Outdoor games for the middle group. Outdoor games according to the program of Vasilyeva M.A.

Outdoor games for children 4-5 years old

P/i "Owl"

Goal: learn to stand still for a while and listen carefully.

How to play: The players sit freely on the court. “Owl” sits or stands to the side (“in the hollow”). The teacher says: “The day comes - everything comes to life.” All players move freely around the court, performing various movements, imitating with your hands the flight of butterflies, dragonflies, etc.

Suddenly he says: “Night comes, everything freezes, the owl flies out.” Everyone must immediately stop in the position in which these words found them and not move. The “Owl” slowly passes by the players and vigilantly examines them. Whoever moves or laughs is sent to his “hollow” by the “owl”. After some time, the game stops, and they count how many people the “owl” took to itself. After this, a new “owl” is chosen from those who did not get to it. The “owl” who has taken the largest number of players wins.

P/i "Homeless Hare"

Goal: run fast; navigate in space.

Progress of the game: A “hunter” and a “stray hare” are selected. The rest of the “hares” stand in hoops - “houses”. The “homeless hare” runs away, and the “hunter” catches up. The “hare” can stand in the house, then the “hare” standing there must run away. When the “hunter” catches the “hare,” he himself becomes the hare, and the “hare” becomes the “hunter.”

P/i "Fox in the hen house"

Goal: learn to jump softly, bending your knees; run without touching each other, dodge the catcher.

Progress of the game: A “chicken coop” is outlined on one side of the site. In it, “chickens” sit on a roost (on benches).

On the opposite side of the site there is a fox hole. The rest of the place is a yard. One of the players is designated as a “fox”, the rest are designated as “chickens”. At a signal, the “chickens” jump from their roost, walk and run around the yard, peck at grains, and flap their wings. On the signal: “Fox!” - the “chickens” run into the chicken coop and climb onto the roost, and the “fox” tries to drag away the “chicken”, who did not have time to escape, and takes her to her hole. The remaining "chickens" jump off the roost again and the game resumes. The game ends when the “fox” catches two or three “chickens”.

P/i “Run Quietly”

Goal: learn to move silently.

Progress of the game: Children are divided into groups of 4-5 people, divided into three groups and lined up. They choose a driver, he sits in the middle of the platform and closes his eyes. At the signal, one subgroup silently runs past the driver to the other end of the site. If the driver hears, he says “Stop!” and those running stop. Without opening his eyes, the driver says which group was running. If he correctly indicated the group, the children move aside. If you make a mistake, they return to their places. All groups run through this one by one. The group that ran quietly and that the driver could not detect wins.

P/i "Airplanes"

Goal: to teach ease of movement, to act after a signal.

Progress of the game: Before the game it is necessary to show all the game movements. Children stand on one side of the playground. The teacher says, “We are ready to fly. Start the engines! Children make rotational movements with their arms in front of their chest. After the signal “Let's fly!” spread their arms to the sides and run around the hall. At the signal “Landing!” The players go to their side of the court.

P/i "Hares and the Wolf"

Goal: learn to jump correctly on two legs; listen to the text and perform movements in accordance with the text.

Progress of the game: One of the players is chosen as a “wolf”. The rest are “hares”. At the beginning of the game, the “hares” stand in their houses, the wolf is on the opposite side. The “hares” come out of the houses, the teacher says:

Hares gallop, hop, hop, hop,

To the green meadow.

They pinch the grass, eat it,

They listen carefully to see if a wolf is coming.

Children jump and perform movements. After these words, the “wolf” comes out of the ravine and runs after the “hares”; they run away to their houses. The “wolf” takes the caught “hares” to his ravine.

P/i "The Hunter and the Hares"

Goal: learn to throw a ball at a moving target.

Progress of the game: On one side there is a “hunter”, on the other there are 2-3 “hares” in drawn circles. The “hunter” walks around the area, as if looking for traces of “hares,” then returns to his place. The teacher says: “The hares ran out into the clearing.” "Hares" jump on two legs, moving forward. At the word “hunter”, the “hares” stop, turn their backs to him, and he, without leaving his place, throws the ball at them. The “hare” that the “hunter” hit is considered shot, and the “hunter” takes it to himself.

P/i "Zhmurki"

Goal: teach to listen carefully to the text; develop coordination in space.

How to play: Zhmurka is selected using a counting rhyme. He is blindfolded, taken to the middle of the site, and turned around several times. Conversation with him:

- Cat, cat, what are you standing on?

- On Bridge.

- What's in your hands?

- Kvass.

- Catch mice, not us!

The players run away, and the blind man's buff catches them. The blind man's buff must recognize the caught player and call him by name without removing the bandage. He becomes a blind man's buff.

P/i "Fishing Rod"

Goal: to learn how to jump correctly: push off and pick up your feet.

Progress of the game: Children stand in a circle, in the center is a teacher with a rope in his hands, at the end of which a bag is tied. The teacher twists the rope, and the children must jump over.

P/n “Who is the fastest to the flag?”

Goal: develop fast running and agility.

Progress of the game: Children are divided into several teams. Flags are placed at a distance of 3 m from the starting line. At the teacher’s signal, you need to jump on two legs to the flag, go around it and run back to the end of your column.

P/i “Birds and Cat”

Goal: learn to move according to a signal, develop dexterity.

How to play: A “cat” sits in a large circle, and “birds” sit behind the circle. The “cat” falls asleep, and the “birds” jump into the circle and fly there, sit down, and peck the grains. The “cat” wakes up and begins to catch the “birds”, and they run away outside the circle. The cat takes the caught “birds” to the middle of the circle. The teacher counts how many there are.

P/n "Don't get caught!"

Goal: learn to jump correctly on two legs; develop dexterity.

How to play: Place a cord in the form of a circle. All players stand behind him at a distance of half a step. The driver is selected. He stands inside the circle. The rest of the children jump in the circle and back. The driver runs in a circle, trying to touch the players while they are inside. After 30-40 seconds. The teacher stops the game.

P/i "Traps"

Goal: develop agility and speed.

Progress of the game: Using a counting rhyme, a trap is selected. He becomes in the center. The children stand to one side. At a signal, the children run to the other side, and the trap tries to catch them. The one who is caught becomes a trap. At the end of the game they say which trap is the smartest.

P/n “Run to the named tree”

Goal: to train in quickly finding the named tree; fix the names of trees; develop fast running.

Progress of the game: the driver is selected. He names a tree, all children must listen carefully to which tree is named and, in accordance with this, run from one tree to another. The driver carefully monitors the children; whoever runs to the wrong tree is taken to the penalty bench.

P/i “Find a leaf, like on a tree”

Purpose: to teach to classify plants according to a certain characteristic; develop observation skills.

Progress of the game: The teacher divides the group into several subgroups. Everyone is invited to take a good look at the leaves on one of the trees, and then find the same ones on the ground. The teacher says: “Let’s see which team finds the right leaves faster.” The children begin their search. Members of each team, having completed the task, gather near the tree whose leaves they were looking for. The team that gathers near the tree first, or the one that collects the most leaves, wins.

P/n “Who will collect it sooner?”

Goal: learn to group vegetables and fruits; cultivate quick response to words, endurance and discipline.

Progress of the game: Children are divided into two teams: “Gardeners” and “Gardeners”. On the ground there are models of vegetables and fruits and two baskets. At the command of the teacher, the teams begin to collect vegetables and fruits, each in their own basket. Whoever collects first raises the basket up and is considered the winner.

P/i "Bees"

Purpose: to teach to act on a verbal signal; develop speed and agility; practice dialogical speech.

Progress of the game: All children are bees, they run around the room, flapping their wings, buzzing: “Zh-zh-zh.” A bear (optional) appears and says:

Teddy bear is coming

It will take away the honey from the bees.

Beesanswer:

This hive is our house.

Get away from us, bear,

W-w-w-w!

The bees flap their wings and buzz, chasing away the bear.

P/i "Beetles"

Goal: develop coordination of movements; develop orientation in space; practice rhythmic, expressive speech.

Progress of the game: Children-beetles sit in their houses (on a bench) and say: “I am a beetle, I live here, buzzing, buzzing: zh-zh-zh.” At the signal from the teacher, the “bugs” fly to the clearing, bask in the sun and buzz, and at the signal “rain” they return to the houses.

P/n “Find yourself a match”

Goal: learn to run fast without interfering with each other; fix the names of the colors.

Progress of the game: The teacher distributes multi-colored flags to the players. At the teacher’s signal, the children run, at the sound of a tambourine, they find a mate based on the color of the flag and join hands. An odd number of children must take part in the game so that one is left without a pair. He leaves the game.

P/n “Such a leaf - fly to me”

Goal: to develop attention and observation; practice finding leaves by similarity; activate the dictionary.

Progress of the game: The teacher and the children examine the leaves that have fallen from the trees. Describes them, says what tree they come from. After some time, he distributes leaves from the children different trees, located on the site, and asks to listen to him carefully. Shows a leaf from a tree and says: “Whoever has the same leaf, run to me!”

P/i (Russian folk) “Wintering and migratory birds»

Goal: develop motor skills; reinforce the idea of ​​bird behavior in winter.

Progress of the game: Children put on hats of birds (migratory and wintering). In the middle of the playground, at a distance from each other, there are two children wearing Sunny and Snowflake hats. “Birds” run in all directions saying:

Birds fly, grains are collected.

Little birds, little birds ».

After these words, “migratory birds” run towards the Sun, and “wintering birds” run towards the snowflake. Whose circle completes the fastest wins.

P/i (Russian folk) “Bees and Swallow”

Goal: develop dexterity and speed of reaction.

Progress of the game: The playing “bee” children are squatting. "Swallow" - in its nest. “Bees” (sitting in a clearing and humming):

The bees are flying and collecting honey!

Zoom, zoom, zoom! Zoom, zoom, zoom!

Martin: - The swallow flies and catches the bees.

He flies out and catches the “bees”. The one who is caught becomes a “swallow”.

M/p/i “Dragonfly Song”

Goal: develop coordination of movements; practice rhythmic, expressive speech.

Progress of the game: Children stand in a circle, pronounce words in chorus, accompanying them with movements:

I flew, I flew, I didn’t get tired.

(They wave their hands smoothly.)

She sat down, sat, and flew again.

(Go down on one knee.)

I found some friends, we had fun .

(Smooth hand waves.)

There was a round dance all around, the sun was shining.

(They lead a round dance.)

P/i "Cat on the Roof"

Goal: develop coordination of movements; develop rhythmic, expressive speech.

How to play: Children stand in a circle. In the center is a “cat”. The rest of the children are “mice”. They quietly approach the “cat” and, shaking their fingers at each other, say in chorus in an undertone:

Quiet a mouse, quiet a mouse...

The cat is sitting on our roof.

Mouse, mouse, watch out.

And don't get caught by the cat!

After these words, the “cat” chases the mice, they run away. It is necessary to mark with a line the mouse's house - a hole where the "cat" has no right to run.

One of the players - the “owl” - is in a small circle (in the “nest”). The rest run and jump freely, pretending to be bugs, butterflies, and frogs. At the adult’s signal: “Night is coming!” - everyone stops, and the owl flies out to hunt. All players freeze in place. Noticing the player moving, the owl takes him by the hand and leads him into the nest. When the players hear: “Day!” - everyone starts moving again. After two or three repetitions, a new owl is selected. The most dexterous and cautious players are those who have never fallen into a nest.

Rules: 1)The owl does not have the right to watch the same player for a long time.

2) You can’t escape from the owl.

3) If the owl does not notice the players moving, and the “Day” signal sounds, then it flies to the nest alone, without prey.

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Outdoor games

Trap with a bell

Children stand in a circle and choose a trap, which is given a bell. The trap is in the center of the circle. Children say:

"The guys here are funny.

They love to run and jump. Try to catch up with them! Get ready, look

And call someone!”

At the last words, the children scatter and try to find any elevated place (bench, log, ladder, stump). The trap must have time to detain someone, ring the bell and hand the bell to the person caught. The trap brings the detainee to the center of the circle, after which all the players go down and form a circle again. The game continues with a new trap.

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Outdoor games

Sardines

One player is chosen to go hide while everyone else closes their eyes and counts to 30. Then the players go to look for the person hiding. When the seeker discovers the one hiding, he joins him. The goal of the game is to find the hiding player as quickly as possible. The last player becomes the driver.

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Outdoor games

Wolf and kids

Lines separate the “House of the Wolf” and the “House of the Little Goats.” Between these “houses” there is a “clearing”.

Children are divided into two teams: wolves and kids. The wolves go to bed, and the kids go out into the clearing for a walk. The kids ask: “Wolf, wolf, are you sleeping?” The wolf says: “I’m still sleeping.” This happens several times, then the wolves wake up and catch up with the kids. It must be unexpected.

The wolf may have one child.

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Outdoor games

Be smart

Children stand facing in a circle, with a bag of sand at each feet. The driver is in the center of the circle. At a signal, children jump into the circle and back through the bags, pushing off with both feet. The driver tries to make fun of the children before they jump out of the circle. The greasy children leave the game. A new driver is chosen from those who were never touched by the previous driver.

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Outdoor games

Whoever is named, catch it

Children walk, run, jump, etc. around the playground. An adult is among the children, he holds a large ball in his hand. Then he calls the name of one of the children and throws the ball up. The person named runs up, catches the ball and throws it up, calling one of the players by name, who in turn runs up, catches the ball, etc.

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Outdoor games

Drive a piece of ice

A large circle is drawn on the snow with colored paint, from which there are 8-10 colored lines - rays - in different directions, their length is 2.5-3 m. At the end of these lines there are children. There is a piece of ice at the toe of each player’s right foot. At the signal, jumping on the right foot, everyone tries to quickly drive their piece of ice into the circle. Here you can stand on two legs while waiting for the other players. After that, everyone drives their piece of ice back, bouncing on their left leg and trying to stick to the drawn line, and passes the piece of ice to another player. The first person to arrive is noted.

Card index of outdoor games for children 6-7 years old

Program content:

Teach children to use a variety of outdoor games (including games with elements of competition) that promote the development of psychophysical qualities (dexterity, strength, speed, endurance, flexibility), coordination of movements, and the ability to navigate in space; independently organize familiar outdoor games with peers, fairly evaluate their results and the results of their comrades. Learn to come up with game options, combine movements, showing Creative skills. Develop interest in sports games and exercises (small towns, badminton, table tennis, hockey, football).
card number 1
Outdoor game "Traps"
Target:
Progress: With the help of a counting rhyme, a driver is selected - a trap - and stands in the middle of the hall (area). At the signal: “One, two, three – catch!” all the players run away and dodge the trap, which is trying to catch up with someone and touch them with their hand (stain). The one touched by the trap moves aside. When 2-3 players are caught, another trap is selected. The game is repeated 3 times. If the group is large, then two traps are selected.
card number 2
Outdoor game "Nimble guys"
Target: Develop dexterity, eye and precision of movements.
Progress: The players are divided into threes and stand in a triangle (the distance between children is 1.5 m). One child in a trio throws the ball up with both hands, the second must pick it up and throw it up again, the third player catches the ball and throws it up, the first player must catch the ball, etc.
card number 3
Outdoor game "Catch up with your partner"
Target: Exercise children in running with acceleration.
Progress: Children stand in two lines; the distance between the ranks is 3-4 steps. At the teacher’s signal, a run is performed to the opposite side of the site (distance 15 – 20). The player in the second line tries to touch (spot) the player in the first line before he crosses the conditional line. The teacher counts the number of losers. When repeating the game task, the children change roles.
card number 4
Outdoor game "Tops and Roots"
Target: Consolidate knowledge about the way vegetables grow, develop attention, visual and auditory perception, memory, and practice the ability to catch a ball.
Progress: 1. An adult shows a vegetable (models or natural) or names it; children name it and show with movements where it grows; if on the ground, they raise their hands up; if underground, they squat. A child can also act as an adult and show the vegetables himself.
2. Children stand in a circle. In the center is the driver with the ball. He throws the ball to the first player and names any vegetable. The player returns the ball to the leader and answers whether it is tops or roots. The one who never makes a mistake wins.
card number 5
Outdoor game "Don't stay on the floor"
Target: Exercise children in even running while maintaining a distance, and develop coordination of movements in jumping.
Progress: Using a counting rhyme, a driver is selected - a trap. The trap runs around the hall (playground) with the children. As soon as the teacher says “Catch!” all the children run away and try to climb any height (gymnastic benches, cubes, gymnastic wall). The trap is trying to show off. The guys he touched step aside. At the end of the game, the number of losers is counted and a new driver is selected.
card number 6
Outdoor game "Flies - does not fly"
Target:
Progress: Children stand in a line. The presenter names various objects and raises his hands up. Children should raise their hands up only when the named object is flying. At the end, note those who have never made a mistake.
card number 7
Outdoor game "Quickly stand in a column"
Target: Develop attention and speed of movement.
Progress: The players line up in three columns (in front of each column there is a cube of its own color). The teacher suggests remembering your place in the column and the color of the cube. At the signal, the players scatter throughout the hall (area). After 30-35 seconds. The signal “Quickly in the column!” is given, and each child must quickly take his place in the column.
card number 8
Outdoor game "Owl"
Target: Development of attention, response to verbal commands and voluntary regulation of behavior.
Progress: An owl's nest is marked on the site. The rest are mice, bugs, butterflies. At the signal "Day!" - everyone is walking and running. After a while the signal “Night!” sounds. and everyone stops, remaining in the position in which the team found them. The owl wakes up, flies out of the nest, runs around the children, watches carefully, and takes the one who moves to its nest. On the signal: "Day!" - The game continues.
Rules: Stop in the position suggested by the teacher: stand on one knee, on your toes, forming pairs, placing your feet on the same line.
card number 9
Outdoor game "Giants and Dwarves"
Target: Train children to act on cues.
Progress: The driver (most often an adult) explains to the children that he can only pronounce the words “giants” and “gnomes.” When the word “giants” is said, everyone should rise on their toes and raise their hands. And when you hear the word “gnomes,” everyone should sit down lower. The one who makes a mistake is out of the game.
Of course, the driver wants to ensure that the players make mistakes. To do this, he first pronounces the words “giants!” loud and bass, and "gnomes" - in a quiet squeaky whisper. And then, at some point, it’s the other way around. Or when saying “giants,” the driver squats, and when saying “gnomes,” he rises on his toes.
The pace of the game is accelerating and all players are gradually dropping out. The last player who has never made a mistake becomes the driver.
card number 10
Outdoor game "Fishing Rod"
Target: Practice jumping with energetic push-off with both feet from the ground and bending your legs under you during the jump.
Progress: Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, with a bag of sand tied at the end. The teacher rotates the bag on a rope in a circle above the ground (floor), and the children jump, trying to prevent the bag from touching their feet. The teacher rotates the bag in both directions alternately.
card number 11
Outdoor game "Quickly pass"
Target:
Progress: The players stand in 3-4 lines and are located half a step from each other. The first player in each row has a large diameter ball. At the teacher’s signal, the children begin to pass the ball to each other from hand to hand. The last player in the line, having received the ball, raises it above his head.
card number 12
Outdoor game "Don't get caught"
Target:
Progress: A circle is drawn on the floor (ground) (or laid out from a cord). All players stand behind the circle at a distance of half a step. The driver is selected. He stands in a circle anywhere. Children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are in the circle. The child whom the driver touched moves aside. After 30-40 seconds. The game stops. Another driver is chosen, and the game is repeated with all the children.
card number 13
Outdoor game "Circular rounders"
Target: To develop children's dexterity in ball games and speed in running and dodging.
Progress: Children are divided into two teams. Players of one team stand in a circle, each with a ball in their hands. The players of the second team are inside the circle. The task of the players of the first team is to touch (touch) those who are inside the circle. Children inside the circle try to dodge. When at least a third of the players are defeated, the teams change places.
card number 14
Outdoor game "Shapes"
Target: Development of attention, orientation in space, ability to act on a signal.
Progress: At the teacher’s signal, all children scatter around the hall (playground). At the next signal, all players stop at the place where the team found them and take some pose. The teacher notes those whose figures turned out to be the most successful.
Options: At the signal: "Stop! Two!" - build a figure in pairs. The next "Stop! Three!" - in three, etc. until five.
card number 15
Outdoor game "Ball over head"
Target: Develop speed and accuracy of movements when passing the ball.
Progress: The players are divided into threes. Two guys throw the ball to each other, and the third stands between them and tries to touch the ball. If he succeeds, he changes places with the player who threw the ball.
card number 16
Outdoor game "Pass on the move"
Target: Development of attention, speed and accuracy of movements when passing the ball.
Progress: The players are divided into pairs and stand on the starting line. One player of each pair holds a large diameter ball in their hands. At the teacher’s signal, the children, throwing the ball to each other as they go, move to the opposite side of the hall (area) to the designated line (distance 10 m). The pair that quickly and without losing the ball reached the finish line is noted.
card number 17
Outdoor game "Migration of birds"
Target: Practice climbing, developing agility and strength.
Progress: On one side of the hall there are children - birds. On the other side there are various aids - gymnastic benches, cubes, etc. - these are trees. At the signal "Birds fly away!" children, flapping their arms like wings, scatter throughout the hall. At the signal "Storm!" all the birds run to the trees and try to take some place as quickly as possible. When the teacher says “The storm has stopped!” Children descend from the heights and scatter around the hall again - “the birds continue their flight.”
card number 18
Outdoor game "Echo"
Target: Exercise in development phonemic hearing and accuracy of auditory perception.
Progress: Before the game, the adult asks the children: Have you ever heard an echo? When you travel in the mountains or through a forest, pass through an arch or are in a large empty hall, you may encounter an echo. That is, of course, you won’t be able to see it, but you can hear it. If you say: “Echo, hello!”, then it will answer you: “Echo, hello!”, because it always repeats exactly what you tell it. Now let's play echo.
Then they appoint a driver - “Echo”, who must repeat what he is told.
card number 19
Outdoor game "Jump over - don't hit"
Target: Practice jumping on two legs, develop strength and agility.
Progress: The players line up in two columns and stand two steps apart from each other. Two drivers stand in front of each column with a stretched rope in their hands (length 1.5 - 2 m). The drivers raise the rope to a height of 20 cm and, at the teacher’s signal, pass it under the feet of the players, and they must jump over the rope.
card number 20
Outdoor game "Hurry up to run out"
Target: Strengthen the skill of walking and running with changing the direction of movement, the ability to act on a signal from the teacher.
Progress: The players stand in a circle. 5-6 guys go to the center of the circle. Those standing in a circle hold hands and start running to the right or left (or walking quickly), and the guys in the center of the circle clap their hands. At the teacher’s signal “Stop!” those running in a circle quickly stop and raise their clasped hands up. The teacher counts out loud to three. During this time, those standing in the center of the circle must quickly run out of the circle. After counting “three” the children lower their hands. The one who remains in the circle is considered the loser.
card number 21
Outdoor game "Ball for the driver"
Target:
Progress: The players stand in 3-4 columns (or 3-4 circles). The driver with the ball stands at a distance of 2-2.5 m from each column. At the teacher’s signal, the drivers throw the ball to the players standing first, and those, having caught them, return them back and run to the end of their column. Then the drivers throw the balls to the next players, etc.
card number 22
Outdoor game "Frogs"
Target: Practice jumping and throwing the ball.
Progress: Children line up in 3 or 4 columns and stand in front of the wall at the starting line. The first players in the column have a ball of medium or small diameter in their hands (depending on the preparedness of the children). The distance to the wall is 1.5 - 2 m. The child throws the ball against the wall and jumps over it after bouncing on the floor (ground). The second child in the column picks up the ball, throws it against the wall, jumps over the ball after the rebound, and so on. Each subsequent player, after completing the exercise, stands at the end of his column.
card number 23
Outdoor game "Traps with ribbons"
Target: Practice running. Develop dexterity and the ability to quickly navigate.
Progress: Children line up in a circle; each has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. At the teacher's signal: "One, two, three - catch it!" - children run around the playground. The trap runs after the players, trying to snatch a ribbon from someone. At the teacher’s signal: “One, two, three, quickly run into the circle!” everyone is built in a circle. The teacher invites those who have lost their ribbons to raise their hands, i.e. lost, and counts them. The trap returns the ribbons to the children, and the game is repeated with a new driver.
card number 24
Outdoor game "Carrying balls"
Target: Develop the ability to perform movements on cue. Practice running fast.
Progress: The players line up in two columns and stand on four sides of the hall (area). In the center there is a large diameter hoop (or basket) in which small balls are placed according to the number of players. At the teacher’s command, the children standing first in the columns run to the hoop, take one ball, return and stand at the end of their column. The second players start running after the first ones cross the designated line, etc. The team that completes the task quickly and without errors wins.
card number 25
Outdoor game "Quickly take it"
Target: Develop the ability to perform movements on cue.
Progress: The players form a circle and walk around objects (cubes, balls, skittles); There are 2-3 fewer items than players. Suddenly the teacher gives a signal: “Take it quickly!” Each player must take an object and lift it above their head. The one who did not have time to take the item is considered a loser.
card number 26
Outdoor game "Guess whose voice?"
Target: Strengthen the skill of walking in a circle.
Progress: The driver stands in the center of the hall and closes his eyes. Children form a circle without holding hands, walk in a circle to the right and say:
We gathered in an even circle,
Let's turn around at once,
How about we say: “Leap - hop - hop”
Guess whose voice it is.
The words “skok – skok – skok” are pronounced by one child (as directed by the teacher).
The driver opens his eyes and tries to guess who said these words. If he guesses correctly, that player takes his place. If the driver did not guess correctly, then when the game is repeated, he again plays this role. Children walk in a circle in the other direction.
card number 27

Target: Develop accuracy in exercises with the ball.
Progress: The players line up in front of the wall (fence) and throw the ball against the wall, catching it after bouncing off the ground (with a clap, squat, etc.)
card number 28
Outdoor game "Mousetrap"
Target: To develop children's self-control and ability to coordinate movements with words. Practice running with crawling.
Progress: The players are divided into two unequal groups. The smaller one forms a circle - a “mousetrap”, the rest are “mice” - they are outside the circle. The players, depicting a mousetrap, join hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they gnawed everything. They all ate. Beware, cheats, we will get to you! Let’s set up mousetraps and catch everyone now.” Children stop and raise their clasped hands up, forming a gate. Mice run in and out of the mousetrap. According to the teacher's words "Clap!" children standing in a circle lower their hands and squat - the mousetrap has slammed shut. Players who do not have time to run out of the circle are considered caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children change roles.
card number 29
Outdoor game "Entertainers"
Target: Develop children's creative abilities, spatial orientation, attention.
Progress: Using a counting rhyme, an entertainer is selected and stands in the center of the circle formed by the children. Holding hands, children walk in a circle to the right, then to the left and say:
In an even circle one after another
We are going step by step.
Stay where you are! Together together
Let's do it like this!
The children stop, lower their hands, and the entertainer shows some kind of movement. Everyone must repeat it. The one who best repeats the movement becomes the new entertainer.
card number 30
Outdoor game "In places"
Target: Develop the ability to throw and catch the ball, be dexterous, attentive, and develop an eye.
Progress: The players form a circle. In front of each child there is an object (a cube, a bag, a pin). At the signal, everyone scatters around the hall (area) in different directions, and the teacher removes one object. At the signal "Get to your places!" All players must quickly stand in a circle and take a place near some object. The one who is left without a place is considered a loser.
card number 31
Outdoor game "Pass the ball"
Target: Practice performing tasks with a ball.
Progress: The players line up in 3-4 columns. The distance between children in the column is one step. The first player in line receives the ball ( large diameter). At the teacher’s signal, the first players pass the ball with both hands back between their legs and run to the end of their column. The next players pass the balls back and run to the end of their column and so on. When the first player is again in front of the column, he raises the ball high above his head. Repeat 2-3 times. The teacher marks the winning team.
card number 32
Outdoor game "Sly Fox"
Target: To develop endurance and observation skills in children. Practice running quickly with dodging, lining up in a circle, and catching.
Progress: The players stand in a circle at a distance of one step from each other. The teacher invites the players to close their eyes, walks around the circle behind the children and touches one of the players, who becomes a sly fox. Then the teacher invites the players to open their eyes and carefully look to see which of them is the sly fox, and whether she will give herself away in some way. The players ask in chorus 3 times, first quietly, and then louder, “Sly fox, where are you?” At the same time, everyone looks at each other. The sly fox quickly goes to the middle of the circle, raises his hand up, and says “I’m here.” All the players scatter around the site, and the fox catches them. The caught fox takes him home to his hole.
Rules: The fox begins to catch the children only after the players ask in chorus 3 times and the fox says: “I’m here!”
If the fox gave himself away earlier, the teacher appoints a new fox.
A player who runs out of bounds of the court is considered caught.

Options: 2 foxes are selected. The fox can be chosen by lot.
card number 33
Outdoor game "Tag"
Target: Practice running quickly with dodging, lining up in a circle, and catching.
Progress: All the players run freely around the site, the driver - the tag - tries to tarnish someone. A player who is stained becomes a tag; if the tag cannot catch someone for a long time, then the teacher appoints another driver. If the group is large, then you can appoint two drivers.
card number 34
Outdoor game "Stop!"
Target: Practice walking and perform tasks when given a signal, repeat the game balance exercises.
Progress: The players stand in one line or randomly close to each other. On the opposite side of the hall, the driver stands with his back to the players. He says loudly: “Walk quickly, don’t yawn, stop!” For each word, the players move forward in steps (rhythmically, in accordance with the spoken text). At the last word, the children stop, and the driver quickly looks around. The one who did not have time to stop takes a step back. The driver turns away and says the text again, and the children continue to move. The player who manages to cross the finish line before the driver says the word “Stop!” becomes the driver.
card number 35
Outdoor game "Jumping sparrows"
Target: Practice jumping over cords.
Progress: The teacher lays out a circle of rope on the floor (or draws it on the ground) (sandbags or cubes can also be guides). The driver is chosen - a kite (or a cat). He stands in the middle of the circle. The rest of the children are sparrows, they stand outside the circle. The little sparrows jump in and out of the circle. The kite (or cat) runs in a circle and does not allow the sparrows to stay there for a long time. The sparrow, which the driver touched, stops, raises his hand, but does not leave the game. The teacher marks those whom the kite (or cat) has never caught. The game is repeated after a short break.
card number 36
Outdoor game "Frogs and Heron"
Target: To develop dexterity and speed in children. Learn to jump back and forth over an object.
Progress: The boundaries of the swamp (rectangle, square or circle) where the frogs live are marked with cubes (20 cm on a side), between which ropes are stretched. There are sandbags at the ends of the ropes. At a distance is a heron's nest. Frogs jump and frolic in the swamp. The heron (leader) stands in his nest. At the teacher’s signal, she, raising her legs high, heads to the swamp, steps over the rope and catches frogs. The frogs escape from the heron - they jump out of the swamp. The heron takes the caught frogs to her house. (They stay there until they choose a new heron.) If all the frogs manage to jump out of the swamp and the heron does not catch anyone, she returns to her house alone. After 2-3 games, a new heron is selected.
Directions: Ropes are placed on the cubes so that they can easily fall if they are touched while jumping. The fallen rope is put back in place. The players (frogs) should be evenly distributed over the entire area of ​​the swamp. There may be 2 herons in the game.
card number 37
Outdoor game "Hunters and Falcons"
Target: Practice running fast, develop reaction speed.
Progress: On one side of the hall (platform) there are falcons. There are two hunters standing in the middle of the hall. At the teacher’s signal “Falcons, fly!” children run across to the other side of the hall, and hunters try to catch (spot) them before they cross the conventional line. When the game is repeated, other drivers are selected, but not from among those caught.
card number 38
Outdoor game "Passing the ball in a line (or in a circle)"
Target: Develop speed and accuracy of movements when passing the ball.
Progress: The players line up in 3-4 lines. The first player in each line has a ball (large diameter) in his hands. At the teacher’s signal, the children begin to pass the ball to each other in a line. As soon as the last player in the line receives the ball, he raises it above his head and all players must turn in a circle and pass the ball in the opposite direction. The first in the line receives the ball, all children turn again and take their original position. The teacher announces the winning team.
card number 39
Outdoor game "Day and Night"
Target: To develop dexterity and speed in children.
Progress: The players are divided into two teams – “Day” and “Night”. A line is drawn in the middle of the hall (area) (or a cord is placed). At a distance of two steps from the line, the teams stand with their backs to each other. The teacher says: “Get ready!”, then gives one of the teams a signal to run, for example, says: “Day.” Children run away beyond the conventional line, and the players of the second team quickly turn around and catch up with their opponents, trying to mark them before they cross the conventional line. The team that manages to stain the most players on the opposing team wins.
card number 40
Outdoor game "Two Frosts"
Target: Practice running in all directions, develop reaction speed, and the ability to act according to the rules.
Progress: On opposite sides of the site, lines indicate two houses. The players are located in one of the houses. Two drivers (Frost - red nose and Frost - blue nose) go to the middle of the site, face the children and say:
We are two young brothers,
Two frosts are removed,
I am Frost - red nose,
I am Frost - blue nose,
Which one of you will decide
Hit the road - set off on the path?
All players answer in chorus:
We are not afraid of threats
And we are not afraid of frost.
After this, the children run to another house, and the frosts try to freeze them (touch them with their hands). The frozen ones remain in the place where the frost overtook them and stand there until the end of the run. Frosts are counting how many guys they managed to freeze. After two dashes, other Morozovs are chosen.
card number 41
Outdoor game "Spider and flies"
Target: Continue to practice running in different directions and the ability to maintain balance. Develop endurance.
Progress: In one corner of the hall there is a circle (or cord) marking the web where the leader, the spider, lives. The rest of the children are flies. At the teacher’s signal, all the flies scatter around the hall, “fly”, and buzz. The spider is in the web. At the signal "Spider!" the flies stop in the place where the team found them. The spider comes out and looks carefully. The spider takes the one who moves into its web. After two repetitions, the number of flies caught is counted. The game resumes with another driver.
card number 42
Outdoor game "Keys"
Target:
Progress: The players stand in circles drawn in any order (or laid out from short cords) at a distance of 2 m from one another. The driver is selected. He approaches one of the players and asks: “Where are the keys?” He answers: “Go to ... (names one of the children), knock!” At this time, other children try to change places. The driver must quickly take a free circle during the dash. If the driver cannot occupy a circle for a long time, he shouts: “I found the keys!” Then all the players change places, the one left without a place becomes the driver.
card number 43
Outdoor game "Carousel"
Target: To develop in children the rhythm of movements and the ability to coordinate them with words. Practice running, walking in a circle and forming a circle.
Progress: The players form a circle. The teacher gives the children a cord, the ends of which are tied. Children holding right hand by the cord, turn to the left and say the poem: “Barely, barely, barely, barely, the carousel started spinning. And then around, around, everyone ran, ran, ran.” In accordance with the text of the poem, the children walk in a circle, first slowly, then faster, then run. While running, the teacher says: “It’s okay.” Children run in a circle 2 times, the teacher changes the direction of movement, saying: “Turn.” The players turn in a circle, quickly grabbing the cord with their left hand and run in the other direction. Then the teacher continues with the children: “Hush, hush, don’t write it off, stop the carousel. One, two, one, two, that’s the end of the game!” The movements of the carousel are becoming slower and slower. At the words “The game is over,” the children lower the cord to the ground and disperse.
Rules: You can only take a seat on the carousel by calling. Those who do not manage to take a place before the third bell do not take part in the skating. You must make movements according to the text, observing the rhythm.
Options: Everyone must take their place. Place the cord on the floor, running in a circle behind it.
card number 44
Outdoor game "Blind Man's Bluff"
Target: Improving orientation in space.
Progress: The teacher appoints the driver as the counting rhyme - blind man's buff. He stands in the middle of the platform, bounded by cords. He is blindfolded and asked to turn around several times. All the children run away, and the blind man's buff tries to catch someone.
Rules: Do not go beyond the designated border; running away from blind man's buff, you can squat; To prevent the blind man's buff from leaving the site, he is warned with the word "fire".
When the children spin the blind man’s buff in the place of the leader, they say the sentence together:
- Cat, cat, what are you standing on?
- On the porch (on the kettle).
-What are you drinking?
- Kvass!
- Catch mice, not us.
Here is another sentence option:
- Where are you standing?
- On Bridge.
- What are you drinking?
- Kvass.
- Look for us for three years!
card number 45
Outdoor game "Passed - sit down (ball relay)"
Target: Develop speed and accuracy of movements when passing the ball.
Progress: The game is played in the hall or on the court. It requires 2-3 volleyballs. The players are divided into 2-3 equal teams, which line up behind the line in a column one at a time. The captain stands 6-8 meters ahead of each team with the ball in his hands. At the signal, the captain passes the ball to the first player of his team. He, having caught the ball, returns it to the captain and crouches. The captain throws the ball to the second player, etc. Having received the ball from the last player, the captain raises it up, and the whole team quickly stands up. The team that completes the task first and whose captain raises the ball wins. The player who dropped the ball must recover it, return to his place and continue passing. Also, players should not miss their turn.
card number 46
Outdoor game "Polar bears"
Target: Develop speed, agility, endurance.
Progress: At the edge of the area, which represents the sea, a small place is outlined - an ice floe. There is a driver standing on it - " polar bear"The rest of the cubs will be randomly placed throughout the site.
The “bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught one “bear cub”, he takes it to the ice floe, then catches another. After this, the two caught “bear cubs” join hands and begin to catch the rest of the players. At this time, the “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 rest of the “cubs”. The game continues until all the cubs are caught.
The last player caught wins and becomes the “polar bear”.
Rules: A caught “bear cub” cannot slip out from under the hands of the couple surrounding it until the “bear” hits it. When catching, it is forbidden to grab players by their clothes, and those running away are prohibited from running outside the boundaries of the area.
card number 47
Outdoor game "Frogs in the swamp"
Target: Practice jumping on two legs while moving forward, developing strength, agility, and speed of reaction.
Progress: On one side of the hall (behind the line) there is a leader - a crane. In the middle of the hall there is a swamp (a circle made of cord). Children sit around - frogs and say:
Here from a hatched rotten place
Frogs splashed into the water.
Kwa-ke-ke, kwa-ke-ke,
It will rain on the river.
With the end of the words, the frogs jump into the swamp. The crane catches frogs that did not have time to jump. The caught frog goes to the crane's nest. When the crane catches several frogs, another crane is chosen from among those who have never been caught.
card number 48
Outdoor game "Ball against the wall"
Target: To develop children's attention and dexterity. Practice catching the ball with both hands.
Progress: Children stand in 3-4 columns in front of the wall (shield). The player standing first in the column has a ball of small diameter. The player throws the ball against the wall, then goes to the end of his column. The second player must catch the ball after bouncing on the floor and throw it against the wall, etc. The team that completes the task quickly and without losing the ball wins.
card number 49
Outdoor game "We are funny guys"
Target: Exercise children in running. Strengthen the ability to act on a signal.
Progress: Children stand behind the line on one side of the playground (hall). There are two drivers in the center of the site. The children say in chorus:
We are funny guys.
We love to run and jump.
Well, try to catch up with us!
One - two - three - catch it!
After the word "Catch!" the children run to the other side of the playground, and the drivers catch up with them. The one whom the driver has insulted moves aside. Once the children cross the finish line, the number of losers is counted. The game is repeated with other drivers.
card number 50
Outdoor game "Hunters and ducks"
Target:
Progress: Children are divided into two equal teams - hunters and ducks. The ducks stand in the middle of a large circle. Hunters throw a ball (large diameter), trying to hit the ducks with it. The duck touched by the ball is out of the game. When the majority (about a third) of the ducks have been fattened, the teams change roles.
card number 51
Outdoor game "Quiet - loud"
Target: Develop observation, attention, the ability to listen to a signal and act in accordance with it.
Progress: Using a counting rhyme, the driver is selected, he stands in the center of the circle and closes his eyes. The teacher gives one of the players some object that can be hidden (lace, ribbon). All children except the driver know who has the item. When the driver approaches this child, the children begin to clap their hands loudly; when he moves away, the clapping becomes quieter. The game continues until the driver finds the item. If he fails to do this for a long time, then another driver is chosen.
card number 52
Outdoor game "Wolf in the Moat"
Target: Exercise children in running and jumping. Strengthen the ability to act on a signal.
Progress: In the middle of the hall (site) two parallel lines are drawn (or ropes are placed) at a distance of 80-90 cm from one another - this is a moat. On one side of the site beyond the line there is a goat house. They choose a leader - a wolf. All goats are located in the house (beyond the line). The wolf stands in the ditch. At the teacher’s signal: “The wolf is in the ditch!” the goats run to the opposite side of the hall, jumping over the ditch, and the wolf tries to catch them (touch them with his hand). The wolf takes the caught goats aside. The signal sounds again. After two runs, all the caught goats return to their home, and a new leader is selected.
card number 53
Outdoor game "Who gets to the ball faster"
Target: Train children to run at speed.
Progress: Children stand in two lines. Task: run to an object as quickly as possible, pick it up and lift it above your head (distance 10m). At the teacher’s command “March!” The exercise is performed by the first rank. The teacher marks the first three participants. Then the second group completes the task, the teacher notes the winners.
card number 54
Outdoor game "Kick pass"
Target: Develop dexterity in ball games.
Progress: The players stand in circles of 3-4 people. There is a driver in the center of each circle, with a large diameter ball in front of him. The driver rolls the ball to the players with his foot (foot pass); Each child, having received the ball, holds it for a few seconds, taking it with his foot, and sends it back to the driver.
card number 55
Outdoor game "Burners"
Target: Practice running at speed.
Progress: The players line up in two columns, holding hands in pairs. Ahead is the driver. The guys say in unison:
Burn, burn clearly
So that it doesn't go out.
Look at the sky:
Birds are flying
The bells are ringing!
One - two - three - run!
After the word "Run!" the children standing in the last pair lower their hands and run to the beginning of the column: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he has time to join hands with his partner again. If the driver manages to do this, he joins hands with the caught one and they stand in front of the column. The one left without a partner becomes the driver. To increase physical activity, you can divide children into two teams.
card number 56
Outdoor game "Passing the ball in a column"
Target: To develop children's dexterity and speed in playing with the ball.
Progress: Children are lined up in 3-4 columns; the distance between players is one step. The first person in the column has a ball (large diameter). At the teacher’s signal, the children begin to pass the ball back with both hands above their heads (with their feet shoulder-width apart). The last player in the column receives the ball, runs to the beginning of the column and also passes the ball. The task is completed until the first player in the column is the one who stood first before the start of the game. The team that completes the task quickly and without losses wins.
card number 57
Game exercises with football elements
Target: To develop speed while running, agility, coordination of movements, the ability to navigate in space, to cultivate in children a sense of teamwork and mutual assistance.
"Ball against the wall." The players are located in front of the wall (fence) at a distance of 3m from it. Each child has a ball, which he hits against the wall at an arbitrary pace, alternately with his right and left foot.
"Smart guys." The players are located in pairs throughout the court. Each pair has one ball. The distance between children is 2m. Task: send the ball to your partner with your right and left feet alternately.
"Circle exactly." Various objects (cubes, medicine balls) are placed throughout the site. The child circles the ball around objects with his right and left foot, without letting it go far from himself.
"Goal into the goal." Using several cubes, gates are indicated. Players take turns going to the starting line (distance from the goal 5m) and try to kick the ball into the goal with a precise movement of their foot (right or left).
"Knock down the object." At a distance of 4 m from the starting line, pins are placed on the same line. Task: after a short run-up, hit the ball to knock down an object.
"Accurate pass." The players are divided into pairs. Each pair has one ball. Children move from one side of the court to the other, hitting the ball to each other with their right and left feet alternately.
"Quick pass." The players stand in a semicircle (small group, distance between players is 2m), in front of them is the driver with the ball. He kicks the ball to the first player with a quick and precise movement, and he returns the ball with the same movement, etc. Then the driver changes places with the first player on the team. The exercise is repeated with another driver.
"Nimble and fast." The players in a line run the ball to the other side of the court, lightly kicking it with either their right or left foot so that it does not roll far.
"Pass in a circle." The players stand in a circle (a small group of children) and, while rolling, hit the ball, send it to each other with a slight but precise movement of the right or left foot.
"Pass in a circle." The players stand in a circle, with a teacher with a ball in the center. He sends the ball to the children one by one. Having received the ball, the child stops it and sends it back to the teacher with the same movement.
"Pass in the three." Children become threes at a distance of 2m from each other. One player has the ball. The players pass the ball to the right in a circle with one foot, then to the left, and so on several times.
"Hit the gate." Children dribble the ball from one side of the court to the other to the marked line (distance 10m) and, not reaching 2m from the goal, try to score the ball into the goal.
card number 58
Game exercises with badminton elements
Target: Develop agility, speed, coordination of movements.
"don't drop it." The players stand in a circle (semicircle) or line. The legs are slightly apart, each child has a shuttlecock in his hands. Assignment: throw the shuttlecock up with one hand and catch it in the air.
"Throw it - catch it." Tossing a shuttlecock with one hand and catching it with the other, standing still and in motion (over a short distance).
"Shuttlecock towards you." Children stand in two lines; the distance between the ranks is 2 m, at a distance of arms outstretched to the side from each other. Every child has a shuttlecock. At the teacher’s signal, each child throws the shuttlecock to the child standing opposite. The main thing is that the shuttlecocks do not fall or collide when being thrown.
"Throw it into the ring." The players stand in a column one at a time (a group of 4-6 children) in front of the basketball hoop (height from the floor 2 m). Every child has a shuttlecock. At the teacher’s signal, the first child in the column approaches the ring and throws the shuttlecock from the bottom up with his right (left) hand, trying to get into the ring.
"Repel the shuttlecock." Children stand in two semicircles at a distance of one step from each other. Every child has a racket. The driver is selected; he stands in front of the players and throws the shuttlecock to them one by one, and they return it. After some time, another driver is selected.
"Hit the shuttlecock." Children stand in a circle (semicircle). Each player has a racket and a shuttlecock. Children throw the shuttlecock with a racket, trying to hit as many times as possible and not let the shuttlecock fall to the ground.
"Pass on - don't drop it." The players stand in a line. Each child has a shuttlecock and a racket. At the teacher’s command, children throw the shuttlecock with a racket, moving forward at a step. The pace is arbitrary.
"Shuttlecock over the net." In the middle of the site (hall) at a height of 120 cm from the floor, a net (or cord) is stretched. Two teams of 5-6 people play. Players stand on both sides of the net. Children from one team serve the shuttlecock (3-4 times), and the guys from the second team hit the shuttlecock to the opposite side through the net. Then the teams change roles.
card number 59
Outdoor game "Don't touch me"
Target: Exercise children in walking and running like a snake, enrich motor experience, develop coordination of movements, orientation in space.
Progress: 6-7 pins are placed in parallel in two rows at a distance of 40-45 cm from each other from the starting line after 2 m. All players line up in two columns. At the signal, children run after each other in a “snake” between the pins, running around them on one side and the other, returning to the starting line. The team that doesn't hit a single pin wins.
card number 60
Outdoor game "Third wheel"
Target: Learn to follow the rules of the game, develop agility and running speed.
Progress: The players stand in pairs in a circle facing the center so that one of the pair is in front and the other is behind him. The distance between pairs is 1-2 m. Two drivers take a place behind the circle: one runs away, the other catches him. Fleeing from pursuit, the runner can stand in front of any pair. Then the person standing behind turns out to be the “third wheel” and must run away from the second driver. If the one catching up touches the one running away, then they change roles. No one should stop the player from running away from the pursuer.
Options: 1. The “third wheel” standing behind in a pair should not run away, but catch up with the second driver.
2. Players stand in pairs facing each other and hold hands. The runner can stand between the hands of any pair. Whoever his back is to is the “third wheel” and must run away.
3. The players walk in a circle in pairs, holding each other’s hands, and their free hands on their belts. A person escaping from pursuit can take someone's arm at any time. Then, the one standing on the other side becomes the one running away. The same game can be played with music.
card number 61
Outdoor game "Whoever is named, catches it"
Target: Develop attention, dexterity, and speed of reaction to a signal.
Progress: Children walk or run around the playground. An adult holds a ball in his hands. He calls the name of one of the children and throws the ball up. The person named must catch the ball and throw it up again, calling the name of one of the children. The ball should not be thrown too high and in the direction of the child whose name is called.
card number 62
Outdoor game "Gawker"
Target: Develop attention, coordination of movements, dexterity, tracing the function of the eye.
Progress: Children stand in a circle at a distance of one step from each other. One of the players has a ball in his hands. At the teacher’s command, the child begins to throw the ball, calling by name the person to whom he throws the ball. The ball must be caught. Whoever dropped the ball stands in the center of the circle and performs any exercise with the ball.
Rules: The ball is thrown through the center of the circle. If a player drops the ball while performing an exercise, he is given an additional task.
card number 63
Outdoor game "Stop!"
Target: Develop auditory attention, spatial orientation, hand-eye coordination.
Progress: The players stand in a circle. The driver goes into the middle of the circle with a small ball. He throws the ball up (or hits it hard on the ground) and says someone's name. The child who was named runs after the ball, the rest scatter in different directions. As soon as the named child picks up the ball, he shouts: “Stop!” All players must stop and stand motionless where the team found them. The driver tries to hit someone with the ball. The one at whom the ball is thrown can dodge, crouch, and jump without leaving his spot. If the driver misses, he runs after the ball again, and everyone runs away. Taking the ball, the driver shouts again: “Stop!” - and tries to make one of the players look bad. The salted one becomes the new driver, the game continues.
Rules: The one at whom the ball is thrown must dodge, crouch, jump, without leaving his place.
card number 64
Outdoor game "Mice and houses"
Target: Strengthen the ability to quickly change direction of movement and act on a signal.
Progress: Using a counting rhyme, the driver is selected. The rest of the children stand in rings or circles drawn on the floor and take places in them - “Mice in houses.” The driver comes up to some house and says: “Mouse, mouse, sell the house!” She refuses. Then the driver goes to the other “mouse”. At this time, the “mouse”, who refused to sell the house, calls one of the players and changes places with him. The driver strives to take the place of one of those running across. If he succeeds, then the one left without a place becomes a driver. If he fails, he goes from house to house asking them to sell the house. If the driver says: “The cat is coming!”, then everyone should change places, and the driver tries to take someone’s house.
card number 65
Outdoor game "Four Elements"
Target: Develop attention, observation, ability to quickly make decisions, expand vocabulary.
Progress: The players stand in a circle. Explain to children that there are 4 elements: water, earth, air, fire. For example, fish, frogs, crayfish live in water, people, animals, insects, etc. live on land, but no one lives in fire. If the driver throws the ball and says: “Water”, “Earth” or “Air”, then the player to whom the ball was thrown must catch it, name the person who lives in this element, and throw the ball back to the driver. If the driver says: “Fire!”, then you cannot catch the ball. For an incorrect answer or catching the ball to the word "fire", the player is eliminated from the game. They play until the last remaining participant.
card number 66
Outdoor game "Stander"
Target: Development of motor and communication abilities, dexterity, speed of reactions and coordination of movements, imaginative thinking.
Progress: Before the game starts, a driver is selected using a counting rhyme. All participants in the game stand in a circle, and the driver stands in the center of the circle. He throws the ball high and shouts loudly “Stander - Olya!”, calling the name of any of the children. Now the one whose name was called becomes the driver. He tries to catch the ball as quickly as possible. And all the other children run away, trying to be as far as possible from the new driver. As soon as you manage to catch the ball, the driver shouts “Stander-stop!” After this, everyone must stop in place and turn to face the driver. The driver chooses any of the children and calls his name: “I’ll end up in Kolya!” After this, Kolya should fold his hands in a ring in front of him. The driver must hit the ball into this “basketball” hoop. To make it easier to get into the ring, the driver has the right to come closer. To do this, he announces in advance, without starting the movement, how many and what steps he wants to take. The steps are as follows: “Simple” - an ordinary step
"Giant" - a big step. “Liliputian” - the step is taken the length of the foot, that is, the heel of the other is placed against the toe of one foot. "Umbrellas" - a jump with a turn. "Frog" - jump from a squatting position. For example, it might sound like this: “Before Kolya there are four Lilliputian, two giant and three umbrellas!” After this, the driver begins to move towards Kolya. There are also rules here. Firstly, you need to move along the shortest straight line, and, secondly, you need to complete all the steps mentioned and only them. Approaching Kolya, the driver throws the ball, trying to get into the ring from his hands. If you hit, then Kolya will become the new “throw-in” driver; if you don’t hit, then he will drive himself.
card number 67
Outdoor game "Defense of fortifications"
Target: The game helps improve the skills of throwing, catching, passing the ball, and in the case of playing with feet - stopping, passing, hitting inside feet and instep, develops courage, quick orientation and tactical thinking.
A small circle is drawn in the center of the hall and big circle diameter (2 and 4 m, respectively). The players are located outside it. In the center of the small circle, a “strengthening” is installed - three clubs (pins). A “defender” is selected and stands next to the fortification.
At the signal, they try to hit the “fortification” with the ball. The “defender” prevents this by hitting and catching balls. The player who knocks down three clubs (pins) at once or the third (last) changes places with the “defender”.
Rules: 1. Throw (kick) - without going beyond the line of the circle, otherwise the throw does not count. 2. The "defender" has no right to step outside the line of the small circle, hold with his hands
“strengthening” or installing knocked down clubs again.
Option: Playing with feet.
Directions: 1. The diameters of the circles should be adjusted in accordance with the capabilities of the players. 2. It is necessary to stimulate collective action in every possible way, giving preference to passing the ball, as a result of the combination of which the “defender” became confused and the “fortification” turned out to be defenseless.
card number 68
Outdoor game "Horses and runners"
Target: Practice running, jumping on one leg, develop agility and spatial orientation.
Progress: A playing area of ​​3x3 or 5x5 m is outlined. Children are divided into two teams: horses and runners. On one side of the site is the horse house. Runners run around the playing area within its boundaries. The horses send one of their team to the field (to the site). The horse catches runners by jumping on one leg. The physical education teacher calls the horse: “Home!” He returns, and the next player in line jumps into the field instead. And so the horses change all the time. The caught runners are captured by the horses. The game ends when all players in the field are overfished. Then the teams change roles. The game repeats itself.
card number 69
Outdoor game "Colors"
Target: Practice the ability to run fast, be agile, and follow the rules of the game.
Progress: Among the participants, one leading seller and one buyer-monk are chosen, the rest of the children become painters. Paint participants sit in a circle or in a gazebo, sometimes children stand in a line. The seller quietly (in his ear) tells everyone what color of paint corresponds to him. Children remember their color. The buyer monk should not know the colors of the paints. A monk comes to a paint store and addresses the seller: “I’m a monk in blue pants, I’ve come for paint.”
- For what? The monk names the color of the paint (for example, blue). If there is no such paint, then the seller answers: - There is no such paint! Jump along the blue path, on one leg, you will find boots, wear them, and bring them back! The tasks for a monk can be different: gallop on one leg, walk like a duck, squat, or something else. If the named paint is present in the store, then the seller answers the monk: - There is such a thing!
- What is the price?
- Five rubles (The monk loudly slaps the seller’s palm five times). At the last clap, the named “paint” jumps up from his place and runs around the gazebo or line of other children. The monk tries to catch up with her. If he catches up with the paint, then he himself becomes the paint, and the caught paint participant becomes a buyer-monk and the game continues. If the monk was unable to catch the paint, then the game starts over.
Variant of the game "Paints" with a player - "devil": The devil also comes to the store to buy paints and has the following dialogue with the seller:
- Knock Knock!
- Who's there?
- I am a devil with horns, with hot pies, a bump on my forehead, and a mouse in my pocket!
- Why did you come?
- For paint!
- For what?
After the paint was named and it was present in the store, the devil paid the seller by clapping his palm. With the last blow, the paint jumps up and runs away, and the devil at this moment must quickly utter some agreed upon words.
- Thanks buddy, have the pie!
As soon as the devil said the last word, the paint stops. The devil must estimate the distance to the runaway paint in steps.
The steps could be:
normal steps
giant steps,
Lilliputian steps,
brick steps (heel to toe).
The devil is told what steps he should take towards the paint. If you walk and touch the paint, then the devil himself becomes paint.
card number 70
Outdoor game "Birds and Cages"
Target: Increasing motivation for gaming activities, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.
Progress: Children are divided into two groups. One forms a circle in the center of the playground (children walk in a circle holding hands) - this is a cage. Another subgroup is birds. The teacher says: “Open the cage!” Children forming a cage raise their hands. The birds fly into the cage (in a circle) and immediately fly out of it. The teacher says: “Close the cage!” the children give up. Birds remaining in the cage are considered caught. They stand in a circle. The square increases and the game continues until there are 1-3 birds left. Then the children change roles.
card number 71
Outdoor game "North and south wind"
Target: Develop endurance and attention; improve your running ability.
Progress: Choose two drivers. One person is tied with a blue ribbon on his hand - this is the north wind, the other - a red one - this is the south wind. The rest of the children are running around the playground. The north wind tries to freeze as many children as possible and touch them with its hand. Frozen people take some kind of pose (arms to the sides, up, on the waist, standing on one leg, etc.). South wind seeks to unfreeze children, also touching his hand and exclaiming: “Free!” After 2-3 minutes, new drivers are appointed, and the game is repeated.
card number 72
Outdoor game "Traps on one leg"
Target: Develop coordination, learn to navigate in space.
Progress: Choose a trap. At the teacher’s signal: “One, two, three! Catch!” children run around the playground. Traps catch them by touching them with your hand. Those caught move aside. The game is repeated 3-4 times. You cannot catch someone who managed to stand on one leg in time and clasp his knee with his hands. When 3-4 children are caught, a new trap is selected.
card number 73
Outdoor game "Traps in pairs"
Target: Practice running, the ability to navigate in space, develop agility and speed.
Progress: They choose a driver. At the teacher's signal, the children run away. The driver catches by touching the runner with his hand. The caught person is paired with the driver. They join hands and catch other children. Those caught also form a pair and participate in fishing. The game ends when all the children are caught. The last child caught becomes the driver.
card number 74
Outdoor game "Hares in the garden"
Target: Practice climbing and jumping over objects. Develop strength, agility, coordination.
Progress: 2-3 gymnastic benches are placed across the site. This is a fence. On one side of the fence there is a clearing where hares (children) frolic, on the other side there is a vegetable garden where cabbage grows. After frolicking in the clearing, the hares climb over the fence (or creep up) and feast on cabbage. When all the hares are in the garden, the teacher says: “The watchman is coming!” The hares run into the clearing, jumping over the fence. The loser is the one who performed the jump incorrectly or was the last to leave the garden. The game is repeated 4-5 times.
card number 75
Outdoor game "Catching Monkeys"
Target: To develop initiative, observation, memory, and dexterity in children. Practice climbing and running.
Progress: Children portraying monkeys are located on one side of the site near the gymnastics wall. On the opposite side there are monkey catchers (4-6 children). They want to lure the monkeys out of the trees and catch them. The catchers agree on what movements they will make. They go to the middle of the site and show their intended movements. At this time, the monkeys quickly climb onto the wall and watch the movements of the catchers from there. Having made the movements, the catchers go to the end of the area, and the monkeys get down from the trees, approach the place where the catchers were, and imitate their movements. At the teacher’s signal, the monkey “catchers” run to the trees and climb them. Catchers catch those monkeys that did not manage to climb the tree. They take the captured monkeys home.
Directions: We must ensure that children do not jump off the wall, but go down to the last crossbar. When repeating the game, the movements of the catchers should be new.
card number 76
Outdoor game "Chase the ball!"
Target: Develop gross motor skills, visual attention, eye.
Progress: Children stand in a circle. An adult gives two children standing in different places, on the ball. Then he says: “Catch the ball!” - and the children simultaneously begin to pass them on to their comrades. If one ball catches up with the other, that is, both end up in the hands of one child, then he leaves the game for a while. The teacher gives the balls to other children and the game continues.
Rules: The ball is passed at the signal, without allowing players to pass.
card number 77
Outdoor game "Hunters and Hares"
Target: Practice the ability to throw at a moving target, climb (jump) over an obstacle, and run quickly.
Progress: On one side of the site a place for hunters is outlined. On the other side there are houses for hares. Each house contains 2-3 hares. The hunter walks around the area, pretending that he is looking for tracks of hares, and then returns to his place. On the signal: "Hares!" - they run out of their houses into the clearing and jump on two legs, moving forward. On the signal: "Hunter!" - the hares run into the houses. And the hunter throws the ball at them. A hare that is hit with a ball is considered shot. The hunter takes him to his place, he becomes the hunter's assistant. The game is repeated several times, after which a new hunter is chosen.
Directions: The hunter may have several balls in his hands; You cannot shoot hares in houses.
card number 78
Outdoor game "Flock"
Target: Improve the ability to maintain distance while moving, develop attention and reaction speed.
Progress: Children are slowly running across the playground - it's a flock of birds. The leader is ahead. He leads the flock around the area around the sandbox and slide (or other structures) along a path (in full view of the teacher). The flight lasts 0.5-1 minutes (it is not allowed to overtake the leader). The teacher hits the tambourine, the flock scatters. Everyone strives to quickly find some kind of shelter (bush, tree) or fly up onto a branch (stand on a log, boom, side of a sandbox, etc.). The last bird to hide is eliminated from the game for one repetition. A new leader is appointed, and the flock follows him in the other direction. The game is repeated 3-4 more times. At the end, the leader is noted for maintaining the required running pace and choosing the most interesting route.
card number 79
Outdoor game "Ice, wind and frost"
Target: Develop agility, endurance, and speed skills.
Progress: The players stand in pairs facing each other and clap their hands, saying:
- Cold pieces of ice,
Transparent pieces of ice,
They sparkle and ring:
"Ding, ding..."
They clap for each word: first in their own hands, then in the hands of a friend. They clap their hands and say: “Ding, ding” until they hear the signal: “Wind!” The ice children scatter in different directions and agree on who will build a circle with whom - a large piece of ice. At the signal "Frost!" everyone lines up in a circle and joins hands.
Rules: Those children who have more players in the circle win. It is necessary to negotiate quietly about who will build the ice floe with whom. Children who have reached an agreement join hands. You can change movements only with the signal “Wind!” or "Frost!" It is advisable to include different movements in the game: hopping, light or fast running, side gallop, etc.
card number 80
Outdoor game "Bumblebee"
Target: Develop attention, speed, and the ability to act on a signal.
Progress: The players sit in a circle. A ball rolls on the ground inside a circle. Those who play with their hands roll it away from themselves, trying to hit the other person (hit his feet). The one touched by the ball (stung) turns his back to the center of the circle and does not participate in the game until another child is stung. Then he enters the game, and the one who is stung again turns his back in a circle.
Rules: Roll the ball only with your hands; You cannot catch or hold the ball.
card number 81
Outdoor game "Blue, red, yellow"
Target: Learn to act on a signal, develop speed qualities.
Progress: Children take ribbons of three colors and tie them on each other's hands. Then everyone lines up along one side of the court. The teacher says: “Get ready!”, and everyone takes a high start position. The signal to start running is the name of the color of the ribbon, for example: “Yellow!” At this signal, children run only with a yellow ribbon. The rest should remain where they are. Having reached the opposite side of the playground, the children remain there. Then the teacher names another color, then a third. When repeated, children will

Forming children in a circle with the help of a teacher

a) General developmental exercises with a ball:

1. "Show me the ball." Starting position - legs apart, ball lowered. Ball forward – feet together, lower the ball (4 times).

2. "Don't lose the ball." Starting position - sitting on your knees, circle the ball around you to the left, then to the right (2-3 times).

3. "Hit the ball." Starting position - lying on your stomach. Take turns hitting the ball with your left and right hands, arms straight, 5 hits on the ball (4 times).

4. “Touch it with your foot.” Starting position - legs slightly apart, ball on the floor. Raise your leg, carefully touch the ball with it, return to the I.P. Repeat 4 times.

5. "Funny Ball" Starting position - legs slightly apart, ball lowered; 6-8 bounces, raising the ball to chest level. Repeat 2 times.

6. Balance exercises. (with a bag of salt).

Students tell the rules of the games they have already studied (check homework) and organize the game.

"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 signal from the presenter: “The day is coming, everything comes to life!” - children begin to run, jump, imitating the flight of butterflies, birds, beetles, depicting 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" go 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 prohibited from observing the same player for a long time, and the caught one is prohibited from breaking 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.

Stage 1 – “Cross the swamp”

On the straight line from the start line to the turn, three or four hoops (“islands”) are laid out in a checkerboard pattern. Participants, one at a time, must cross the swamps along the “islands”, return back and pass the baton to the next participant. All team members must go through the “swamp”.

Stage 2 – “Roll, little ring, to my porch”

Each team has one hoop. The guys should take turns rolling the hoop, pushing it forward with one hand until it turns around and back. Try not to let the hoop fall on the floor.

Stage 3 – “Grasshoppers”

Each team has one hoop. Each team member, in turn, must jump through the hoop, reach the turnaround point, run back and pass the baton to the next one.

Stage 4 – “Transport the team to the other side”

There is one hoop per team. The first participant with a hoop (holds it at the waist line) stands opposite his team at a distance of 8–10 m from it. At the teacher’s command, the participant with the hoop runs to his team, takes one team member into the hoop and returns with him to “his shore.” The first remains on the “shore”, and the second participant with the hoop runs after the next participant, takes him into the hoop and returns with him to the “shore”. He himself remains on the “shore”, and the third runs after the fourth and so on until the whole team crosses to the opposite “shore”.

Stage 5 – “Tumbleweeds”

A team has one hoop and one ball. Participants take turns moving backwards and using a hoop to dribble the ball to the cone, return back and pass the baton to the next one.

Traffic rules:

Today we will play the game “Two Frosts”. On opposite sides of the site there are two houses, children live here. There are two frosts between the houses in the middle. One Frost is a Red Nose, the other Frost is a Blue Nose. At the teacher’s signal: “Start,” both frosts say:

We are two young brothers

Two Frosts are daring

I am Frost - Red Nose

I am Frost - Blue Nose

Well, which one of you will decide?

On the way - go down the path.

All players answer:

We are not afraid of threats

And we are not afraid of Frost!

After the words “Frost,” everyone runs to the house on the opposite side, and the Frosts try to catch them.

Distribution of roles:

Frost outside the window

Make sure your nose doesn't get frostbitten

Snow glistens on the road

One, two, three for you to drive. (counting book).

Progress of the game:

Let's start the game.

“It is not the wind that rages over the sea,

Streams did not run from the mountains.

Moroz - commander of the patrol

He goes around his possessions."

Children, be smart and try not to fall into the hands of Frost.

Dosage: 3-4 times.

End of game:

Now let’s count which pair of Morozovs froze larger number playing. Everyone played well, Morozy turned out to be clever.

Outdoor game "Owl"

preparatory group

Program content:

1. Exercise children in light running with dodging, acting on a signal.

2. Develop speed, agility, and evasiveness.

3. Cultivate the desire to play together, with interest.

Game guide:

Half masks “Owl”, “bugs”, “butterflies”.

Gathering children for a game:

An owl flew to us

Clever mind.

Looks at the children -

He orders me to play.

Creating a Lead:

Oh you, Sovushka - owl,

You big head!

You were sitting on a tree

You turned your head -

Fell into the grass

Rolled into a hole!

Explanation of the rules of the game:

Let's start the game "Owl". Birds, bugs, butterflies fly while reading the poem: “In the forest...”. After the words “How it will fly,” they run away from the owl - she’s out hunting.

Distribution of roles:

Counter:

Sing along, sing along,

Five birds - a flock:

This bird is a nightingale,

This bird is a sparrow

This bird is a waxwing,

This bird is a crake,

Well, this is Sovushka,

Sleepy little head.

Progress of the game:

IN the forest is dark,

Everyone has been sleeping for a long time.

All the birds are sleeping

One owl doesn't sleep

He flies and screams.

Owl - owl,

Big head,

Sits on a bitch

Turns his head

Looks in all directions

Yes, suddenly - how it flies!

Dosage: 3-4 times.

End of the game:

So we played interesting game"Owl." We ran and jumped a lot. Well done, they listened carefully and followed the owl’s signals. Did you like the game?

Russian folk game "Corners"

preparatory group

Program content:

1. Develop children's attention and ability to move in space.


2. The ability to act in accordance with the rules of the game, to remember the words necessary in the game.

Gathering children for the game:

"The bell calls everyone

The bell sings to us

Let’s go play in the corner!”

Creating a Lead:

Parsley came to visit us guys. He says: “Hello guys. Do you know where I'm coming from now? I visited my grandmother, and she showed me a very interesting game. I liked this game and I decided to play it with you. It’s an old one. When my grandmother was little, she played this folk game called “Corners.” Let's play! This is the folk game

Get ready, kids!

And Parsley with miracles

Let's play together.

And he will explain the game to you,

And he will make everyone laugh in the game.

Game Contents Explanation:

Five people will play the game “Corners”. One of them will drive, and four will stand in the corners of the square, which is drawn on the asphalt. The driver approaches one of the participants and says: “Give me the keys, Gossip!” The one standing in the corner replies: “Go, knock over there!” While the driver has turned away and does not see, the rest of the players run from corner to corner. If the driver manages to take someone’s corner, then the player who was left without a corner takes his place.

"Be more cunning than always,

Don’t let us take the corner!”

Distribution of roles:

We will play in groups of five people: first one group, then the second group.

Progress of the game:

Let's use a counting rhyme to choose a leader:

"The bees flew into the field

They buzzed and buzzed.

The bees sat on the flowers.

We play – you drive!”

So, Misha drives with us. Everyone else stood in their corners. Misha approaches one of the players and says words. He answers him. In the meantime, Misha turns away, the children run from corner to corner. Then, during the game, the leaders change.

Dosage: 4 times.

End of game:

"The game is over,

It's time for everyone to go home

Tomorrow we will come again

We’ll play in the corners.”

Outdoor game "Burners"

preparatory group

Program content:

1. Exercise children in running when given a signal.

2. Develop attention and evasiveness.

3. Cultivate interest in the game, mutual assistance.

Gathering children for the game:

The baby squirrels came to the meadow,

Bear cubs, badgers.

On the green on the meadow

Come too, my friend.

Creating a Lead:

Children, listen to me and tell me what game we will play now:

Children stand in pairs,

The words of the song speak

The boy is standing in front

He is still “on fire” in the game.

Whom will he reach with his hand?

Then he will stand up with the burner.

Will be paired with him,

And the other one has to catch up.

What game will we play? Did you guess it?

Game Contents Explanation:

Traffic rules:

Then now we will select the “burner”, and we ourselves will stand in pairs. The “burner” will stand in front, we will say the words, and the burner will look up. At the signal, the children of the last pair will scatter in different directions, and the “burner” will catch them. But if the children manage to hold hands, the “burner” is not scary for them. If the “burner” catches one of the guys, then they stand at the beginning of the column, and the one who remains “burns.” The game continues until all the pairs have passed.

Distribution of roles:

One two three four five:

We will play burners.

Sky, stars, meadow, flowers,

And you will be the burner.

Progress of the game:

The rest of the children line up in pairs. The “burner” is two steps ahead of the steam. Children say the words in a chant:

"Burn, burn clearly,

So that it doesn't go out,

Stay at your hem

Look at the field:

Rooks are walking

Let them eat rolls,

Birds are flying.

The bells are ringing.

- “Burner” looks at the sky, and the children of the last pair let go of their hands and run along different sides of the column. When they reach the “burner”, the children shout loudly:

“One, two, don’t be a crow,

Run like fire."

- “Burner” catches up with one of the guys. If he doesn't catch it, then he "burns" a second time. And the players sing a song to him:

Ogarushek, Ogarushek!

Stand on a black pebble

You stand badly

You'll completely burn out!

If the “burner” catches one of the guys, then he stands with him in front of the column, and the one who is left without a partner “burns”.

Dosage: 4-5 times

Duration: 8-10 min.

Ending, games, summing up:

Here, we played with you,

It's like you're not tired?

What will we have to do then?

Play again or twice.

At the end of the game:

You all played well

They didn’t stand, they didn’t remain silent,

They ran fast, laughed,

We've probably played enough.

Outdoor game "The Kite and the Mother Hen"

preparatory group

Program content:

1. Exercise children in column running.

2. To develop children's intelligence, dexterity,

3. Cultivate friendly relationships in the game.

Gathering children for the game:

Barker:

Oh, doo-doo, I’ll gather all the kids

Come here all the kids

Do you want to play with me?

Guys, listen to the riddle and tell me who it is about.

It's clucking, it's clucking,

Convenes children

He gathers everyone under his wing.

That's right, it's a chicken.

Where to where? Where to where?

Come on, come on, everyone here!

Come on, come under mom's wing!

Where have you gone!

Explanation of the rules of the game:

During the game, the hen should not grab the kite with her hands; she can only block his path. The kite flies out of the nest only after the teacher says “kite”

Distribution of roles:

We choose the kite and the hen according to the counting rhyme, and the rest will be chickens.

We're going to play

A magpie flew to us

And she told you to drive.

Progress of the game:

The chickens stand behind the hen, forming a column. Everyone is holding on to each other, and the one standing in front is behind the hen. On the opposite side of the site we draw a circle - this will be the kite’s nest. At the “kite” signal, he flies out of the nest and tries to catch the last chicken in the column. The hen spreads her wings, protects her chicks, and prevents the chick from being grabbed. The kite takes the caught chick to its nest. The game resumes with a new kite and hen.

End of game:

All the guys played well and together.

Outdoor game "Pass the ball"

Preparatory group

Program content:

1. Exercise children in passing the ball, in turning the body to the right and left, in throwing at a moving target, in running with dodging, to consolidate the skill of forming in a circle.

2. Develop in children the ability to perform movements rhythmically, develop dexterity, and endurance.

3. Foster a sense of collectivism.

Gathering children for the game:

Barker:

Oh, play our tambourine.

Call all the kids

You guys don't be shy

And gather in a circle!

Creating a Lead:

Children, listen to the poem about the ball:

Here is a beautiful, ringing ball,

Where did you run off to?

You run in circles

And stop at Ole.

Now we will play the game “Pass the Ball”.

Explanation and content of the game:

The players stand in a circle at a distance of one step from each other. The teacher gives the first player a ball. When the teacher says “start,” the children begin to pass the ball to each other in one direction. At the same time, everyone playing in chorus says words (quatrains). At the end of the quatrain is the word “I”. The one who has the ball for the word “I” goes out into the middle with it and says: “One. Two, three, run." All the children run away, and everyone standing in the circle throws the ball at those running away. According to the teacher’s words, “Run quickly into a circle,” the children stand in a circle.

Distribution of roles:

“My cheerful, ringing ball,

Where did you run off to?

Red, blue, cyan,

Choose any one for yourself."

Progress of the game:

Children, stand in a circle. I say “start” pass the ball to each other in one direction and say the words:

“One, two, three: quickly take the ball!

Four five six! Here he is, here he is!

Seven, eight, nine! Throw who knows how! I!

Sasha got "I"! Go out to the middle, he says: “One, two, three - run.” Everyone run up, and you, Sasha, throw the ball. Look, Olya was hit by the ball. I say, “Hurry up and run into the circle,” the children continue to play. And Olya leaves the game for a while. Game continues.

Game over. Summarizing:

Well done. Guys, played well and had fun!

Outdoor game "The Frog and the Heron"

preparatory group

Program content:

1. Train children in standing high jumps.

2. Develop the ability to act on a signal, develop dexterity and attention.

3. Cultivate interest in the game.

Gathering children for the game:

Barker:

One two three four five.

Everyone stopped shouting

We'll quickly form a circle,

The bell will ring in your hands,

And then it will begin

Our new game.

Creating a Lead:

If you solve these riddles, you can tell me the game:

They live in a swamp

Jumping like cats

Their favorite delicacy is

Mosquitoes and midges. (Frogs)

Stands on one leg.

Don't let yourself be disturbed

A long beak, like the calm of a note,

Residence: swamp.

She loves to eat frogs.

How beautiful and slender! (Chickens).

Game Contents Explanation:

In the middle of the site, a square or rectangle with sides of 4-6 m is outlined. This is a “swamp” where “frogs” live. Pegs are driven into the corners of the square or cubes are placed so that the height of the peg or cubes above the ground is 10-15 cm.

Progress of the game:

A rope is stretched along the sides of the square; a load (a bag of sand) is attached to the end of each rope. The ends of the rope are placed on cubes or pegs. In one of the corners of the site a “heron’s nest” is outlined. The frogs live in the swamp, and the heron lives in her house. When I say “heron”, she raises her legs high, heads towards the swamp and steps over the rope to catch the frogs. And the frogs, fleeing from the heron, must jump out of the swamp, jumping over the rope in any way, pushing off with two legs, one leg, with a running start - just to escape from the heron. Stepping over the rope, the heron catches the frogs that did not have time to jump out of the swamp. The heron takes those caught to his house, they are temporarily eliminated from the game (until the heron changes). If all the frogs managed to jump out of the swamp and the heron did not catch anyone, she then returns to her house. A new heron is selected after 2-3 frogs have been caught.

Rules of the game:

1. A heron can only catch frogs in a swamp.

2. Frogs should jump over, not step over, the rope.

3. A frog that steps over the rope is considered caught.

Distribution of roles:

Children, now you yourself will choose a heron according to the counting rhyme that you know, and the rest will be frogs - they stand or jump into the swamp (one person says the counting rhyme).

End of the game, summing up:

Children, what is the name of the game we played today? Did you like her? Were you interested in playing it? I really liked the way you all played today, you were very attentive, dexterous, followed all the rules, played well and in a friendly manner. Well done!



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