from the game. After 5-8 minutes, the teams change roles. The team that eliminates the most players in a set amount of time wins. Rules of the game: 1. It is not allowed to twist the spiral (hiding the latter). 2. Players must not release their hands. 3. A hit to the head does not count. 4. A hit from a bounce off the floor does not count. Confusion A fun campaign game for any age. Description of the game Children stand in a circle and hold hands. The driver turns away, and the players begin to get confused, climbing over each other as soon as possible. Then the driver must unravel this tangle without breaking the circle. Rules of the game: 1. The captain, defenders and servers must not step outside their circle. 2. You cannot take the ball out of your hands and hold it in your hands for more than 3 seconds. 3. If a defender of one of the teams accidentally touches the town with his foot and knocks it to the ground, the town should be put back in place. 4. The town is considered knocked down when it is hit by the ball of the captain of the other team. "Shootout" Preparation. The game can be played on a volleyball court. In this case, there are middle and front boundaries of the site. Having retreated 1 - 1.5 m from the front line into the hall, draw another line parallel to it to form a corridor (“captivity”). Additional line is also carried out on the other side (Fig. 16). Contents of the game: The players are divided into two equal teams, each of which is randomly located in its own city on one half of the court (from the center line to the corridor). During the game you cannot enter the opponent's half. The leader throws the volleyball in the center, between the captains, and they try to hit it back to their players. The task of each team is to receive the ball and hit the opponent with it without going beyond the middle line. The opponent dodges the ball and, in turn, tries to hit the player of the opposing team with the ball. Those hit by the ball go beyond the captivity line to the opposite side (into the corridor). The prisoner remains there until his players rescue him (by throwing the ball without touching the wall or ground). Having caught the ball, the prisoner throws it to his team, and he runs from the corridor to his half of the field. The winner is the team that, after 10-15 minutes of play, has more eliminated players in the captive zone. The game ends early if all players on one of the teams are captured. Rules of the game: 1. You can throw the ball at any part of the body except the head. 2. You can catch the ball with your hands, but if the player drops the ball, then he is considered dirty and is taken prisoner. 3. It is not allowed to run around the court with the ball in your hands, but you can dribble it. 4. The ball that goes out of bounds of the court is given to the team from behind whose line it rolled out. 5. For committed violations, the ball is handed over to the opponent. "Dexterous and accurate" Preparation. Three concentric circles with diameters of 3, 10 and 15 m are drawn on the site. Six towns, chocks, and small pins are placed around the circumference of the small circle. Contents of the game. Two teams play. Each has one captain and three defenders. The rest of the players are servers. Captains stand in a small circle, defenders stand in a middle circle, and servers stand in a large circle. The teacher gives a volleyball to one of the captains. He throws it to his server, who tries to pass the ball back to the captain. Opposing defenders try to intercept the ball and pass it to their servers. Having received the ball, the captain knocks down one of the towns with it, which is removed from the site. The teacher gives the ball to the other captain, and the game continues. The team whose captain knocks down four towns first wins. Dwarfs and giants Description of the game Children stand around the presenter, who tells that there are very small people in the world - dwarfs, and there are huge ones - giants. When the presenter says: “Dwarfs!”, he sits down on all fours, lowers his hands, showing with all his appearance what little people they are. He even pronounces the word “dwarfs” in a thin voice - they are so tiny. And when he says “Giants!”, his voice becomes rougher, the presenter stands up to his full height, and even stretches his arms up - they are so huge. The children really like this game of the leader, they laugh and also stretch out to their full height - “giants” and sit on all fours - “dwarfs”. When the guys have learned to carry out commands correctly, the presenter warns that now he will see who is the most attentive. Presenter: Remember, children, the correct commands: “Dwarves!” and “Giants!” All my other commands do not need to be executed. The one who makes a mistake is out of the game. First, the presenter gives the correct commands, and then replaces the words “dwarfs” and “giants” with similar ones. The one who makes the least mistakes wins. Teams are lined up in a single column, one at a time, in front of the basketball backboards at a distance of 2–3 meters. After the signal, the first number throws the ball around the ring, then puts the ball, and the second player also takes the ball and throws it into the ring, and so on. The team that hits the hoop the most wins.ArtistsIn the center of the circle or stage are two easels with paper. The leader calls two groups of five people. At the signal from the leader, the first from the group take the coal and draw the beginning of the picture; at the signal, they pass the coal to the next one. The task is for all five competitors to draw a given drawing faster than their opponents. Everyone must participate in drawing. The tasks are simple: draw a steam locomotive, a bicycle, a steamship, a truck, a tram, an airplane, etc.Three ball runAt the starting line, the first person conveniently takes 3 balls (football, volleyball and basketball). At the signal, he runs with them to the turning flag and places the balls near it. It comes back empty. The next participant runs empty to the lying balls, picks them up, returns with them back to the team and, not reaching 1 m, places them on the floor.- instead of large balls, you can take 6 tennis balls, - instead of running - jumping. turnip Two teams of 6 children each participate. This is grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. On each chair there is a turnip - a child wearing a hat with a picture of a turnip. Grandfather starts the game. At a signal, he runs to the turnip, runs around it and returns, the grandmother clings to him (takes him by the waist), and they continue running together, again go around the turnip and run back, then the granddaughter joins them, etc. At the end of the game, The mouse is caught by a turnip. The team that pulls out the turnip the fastest wins. Hoop relayTwo lines are drawn on the track at a distance of 20 - 25 m from one another. Each player must roll the hoop from the first to the second line, go back and pass the hoop to his friend. The team that completes the relay first wins.Counter relay race with hoop and skipping ropeTeams line up as if in a relay race. The guide of the first subgroup has a gymnastic hoop, and the guide of the second subgroup has a jump rope. At the signal, the player with the hoop rushes forward, jumping through the hoop (like jumping rope). As soon as the player with the hoop crosses the starting line of the opposite column, the player with the jump rope starts and moves forward by jumping the rope. After completing the task, each participant passes the equipment to the next player in the column. This continues until the participants complete the task and change places in the columns. Jogging is prohibited.Porters4 players (2 from each team) stand on the starting line. Everyone gets 3 large balls. They must be carried to the final destination and returned back. It is very difficult to hold 3 balls in your hands, and picking up a fallen ball without outside help is also not easy. Therefore, porters have to move slowly and carefully (the distance should not be too great). The team that completes the task faster wins.Ball race underfootPlayers are divided into 2 teams. The first player throws the ball back between the players' spread legs. The last player of each team bends down, catches the ball and runs forward with it along the column, stands at the beginning of the column and again sends the ball between his spread legs, etc. The team that finishes the relay faster wins.Three jumpsParticipants are divided into two teams. Place a jump rope and a hoop at a distance of 8-10 m from the start line. After the signal, the first person, having reached the rope, takes it in his hands, makes three jumps on the spot, puts it down and runs back. The second person takes the hoop and makes three jumps through it and alternates between the jump rope and the hoop. The team that finishes it faster will win.Prohibited movementThe players and the leader stand in a circle. The leader takes a step forward to be more noticeable. If there are few players, then you can line them up and stand in front of them. The leader invites the children to perform all the movements after him, with the exception of those prohibited, which were previously established by him. For example, it is prohibited to perform the “hands on the waist” movement. The leader begins to make different movements to the music, and all the players repeat them. Suddenly, the leader performs a prohibited movement. The player repeating it takes a step forward and then continues to play.Ball raceThe players are divided into two, three or four teams and stand in columns one at a time. Those standing in front each have a volleyball. At the manager’s signal, the balls are passed back. When the ball reaches the person standing behind, he runs with the ball to the head of the column (everyone takes a step back), becomes the first and begins passing the ball back, etc. The game continues until each of the team players is first. You need to make sure that the ball is passed with straight arms and tilted back, and the distance in the columns is at least a step.I passed it on - sit down!The players are divided into several teams, 7-8 people each, and line up behind the common starting line in a column, one at a time. Captains stand in front of each column, facing it at a distance of 5-6 m. The captains receive a volleyball. At the signal, each captain passes the ball to the first player in his column. Having caught the ball, this player returns it to the captain and crouches. The captain throws the ball to the second, then third and subsequent players. Each of them, returning the ball to the captain, crouches. Having received the ball from the last player in his column, the captain raises it up, and all the players on his team jump up. The team whose players complete the task faster wins.SnipersChildren stand in two columns. Place a hoop at a distance of 3m in front of each column. Children take turns throwing sandbags with their right and left hands, trying to hit the hoop. If the child hits, then his team gets 1 point. Result: whoever has the most points wins.eye of a needleThere are 2 or 3 hoops on the ground along the relay line. When starting, the first person must run to the first hoop, pick it up and thread it through himself. Then do the same with the next hoops. And so on the way back.Relay race with skipping ropeThe players of each team line up behind the common starting line in a column one at a time. A rotating stand is placed in front of each column at a distance of 10 - 12 m. At the signal, the guide in the column runs out from behind the starting line and moves forward, jumping over the rope. At the turntable, he folds the rope in half and grabs it in one hand. He moves back by jumping on two legs and rotating the rope horizontally under his feet. At the finish line, the participant passes the rope to the next player on his team, and he himself stands at the end of his column. The team whose players finish the relay more accurately and earlier wins.Counter relay with barsChildren are divided into teams of 6 - 8 people each. Participants line up in opposing columns, one at a time, at a distance of 8 - 10 m from one another. The guides of the columns of the first group receive 3 wooden blocks, the thickness and width of which are at least 10 cm, length - 25 cm. Having placed 2 bars (one on the starting line, the other in front, one step from the first), each of the managers stands on the bars with both feet , and holds the third block in his hands. At the signal, the player, without leaving the bars, places the third bar in front of him and transfers the leg that was behind him to it. He moves the freed block forward and places his foot on it. So the player moves to the opposite column. The guide of the opposite column, having received the bars behind the starting line, does the same. The team whose players switch places in the columns the fastest wins.Animal relayThe players are divided into 2 - 4 equal teams and line up in columns one at a time. Those playing in teams take the names of the animals. Those standing first are called “bears,” those standing second are called “wolves,” those standing third are called “foxes,” and those standing fourth are called “hares.” A starting line is drawn in front of those in front. At the teacher’s command, team members must jump to a given place just like real animals do. The “wolves” team runs like wolves, the “hares” team runs like hares, etc.Rhythmic relay race with sticksThe game is played between two or more teams, which line up in columns in front of the starting line. The first team players have gymnastic sticks in their hands. At the leader’s signal, the players run with them to the stand located 15 m from the starting line, run around it and return to their columns. Holding the stick by one end, they carry it along the column under the feet of the players, who, without moving from their place, jump over it. Once at the end of the column, the player passes the stick to the partner standing in front of him, who is next, and so on until the stick reaches the player leading the column. He runs forward with a stick, repeating the task. The game ends when all players have run the distance.Jumping on stripesThere are strips 50 cm wide on the floor across the court. Players in teams stand on one side of the court. At the signal, the first players begin to jump from strip to strip. Jumps can be performed from foot to foot, two at the same time, etc. - as instructed by the teacher. Those who complete the task correctly receive a point. The team with the most points wins. Repeated 2-3 times.Unload the carChildren are invited to unload the “cars” with “vegetables”. The machines are placed against one wall, and two baskets are placed opposite them against the other wall. One player at a time stands near the baskets and, at a signal, runs to the cars. You can carry vegetables one at a time. Vegetables must be the same in all machines, both in quantity and volume.Other participants can then "load" the machines; In this case, the players stand near the cars, run to the baskets at a signal and carry the vegetables into the cars. Machines can be boxes, chairs; vegetables - skittles, cubes, etc. Relay with stopsThe players of each team take turns covering the distance, at any moment the leader can give a signal (whistle), the players must take a prone position, as if doing push-ups. When the signal is repeated, the relay continues.A heavy burdenParticipants are divided into teams of two. Each pair of players receives two sticks up to 50 cm long and a board 70-75 cm long, with a flag attached to it. Standing side by side, players keep their sticks facing forward. A board is placed on the ends of the sticks. In this form, with joint efforts, they must carry their burden to the designated place and return back. If the board falls, the players stop, pick it up and then continue on their way. Whoever completes the task faster is considered the winner.Passage of the swampEach team is given 2 hoops. With their help it is necessary to overcome the “swamp”. Groups of 3 people. At the signal, one of the participants in the first group throws the hoop to the ground, all three players jump into it. They throw the second hoop at such a distance from the first that they can jump into it, and then, without leaving the space of the second hoop, reach the first with their hand. So, by jumping and throwing hoops, the group gets to the turning point. You can get back to the start line via a “bridge”, i.e. just roll the hoops on the ground. And at the starting line, the hoops are passed to the next three. It is strictly forbidden to step your foot outside the hoop - you can “drown”.Calling playersThe players are divided into 2 teams and stand in a column one at a time. Team players are counted in numerical order. The manager calls the number. For example: 1, then 5, etc. Called players run to designated place, there they run around the stand (object) and return back. The team whose player returns first gets a point. The team that gets greatest number points.Running in sacksChildren are lined up in two columns, the distance between the columns is 3 steps. Holding the bags with their hands near their belts, they jump to the designated place (flag, stick, or other object). Having run around him, the children return to their columns, climb out of the bags, and pass them on to the next ones. This continues until all the children have run through the bags. The team whose players complete the task faster wins.Bring me a piece of paperYou need to prepare 2 sheets of paper (you can use it from a notebook) The players are divided into two teams, which line up parallel to one another. The first player of each team is given a piece of paper on their palm. During the game, the sheet should lie on its own in the palm of your hand - it should not be held in any way. The first players from each team run to the flag. If a leaf suddenly falls to the ground, you need to pick it up, put it on your palm and continue on your way. Having reached his team, the player must quickly move the piece of paper to right palm the next comrade in line, who immediately runs forward. Meanwhile, the first one moves to the end of the row. This continues until the turn reaches the first one. The team that completes the task faster wins.stubborn eggForm teams of 6 people each. Divide the teams into pairs. The pair's task is to carry the egg between their foreheads to the indicated marker and back. After this, the egg is passed on to the next couple. Competitors may only support the egg with their hands beyond the starting line. The fall of the egg means the team is out of the fight. The team that completes this task the fastest wins.Running on the cloudsFor this game you will need five representatives from each team. Place participants in a row and tie two inflated balloons to each participant's right and left leg (4 balloons per person). On command, the first participants set off - their task is to run to the end of the distance marker and return back, passing the baton to the next member of their team. Each burst balloon earns the team one penalty point.JumpersChildren are divided into two teams and line up in columns one after the other. Following the leader’s signal, the participants of each team perform a jump, pushing off with both feet. The first one jumps, the second one stands at the place where the first one jumped, and jumps further. When all players have jumped, the leader measures the entire length of the jumps of the first and second teams. The team that jumped further wins.Pass the ballChildren are divided into two teams. The players of each team line up one after another in a column. The first participants hold a ball in their hands. Following the leader's signal, the first player on each team passes the ball to the one behind him, overhead. The last person on the team, having received the ball, runs to the beginning of the column, stands first and passes the ball to the next person behind him, also over his head. And so on until the first one returns to its place. The team that finishes the game first wins.Aerial kangaroosDivide participants into teams and ask participants to stand one behind the other. Give each team a balloon. The first participant holds the balloon between his knees and, like a kangaroo, jumps with it until the end of the distance marker. Returning back in the same way, he passes the ball to the next player, etc. The winner is the team whose players finish the relay first.Climb through hoopsAll players are divided into two teams and lined up in columns one at a time. At a distance of 3 and 5 m opposite each column there are two hoops one after the other, and at a distance of 7 m there is a ball. Following the leader’s signal, the first players of each team run to the first hoop, stop in front of it, take it with both hands, lift it above their heads, put the hoop on themselves, squat down, put the hoop on the floor, run to the second hoop, stand in the center of it, take it with their hands , raised above your head and lowered to the floor. After this, the players run around the ball and return to their place. The next child continues the game. The team that completes the task first wins.Through jump ropesThe players are divided into two teams, each of which is divided into pairs. Pairs of each team stand in columns 3-4 steps from each other and hold short jump ropes by the ends at a distance of 50-60 cm from the floor. At the leader’s signal, the first pair quickly puts the rope on the ground and both players run (one to the left, the other to the right) to the end of their column, and then successively jump over the ropes of all pairs standing in the column. Having reached their places, both players stop and again take their rope by the ends. Once the first rope is picked up from the ground, the second pair puts down their rope, jumps over the first rope, runs past the column to its end and jumps over the ropes to their place. Then the third pair enters the game, etc. The team whose players finish the relay first wins.Baba YagaRelay game. A simple bucket is used as a stupa, and a mop is used as a broom. The participant stands with one foot in the bucket, the other remains on the ground. With one hand he holds the bucket by the handle, and in the other hand he holds a mop. In this position, you need to walk the entire distance and pass the mortar and broom to the next one.Potatoes in a spoonYou need to run a certain distance, holding a spoon with a large potato in your outstretched hand. They run in turns. The running time is recorded. If the potato falls, they put it back and continue running. You can't run without potatoes! The one who shows it wins best time. Team competition is even more exciting.Apple imprintDivide the players into equal teams. The first team member takes an apple in his teeth and runs around the marker with it. Upon returning, the player without hands passes the apple into the teeth of the next participant. He also runs around the marker with the apple and passes the baton to the next participant, etc. Falling the apple or holding it with your hands brings the team a penalty point. The team that completes the task first wins.Add to cartParticipants are divided into two teams. On equal distance two baskets are located from them. Each team is given a large ball. Participants, in order, begin to throw the ball into the basket. The team with the most hits in the basket wins.Bicycle racingThe bicycle will be replaced by a gymnastic stick in this relay race. Two participants need to ride the stick at once. They are cyclists. Each cycling duo, holding a stick between their legs, will have to ride to the turning point and back. The fastest ones win.Changing places with gymnastics sticksPlayers of 2 teams line up opposite each other at a distance of 2 m. Each player supports a gymnastic stick with his hand (covering it with his palm on top), placed vertically on the floor behind the marked line. At the signal, the players of each pair (participants facing each other make up pairs) must change places. In this case, the player must pick up his partner’s stick so that it does not fall (everyone leaves their stick in place). If any player's stick falls, his team receives a penalty point. The team whose players score fewer penalty points wins.Relay race with sticks and jumpsThe players are divided into 2 - 3 equal teams, which line up in columns one at a time, 3 - 4 steps from each other. They stand parallel in front of the line, and in the hands of the player standing in front is a gymnastic stick. At the signal, the first numbers run around to the mace (medicine ball) installed at 12 - 15 m, and, returning to their columns, pass one of the ends of the stick to the second numbers. Holding the ends of the stick, both players pass it under the feet of the players, moving towards the end of the column. Everyone jumps over the stick, pushing off with both feet. The first player remains at the end of his column, and the other runs to the counter, goes around it and carries the stick under the feet of those playing with number 3, etc. The game ends when all participants run with the stick. When the starting player is again first in the column and a stick is brought to him, he raises it up.Ball race over heads and under feetThe participants of the game line up in columns one at a time. The distance between players is 1 m. The first numbers are given balls. At the leader’s signal, the first player passes the ball back over his head. The player who received the ball passes it further, but between his legs, the third - again over his head, the fourth - between his legs, etc. The last player runs with the ball to the beginning of the column and passes it over his head back. So each player passes the ball once over his head and once between his legs. The player standing first in the column always passes the ball over his head. The team whose first player returns to his place first wins.RunAt the signal, the first participant runs to the turning flag and back, having reached the team, slaps the hand of the next participant - passes the baton.MugThis game is a relay race with a jump rope: before the turning point, players jump over the rope from foot to foot, and when returning back, they take the rope folded in half in one hand and rotate it horizontally under their feet.Puck!The team consists of 10 – 12 people. Teams line up one at a time. The guides have hockey sticks in their hands and a puck on the floor. In front of each team there is 1 - 2 posts, and on the other side of the site there is a goal. At the signal, the first players run with the puck and the game begins. Bring a piece of paper You need to prepare 2 sheets of paper. The players are divided into two teams. The first player of each team is given a piece of paper on their palm. During the game, the sheet should lie on its own in the palm of your hand - it should not be held in any way. The first players from each team run to the flag. If a leaf suddenly falls to the ground, you need to pick it up, put it on your palm and continue on your way. Having reached his team, the player must quickly transfer the leaf to the palm of the next participant. The team that completes the task faster wins.Siamese twinsTwo participants stand with their backs to each other and clasp their hands tightly. They run sideways. The backs of the players should be pressed tightly against each other.Roll the ballTeams line up in columns one at a time. The first player on each team has a volleyball or medicine ball in front of them. Players dribble the ball forward with their hands. In this case, the ball is allowed to be pushed at arm's length. Having rounded the turning point, the players return to their teams and pass the ball to the next player. The team that completes the task wins.Take it lastPlayers of two teams line up in a column, one at a time, behind the common starting line. In front of the columns, at a distance of 20 meters, towns, clubs, cubes, balls, etc. are placed in a row. 1 less items total number members of both teams. At a signal, the guides in the columns run to the objects and take one from the edge (one takes from the right, the other from the left), return back, run around their columns from behind and touch the next player in their column with their hand. Then he starts and does the same thing. The team whose player takes the last item wins.Running over bumpsThe players are divided into teams, the players of which line up in columns one at a time. In front of each team, from the start line to the finish line at a distance of 1 - 1.5 m from each other, circles with a diameter of 30 - 40 cm are drawn along a straight or winding line. At the leader’s signal, the first numbers with the baton jump from circle to circle, after which they return back by the shortest route and pass the baton to the next player who performs the same task. The team whose players finish the relay first wins.Getting ready for the hikeThe team lines up, with a backpack in front of the first participant. There are dishes 15-20 steps away from both teams. Each player needs to run to the dishes, take one item, return, put it in the backpack and touch the next player with his hand - “pass” the baton. Then the next participant runs. Teams are given three points for speed and for neatly packing their backpack. Pair relayTarget: Development of speed and dexterity of movements. Developing the ability to coordinate actions with the actions of a partner. Material: Two identical mugs, four empty matchboxes. Progress of the game: The players are divided into two teams, the players of each team line up in pairs in front of the line. To play, take two identical mugs, fill them with water and place them in front of the first couples. 10-15 m in front of the teams, one circle with a diameter of 1 m is drawn, two matchboxes are placed in each circle. At the command of the leader, the players of the first pair take one mug together (in any way) and run forward, trying not to spill the water. Having reached the circle, they also carefully place the mug in the circle and take the boxes. The box is placed on the shoulder, the couple joins hands, connecting them crosswise, and runs to the starting mark, carrying the boxes on their shoulders. The second pair does everything in the reverse order - and so on until all participants have completed the distance. Agile dragonsTarget: Development of speed and dexterity of movements. Developing the ability to coordinate actions with the actions of partners. Progress of the game: The guys line up in two columns. Everyone holds the person in front by the belt. They represent dragons. The first in the column is the dragon's head, the last is the tail, and at the command of the leader, the dragons begin to move. The head's job is to catch the other dragon's tail. And the task of the tail is to escape from the head of the first dragon. The dragon's body should not be torn apart, i.e. players do not have the right to remove their hands. After catching the tail of another dragon, you can choose a new head and a new tail, and continue the game. Golden GateTarget: Development of dexterity of movements. Developing the ability to coordinate actions with the actions of partners. Progress of the game: The players are divided into equal teams. One team forms a circle, its players join hands and raise them up. There must be enough distance between the players so that a person can pass between them, at least bending over. The other team begins to move, bypassing each player of the first team in turn and each time passing through the gate formed by the hands of the players of the first team. The players of the second team hold hands, which cannot be separated! So, the second team finds itself either in the circle or outside it. The first team during the game says: ANYA (14:41:43 10/06/2011): Sergey (22:12:57 13/06/2011): Natalya (17:48:29 01/07/2011): Ksenia (12:43:41 12/07/2011): Lena (18:21:48 05/08/2011): Julia (17:00:30 08/08/2011): Victor (00:53:52 08/31/2011): Dmitry (19:16:29 06/09/2011): Anna (23:35:04 02/10/2011): Nadya (18:53:22 08/10/2011): Oksana (08:27:14 10/18/2011): Yasya (00:24:02 10/21/2011): Lyuba (14:54:30 10/21/2011): Svetlana (20:03:02 01/11/2011): Julia (18:23:11 02/11/2011): Julia (23:12:47 05/11/2011): Yana (11:55:23 11/14/2011): Kama (08:51:26 22/11/2011): Ksyusha (11:07:00 11/25/2011): ochir (22:31:57 11/25/2011): angelina (21:28:45 02/12/2011): Anna (23:24:57 13/12/2011): Albina (14:14:06 30/03/2012): Korzhik (22:57:46 05/28/2012): Daria (14:57:28 04/06/2012): Rome (17:17:27 05/06/2012): Samir (21:53:12 05/09/2012): Irina (22:39:10 05/09/2012): Lisa (19:06:16 16/09/2012): Guest (15:36:14 09/27/2012): Marishka (19:27:46 09/28/2012): gift (12:36:23 06/10/2012): Egor (22:32:31 10/14/2012): Julia (21:49:40 03/24/2013): pavel (21:31:15 08/04/2013): Olga (16:33:03 04/30/2013): Larisa (21:51:18 05/15/2013): Marianna (12:05:07 12/09/2013): Olga (21:35:56 11/16/2013): Oleg (08:10:51 11/29/2013): Nastya (14:56:23 30/11/2013): Evgeniy (08:16:03 01/22/2014): |
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