Interesting games in the camp for children. Collection of games for the summer camp. Variants of Salok or Catch-up games for the camp

All educators know that children learn best through play. Therefore, the entire educational process must be built in such a way that it is simply interesting for them. But it should also be noted that during the rest the child must explore the world and gain new knowledge. In this article, I would like to consider various competitions in the camp for children: funny, moving, but most importantly, educational.

Competition "Who can count better"

The first joke game-competition will tell you which team can count better. To do this, you need to create two groups of children, in which there will be 8 people. The guys line up in a row, and numbers from 1 to 8 are attached to their backs, randomly. Children do not know what number is on their back, but they can see the number of the player in front. The essence of the competition is to line up as soon as possible so that the score is correct.

Competition "Artist, or Like a chicken paw"

Can also be used creative contests at the camp for children. Here, for example, is an excellent contest that will help reveal a non-standard artist in a child. To do this, you need to take one person from each squad. The essence of the game: you need to use a pencil and a leg (not a hand!) to draw a picture (the same for everyone). For example, a house or a flower. Whoever does better wins.

Competition "Crocodile"

It must also be remembered that competitions in the camp for children should also be very fun. So why not play with the kids in the good old "Crocodile"? To do this, you need to choose one person who will be the leader. Children from different teams sit in front of the main player and try to guess what he is showing. In this case, the presenter should not use words or other sound prompts. The team with the most points in the entire competition wins. Each guess of a team member is worth 1 point.

Competition "Chefs"

You also need to remember that competitions in the camp for children should also teach children something useful. That's what this competition is all about. For him, the children are divided into two teams, one of which "cooks" the soup, the other compote. That is, participants should take turns naming vegetables or fruits. And so, until one team does not know what to say. Alternatively, it could be a competition of captains, where not the whole team, but only one person will name vegetables and fruits.

Looking for treasure

picking up interesting contests for children in the camp, you need to remember to organize a game for the guys called "Treasure Hunt". To do this, you need to hide the treasure in a certain area and hang out clues that should help the players move forward. As a result, the winner is the team that found the treasure before the others. Attention: this competition requires the presence of adults as well. After all, it is best to hide treasures somewhere in the forest.

Animals

What other competitions are there for children in the camp? Merry! Yes, you can just fool around. To do this, the guys are divided into two teams. The players of one - meow, the other - grunt. Then everyone is blindfolded, the children mix with each other. Purpose of the game: eyes closed find all the members of your team, holding hands in a chain as a result.

Competition for mindfulness

This is an individual competition. That is, everyone plays for himself here. Although as a result, the winner can also represent the entire team. So, all the children stand in a row. When the host says "sea" - everyone should jump forward, "land" - back. Also, the host can say “water”, “river”, “lake” and so on, that is, everything that relates to water. And the same with dry land. Variations: "shore", "land", "sand". Those children who jump incorrectly are out of the game. One person must remain, who will bring the winning ball to his team.

Portrait

It often happens that you have to spend some time in the building. To do this, you need to have in reserve various competitions for children in the indoor camp that can be held without much difficulty. An excellent competition in this case is for the ability to draw. So, each player chooses a "victim" for himself, that is, the person he draws (from those present). Then all the other participants must guess who is depicted in the portrait. The one whose drawing is recognized by more people wins.

Prize

We consider further competitions and games for children in the camp. So, you can ask the children to get the prize as soon as possible. That is, a large barn lock is hung on a box or cabinet. Children are given a bunch of keys, among which they need to find the right one as soon as possible. If there is no way to hide something interesting, you just need to ask the children to pick up the key to the lock.

Young sculptors

There are also very funny contests at a summer camp for children. For example, all the kids will definitely like the Sculptor game. The props here are simple: balls and adhesive tape. From inflated balloons, you need to glue a man or a woman so that it looks like the original as much as possible. Further, you will have to explain your creation, so the most fun will be yet to come.

Sports competition "Marine"

You can play this game in the gym, which, by the way, will be even better. Here - every man for himself. An admiral is chosen, that is, the commander-in-chief of the ship. He will issue orders that the players must obey.

  • "Starboard!" - all the kids run to the right wall.
  • "Left side!" - the guys run to the left wall.
  • "Feed" - the children go to the back wall.
  • "Nose" - to the front.
  • "Raise the sails!" After this command, everyone should immediately stop and raise their hands up.
  • "Scrub the deck!" In this case, all the children pretend to wash the floor.
  • "Cannonball!" After this command, all children squat.
  • "Admiral on board!" In this case, the children should freeze and "salute" the commander in chief.

The person who incorrectly executed the command or was the last to run to the wall leaves the game. And so on until one or more players remain.

Fill up the mammoth

There are also very funny and at the same time sports competitions for children in the camp. This game is more suitable for younger teams. To do this, you need to imagine that the whole team is a tribe. The counselor chooses a mammoth, that is, the one who needs to be thrown onto the nearest bed or mat. Basically, there are no winners. But you can try to time how long this or that mammoth will last.

Accuracy game

You need to choose those games, competitions for children in the summer camp, which the kids really, really like. So, the guys love the following fun, which also develops accuracy. To do this, you need to put a plate with sand or flour on the chair. All the children take turns throwing a coin or a bottle cap there, being at a certain distance. The team with the most items in their bowl wins.

Paper games

If there is no way to go outside and even to the gym, you can keep yourself busy with a very fun and simple game. To do this, all participants are given a piece of paper and a pen. One long word is selected, from which participants need to add many small ones. There can be two winners here. One - who folded the largest number words. The other is who from the long word folded the longest.

You can also play the good old Sea Battle.

If you are very bored

What other competitions can there be for children in a day camp? Why not start the day with Have a good mood? To do this, all the children sit in a row, and each one says a compliment to his friend or wishes something good. It can also make a funny face.

Make a mummy

The kids also really like the competition game, the purpose of which is to make a mummy out of a person with the help of toilet paper. That is, you need to wrap the player in such a way that he looks like her as much as possible. The winner is the one whose mummy is more like the hall.

As a small conclusion, I would like to say that when choosing games, quizzes, contests for children in the camp, you need to take into account not only the age of the kids, but also their interests. After all, different children need to work in completely different ways. Someone needs more sports competitions, someone - fun, and someone - intellectual.

One two three four five!

Game progress: the leader is selected from the players, the rest of the players form a circle, facing the leader, who stands in the center of the circle. All players receive their serial number. The players, holding hands, walk in a circle until the leader calls out any few numbers, for example, “2” and “12”. Players under these numbers should quickly change places. At the same time, the driver also tries to take one of the temporarily vacant seats. If he succeeds, the late player takes his place, that is, becomes the leader. The winners are those children who have never been driving in the entire game.

Special remarks: the driver can call not only 2, but also 3 and even 4 numbers. Players must change places as soon as the last number is called after the “and”.

Bison in the steppe

Game progress: players are divided into 2 teams - "buffalo" and "antelope". Teams line up on opposite sides of the court at a distance of 20 m from each other. Conventionally, the site - the steppe - is divided into 2 equal parts by the middle line. One half belongs to the "antelopes" and the other half to the "buffalo."

The game is started by lot by one of the teams. One of the players of this team goes to the middle line, makes several distracting movements and steps with both feet behind the middle line, i.e. into the opponent's territory. Then, turning, he runs to his former place. As soon as the player of the first team (for example, "buffalo") crossed the middle line, the player from the "antelope" team standing opposite takes off and tries to catch up and touch him before crossing the starting line. Those who are caught are taken prisoner. Game continues.

Special Notes: The beginner is not allowed to return to his seat unless he has both feet in the opponents' territory.

African dance

Attributes: 5 clubs or skittles.

Game progress: in the center of the playground is drawn big circle, and in its middle they draw a square and put 5 maces - 4 at the corners of the square, and one in the center.

Players stand around the drawn circle and start moving clockwise. On a signal from the leader, those standing in the circle begin to pull their neighbor on the right so that he touches the mace and drops it. Whoever knocked down the mace is out of the game. The game continues on.

Special remarks: after the fall, the mace is put back, and the game continues for 10-15 minutes.

Pyramid

The purpose of the game: the development of motor abilities, the development of a good eye.

Attributes: 7 small balls or balls, medium-sized rubber ball, 20-30 chips.

Game progress: a pyramid of balls is built in this way: 5 balls are placed on the ground, and 2 on top, or 6 are placed on the ground, and 1 on top. In the center of the playground, a circle with a diameter of 0.5 m is drawn with chalk. At a distance of 2-3 m from it, a game line is drawn. The leader is selected from the players according to the counting rhyme. In the outlined circle, 7 balls fit into a pyramid. Players take turns throwing a ball into the pyramid, standing behind the game line. The one who breaks the pyramid receives a chip from the driver and gives way to the next player. The one who collects the most chips wins.

Special notes: when the entire pyramid is destroyed, the driver collects the balls and builds a new one.

fun train

The purpose of the game: the development of motor, communication skills and dexterity.

Attributes: chairs according to the number of players.

Game progress: a leader is selected from among the players - the “driver”. The rest of the players, representing the cars, stand one after another at a distance of 0.3 m from one another. To the right of each player is a chair. The host lines up the “carriage” players, creating an impromptu train out of them: each player puts his hands on the shoulders of the previous player. At the signal of the presenter: “Train!” - "cars" under the leadership of the "driver" begin to move quickly in different directions, moving away from the chairs. At the signal: "Station!" - the “carriage” players must quickly run to the chairs and grab onto one of them. The "engineer" also tends to take up one of the chairs. The player left without a chair becomes the "driver" and the game continues. The winners are those players who have never been a “driver” during the game.

Special notes: a player who grabs a chair later than another may have time to run to the next chair.

Tigers and antelopes

The purpose of the game: the development of motor, communication skills, speed of reactions.

Game progress: the players are divided into 2 teams - "tigers" and "antelopes" - and stand in lines at a distance of 5-6 m from each other.

Game scheme

Each row on its right side draws a circle with a diameter of 3 m at a distance of 5-6 steps - this is a shelter.

Having received the right to start the game, the first player of the antelope team runs up to the first player of the tiger team and stands in front of him. He stretches out one arm so that the opponent hits him in the palm of his hand. The “antelope” player strikes 3 times on the outstretched hand of the “tiger” opponent, trying after the third blow to quickly and deftly run away to his place. If he fails, he becomes a prisoner of the Tiger team. The players of the teams next in order enter the game. The winner is the team that was able to take more prisoners.

Special notes: you can hit the palm from below or from above; when chasing, you can not push the enemy.

Elephants and giraffes

Game progress: On opposite sides of the playing area, lines of cities are drawn, between which a median line is drawn. Players are divided into 2 teams - "elephants" and "giraffes". Each team chooses a captain. Teams line up on opposite sides behind the line of their city. On a signal, the captain of the "elephants" team sends one of his players to the "giraffes". He must run to the opposing team, touch one of the "giraffes" with his hand and have time to escape to his city.

The “giraffe” touched by the “elephant” should try to catch up with him. middle line. If he manages to do this, then the "elephant" is out of the game. The team that retains the most players wins. When the game is repeated again, the giraffe team starts it.

fun mail

Attributes: various things for phantoms.

Game progress: a leader is chosen from among the players - the "postman". There is a conversation between him and the players:

- Ding, ding, ding!

- Who's there?

- Where?

- From Africa!

What are they doing in Africa?

The host can say that in Africa they sing, jump, dance. All players must do what the host said. The one who could not complete the task gives the presenter his phantom. The players whose forfeits are with the host must redeem them. They dance, impersonate animals or sing as they do in the country named by the leading “postman”. The game can be repeated with a new "postman" presenter.

Special notes: tasks can be created not only by "postmen", but also by all players.

Ball off the wall

The purpose of the game: the development of motor abilities, dexterity, speed of reaction.

Game progress: all players stand one behind the other, facing the wall. The first player throws the ball against the wall, the one behind him catches it. Having caught the ball, he also throws it into the wall, and the third player catches it. Game continues. After the throw, the players stand last in the column. The player who does not catch the ball is out of the game.

winged ball

The purpose of the game: the development of motor, communication skills, the ability to control the ball, agility, speed of reaction.

Attributes: medium-sized ball.

Game progress: players are divided into 2 teams and stand opposite each other at a distance of 5-6 m. In the middle of the site, between the players, a line is drawn. One of the players, the driver, gets on the line. On a signal, the children begin to throw the ball to each other. The player who catches the ball quickly throws it to the driver. If he misses, he stands on the line instead of the driver. If the ball hits the driver, then all the players scatter, and he tries to overpower the fleeing ones. The player hit by the driver changes places with him.

Special notes: the driver is allowed to run along the line and catch the ball. If he catches the ball, he will change places with the player who threw the ball.

Jump with the kangaroo!

The purpose of the game: the development of motor skills and dexterity.

Game progress: all kangaroo players stand in a circle facing inward at a distance of 1 m from each other. Each player draws a circle about 40 cm in diameter on the ground around him. After that, one of the players - the leader - stands in the center of the large circle. One small circle remains free. After the host's words: "Game!" - the player to the left of which there is an empty circle jumps into it with both feet. If the driver manages to take the vacated circle earlier than the next player, then the latter becomes the driver, and the game continues.

Special notes: when the game continues, any player can become a driver at will.

Nimble piglets

The purpose of the game: the development of motor skills, the development of the ability to control the ball and work in a team.

Attributes: medium size rubber ball.

Game progress: all players are “pigs”, one player is the leader. Players stand in a circle at a distance of 1 m from each other, holding their hands behind their backs. The leader stands in the center, puts the ball on the ground and, kicking it with his foot, tries to roll it out of the circle. The players do not miss the ball, beat it off with their feet to the leader. The one from the "pigs" who misses the ball takes the place of the leader.

Special Notes: Players must not touch the ball with their hands. The ball can only be hit so that it rolls on the ground. The leader must not leave his place in the circle.

Funny kangaroos

The purpose of the game: the development of motor, communication and creative abilities.

Attributes: several small stones.

Game progress: 2 lines are drawn in the center of the site at a distance of 3 m from one another. From 2 sides of them they draw at a distance of 10 m along one more line - these are houses. Players are divided into 2 teams and stand opposite each other behind the center lines. By lot, one of the teams starts the game. The kangaroo players of this team on one leg try to jump to their home, and their rivals, also on one leg, catch up with them. For each tagged player, the team receives 1 point. On their center line, each team lays out as many pebbles as it has taunted the fleeing ones. When the game ends, the kangaroos return to the center lines. When the game is repeated, the children change roles. The first team to score a conditional number of points (pebbles) wins.

Special notes: only a player jumping on one leg can be salted; if a player stands on 2 legs, he is out of the game. As the game progresses, you can change your foot. Those who hid in the house cannot be salted.

clouds

Attributes: several pins.

Game progress: a circle is drawn in the center of the playground - the sky, along the line of which skittles - clouds are placed. The “cloud” players stand behind the circle line and hold hands. They walk in a circle, and each tries to make his neighbor hit the skittle-cloud. The player who hits the pin is out of the game.

Special notes: the game ends when the last 3 "clouds" remain in the circle.

smart pigs

The purpose of the game: the development of motor and communication skills, dexterity.

Attributes: large rubber ball.

Game progress: players - "pigs" - stand in a circle facing the center at a distance of 1 m from each other. The driver - "Big Boar" - stands in the center of the circle, calls one of the players by name and throws the ball on the ground so that it bounces in the right direction. The one whose name was called by the host catches the ball and beats it off, standing in one place. The player hits the ball exactly 5 times, counting aloud, then throws it to the "Big Boar". The game continues until one of the players drops the ball.

Special Notes: The player who drops the ball switches places with the "Big Boar".

Cheetah and zebras

The purpose of the game: the development of motor, communication skills, dexterity.

Attributes: large rubber ball.

Game progress: the driver is selected from the players - “cheetah”. The rest of the players are "zebras". "Zebras" stand in a circle, and "cheetah" - in the center of the circle. The "cheetah" has a ball. He brings it into play, and the zebras start tossing the ball to each other so that the cheetah can't grab it. If the cheetah intercepts the ball, the zebras scatter in different directions before the cheetah yells "Stop!" The players freeze in their places, and the driver, without leaving the spot, throws the ball at any of them. If he hits, then the caught "zebra" becomes the new driver, and if he misses, then he leads again.

Special Notes: When thrown, the ball must not fly much higher than the hands of the players. You can't run with the ball in your hands.

Ostrich and kangaroo

The purpose of the game: the development of motor and communication skills.

Attributes: large rubber ball.

Game progress: from among the players, the driver is selected - "ostrich", all the rest - "kenguryats". Players stand in a circle facing the center at a distance of one step from one another. "Ostrich" stands in the center of the circle, calls one of the players by name and throws the ball on the ground so that it bounces in the right direction. "Kangaroo", whose name was called "ostrich", catches the ball and hits it. The number of hitting the ball is set by agreement, but not more than 5. After hitting the ball is thrown to the “ostrich”, and the game continues until one of the “kangaroos” drops the ball. In this case, the game starts over. The one who dropped the ball takes the place of the "ostrich".

Special remarks: hitting the ball should be standing in one place. "Kangaroo" takes the place of "ostrich" only if he picked up the ball from the ground.

animal relay

The purpose of the game: the development of motor and communication skills, dexterity and attention.

Game progress: players are divided into 2 teams and each line up in a column one at a time, parallel to one another. The distance between the columns is about 2 m. The finish line is drawn 20 m from the columns. Players get the names of different animals: the first in the columns are “bears”, the second are “giraffes”, the third are “elephants”, the fourth are “leopards”, the fifth are “kangaroos”, the sixth are “wolves”, etc.

The host unexpectedly calls one of the animals, such as a wolf. Sixth players run to the finish line and come back. The host calls another animal, etc.

Special notes: you should run to the finish line and only on the signal of the host.

Donkeys, cubs and colored balloons

The purpose of the game: the development of motor, communication skills, speed of reaction.

Attributes: balls of medium size according to the number of players, about 30 small balls or balls, 3 balls of the same color.

Game progress: on the playground draw cells measuring 0.5 x 0.5 m, placing them at a distance of 0.3 m from each other. At a distance of 2 m, horse lines are drawn on both sides of them. 3 balls are placed in each cell.

Game scheme

Players are divided into 2 teams - "bears" and "donkeys" - and stand behind the lines opposite the cells of their opponent. The game begins with the fact that all the "bears" roll the balls and take the balls knocked out of the cages.

Then the players of the donkey team roll the balls. The team whose players knocked out more balls wins.

Special Notes: Rolling the balls, the players stand behind the Kona line. The players roll the balls in turn.

A friend suggested that my husband go to Kid `s camp, work as a counselor. "Just a week and a half," he said. We thought, why not? And our dad began to prepare. Namely, to collect various games-competitions. I searched on the Internet, asked my friends - and in the end, he got his own piggy bank of games. He was told that he would be a team leader for children 8-10 years old. So when collecting games, he was guided by about this age. But at the same time I tried to choose "non-hackneyed" games.

Multisprinters

The game requires a little preparation. You need to record music from different cartoons in advance. Make such a multicut (each piece of music is 1.5-2 minutes long).

You also need to prepare cards that depict cartoon characters, the music of which we have already recorded (one card for each piece of music).

All players are divided into two teams and line up at one line. At a distance of about 5-7 meters there is a table on which cards are laid out. The host turns on the music and the first player starts at the table. He must quickly find the card and return to his team. If the player returned first, the team is awarded one point.

The team with the most points wins.

fat man relay

For the game you will need two narrow long T-shirts and two inflated balloons. All children are divided into two teams. Each is given a T-shirt and a balloon. At the command of the leader, the relay begins.

The first participant must quickly put on a T-shirt, put a ball under it and run in this way to a certain mark. The ball can be supported so that it does not fall out - this is allowed by the rules of the game.

So, the participant runs to a certain mark and also runs back to his team. He pulls out the ball, takes off his shirt and passes it to the next participant. He, in turn, puts on a T-shirt, puts a ball under it and runs along the same route ... And so on until the last member returns to the team.

The team that finishes the relay the fastest wins.

Zhmurki

At one end of the playground, you need to put tables - according to the number of teams participating in the game. Small things are laid out on each table: a key, Matchbox, pebble, toy. The main thing is that each table should have the same number of items, approximately equal in size.

At the other end of the site, several buckets are placed, also according to the number of participating teams.

At the command of the leader, the first player is blindfolded and sent on his way. He must go to his table, take one given object, bring it to his bucket and lower it into it. Then he removes the bandage and returns to the team. The next participant is blindfolded and he continues the game.

The team wins, the players who quickly transfer all things from the table to the bucket.

perestroika

This game is not only for speed, but also for attention. All participants are divided into two teams, each lined up. At the command of the leader, the players of each team must line up:

  • by shoe color

    alphabetically (first letters of names are taken into account)

water carriers

Team captains compete in the game - but you can also make a relay race so that all pairs from two teams compete.

Everyone gets on all fours at the start line, and small bowls filled with water (slightly more than half) are placed on the back of the first and second captains. At the command of the leader, they must run to the finish line and return back. The one who does not splash water gets a bonus point.

Living device

It can be both a team game and an individual game. The task of the players is to depict the object as accurately as possible. The host assigns each player a certain number of points from 1 to 5. If the game is a team game, then the points are summed up.

So, you need to depict household appliances:

  • fan.

It is clear that the leader can diversify this set to the extent of his imagination. You can depict not devices, but for example animals.

garment factory

In each team, a player is selected, he will be a seamstress. He is given a spoon or stick, to which a long rope is tied - this is a “needle”. The task of the player is to “sew” all the members of his team to each other faster than the seamstress from the opposing team.

To do this, he pulls the “needle” through a belt, strap or belt loop on trousers - in general, through any piece of clothing in such a way that all team members are “sewn” with a common rope.

The team whose player completes the task faster wins.

Sometimes this game is played without a seamstress, then each player himself must "flash" himself, when it is his turn, and pass the "needle" to the next one. There is also a complicated option when the "needle" needs to be passed through all the clothes through and through - that is, put it behind the collar, and pull it out through the bottom of the leg or skirt.


Today, children's camps are very popular with children and their parents. Each children's health camp has its own recreation program, which implies the correct daily routine, physical activity, healthy food, amateur performances, contests and, of course, fun campgames.

First, first!

All interested children stand in a circle and receive numbers clockwise: first, second, third, etc. Then they all begin to rhythmically clap their hands together, twice - in their hands, twice - on their knees. The pops shouldn't stop. The first player must give his own number twice when clapping his knees and twice the other person's number when clapping his hands. The one who heard his number also calls his number and the number of another participant with two claps on his knees. The main thing in the game is not to knock down the general rhythm of the claps and not stop. Whoever goes astray gets to the end and gets the last number. All numbers change accordingly, so you need to be careful.

Sitting!

Two players enter into an agreement on the game - since then they have been watching each other. Each time one of the players sits down, he must say "I'm sitting!". If the player sat down and did not say “I am sitting”, then the opponent, wherever he is, puts thumb and shouts the word "I'm sitting" so that the opponent can hear, and starts counting. The other player must run up and "press" the finger to stop counting. This happens several times, the score is added up until it reaches a hundred. Whoever counts his opponent to a hundred first wins.

A military secret

Throughout the shift, two people must answer each other "military secret" to each other before saying the answer. If a player forgets, then the score is kept. Before the game, the participants agree on how long they will play. Basically play up to five "mistakes".

Marathon

The detachment is divided into small teams of 3-5 people. Counselors distribute prepared leaflets with tasks to everyone in advance and set deadlines for their completion, for example, “before dinner”, etc. The team must complete the tasks-instructions written on a piece of paper and return to the "headquarters" (to the counselors). The team that returned first and completed all the tasks correctly is considered the winner. At the end of the competition, all teams must return, regardless of the tasks completed. Tasks can be of the following nature: find out from the leader of such and such a detachment, Marya Ivanovna, what her favorite dish is, count the number of windows in the dining room building, etc.

strong chains

Children are divided into two equal teams. The members of each team line up in a line, holding hands. The first team asks: "Whose soul do you want?". The second team calls the name of the player from the first team: "Vasya!" Vasya's goal is to break the chain of the other team. He scatters and runs to opponents, if he is able to break through the chain, then he takes one of the players to his team with him, and if not, then he remains with the opponents. Then the second team asks: "Whose soul do you want?" and so on. At the end of the game, one chain should form.

Hello, I'm a locomotive!

The players stand in a circle, one of them is chosen by the locomotive. Then the locomotive runs in and around the circle, eventually running up to one of the players, and, stopping, says: “Hello, I am a locomotive!”. The player, to whom the locomotive “drove up”, repeats his words, with the same intonation, then calls himself (by name), and he himself becomes a locomotive, and the old locomotive is his carriage. Then they run by train, this continues until all the players introduce themselves and become one train.

Let's go to the North

The players stand in a circle, one player is appointed as the leader. The leader declares that he is going to the North, and that he will take with him only those who take with him the "right" item. Further, each of the players in turn must say what exactly he will take with him to the North. The host answers whether he takes this person with him or not. The game lasts until everyone guesses on what basis they are taken or not taken on a trip. And the sign is very simple - the host takes those whose first letter of the name matches the first letter of the name of the object that he names. However, the sign may be different, for example, you can take only those who add “please” to their phrase or say hello, it all depends on the host’s imagination.

What will you do with the item?

Children sit in a circle, the leader calls any word-object. The next player in turn must say what he will do with this item, then the other participant also says how he uses this item, while repeating is not allowed. When the queue returns to the leader, he calls a new word. The participant who hesitates or cannot give an answer is out of the game. An example of a game: the leader calls the word brush, then the first player says “I will brush my shoes”, the second player continues “I will dust with this brush”, etc.

Guess faster!

Participants are given 10 sheets of paper, on each of which it is necessary to write a name famous person. It could be like real people, and heroes of films and cartoons, for example, "Cheburashka", "Sofia Rotaru", "Yuri Gagarin" and others. The leaves are folded and thrown into a hat or box prepared for collecting notes. When each participant has written all 10 personalities, all pieces of paper are shuffled.

Players are divided into pairs. It is most convenient if the partners sit opposite each other. The task of the game pairs is to guess as many personalities written on the pieces of paper as possible for the game.

The cap with notes always goes in a circle and falls in turn to the players from different couples. The participant to whom the cap has landed makes sure that his partner has prepared to listen carefully. 30 seconds are detected and during this time the player must pull out notes one by one, unfold them and explain to his partner what the name is written in the note without pronouncing this name. The partner must quickly figure out who is hidden in the note and say his name as soon as possible. Then the next note is pulled out and explained to the partner in the same way.

The more personalities a couple guesses in 30 seconds, the better. If the identity could not be unraveled, the note falls back into total weight for the next player. Passing in a circle, the cap with the notes gets to one participant from the pair, then to the other. Those pieces of paper on which the names are guessed are put in one place, and at the end of the game, when all the notes are taken apart, the pairs count the number of leaves. Whoever has more of them wins!

Prepared by Anna Suslova

Outdoor games develop children physically, allow you to switch from one type of activity to another. Such games are loved by children of all ages, because they are a source of joyful emotions.

For the game to be successful, it is important to know some factors in the preparation and conduct of outdoor games:

1) Preparing for the game
The choice of the game depends on the tasks, age, physical data, number of children, conditions and venue. It is also necessary to consider and prepare game inventory, mark the site.
2) Organization of the players
At this stage, the rules of the game are explained and the players are placed in their places. Players should familiarize themselves with the name of the game, the goal, the rules, as well as the role of everyone in it and their location. Next, you need to choose the drivers, commanders, the jury. This can be done with the help of counting rhymes, drawing lots, as directed by the head. Arrange the necessary inventory.
3) Management of the game process
The game starts on the prearranged signal of the leader. As the game progresses, the rules are reminded, there is an adjustment. The referee monitors the game, noticing violations, gives a signal. He makes remarks without getting into arguments with the players. The game should be finished before the children are overtired and show interest in it. At the end, the manager organizes the cleaning of inventory.
4) Summing up the game
When voicing the results, the speed and quality of the tasks performed by the team are taken into account. Game analysis clarifies the details of the game, resolves conflicts, and also helps to find out how the game is learned and understood, what the players liked and what needs to be worked on in the future.

A selection of outdoor games for children:

“Nose, nose, nose, mouth…”

Players sit in a circle, in the middle is the leader. He says: nose, nose, nose, mouth. When pronouncing the first three words, he takes his nose, and at the fourth, instead of his mouth, he touches another part of the head. Those sitting in a circle should do everything as the leader says, and does not do, and not be knocked down. Whoever makes a mistake is out of the game. The most attentive wins.

"Chicken by grain".

1. We will buy a chicken with my grandmother - 2 p.

And the chicken kudah-tah-tah

2. We will buy a duck with my grandmother - 2 r

3. We will buy a turkey with my grandmother - 2 r

Turkey tails-tails, duck tati-ta-ta

And the chicken kudah-ta-tah

4. We will buy a pussycat with my grandmother - 2p

Kisonka meow-meow, turkey folds-folds,

the duck is tati-ta-ta, and the chicken is kudah-tah-tah by the grain

5. We will buy a dog with my grandmother

Dog woof-woof, kitty meow-meow, turkey folds-folds,

the duck is tati-ta-ta, and the chicken is kudah-tah-tah by the grain

6. We will buy a cow with my grandmother - 2p

Flour-flour cow, woof-woof dog, meow-meow kitty, turkey folds-folds,

the duck is tati-ta-ta, and the chicken is kudah-tah-tah by the grain

7. We will buy a piglet with my grandmother

Pig grunt-grunt, cow flour-flour, dog woof-woof,

kitty meow-meow, turkey folds-folds,

the duck is tati-ta-ta, and the chicken is kudah-tah-tah by the grain

8. We will buy a TV with my grandmother - 2p

TV time-facts

The announcer is lala-lala, and the chicken is kudah-tah-tah

"Two Flowers"

two flowers two flowers

Hedgehogs, hedgehogs

Anvil, anvil

Scissors, scissors

Run in place, run in place

Bunnies, Bunnies

And now we will say girls and boys together.

"The king rode through the forest"

The king rode through the forest, through the forest, through the forest

He met the princess - 3 r

Let's jump with you - 3

Legs kicking - 3

Let's clap our hands - 3

Let's stomp our feet - 3

Let's spin with you - 3

And we will make friends - 3

"How are you".

How are you? Like this

Do you swim? Like this

Are you waiting for an answer? Like this

Are you following? Like this

How do you run? Like this

Do you sleep in the morning? Like this

Are you looking into the distance? Like this

How are you kidding? Like this

"Figured Waltz". Everyone stands in pairs in a circle, holding hands, forming a boat, and sing: “Step, step, step - on your toes. Step, step, step - on toes. Rocked, rolled over, slammed, name, changed.”

"Rhythmic Exercise"

Strong - brave our squad

Went out to the parade.

Higher leg

Firmer step

As a soldier walks in the ranks.

“Where is the right, where is the left”. The kids are jumping up and down. When the teacher says “right”, the children put the right on the toe. (hands on waist)

"Coast and River" Attention. 2 lines are drawn on the ground at a distance of 1 m. Between these lines is a “river”, and along the edges is a “shore”. Everyone is on the coast. The host gives the command: “RIVER”, and everyone jumps into the “river”. At the command “SHORE”, everyone jumps onto the “shore”.

"Traffic light". On green color- running in place, on yellow - step in place, on red - stop.

"Enchanted Castle". 2 teams are playing. 1 should disenchant the “castle”, and 2 should prevent them from doing so. The "castle" can be a tree or a wall. Near the “castle” there is the main gate - the yard of the guys from the 2nd team with a blindfold. In general, all players on this team must be blindfolded. They randomly, as they want, are located on the playground. Players who must cast a spell on the “castle” at the command of the leader begin to silently move towards the lava gate. And the tasks are to quietly reach the gate, go through them and touch the “castle”. In this case, the game is considered over. But the task of the 2nd blindfolded team is to overpower those who are moving towards the “castle”. Those who are taunted are out of the game. At the end of the game, the guys change roles. Specify the condition: will the guys from the 2nd team stand still or can they move around the site.

“Santiki-santiki-lim-po-po”. The players stand in a circle. The driver moves away from the circle for a few seconds for a short distance ... During this time, the players choose who will be “showing”. This player will have to show different movements (clapping, stroking his head, stamping his foot, etc.) All other players must immediately repeat his movements. After the showing is selected, the driver is invited to the center of the circle. His task is to determine who shows all the movements. Movements begin with ordinary claps. At the same time, throughout the game, the words “Santiki-santiki-lim-po-po” are pronounced in unison. At an imperceptible moment for the driver, the demonstrator demonstrates a new movement. Everyone should instantly adopt it, so as not to give the driver the opportunity to guess who is leading them. The driver may have several attempts to guess. If one of the attempts is successful, then the showing becomes the driver.

"Balance test". Two teams of any quantitative composition, with the simultaneous participation of boys and girls, become against each other. Each participant must have an opponent against him, with whom he will compete in the ability to maintain balance. On command, everyone takes the following position: standing on one leg; the other is bent, the knee is taken a little to the side and pressed with the heel to the knee of the supporting leg; hands on the belt. At the second signal, everyone closes their eyes and stands, trying not to disturb their balance. Whoever sways first and stands on two legs opens his eyes, and if he sees that his opponent, standing opposite, is still standing on one leg with his eyes closed, takes two steps back; if he sees that the opponent has lost and stepped back, he remains to stand in place. The referees control the implementation of this rule. The team that has more winners. You can continue the competition and identify the absolute winner. To do this, you need to divide the winners of the first round in half and conduct a second test, and in the third round all line up in one line and determine the three players who will be the last to stand on both legs.

"Japanese tags". Everyone plays. The driver chases the rest of the players, and if he touches someone, he starts to drive. But it is more difficult for a new driver: he must run holding on to the part of the body that the one who has touched him, be it the arm, head, shoulder, lower back, knee or elbow. So he must catch up and overpower someone. If there are a lot of players, they choose two or even three drivers.

"Hare without a lair". Children stand in pairs facing each other with their clasped hands raised up. These are “houses” or “hare lair”. Two drivers are selected - “hare” and “hunter”.

The hare must run away from the hunter, while he can hide in the house, i.e. stand between the players. The one to whom he stood with his back becomes a "hare" and runs away from the hunter. If the hunter knocks down the hare, they change roles.

Children stand in a circle and walk in pairs. The hare runs away from the wolf. The hare gets up, takes it by the hand, the third one runs away

"Hello". Everyone stands in a circle, shoulder to shoulder. The driver walks along the outside of the circle and touches one of the players. The driver and the player who was hit run in different directions along the outside of the circle. When they meet, they shake hands and say: "Hello". You can also say your name. Then they run further, trying to take an empty place in the circle. The one who is left without a place becomes the driver.

"Water". Purpose: attention, honesty, knowledge of each other.

The driver sits in a circle with his eyes closed. The players move in a circle with the words:

water, water,

Why are you sitting underwater?

Look out for a glimpse

For one minute.

The circle stops. The "waterman" gets up and, without opening his eyes, approaches one of the players. His task is to determine who is in front of him. The "merman" can touch the player standing in front of him, but his eyes cannot be opened. You can't touch your head. If the driver guessed right, he changes roles.

"To your flags." Purpose: honesty, attention, how to remember the color of your subject.

Divide the children into teams. Give all teams an item different color. On a signal, everyone dances to the music. The music ends - everyone stops and closes their eyes. The captains approach the teacher, and he whispers how to get up. The music turns on, everyone opens their eyes and looks for the captain with an object of their color.

Options: if the captain lifts the object up with one hand, then the team lines up in a column, if to the side - in a line, if both hands are up - in a circle.

"Labyrinth". Children stand in several lines. 2 drivers (hare, wolf). Children stand at arm's length (side arms do not raise) The hare runs through the maze without running under his arms. At the command of the teacher “to the right”, the children turn and the hare is already running through another maze. The wolf catches up with the hare, if it catches up, they change.

"Human alliance (knot)". This exercise is designed to bring participants into agreement with each other and interaction. The group consists of 10-12 people. Participants are asked to stand in a circle, reach out and grab with their right hand with one person, and with their left hand with another. Then they are asked to unravel without opening their hands. Success depends on how the participants will negotiate with each other. The participants then discuss how they come to an agreement on real life how important these agreements are.

"Moon ball". A wonderful game for one team, which develops coordination, quick reaction and sociability.

Place your group on the basketball court or any field. Use a well-inflated beach ball to play. The task of the group is to keep the ball in the air as long as possible (of course, hitting it), not to let it fall to the ground. Depending on the group, set a goal of 30-100 hits, if necessary, this figure can be increased. Tension and hope increase with each "world record".

Some rules:

1. A player is not allowed to hit the ball twice in a row.

2. Score one point for each kick and two points for each kick.

"Moonball" is a popular game for all ages because it is very easy to understand, does not require much experience and involves everyone. Since you're standing in a circle hitting the ball, there's no doubt where all eyes are on - the ball, of course. Since everyone is focused on the ball, good and bad hits are not attributed to anyone and the game continues.

The beach ball gives an outlet for fantasy, think what else you can do with a brightly colored, like hot air balloon, the ball, in addition, how to pass or throw it? After you've tried the main game, play one of its variations.

Ask the group, after the basic 37 hits, to demonstrate how many times the group can hit the ball so that everyone hits in turn: 1. Not letting the ball hit the ground or 2. Not letting the players pass. Or watch how quickly the ball passes from one player to another in turn, i.e. through the whole group. If the ball touches the ground, assign a time penalty - say 5 seconds. The ball must be hit, not passed. Make this game permanent and record the most hits (hands only) within one minute. Count only those hits that were not preceded by a ball drop. Let the players decide how to position themselves for the best result.

“Tanyapetrkolyastanislavmaria”. This game does not involve any special actions: it's just fun. This game can be attributed to the impulsive genre. Get in a circle. Take a stopwatch and tell the players it's a timed game. Say your name and start the stopwatch. The player next to you (on either side) says their name, and so on, as quickly as possible, until everyone in the circle has said their names. As soon as the last player calls his name - turn off the stopwatch. This game is best played in big group but even in a small group you can have a lot of fun. Note. How much faster players say their names after several attempts. If the group is small, you can repeat the names in a circle 2 or 3 times. As a variation of the game, say the names in both directions at the same time. This game is not used for dating.

"Pulse". Ask a group of 8-10 people to stand in a circle and hold hands. The circle should be as wide as possible, but the hands should not open. While you are explaining the rules of the game, stand in a circle. The essence of the game is to transfer momentum along the chain, i.e. you squeeze the hand of a player to your right or left and, if done correctly, the impulse will pass from one player to another until it reaches the initiator, i.e. up to you. You can also send an impulse in two directions: both to the right and to the left. Variation of the game: transmit the impulse with your eyes closed (everyone has their eyes closed, except for the player sending the impulse). Observe and describe the effect that occurs when a pulse is transferred quickly and accurately. However, accuracy is not as important here as entertainment and fun. Depending on your group, the "Impulse" described above may or may not work (if the students want it to work, it will). After you've broken the ice by getting the group to join hands. Try to do better by giving them Impulse II.

"Impulse II". Standing in a circle and holding hands, players (10-50 people) try to transmit momentum by squeezing their hand as quickly as possible - this is a game against the clock. Try playing the game this way first, then close your eyes and compare the times. Now, ask one of the students to send an impulse in two directions. See if the impulses can cross and continue their course further? According to the principle of impulse, you can transmit anything: for example, a sound or a word.

“Balance with a brush”. This is an incredibly fun exercise, but it also results in improved student relationships and a willingness to look stupid in front of others. How many guys skip available training situations just because they don't want to look stupid in front of their comrades. Conduct: Have the students hold the brush vertically with the handle directly over their heads and have them look at the highest point of the brush. Have the students turn around 15 times and then lower the brush to the floor and step on it. During rotation, the student should keep his eyes open and look at the end of the brush, which should be held vertically with his arm outstretched. Most contestants will fall before completing the rotations, and the rest will have great difficulty stepping on the brush handle.

The advantage of the exercise is as follows:

1. This is the same exercise that most people find difficult to do and thus they show their inability to do it in front of all the participants. , supports any effort, no matter how stupid and ridiculous it is.

2. Successful execution does require concentration and concerted effort. Most people can control their dizziness.

This exercise can also be done in pairs. If you have difficulty getting one person involved, tell them that it is okay to do this exercise in pairs. Let one hold the brush on his head, while the other at this time puts his hands on the shoulders of the first and together they begin to rotate, looking at the brush. Then they step on the brush together. Use helpers.

Since participants become disoriented as a result of exposure to the middle ear, a minimum of 4 assistants (facing from north, south, west and east) should be used for each exercise. One of the assistants is watching the brush (ready to fall at any moment), and the rest are watching the movements of the rotating participant - each assistant is aware of his responsibility to prevent a friend from falling. Have 2-3 participants perform this trick in front of the whole group. Then break the class into small groups: participants and helpers. This is a good and interesting exercise, but if you use it often, it turns into a boring, tedious and useless pastime.

Caution: Remember, dizziness can cause an epileptic seizure. Warn the students about this and do not insist on doing the exercise if one of the participants is afraid that the rotation may cause nausea.

"Earth, water, fire, air." For this folk Armenian game you will need a ball. Everyone stands in a circle, in the middle is the leader. He throws the ball to one of the players, while saying one of four words: “earth”, “water”, “air”, fire”. If the facilitator said "ground", the one who caught the ball should quickly name any domestic or wild animal; the player responds to the word “water” with the name of a fish; on the word "air" - the name of the bird. At the word “fire,” everyone should quickly turn around several times, waving their arms. The ball is then returned to the leader. Those who fail to respond correctly to the leader's words are out of the game.

"Burners". They play on the lawn, summer playground at least 20-30 m 15-25 people. Participants, divided into pairs, hold hands. The couples become one after the other in a string. Ahead, 3-5 m from the first pair, is the driver. Everyone speaks in unison:

Burn, burn bright.

To not go out.

Look at the sky

The birds are flying

The bells are ringing…

The driver stands with his back to the players. Starting with the words “look at the sky”, he looks up. At this time, the last dad separates his hands and goes forward. Having almost caught up with the “burner”, they wait for the word “ringing” and rush to run forward past the driver. He chases after any of them and tries to catch them by touching his hand before they join hands again. Whom the "burner" catches, with that becomes a couple in front of the string. The rest drives. If the “burner” has not caught anyone, he “burns” again - he catches the next pair.

The "burner" has no right to look back and peep. Otherwise, a couple prepared to run may exchange queues with another. No one should start running before the word "ring" is spoken. The "burner" can only catch the runners as long as they hold hands.

"Give me a synonym." The players become in a circle. The host takes turns throwing a ball to them and at the same time calls, say, some kind of adjective. The player who was hit by the ball must name a synonym and throw the ball to the leader. The game “Name the antonym!” is built in the same way.

"Seine". Two or three players join hands, forming a "net". Their task is to catch as many "floating fish" as possible. If the “fish” is caught, then it joins the drivers and becomes part of the “seine”.

"Trappers". Four players stand in pairs, holding both hands and raising them up. These are traps, they are located at a slight distance from each other. All the rest join hands, forming a chain. They must move through the traps. By the cotton of the leader, the traps “slam”, i.e. the traps drop their hands. Those who are caught in the trap form pairs and also become traps.

Golden Gate

Missing not always

First time - goodbye

Second time - prohibited

And for the third time - we will not miss you.

The rest run in a chain under their arms in a circle. (circle can move)

"Invitation". One driver in a circle. He dances to the music and invites others to follow him. Everyone repeats after him. The music ends - everyone stands in a circle. Who did not have time - he leads.

"Lady Lei". Children around. 1 couple dancing inside. Cotton. The dancing couple breaks up and invites a new partner, etc. The dance ends when all the players have danced with each other. It is forbidden to dance repeatedly with the same partner. Children forming a circle can move in place according to the music.

"Winks". Everyone stands in pairs in a circle, one player behind the other. Everyone's hands are down. The driver also stands on the line of the circle. He doesn't have a partner behind him. He should look into the eyes of one of the first line players and wink. The one who winked runs from his place and stands behind the driver. But he may not be able to do this, because the second-line player is closely watching the driver and if he sees that they winked at his partner, he can hold him back. If he managed to do this, the driver is forced to wink again, until his wink ends effectively. If the player of the second line did not react in time and did not have time to grab the first player, he becomes the leader.

“Atoms and Molecules”. All players randomly move around the playground, at this moment they are all “atoms”. In a molecule, m. and 2, and 3, and 5 atoms. Players on the leader’s command will need to create a “molecule”, i.e. grab onto each other. If the host says: “The reaction comes in threes”, then 3 players are linked, etc. The signal for the molecules to disintegrate again into separate atoms is the host's commands: "The reaction is over." The signal for the return to the game of temporarily retired players is the command: 4 “The reaction goes one at a time”.

"Call". On two opposite sides of the site, lines of “cities” are drawn, the players are divided into two teams and captains are chosen. Each team lines up behind the line of their city facing the middle of the site. The captain of the team that starts the game sends any player to the city of the other team. Its participants extend their right arms forward, bent at the elbows, palms up. The sent player sequentially touches the palm of one or the palms of two or three players three times, saying: “One, two, three!” after the third touch, he runs back to his city, and the one whom he touched for the third time rushes after him, trying to catch (bash) the caller. If he catches, the caller goes into captivity and stands in the back of the head behind him. If he does not catch, he goes into captivity. Then the captain of the other team sends his player to the challenge. The sent player must call an opponent who is weaker or equal in running speed. If he is a strong runner, he can rescue a captured player from his team. To do this, he calls the player behind whom the prisoner stands. If the called one does not catch up with him, then he goes into captivity, and his prisoner also returns to his team. If the summoned catches up with the enemy, then he will already have two prisoners. The team with the most prisoners wins. Usually the captain also participates in the game, and if he is captured, he is replaced by another player. The captain is trying to help out at all costs.

"Circle hunting". Divided into two teams, the players form two circles. Each player standing in the inner circle remembers the player of the opposite team standing in front of him. Then, at the signal of the leader, the players standing in circles begin to move with side steps in different directions. On the second signal, the players of the outer circle scatter, and the players of the inner circle pursue them. You only need to chase the player in front of you. The leader counts to thirty, then says: “Stop!” - and counts osalennyh. Then the teams switch roles.

"Chase". The game is played by two teams. By lot, one is built in a line behind the start line, and the second - a few meters behind. At a distance of 20 m behind the start line, a second line is drawn, on which flags are set at intervals of 1.5-2 m. A small ball is placed 2 meters from each flag. At the signal of the leader, the players of both teams run forward. The players of the first team go around the flags and rush to the finish line, the players of the second team, bypassing the flags, grab the balls lying behind them and try to hit the fleeing ones with them. For each hit they get a point. After that, the teams switch roles.

"Salki on one leg" A leader is appointed - a tag, all the rest are freely placed on the site. Salka, jumping on one leg, tries to catch up and overpower the players, and they, too, jumping on one leg, dodge. If the tag caught up and touched the player, they switch roles. From time to time you can change the foot on which you jump, but it is forbidden to switch to running.

"Salki in pairs". There are two drivers who hold hands, like the players.

"Wolf in the ditch" In the middle of the playing area, a moat is drawn with two parallel lines 50-60 cm wide. There are two leading wolves in the moat. The rest of the playing goats are on one side of the moat. At a signal from the leader, the goats try to cross the moat in order to get to the other side of the site in the pasture. Wolves can only catch goats while in the moat (when the goats are jumping or when they are next to the moat). A goat that ran to the moat, but was afraid of the wolf and did not jump for three seconds, is considered to be caught. The salted ones step aside, they are counted, and they are included in the game again. Each time, the leader gives a signal to start the goats on the pasture. After two or three runs, new wolves are selected and the game is repeated. The goats that have never been caught win, and the wolves that have caught the most goats win.

"Fishing rod". The players stand in a circle. In the middle of it is a leader with a rope, at the end of which a bag of sand is tied. At the command of the leader, the leader begins to circle the rope with the bag above the ground so that the bag constantly touches the ground. The players jump over the rope when it comes to the feet, trying not to hurt. The one who hurts becomes the driver.

"Leapfrog". Two teams compete in running with jumps over a partner standing with their heads tilted forward and hands on their hips. The numbers at the back start. As soon as the back in the column jumped over the last one, he runs forward and also jumps, etc. The distance is arbitrary.

"Forbidden Movement" The driver, facing the players, shows various movements hands (lifting forward, abduction to the side, etc.) and torso (tilts, turns), squats, lifting and abduction to the side of the leg. The players repeat them. However, there are movements that cannot be done about this warn everyone before the start of the game. This is, for example, lifting forward right hand, abduction towards the left leg. These movements must be skipped. Whoever inadvertently performs any of the prohibited movements is eliminated from the game.

“Stop!” The players form a circle and are counted in order. One becomes the leader. He takes a small ball and goes to the middle. The driver hits the ball hard on the ground and calls someone's number. The called one runs after the ball, and the rest scatter around the court. As soon as the called one grabs the ball, he shouts: “Stop!”, and everyone must immediately stop. Then the player with the ball throws it at the one closest to him, but he can dodge without moving. If the thrower misses, he must run after the ball, while the rest can run farther away. Taking the ball, the driver again shouts “Stop!” - and tries to piss someone off. The salted one becomes the new leader, the players surround him, and the game starts over.

Option. The driver does not hit the ball on the ground, but throws the ball as high as possible and calls the number of a player, he catches, and if he catches, he can immediately throw up, calling another number. If the called one does not catch the ball and it falls to the ground, you need to quickly pick it up and then proceed as indicated above: salute the nearest one, etc.

"Bouncers". The driver with the ball (volleyball) is a bouncer, the rest are randomly placed on the court. On a signal, the bouncer begins to throw the ball at the players who are trying to dodge or run away. The bouncer can also run around the court, and his task is to stain as many players as possible with the ball. When he succeeds, he counts aloud: “One, two, three…”, etc. Players can catch the ball thrown at them and, when they succeed, become dodgeball. When a high-flying ball hits a player's head, he is not out of the game. Sometimes you even have to hit the ball with your head if you can’t dodge it in time. The player who hits the ball with the largest number of participating students wins.

"Don't give to the driver." One of the players - the leader - is inside the circle, and all the others are outside, those standing outside the circle throw the ball in all directions, and the leader tries to touch it. You need to throw no higher than your head, you can roll the ball on the floor. If the driver succeeds in the ball, he enters the circle, and the driver becomes the one who threw the ball

Option. Two balls are introduced into the game and two drivers are in the circle.

"Defender". The players become in a circle. A ball is placed in its center or three maces become. A protector stands near the object. The players, throwing the ball to each other, try to distract the defender to the side and then, with a quick throw, hit the object located in the center of the circle. The defender tries to hit the ball. The player who manages to hit the target becomes the defender.

"Shootout". They play on a volleyball court (or draw squares of about the same size). The players are divided into two teams, each has a captain. The teams stand in squares, the captains behind the front lines of the site, on opposite sides, that is, so that the opposing team is between the captain and the team. They play with a volleyball. First, between the captain and the players of his team, who, by lot, got the right to start the game, the ball is thrown twice: the captain throws the ball into the field, it is returned to him. This is done so that the players of the other team have time to take convenient places on the court. With the third throw, you can start staining. A player hit by a ball thrown at him must leave the field and go to his captain. A hit does not count if the ball hits the head. When catching or otherwise hitting a player, a bounced or dropped ball may be picked up. But if he rolled out of the area to the side of the enemy, the team loses him. When all the players in the team are knocked out, the captain enters the field (he can enter the field at any time, but only if his team has the ball). In place of the captain on the front line of the field is one of the knocked out or who were in the field player. When entering the captain's platform, the transfer is again made twice, and from the third time it is already possible to stain. The team that knocks out all the opponent's players from the field (including the captain who entered the field) wins the game.

Option. The game begins with the leader throwing the ball up, and the players, having jumped up, try to hit their team with their hand; the pinned player goes behind the front line of the opposing team and remains there until his players throw the ball into his hands, after which he returns to his team and on an equal basis with others; they play against the clock and the result is determined by who has more prisoners.

"Four Balls" Two teams are located on the volleyball court from different sides of the net. Each has two volleyballs. On the leader's signal, the players throw balls from different corners (from the back lines) of the court to the opponent's side. The task is to catch or pick up and toss these balls to the opponent's side as soon as possible. A team loses a point if it has three balls on its side. She also loses a point if the thrown ball passes under the net or lands outside the area. The game consists of two or three games of 10 points. After each point played, the balls are put into play by new pairs of players. During the game, everyone moves clockwise on the court (as in volleyball).

"Overtake the ball". The players stand in a circle at arm's length. The driver goes out of the circle. After five or six people from the place where he is, one of the players is given a volleyball. After the driver’s signal, those standing in the circle begin to quickly pass the ball to each other in a circle, and the driver runs in the same direction. He tries, having run around the circle, to take his place before the ball, having gone around the circle, returns to the initial circle. If the driver manages to overtake the ball, and he becomes the driver. The ball is not allowed to be thrown to each other, it can only be passed from hand to hand.

"Tunnel". The players are divided into two teams and line up in columns of two, holding hands, one column parallel to the other. At the signal of the leader, the children standing last in the columns run forward under the raised hands of the players and stand in front of their column, raising their hands up. The latter is a signal for those who are behind, and they do the same as the previous pair. The team whose players finish the run first wins.

"One in a circle". An old, but still very popular game of Hungarian schoolchildren. Fifteen to twenty players stand in a circle and throw a small ball to each other. If someone drops the ball, he goes to the middle of the circle. Those standing in a circle continue to throw the ball, making sure that the one standing in the center does not intercept it, and then they throw it at the one standing in the middle, trying to hit him. If they hit, then the bouncing ball is caught and thrown again. But if the one standing in the middle intercepts the ball, he throws it at someone standing in the circle, and if he hits, he changes places with him. The game is played at a fast pace and is very emotional.

"Circle Shooting". Draw a circle with a diameter of 8-10 meters. It consists of ten players - five from each team. The same number of players stand on the outside of the circle, and from each team through one. To designate their zone, lines are drawn from the circle in the form of rays. Teams are given belt bands of different colors. By lot, the ball is transferred from the teams. Each player can throw it to a partner who is in the circle or outside it. Having seized a favorable moment, the one behind the circle tries to hit the ball into the player of the opposite team, who is in the circle. He tries to dodge or catch the ball (in the latter case, he passes the ball to his partners, while he himself remains in the circle, continuing to play). If the ball hits the player and, having bounced, fell to the ground, the player is out - leaves the court. Touching the ball after bouncing off the ground or off another player is not considered tagging. Another rule, those outside the circle are not allowed to cross the boundary lines with neighbors from the other team or pull the ball out of their hands in the fight for the ball. If this rule is violated, the ball is transferred to the other team. Two games are played, and the victory is awarded to the team that quickly knocked out all the opponents.

“Jump Rope”. One of the players takes the rope by one end and, going to the middle of the site, rotates it horizontally, intercepting it from one hand to the other behind the back. The rest of the participants sit in a circle, leaning their hands behind them, and when the rope passes under their feet, they lift them up. The one who is hooked by the rope is out of the game.

Option. The players are in emphasis lying on their hands, resting on their knees. With a push of their hands, they lift the body from the floor, passing the rope under their arms.

"Pull in a circle". Two concentric circles are drawn on the ground - one in the other - with a diameter of 1 and 2 m. All the players surround a large circle and firmly hold hands. At the signal of the leader, everyone begins to move in a circle to the right or left, without releasing their joined hands. At the second signal, everyone stops and tries to draw their neighbors into the circle by the hands. The players, trying to escape, either jump over a large circle in order to get into a small one, where it is allowed to be, or step over, but so as not to separate their hands. Caught in a large circle again join hands. Players who separate their hands during the tug-of-war are both out of the game. When the remaining players fail to surround the large circle, they stand around the small circle and pull each other into it. In this case, there is nowhere to escape from retraction.

"Rooster Fight". A circle with a diameter of 3-4 m is drawn on the ground. The players are divided into two teams and line up in two lines near the circle, one against the other. Each team chooses a captain. The captains send one player - the rooster - into the circle. Each of them stands on one leg, bends the other, puts his hands behind his back. At a signal from the leader, the roosters, jumping on one leg, begin to push each other out of the circle with their shoulders or try to force their opponent to stand on both legs. The winner wins a point for their team. Then the next pair of roosters goes to the middle of the circle, and so on. The game continues until everyone is a rooster. The team with the most wins wins. If both players leave the circle during the push, no one wins.

"Tugging in Pairs". A line is drawn in the middle of the site, and at a distance of 2-3 m from it, to the right and left, two more parallel lines are drawn. The players are divided into two teams and are built near the middle line facing each other. Opponents in these pairs should be approximately the same height and weight. Players facing each other approach the middle line, take their right hands (by the wrists), and put the left hands behind their backs. At the signal of the leader, the players in pairs begin to pull each other, trying to pull over the line behind each. The dragged player remains on the opponent's side until the number of players pulled to both sides is counted.

"Push out of the circle". Four to six circles with a diameter of 3 m are drawn on the site. All players are divided into two equal teams and line up on opposite sides of the site facing one another. Each team chooses a captain. The captains send one player to each circle. Couples in circles receive a gymnastic stick. Both players hold a stick in their hands, pressing one end of it with their elbow. On a signal, the players, pressing the stick, try to push each other out of the circle. The winner receives a winning point. Then new couples become circles. The winning team is determined by the sum of points received. The loser is declared to have stepped at least one foot beyond the circle line. If both players leave the circle at the same time, no point is awarded to anyone. The time for pairs competition can be limited to 1-2 minutes.

“Hares and walruses”. Two teams are located on the front lines of the court facing each other. Players squat and grab their ankles with their hands. On a signal, everyone simultaneously begins to move forward, one team towards the other, like hares jumping out of a squat. Hands should not be torn off from the ankles. The players move backwards in the prone position, moving their hands (like flippers). The team captain, when the last player has crossed the court line, announces loudly: “Everyone is home!” The winner is the team, all the players of which reached the finish line faster.

"Pull". (Belarusian game). Its participants line up on the center line (extreme). Players of different teams stand through one and face in different directions. On a signal, the players join hands, forming a chain. On the second signal, they begin to push and pull their rivals on the team, trying to lead them beyond the extreme line. Thus, several attempts are made, according to the results of which the winning team is revealed.

"Salki with a soccer ball". Six seven players stand on the field in random order, one of them is a tag. On a signal, the troll tries to catch up and taunt someone, but other players pass the ball to him with kicks, and it is impossible to tamper with the one who has the ball. Then the tag switches to catching another player, but the ball is also passed to him. A lot of agility and speed is required from the tally to improve the right moment and taunt the one who did not have time to intercept the ball. If the tag touches the ball or takes possession of it, it is replaced by the one who made the inaccurate pass. The winner is the one who has never been a leading tally or led a smaller number of times (the first tally is not taken into account).

“Crayfish Football”. This entertainment game giving, however, a significant physical load. It is carried out on a basketball or volleyball court. “Crayfish” either sit or move around the site in the position of an emphasis lying behind, without going beyond it. On a signal, the driver, standing on the front line, tries to hit one of the crayfish with a ball. The latter can defend against being hit by the ball by putting their feet towards the ball or by moving in the indicated position. If the driver hit the ball in the body or hands of the player, he changes places with him. If the driver missed or hit the player in the legs. Crayfish, having received the ball at their disposal, begin to pass it to each other with their feet, moving in the appropriate position on the court. When the driver manages to take the ball away from the crayfish, he again throws it into the crayfish from the place where he intercepted. The game lasts about 10 minutes. Win or never driving or less number of times.

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