Modern games for children of the entire kindergarten. Outdoor games in kindergarten. Large collection. What are the conditions for organizing and conducting outdoor games in a preschool educational institution

Take care of your hands

The players form a circle, standing one step apart. The teacher appoints one driver, who stands in the middle of the circle.

Children stretch their arms forward, palms up.

At the signal of the teacher: "Take care of your hands!" the driver tries to touch the palms of one of the players.

As soon as a child standing in a circle notices that the driver wants to touch his hands, he immediately hides them behind his back.

Those children whose palms were touched by the driver are considered losers. When 2-3 losers appear, the driver chooses another child instead of himself (but not from among the losers) and changes his place with him.

Magic word

The driver shows various movements and addresses the players with the words: "Raise your hands, stand, sit down, stand on your toes, walk in place ..." etc.

The players repeat the movements only if the driver adds the word "please". The one who is wrong is out of the game.

Hot hands

Children form a circle.

The driver stands in the center of the circle. The players standing around him raise their hands to the level of the waist and hold them with their palms up.

The driver seeks to hit someone in the palm of his hand. The players, escaping, quickly give up. The one who is offended by the leader becomes the leader.

If there are many players, there can be two or three people driving. The players may not remove their hands, but turn them with their palms down.

The game takes place more lively when the driver tries to quickly move in a circle in different directions.

Onlookers

Children form a circle and walk in a circle one after the other.

At the signal of the driver: "Stop!" stop, clap their hands four times, turn 180 ° and start moving in the opposite direction. The person who made the mistake leaves the game.

Earth, water, air

Children sit in a circle or in a row.

The presenter walks between them and, pointing at each one in turn, says the word: "Water!" The child he pointed to should name a fish or animal that lives in the water.

If the leader pronounced the word "earth", the child names the one who lives on the earth, if the word "air" is called - the one who flies.

Golden Gate

Two presenters are appointed. They stand up, holding hands, and lift them up, showing the gate. All other participants go through the gate, saying:

Golden Gate

Not always skipped.

The first time he says goodbye

The second time is prohibited,

And the third time

We will not let you pass.

The presenters put their hands down at the end of the verse. In front of whom the gate was closed, that participant stands up with the presenters, raises his hands.

The game continues until all participants turn into a gate.

Hippodrome

The horse runs, runs. (We clap our hands on the knees.)

The horse is walking on the grass. (Three palms of the hands.)

And here is the barrier (We take air in our mouth and hit on the cheeks.)

And another barrier ...

Actions change. The game is repeated several times.

Paints

Children choose a "master" and two "buyers", all the rest playing - "paints".

Each paint comes up with a color and quietly calls it to the owner. When all the paints have chosen a color, the owner invites one of the buyers.

The buyer knocks:

- Knock Knock!

- Who's there?

- Buyer.

- Why did you come?

- For paint.

- For what?

- For the blue.

If there is no blue paint, the owner says:

Walk down the blue carpet

Find blue boots

Carry it and bring it back!

If the buyer guessed the color of the paint, he takes the paint for himself.

A second customer approaches, the conversation with the owner is repeated. So the buyers take turns and sort out the paints.

The buyer who guesses the most colors wins.

When the game is repeated, he acts as the owner, and the buyers choose the players.

The buyer should not repeat the same paint color twice, otherwise he gives up his turn to the second buyer.

Ring

Children stand in a circle, and the driver is inside a circle. He holds a ring in his palms, which is imperceptibly trying to pass on to one of the guys. With the palms folded into a boat, the driver opens the palms of the children in turn. Children closely monitor the actions of the driver and their companions. And the one who got the ring does not betray himself.

At the signal of the driver: "Ring, ring, go out on the porch!" - a child with a ring runs out to the center of the circle. He becomes a driver.

If the children noticed a ring in him before the signal, then they do not let him into the circle. The game in this case is continued by the former driver.

Circle

Children form a circle, walk in a round dance and say:

Kru-kru-circle,

Play the horn

One two Three -

Tanya, turn over you!

The named girl (boy) must turn 180 °. Game continues.

Who left?

Children stand in a circle or semicircle.

The teacher invites one of the players to remember those who are nearby (5-6 people), and then leave the room or turn away and close their eyes.

One child is hiding.

The teacher says: "Guess who left?" If the child guesses, then he chooses someone instead of himself. If he is mistaken, he turns away again and closes his eyes, and the one who was hiding returns to his place. The guesser must name him.

Who has arrived?

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

Who has arrived? (Put the palms and fingers of both hands together, clap the tips of the thumbs 4 times.)

We are, we are, we are! (The tips of the thumbs are pressed together and motionless, with the tips of the other fingers they quickly and simultaneously clap 3 times.)

Mom, mom, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (They clap the tips of their index fingers.)

Daddy, daddy, is that you? (Clap with the tips of their thumbs.)

Yes Yes Yes! (We clap with the tips of our middle fingers.)

Brother, brother, is that you?

Oh, little sister, is that you? (Clapping with the tips of their thumbs.)

Yes Yes Yes! (They clap the tips of their ring fingers.)

Grandpa, is that you?

Grandma, is that you? (Clapping with the tips of their thumbs.)

Yes Yes Yes! (We clap the tips of our little fingers.)

We are all together

Yes Yes Yes! (Clap our hands.)

Lavata

Children form a circle.

Without holding hands, children move with side steps, first in one direction, and when repeating words - in the other direction, saying:

Together we dance -

Tra-ta-ta, tra-ta-ta,

Our favorite dance -

This is lavata.

The host says: "My fingers are good, but the neighbor's is better." Children take each other by the little fingers and repeat words with movements to the right and left.

Then the driver gives other tasks:

My shoulders are good, and my neighbor's is better.

My ears are good, and my neighbor's is better.

My eyes are good, but my neighbor's is better.

My cheeks are good, and my neighbor's is better.

My waist is good and my neighbor is better.

My knees are good, and my neighbor's is better.

My heels are good and my neighbor's is better.

Palms

The two players are facing each other.

The players simultaneously clap their hands, and then join their palms in front of them (right with left, left with right). Then the palms are connected crosswise - right with right, left with left. Then clap - and again palms together.

At first, the movements are done slowly, and then faster and faster until the palms are tangled. Then the game starts over.

Frog

Put your hands on the floor (table). Squeeze one palm into a fist, put the other on the plane of the table.

Simultaneously change the position of the hands. The complication of the exercise consists in acceleration.

We walked in Africa

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

We walked in Africa (Stamp our feet.)

And they collected bananas. (Depicts picking bananas.)

Suddenly a huge gorilla (We circle a large circle with our hands.)

Almost crushed me. (We knock on the chest with our right, left hand.)

I will give it to mom, I will give it to dad (We knock on the right, then on the left knee.)

And do not cheat yourself. (We knock on the chest with our right, left hand.)

Children stand in a circle or scattered.

The teacher shows the movements and pronounces the text, the children repeat the movements.

Ten, nine, (Clap their hands.)

Eight, seven, (Slapping on the knees.)

Six, five, (Clap.)

Four, three, (Spank.)

Two, one. (They clap.)

We are with the ball (They cover their eyes with the inside and then with the outside of the palm.) We want to play.

Only need

We find out: (Clap on every word.)

Who will be the ball (Stomp on every word.)

Catching up. (They squat.)

Find and be silent

Children stand in a line facing the teacher.

He invites them to turn and close their eyes, while he himself hides an object.

With the permission of the teacher, the children turn, open their eyes and begin to search for the hidden object. The finder comes up to the teacher and quietly, in his ear, says where he found it. If the child said correctly, he steps aside.

The game continues until all the children find the item.

Low - high

Children stand in a circle.

An adult says: “We have decorated the Christmas tree with different toys, and in the forest there are different Christmas trees growing: wide, low, high, thin. I will tell:

"High" - raise your hands up;

"Low" - squat and lower your arms;

"Wide" - make the circle wider;

"Thin" - make the circle narrower.

The game is more fun if the adult is trying to confuse the children.

post office

The game begins with the roll call of the driver with the players:

- Ding, ding, ding!

- Who's there?

- Where from?

- From the land of fairy tales.

- And what are they doing there?

- They wash (dance, draw, run, comb their hair, squat, smile, etc.).

The players imitate or perform the named action.

Five names

Children are divided into two teams.

Two players, a boy and a girl (representatives of two teams), stand side by side in front of two lines.

At a signal, they must go forward (first one, then another), having made five steps, and for each step, without the slightest mistake, hesitate (without breaking the rhythm), pronounce a name (boys - girls 'names, girls - boys' names). At first glance, this is a simple task; in fact, it is not so easy to complete.

Five other words can be named (animals, plants, household items, etc.). There are many names, but not everyone will be able to pick up five names and pronounce them one after the other without delay in the rhythm of a step.

The winner is the one who copes with this task or is able to name more names.

Edible - inedible

Children stand in a circle.

The driver says the word and throws the ball to the player.

If the word means food (fruits, vegetables, sweets, dairy, meat and other products), then the child to whom the ball was thrown must catch it ("eat"). If the word means an inedible object, the ball is not caught.

A child who has not coped with the task becomes the driver, names the conceived word and throws the ball to someone.

Tick ​​- tock - knock

Children are scattered.

The teacher gives a signal: "Tick!" - children make bends to the left and to the right; at the signal: "So!" - stop, and at the signal: "Knock!" - jump in place. The one who made a mistake is out of the game. Signals are repeated 5-8 times. The sequence of signals should be changed.

At the end of the game, the most attentive player should be noted.

Three, thirteen, thirty

They choose the driver. The players stand in a circle and open up to outstretched arms. The driver stands in the center of the circle. When playing the game for the first time, it is desirable that the teacher be the driver.

The teacher explains that if he says: "Three" - all the players put their hands to the sides; if he says, "Thirteen," everyone puts their hands on their belt; if he says: "Thirty" - everyone raises their hands up (you can choose any movement).

The teacher quickly names one or the other movement. The player who made the mistake sits down on the floor. When 1-2 players remain in the circle, the game ends; the winners are announced.

Free place

The players sit in a circle.

The teacher calls two children sitting next to him. They stand with their backs to each other and at the signal: "One, two, three - run!" - they run in different directions around the circle, run to their place and sit down.

The adult and all the players note which of the guys was the first to take the free seat.

Then the teacher calls the other two children, the game is repeated.

Sit, sit, Yasha

Children form a circle.

In the center of the circle is a blindfolded child. The rest of the players, holding hands, walk in a circle and say:

Sit, sit, Yasha,

Under a walnut bush.

Gnaw, gnaw, Yasha,

Roasted nuts

Gifts for the dear.

Children stop and clap their hands:

Chock, chock, piglet,

Get up, little man Yasha.

The child driver gets up and slowly spins around inside the circle.

Where is your bride

What is she wearing

What is her name

And where will they bring it from?

With the last words "Yasha" goes to the children, chooses any child, feels him and tries to guess who he found, describe his clothes and call them by name.

Guess what you did

Children stand in a circle or scattered. The teacher chooses one child who moves 8-10 steps away from all the players and turns his back to them. He must guess what the players are doing.

Children agree on what action they will portray. According to the teacher: "It's time!" the driver turns, approaches the players and says:

Hello children!

Where have you been?

What have you seen?

Children answer:

What we saw - we will not say

And what we did - we will show.

If the driver guesses, he chooses another child instead of himself. If he answers incorrectly, the game is repeated with the same driver.

Claps

Children move freely around the hall (playground).

On one clap of the driver, they must jump, on two claps - to sit down, on three claps - to stand up with their hands raised up (or any other options for movements).

All children represent some kind of action, for example, playing the accordion, riding horses, etc. The driver guesses the action being depicted. If the driver has not guessed, then he loses. The children tell him what they were doing and come up with a new action. The driver guesses again.

Then another driver is selected, the game is repeated.

Neat

Children stand in a circle or scattered.

Mill

Age: 5 - 7 years old.

Purpose of the game: to develop in children the accuracy and speed of movements.

Necessary equipment: rubber ball.

Game progress... The participants of the game (it can be played by the whole group) stand in a circle facing its middle. At the instructor's command, the players begin to pass the ball from hand to hand to each other, trying not to miss it. Gradually, the speed of passing the ball should increase. Each player tries not to drop the ball. If this does happen, the player is eliminated. The game continues until there is one, the most agile.

Fishing

Age: 6 - 8 years old.

Purpose of the game: develop dexterity in children, the ability to work in a team. The game contributes to the development of coordination of movements.

Game progress... It is best to play on the court. An arbitrary number of players take part in the game. Among those who play with the help of a counting-rhyme they choose a "fisherman", the rest play the role of "fish". The game begins. "Rybak" runs after "fish". Having caught up with one of them, the "fisherman" takes her by the hand, and the next "fish" they catch together, without disengaging their hands. With each new caught "fish" more and more players join the "fisherman", forming a whole "fishing net". The game ends when the last "fish" is caught in the net by the "fisherman".

Note... Each time there are more and more assistants to the "fisherman", but this does not simplify the task, as it might seem at first glance: it is much easier for one person to catch up than a whole group of players, and even holding hands. This is why the players who make up the "chain" must coordinate their movements: only then they have a chance to catch more "fish".

If the "network" has already reached large sizes, then there is a chance that several "fish" will fall into it at once. In this case, they all begin to help the “fisherman”.

Wattle

Age: 5 - 6 years old.

Purpose of the game: to develop children's quickness and dexterity. The game contributes to the development of good coordination of movements.

Game progress... The game involves two teams of 6-10 people. On the playing field, you need to draw two lines at a distance of 4-5 steps from each other, teams line up on them, one opposite the other. The players of both teams do not line up as usual, but "weave the fence". This is done simply: children stand in a line shoulder to shoulder. Each player stretches his arms out to the sides to his "neighbors", but not to the nearest, but to those standing through one. Neighboring players also stretch out their hands not to those next to them, but to those following them.

The game begins. The presenter (educator, music director) plays funny music, to which both teams first take two steps towards each other, then two steps back, after which they disengage their hands and begin to jump, run and dance to the music. Then the presenter suddenly interrupts the melody. On this signal, both teams must line up on "their" line, again "braiding the fence". The team that does it faster is considered the winner. You can play multiple times.

Note. The game can be successfully used at children's matinees, as it entertains children and allows them to move freely.

Backwards

Age: 6 - 8 years old.

Purpose of the game: to develop children's agility and speed. The game helps to strengthen coordination of movements, teaches to work in pairs.

Game progress... This is a relay game played in pairs. To begin with, draw a starting line. The players of each pair stand with their backs to each other, holding hands. At the command of the leader (chosen from among the players or an adult - educator or teacher), the players, without disengaging their hands, run to the finish line, after which, without changing position, they return back. The special charm of the game lies in the fact that each player of the pair runs in one direction, as usual, forward, perfectly seeing the finish in front of him, and in the other - backwards, completely relying on his partner. Only a pair of players whose movements were faster and, more importantly, coordinated, can win this game.

Note... To avoid injury, this game is best played either indoors or on a pre-leveled court.

Rain

Age: 5 - 7 years old.

Purpose of the game: to develop in children agility and responsiveness.

Game progress(an almost unlimited number of children can take part in the game). The driver is selected (it will be "rain"). The rest of the participants in the game stand in a circle. "Rain" is in the center of the circle. Players join hands and walk in circles, reciting a poem about rain in chorus.

"Rain" at this time runs inside the circle in the direction opposite to the movement of other players. With the last words of the poem, the guys stop and face the middle of the circle. The player who was in front of the "rain" says: "Hello, rain, why did you come?" “Rain” in response suggests: “Let's run a race?”, After which he and his chosen player go outside the circle near the “house”, that is, an empty space in the circle, and stand with their backs to each other. The rest of the game participants count to three, after which the "rain" and the player of his choice run along the outside of the circle. The winner is the one who, having run around the whole circle, will be the first to occupy the "house". If "rain" wins, then the remaining player takes his place and becomes the driver ("rain"). If the "rain" loses, that is, does not have time to reach the "house" first, then he has to drive again.

Note... The running skills of many 5-year-olds are not yet fully developed, and they get tired quickly. That is why it is best for adults who organize the game (parents, educators) to choose a new "rain" themselves after each round of the game: it is good if all children manage to run a little and test their dexterity.

As a preliminary work, you can learn a poem about rain with the children.

Rain, rain, drop.

Water saber,

I cut a puddle, I cut a puddle,

Cut, cut, did not cut

And he stopped.

Irina Tokmakova

Swamp

Age: 5 - 7 years.

Purpose of the game: to develop the child's jumping skills.

Necessary equipment: several (five, six or more) rubber mats measuring 50 x 50 cm.

The course of the game. The teacher lays out the rugs on the floor in a line at such a distance from each other that one could only jump from one rug to another, and not step over. Rugs should be placed along the entire length of the room. He goes on to explain that the floor is a swamp to get over. The only way to do this is to jump from rug to rug. After that, the children take turns "crossing the swamp", jumping from rug to rug. Anyone who is not very agile and stepped on the floor is eliminated from the game. The winner is the one who managed to cross the swamp the fastest without ever stumbling or touching the floor with his foot.

Note... Based on this game, you can arrange a kind of competition for teams of players. For example, team captains can be given two rugs each and asked them to “cross the swamp,” that is, stepping on one rug, quickly put another rug in front of you, and then, taking a place on the second rug, take the first one with you and put it back in front of you on the floor. You can also complicate the task: lay the rugs not in a line, but in a circle or zigzag.

Telegraph

Age: 5 - 8 years old.

Purpose of the game: to educate children in dexterity of movements and speed of reaction.

Game progress... The game is played by two teams with an equal number of players. Both teams stand in a line facing each other, the players of each team hold hands. The two elders (they will be leading) become at the beginning and at the end of the resulting ranks. Each of the leaders takes the hands of the end players of both teams. As a result, the two teams seem to be connected by two leaders. Since the game is called "Telegraph", the presenters will also get their names: one will be the "transmitter", and the second will play the role of "receiver".

Playing "Telegraph" is very simple: the "transmitter" simultaneously shakes hands with the extreme players of both teams, and they, in turn, must "send a message by telegraph", that is, quickly shake hands with the players standing next to them. Thus, the “message” sequentially reaches the “receiver”, which must evaluate which of the commands transmitted the message faster.

Note... We have talked about the simplest version of the game, but it can be complicated by transmitting, for example, a Morse code message (say, "one short handshake + one long handshake" or "two short handshakes + one long handshake + one more short"). In this case, it is important for the players not only to quickly, but also to convey the message correctly, and the game in this case will develop not only dexterity, but also attention.

Shalashik

Age: 6 - 8 years old.

Purpose of the game: to develop in children dexterity of movements and quickness of reaction.

Necessary equipment: several (5 - 6) identical smooth sticks 40-50 cm long, rubber ball.

The course of the game. The sticks are placed on the ground so that their upper ends come together. It turns out a kind of hut. Around the hut it is necessary to draw a circle, the line of which should depart from the hut at a distance of 3-4 steps.

One of the players takes on the role of "watchman": he stands in a circle near the hut. The rest of the players go beyond the circle line, one of the players takes the ball. The players throw the ball to each other, trying to knock down the hut. The watchman's task is not to miss a goal and catch a ball, not to let the hut break. The ball can be thrown, but not rolled on the ground. In addition, the players behind the line of the circle are prohibited from moving. Anyone who breaks this rule is eliminated from the game. After the hut nevertheless breaks down, the player who managed to do this becomes a watchman himself, and the former "watchman" joins the rest of the players. You can play as long as you don’t get tired of it.

Zebra

Age: 6 - 8 years old.

Purpose of the game: To develop children's movement skills, coordination of movements, as well as finger tenacity and dexterity.

Necessary equipment: rubber ball.

Game progress... The essence of the game "Zebra" is to throw the ball into the wall and catch it (the wall, of course, should be empty and without windows). First of all, you need to draw a "zebra": stepping back 1 step from the wall, draw a line on the floor. Taking a step back from the first line, draw the second, etc. The number of lines depends on the age of the children: what older child, the greater the distance between the wall and the line farthest from it can be.

The game begins. The first player takes the line closest to the wall. By throwing the ball into the wall, the player catches it. If he succeeds, he takes a step back and stands on the second line. Again throws the ball into the wall, catches it and, if successful, takes another step back. The game continues until its participant has passed all the lines in this way. If the child could not catch the ball, then he will have to give way to the next player.

The rules can be adjusted in accordance with the age and capabilities of the participants in the game. You can, for example, allow the child to take a step (but not more) forward or to the side while catching the ball. It is also possible to allow the child to throw the ball not directly at the wall, but on the floor: the ball thus touches the wall after bouncing off the floor.

Note. The rules of the game can be complicated - the ball can be thrown not at the wall, but at some specific target, for example, into the wastepaper basket.

We roll the bun

Age: 4 - 6 years old.

Purpose of the game: to develop children's dexterity and quick reaction. The game trains the hands perfectly.

Necessary equipment: large rubber ball.

Game progress(it can be played by the whole group). Players sit in a circle facing the center of the circle, legs crossed in a Turkish fashion. One of the players gets the ball. The essence of the game is that the players must roll the ball to each other (you can roll the ball towards any player). Everyone to whom the ball rolls should, with a quick movement of the hand, roll it away from himself, preventing him from getting close to his feet. If the ball touches the feet of a player, then he will either have to leave the game, or pay a phantom - to sing, dance or read a poem.

Boys and girls

Age: 6 - 8 years old.

Purpose of the game: To develop in children the skills related to the speed and accuracy of movements. Play teaches children to work in a team and builds endurance.

Necessary equipment: large rubber ball.

Game progress... The game is played by two teams with an equal number of participants. The first team consists only of girls, the second - only of boys. Teams are located on the court or in the gym. The presenter (adult) stands in the center of the court, throws the ball and quickly leaves the playing field. Players must immediately react to this throw. The players' task is to catch the ball and give it to their team. If luck smiles on the girls, they will certainly try to keep the ball with them as long as possible. They will toss the ball to each other, while the boys will try to "take it away" at this time. If they succeed, then the ball will go to their team, and then they will have to protect it from the girls. An indispensable condition of the game is that the ball cannot stay in the hands of a player for a long time: he must quickly either pass or throw the ball to another player on his team. At the same time, it is prohibited to touch the hands of another player when passing the ball. You can play until you get bored, or for a record: the team that managed to keep the ball for a longer time wins.

Shuttle

Age: 5 - 7 years.

Purpose of the game: to develop the accuracy of movements in children, to consolidate the skills of playing with the ball.

Necessary equipment: light ball (rubber or padded).

Game progress... Players (10-16 people in total) are divided into two equal teams. Both teams are built in a line at a distance of 1.5-2 m from each other (the distance depends on the age, capabilities and abilities of the players: the older the children, the greater the distance between the two teams). Facing each other, the children begin the game. Its essence boils down to a simple throwing of the ball from team to team. This is done as follows. The first player on the team throws the ball to the opposite player (from the opposing team). He must catch the ball and throw it back, but not to the first player, but to the one standing next to him. That, in turn, again passes the ball to the opposite team - to the next player, and so on. Thus, the ball is thrown from team to team, and the throwers change sequentially. Therefore, in fact, the game got the name "Shuttle": it is a device on a loom, which scurries back and forth, helping to weave.

The ball is thrown from team to team to the end of the row, after which the throw begins in the opposite direction according to the same principle.

If the player accidentally releases the ball from his hands or if he fails to catch the ball, then he becomes a prisoner of the opposing team. The winner is the team with the most players at the end of the game, that is, the team with the fewest misses.

Target shooting

Age: 6 - 8 years old.

Purpose of the game: to develop in children agility, attention and accuracy of movements. Play makes children stronger.

Necessary equipment: volleyball, soft tennis balls, one for each player.

Game progress... A large ball is placed in the center of the court. A line is drawn 7-10 steps from it (the distance depends on the age and physical fitness of the players). The players take turns standing on the line and throwing a tennis ball, trying to hit the big ball. In this case, it is important not only whether the player hit or missed the ball, but also how far the big ball rolled: the further, the more successful the throw is considered.

Note... This game can be complicated, and then it is perfect not only for preschool age, but even for middle school. For example, the players stand in a circle, and the leader (one of the adults or one of the children - by prior arrangement) throws the ball higher so that it falls into the middle of the circle. While the ball is flying, the players try to knock it down with tennis balls. The one who succeeds wins. Naturally, “shooting at a moving target”, even if it’s such a “toy” one, is not easy, and it is best to start mastering the game from the first option, in which the “target” (big ball) is motionless.

Palms

Age: 5 - 7 years old.

Purpose of the game: to develop in children agility and speed of movement. The game promotes the development of attention and quick reactions.

Game progress... This simple game can be played in pairs. One of the players presses his elbows to his sides, and opens the palms of his hands (hands are turned with palms up). The other player, on the other hand, holds his hands, palms down. In this case, the palms of the second player should be over the palms of the first at a short distance (about 10-15 cm). The game begins: the second player tries to slap his palms against the palms of the first player. The task of the first player is to pull back his hands in time, not allowing himself to be "pissed off" in this way. If the first player was not dexterous enough and was still slapped on his palms, the players change places.

Note. You can play with "dogs" and without "dogs". "Doggy" in the game is a false movement of the second player's palms, with which he only frightens the first player, forcing him to withdraw his hands, but with no intention of slapping his palms. Several "dogs" in a row can weaken the attention of the first player, and then he can suddenly be "harassed" by the second.

The variation we have shown here is a classic one. In fact, the Ladoshki game has many options. Take this one, which you yourself were probably fond of as a child. Players stand in a circle, with the right hand of each player, turned palm down, must lie on the open palm of the next player's left hand. The players take turns clapping their right hand on the neighbor's left hand in time with the rhymes familiar to you from childhood:

Black arrow

Bypasses the dial.

Fast like squirrels

The wheels are knocking.

In every minute

Sixty seconds each.

Minutes run, run

And they sing songs.

At the last word, the player tries to slap the neighbor's hand, who pulls his hand away. If it was not possible to pull back the hand and the player turned out to be "salted", he leaves the circle, and the game continues without him, and its speed gradually increases.

Ball in a circle

Age: 6 - 7 years old.

Purpose of the game: to develop dexterity of movements and quickness of reaction in children. The game reinforces the skills of ball handling and promotes the development of coordination of movements.

Necessary equipment: volleyball.

Game progress... Players (10-15 people) stand in a circle facing the middle and put their hands on each other's shoulders. The driver chosen in advance among the players stands in the middle of the circle, putting the ball at his feet. The game begins. The main task of the driver is to kick the ball out of the circle with a kick. The task of the rest of the players is not to let the ball go outside the circle: they try to hit the ball back to the driver. In this case, players are not allowed to disengage their hands. If the driver manages to knock the ball out of the circle, then the player who missed the ball takes his place, and he himself takes place in the circle.

Note... Only those kicks of the driver are counted in which the ball flies or rolls past the feet of the players. In cases where the driver hits the ball too hard and the ball flies over the heads of the players, the kick is not counted, and the driver repeats the attempt until he can knock the ball out of the circle according to all the rules of the game.

The game teaches children to calculate free space and measure their strengths. But adults must make sure that there are no breakable, fragile things (vases, cups, etc.) near the playing guys, otherwise injuries cannot be avoided! Of course, safety rules should be observed during all outdoor games.

Excavator

Age: 4.5 - 6 years old.

Purpose of the game: develop dexterity and speed of movement in children. The game instills neatness and teaches independence.

Necessary equipment: four buckets, two of them filled with sand, and two scoops. You will also need two stools.

The course of the game. Two children participate in this competition game at the same time. A stool is placed next to each player, on which there is a bucket of sand. At a distance of several steps from the first stool, a second one is placed, on which an empty bucket stands. Each player is awarded a scoop. The presenter invites the children to become excavators for a while and explains the rules of the game. They are simple: the player must scoop up the sand from the first bucket with a scoop and, on an outstretched hand, holding the scoop by the handle, carry the sand to the empty bucket, where to pour it. Then he must return to the first bucket again, collect sand again, etc. This must be repeated until the player has selected all the sand from the first bucket. After that, the results are announced. Not only the fastest wins, but also the most accurate: the bucket filled with it should contain as much sand as possible.

Note... Carrying sand in a scoop, you can not help yourself with the other hand, holding the scoop.

This game has many options and is suitable for children of all ages. For example, you can transfer water in a spoon, an egg, while holding the spoon in your hands or in your teeth, etc.

Spinning top

Age: 5 - 7 years old.

Purpose of the game: develop dexterity and speed of movement in children.

Necessary equipment: two identical smoothly planed sticks about 50 cm high.

The course of the game. Everyone who wants to play in "Volchok" takes turns. The player takes a stick in each hand and stands up, leaning slightly on them with both hands. While playing, he must let go of the sticks and at the same time turn around so quickly on his axis in order to catch them before they fall to the ground. The essence of the game is clear and understandable, but it is not so easy to play it: you need to be very dexterous and fast. Each player makes several attempts (the number of them is determined by prior agreement). The winner is the one who managed to catch the sticks more times before they fell.

Note. This game can be played both indoors and outdoors. In the latter case, it is recommended to play not on the ground or sand, but on the asphalt.

Catch - Push

Age: 5-7 years.

Purpose of the game: teach children to calculate their strength when performing monotonous movements. The game trains the muscles of the legs and lumbar spine, as well as develops speed and clarity of movement.

Necessary equipment: rubber or volleyballs (according to the number of pairs of players).

Game progress(an even number of people participate in the game). The participants of the game are divided into pairs. In each pair, the players are located facing each other at a distance of about 1 m, with one of the players standing and the other squatting down. The crouched player takes the ball and pushes it to the standing player. He must quickly bend over, without bending his legs, and intercept the ball, after which, straightening up, throw the ball to his partner, who, in order to catch the ball, must quickly stand up. After the agreed number of throws of the ball, the players change places. You can play as long as you don’t get tired of it, or until the pre-agreed time is up. The winner is the pair with the most accurate movements and the highest number of balls caught.

Note... For this game, you can choose a presenter who will keep track of the time and follow the progress of the game. The facilitator role can be played by an educator or teacher.

Who is stronger?

Age: 5 - 8 years old.

Purpose of the game:

Game progress... The game involves two equal teams of players (the optimal number of players for each team is 7-8 people). To begin with, the playing field is drawn. It consists of three lines drawn at a distance of 8-10 steps from each other. Each line is approximately 4.5–5 m long. All lines should be of equal length and spaced at the same distance.

Both teams line up on the two outer lines facing each other. Then they converge on midline so that each player of one team is between two players of the opposing team, after which all players take each other by the arms. Thus, a chain is built from the players, with each team looking in the opposite direction. The game begins. Its essence is simple: the teams must try to pull each other, backing away and trying to move the enemy from the spot. It turns out that the players of each team will drag the entire chain to their "own" line, to where the team stood at the beginning of the game, before everyone converged in the middle of the field. And as a result, those players who turn out to be stronger will win.

Note. If the chain breaks during the game, then the players guilty of breaking the chain are eliminated from the game.

Banners

Age: 6 - 7 years old.

Purpose of the game: develop strength and endurance in children.

Game progress... This is another of many drag and drop games, simple yet addicting. A line is drawn on the playing field, then two players stand on either side of it at arm's length from each other. At the signal of the presenter watching the game, the players begin a single combat: each one tries to pull the opponent towards him, forcing him to cross the line. The player who turns out to be stronger is declared the winner.

Note... This game can also be played by teams. In this case, the game is played by two teams with an equal number of players in each. Team players stand against each other, each on their side of the line. At the command of the leader, the opponents try to drag each other over the line towards them. If the player succeeds, then his opponent is considered a prisoner and must take an active part in the "battle": stand behind the winning player, clasp him around the waist and try to drag another member of his team to his side. With this version of the game, the team that managed to recruit the largest number of prisoners wins.

Pull-pull

Age: 5 - 8 years old.

Purpose of the game: to develop muscle strength in children. The game perfectly strengthens the muscles of the arms and legs.

Necessary equipment: metal sports hoop.

Game progress(the minimum number of players is two, the maximum is six). Players are divided into two equal teams. The hoop is placed in the middle of the room or area. On opposite sides, at a distance of 1.5 m from the hoop, two lines are drawn. Teams of players move an equal distance from the hoop. At the command of the leader (senior), both teams run to the hoop and grab it from opposite sides. The players' task is to pull the hoop towards themselves and prevent the other team from dragging the hoop over the opposite line. The team that was able to drag the hoop to its half wins.

Note... You can also pull a regular rope or a jump rope.

post office

Age: 5 - 8 years old.

Purpose of the game: develop skills in lifting weights, train the muscles of the arms. In addition, the game develops agility and coordination of movements.

Necessary equipment: plywood box or sandbag. Weight - 200-250 g for children five to six years old, 300 g - for children six to seven years old, 450-500 g - for children eight years old.

Game progress... Players (the number of participants is not strictly limited) stand in a circle facing the middle of the circle. One of the players in the circle - he will be considered the first - is given a "package" (a box or a bag of sand). The second of the players, standing on the opposite side of the circle, strictly opposite the first player, is designated the "addressee". On command, the game begins. The first player gives the “package” to the player standing next to him, the next one, etc. When the package reaches the “addressee”, he says: “I got it! Wait for an answer! " - and passes the package to the next player. So, along the chain, the "package" returns to the first player.

If the "package" slips out of the hands of one of the players, then he must pay forfeits (for example, jump on one leg).

The results are announced: when the "package" has reached the faster - to the addressee or back to the sender. Accordingly, one of the sides of the circle ("post") is declared the best.

Note. In this game, the help of an elder will not hurt. He can monitor the progress of the game, mark the mistakes of the players, demand the payment of fanta, count the indicators of each team by the stopwatch and announce the results.

Roll the ball

Age: 5 - 7 years old.

Purpose of the game: Teach children to accurately calculate the strength of movement. The game contributes to the development of dexterity and accuracy of the eye.

Necessary equipment: rubber balls by the number of pairs of players.

Game progress... It is played in pairs. Two children sit on the floor facing each other, each pair of players is given a ball. The distance between the players in a pair should be approximately 1.5 m. The first player in the pair pushes the ball vigorously away from him, making a strong movement with his hand. The second player catches this ball. If this was done successfully, the players have the right to move slightly away from each other, after which the second player pushes the ball away from himself with force, and the first catches it. If successful, both players again move slightly away from each other. Thus, the distance between them can increase up to 3 or even 4 m; a lot, as you understand, depends here on the playing skills and the degree of physical development of the children. The players in the pair that missed either leave the game altogether, or, better, have the right to try again - once or repeatedly.

Note... Methodologically, it is more correct to match players in pairs, one of whom has a better command of the movement.

One is a cowboy, two is a cowboy

Age: 5 - 7 years.

Purpose of the game: to develop the speed and accuracy of movements in children. The game trains the muscles of the arms, making them stronger.

Necessary equipment: two long narrow benches, the kind used in physical education lessons.

Game progress... The presenter (senior) reminds the children of the famous cartoon of the same name, after which he asks the children what and how the cowboys ride. Naturally, the correct answer is on horseback. After that, the presenter invites the children to play cowboys. Two benches are placed parallel to each other. Two players take part in the game at the same time. They each sit astride on their own bench and, at the command of the leader, begin to "jump". In the absence of horses, cowboys move around the bench like this: sitting on top of it, the player grabs the bench with both hands, trying to stretch as far as possible, and then pulls himself up after the hands. Then it again stretches as far as possible, and again transfers the body, pulling up on the hands. The winner is the “cowboy” who “rides” better, that is, “rides” faster across the entire bench.

Note. In our version of the game, only two players participate at the same time, but no one bothers you to put three or four benches and let more guys play at the same time. The game can also be made as a team (for example, divide all players into two teams). The first players pretend to be cowboys, then, reaching the opposite end of the bench, they run back to their team and stand at its end, and a new pair of players enters the game. Thus, all team players will be able to visit cowboys. The team that completes the task faster than the other is declared the winner.

Kitty

Age: 4 - 6 years old.

Purpose of the game: help improve flexibility in children. The game trains the muscles of the back, especially the lower back. In addition, it educates children about pets (in this case, a cat) and promotes attention.

Necessary equipment: gymnastic rugs according to the number of participants in the game.

Game progress(an unlimited number of children can take part in it). The presenter (educator) explains that now everyone has to portray a cat. To do this, he learns with children two "cat" movements. The first movement: children kneel with their outstretched arms resting on the floor. At the command of the presenter, they bend the lower back, while raising the chin. This is an "affectionate kitty". Second movement: the starting position is the same, but now you need, on the contrary, to arch your back in an arc, and lower your head. This is an "angry kitty". After asking them to remember both movements well, the presenter explains to the children that now he will talk about the cat Murka. When he talks about something that the cat loves, children should portray an affectionate cat, and when about something that she does not like, - angry.

Then the presenter reads, for example, a text: “This is Murka's cat. She is very affectionate. But she doesn't like dogs. Murka loves to lap milk from a saucer. Murka doesn't like being pulled by the tail. Murka likes to sleep curled up. Murka doesn't like running in puddles. " Etc.

The text can be anything, but not too long: do not forget that during the story about the cat, children are doing physical exercise. At the end of the game, you can invite the children to relax and recite poems about the cat (or, alternatively, talk about your domestic cat).

Note. If the alternation of movements in children becomes automatic, try to "catch" them by reading in a row Two statements to which there should be the same reaction (for example, "angry kitty"). Those who do not make a mistake should be commended for their attentiveness.

As a preliminary work, we suggest that you learn the following poems with the children in advance.

Cat

Through the window through the window

Someone else's cat has come to us.

The window is open,

The cat is all unwashed.

We said:

- Hello, cat,

Live with us a little.

E. Uspensky

Truck

No, in vain we decided

Ride a cat in a car:

The cat is not used to rolling -

Overturned a truck.

A. Barto

Kiskino grief

Pussy crying in the hallway.

She has great grief:

Evil people to poor pussy

Do not allow sausages to be stolen.

B. Zakhoder

Giraffe

Age: 5 - 7 years old.

Purpose of the game: develop flexibility in children. The game trains the lower back, muscles of the legs and arms.

Necessary equipment: several pebbles or other small objects (for example, cubes).

The course of the game. It is played in turn. The presenter (adult or other player) lays stones in front of the player. The player should stand up straight with his heels and toes spread out to the sides. His task is to collect all the stones lying in front of him. Everything would be simple, but only the player has no right to bend his legs, and he has to collect stones, bending over each time. Until the pebbles, lying a little further away, the player also has to stretch his arms with all his might. The leader must make sure that the player observes the rules: he does not bend his legs and diligently reaches out to all objects, not missing anything. If the player has done everything correctly and collected all the stones, then he is considered the winner. Now he can make way for another player, and he himself can rest a little.

Stretched out, grew up

Age: 5 - 7 years old.

Purpose of the game: develop flexibility and a sense of balance in children. The game develops the muscles of the arms and legs, contributes to the formation of correct posture.

Game progress(an unlimited number of people can take part in it). The host explains the rules. They are simple: the players must recite a poem with the presenter, while repeating his movements.

The wind blows in our face (We wave our hands, palms turned inward, towards us.)

And shakes the tree. (We raise our hands up, make bends to the right and left, while our hands are not tense.)

The wind is quieter, quieter, quieter, (The amplitude of the slopes gradually decreases.)

The trees are growing higher and higher. (Raise our hands up, rise on tiptoe and stretch with all our might.)

Note. There is no competitive element in this game, but it gives children a great opportunity to warm up. The game can be used as a physical education minute in the classroom in the kindergarten or in the classroom at school: keeping the correct posture is not the easiest activity for children, but this exercise game will allow children to stretch and relieve tension in the lower back. By the way, we also recommend this "stretching" for adults.

Camel racing

Age: 5 - 7 years.

Purpose of the game: develop flexibility and balance in children. The game helps to strengthen the spine.

Game progress... Players are divided into several (two, three) teams. The host explains that everyone will play the relay, but not easy, but ... camel. To do this, first of all, players will have to portray camels. This is done like this: the player must bend over and clasp his ankles with his palms, straightening his legs as much as possible and arching his back. In this position, the player must reach the finish line (it is impossible to move quickly in this position). A player who bends his knees or unhooks his arms retires. The team that completes the task faster than others wins.

Note. The game can also be changed. For example, it is not teams of players who can compete with each other, but the players themselves. To do this, you can ask the players, for example, to stand in a circle and move in a circle. From time to time, the host may ask the players to stop. Those who, when suddenly stopped, did not lose their balance, continue the game. You can arrange a whole "camel caravan": the players line up one after the other, and the first player leads them in an arbitrary direction.

Wave

Age: 6 - 7 years old.

Purpose of the game: to develop in children the flexibility of movements (primarily hands). The game promotes the development of attention and accuracy and responsiveness.

Game progress... The driver is selected with the help of the reader. The rest of the players (at least 10 people) stand in a circle and join hands. The circle of players will represent the sea, and the driver will represent the "ship". The players begin to make a "wave", that is, without disengaging their hands, perform smooth wave-like movements with their hands. At the same time, they sometimes raise and then lower their hands. These movements must be performed arbitrarily: it is important that the driver cannot predict where the “wave” will be higher and where it will be lower. The task of the "boat" driver is to slip under the "wave", that is, to quickly run through the gap between any two players at the moment when their hands are raised. If he succeeds, he takes a place in the circle, and another driver is chosen instead of him, but if not, he repeats the attempt until it is successful.

Note... Players representing the sea are not allowed to speed up an unfinished movement specifically in order to catch a player.

Tumbler

Age: 5-7 years.

Purpose of the game: to develop in children the flexibility of movements, stability. The game teaches children to measure strength, improves coordination and balance.

Necessary equipment: sports mat or small mattress. You can also play on the carpet: the main thing is that something soft is laid on the floor.

The course of the game. Among the players (up to ten people can play in total), a "tumbler" is selected. To "turn" into a tumbler doll, the player must sit on the mat, cross-legged (in Turkish), and rest his hands on his hips. The rest of the players, taking turns approaching the "tumbler", try to make it fall on the mattress. The task of the player posing as a tumbler is not to lose balance. The maximum that he can afford is to sway without changing his position. If the player manages to unbalance the “tumbler”, he himself takes its place.

Note... Of course, in order to avoid injury, the players are prohibited from pushing the tumbler too hard and sharply. This must be done strongly, but smoothly: the player must be given the opportunity to resist the onslaught. Only one player can push the tumbler at a time. Having made one attempt and failing at the same time, he returns to the "tail" of the line of players.

Boats

Age: 5 - 7 years old.

Purpose of the game: promote the development of flexibility in children. The game perfectly strengthens the spine, teaches clarity, dexterity and speed of movement.

The course of the game. This is a team game. It can take part from two to four teams. However, with equal success, two or three players can take part in this game: in this case, the competition will not be team-based, but, so to speak, personal: each player will play for himself. You should play "Boats" indoors, and it is advisable to mark the playing field: mark the starting line, put several pins or small chairs (according to the number of teams) on the opposite side of the room, which the players will have to bend around. The essence of the game is a relay race, in which the players have to move in a race. Only in this case, they will not have to run, as is usually done, but pretend to be boats. This is done like this: the player sits on the floor, and stretches his straight arms to the sides (the arms will represent oars). While moving, the player bends his knees without lifting his feet off the floor, as a result of which he pulls the whole body forward without using his hands. Then, having moved, he straightens his legs again, but is already an order of magnitude closer to the finish line. Thus, either straightening or bending the legs and transferring the body forward, the player moves (by the way, if you observe the movements of the rowers in kayaks or canoes, it turns out that they row in the same way, then straightening their legs and leaning back, then bending your knees and making a vigorous forward movement). During "swimming" the hands of the players make movements that resemble those of the oars. The winner is the player who, in this position, first "swims" to the pin (chair) and, having rounded it, returns to the finish in the same manner. If the game is a team game, then the team whose "boats" sailed the fastest wins.

Note... It should be borne in mind that such a game is a rather serious test of flexibility, so for the first time you should not mark out too large a playing field, especially if children are playing younger age... For older children who have already become experienced "rowers", the task can be complicated: on the path of the "boats" place pins, "buoys", between which the players will have to "swim". If the player touches the pin, then it is considered that he has run aground, and he will have to start "swimming" over again.

Owl owl

Age: 5 - 6 years old.

Purpose of the game: develop children's flexibility and a sense of physical balance. The rules of the game prescribe the players the ability not only to move, but also to freeze in the accepted position, so the game is a kind of static exercise.

Game progress(12-20 people can take part in it at the same time). An "owl" is chosen among the players. An adult (educator, teacher) plays the role of a leader and follows the game. The players stand in a circle at a distance of outstretched hands from each other, the "owl" stands in the center of the circle and closes its eyes. Everyone except the owl depicts beetles, butterflies, etc. The presenter says: "The sun has risen - everything has come to life!" At this command, the players begin to run in a circle, jumping up, waving their "wings", etc. The "Owl" stands with his eyes closed. After a while, the presenter commands: "The sun is setting, everything goes to sleep!" The players freeze each in their place in the position in which they were caught by the words of the presenter. "Owl" opens his eyes and starts "hunting". She walks along the circle, looking out for those among the players who could not keep their balance and moved. Players caught in this way also become "owls" and stand in a circle, after which the game continues according to the same scenario.

Churbachok

Age: 6 - 7 years old.

Purpose of the game: teach children flexibility of movement and a sense of balance. The game contributes to the development of coordination of movements.

Necessary equipment: a small wooden block (in the absence of a block, it can be replaced with another object: a large cube from a floor construction set, a jumping ball, etc.).

The course of the game. Players (up to 20 people) stand in a circle and, holding hands, shout the following words in chorus:

Chump, chump,

He gets in our way.

Come out of the circle

Who will knock down the block with his foot.

In fact, this rhyme is the rules of the game. Having shouted these words, the players, without disengaging their hands, jump and jump around the block. At the same time, they try to move the block of blocks that "interfere with them" from the playing field, but they do it, so to speak, with the hands of others: they try to push their neighbors to the block, and by themselves avoid contact with the object. Naturally, in this case, the players will have to seriously test themselves for flexibility: they will try to pull each other to the block, but at the same time bend and generally resist so as not to be among the losers themselves. The player who hits the block leaves the circle, and the rest start the game from the very beginning. The game continues until there are two players left in it (one of them will be the winner) or until you get tired of playing.

Confusion

Age: 5 - 8 years old.

Purpose of the game: to develop children's flexibility and grace of movement.

Game progress... 8-10 people can take part in the game at the same time. One of the players plays the role of the leader (he may be the eldest of the children). Players line up at arm's length facing the leader. The leader gives the players the same tasks that they must complete. These tasks are not easy, since they will require maximum flexibility and balance from the players. For example: “Grasp the right shoe with your left hand, and grab your left ear with your right hand. Now step over the left hand with your right foot, "etc. Of course, it is not always easy to do this technically, but the benefits of such a game for the development of flexibility are undeniable. A player who has not been able to cope with some of the tasks (the presenter carefully records the accuracy of the tasks performed by the players) drops out of the game or pays forfeits by agreement. The game is won by the most dexterous and most flexible player who has never strayed and “got confused” quite right.

Note. This game can also be played in pairs, then there will be even more options for entanglement.

Preschoolers 4-5 years old will be happy to play not only outdoor games, but also those where you need to think. It is recommended to emphasize in games on the development of observation, memorization, logic, imagination and speech skills, and in outdoor games - on improving coordination, speed, dexterity and attentiveness.

Here are some suitable games:

  1. Cat and mouse

Active play. Develops agility, speed, attentiveness. It can be successfully held among a company of different ages. Suitable for indoor and outdoor use.
There are two variations of this game.
First. All but three players join hands and stand in an open circle. A "mouse" and two "cats" are running inside. "Cats" must catch up with the mouse, but it's not that easy, because she can easily run between the players in the circle, but they cannot. After that, all three of them stand in a circle and new cats and mice are selected.
Second option. In one corner is the house of the cat, in the other - the mink of mice, in the third - the pantry, where there are small items representing supplies. The cat falls asleep in the house, and the mice run from the hole to the pantry. On the clap of the leader (or after the words of the rhyme), the cat wakes up and begins to catch mice, which are trying to run to the mink. At first, the cat is played by an adult who pretends to catch, but lets the mice run away. You can add verbal accompaniment to the game:
The cat is guarding the mice,
He pretended to be asleep.
Here he hears - come out the mice,
Slowly, closer, closer
From all the cracks creep.
Dzap - scratch! Catch it soon!

  1. Carousel

Calmly active round dance game. Develops coordination and synchronization of movements, dexterity, attentiveness. Ability to control the power of the voice. Suitable for indoor and outdoor use.
The leader, together with the children, stands in a circle and everyone begins to say the text slowly and quietly:
Barely, barely
The merry-go-rounds began to spin.
(In this case, the players begin to slowly move in a circle)
And then, then, then
All running, running, running.
(The pace and strength of the voice grows, at the same time the speed of movement increases. Players start running) The next part is pronounced with a decrease in the pace and strength of the voice:
Hush hush! Do not hurry!
Stop the carousel!
(With these words everyone stops).

  1. Kangaroo

Active play. Develops dexterity, speed in movement. It can be successfully held among a company of different ages. Suitable for indoor and outdoor use.
Two teams are competing. Holding a matchbox (or a similar object) with your feet, you need to jump like a kangaroo to the opposite wall (or chair), stop and say loudly: "I am a kangaroo!" (this statement is also assessed by the presenter). Then you need to jump back and pass the boxes to your teammate. The winning team will receive prizes.

  1. Superfluous word

Calm game. Develops attention, logic, the ability to combine objects into groups and select generalizing words. Suitable for indoor and outdoor use.
Before the start of the game, the presenter explains that in the Russian language there are words that are similar in meaning. The presenter lists 4 words to the children, and they name which is superfluous, and explain why they think so. You can play not only with nouns, but also with verbs and adjectives.

  1. Sweets

Calm game. Teaches communication, the ability to formulate questions and answers. Suitable for indoor and outdoor use.
Good game to start the holiday, allowing children to be liberated. Any candy or dragee will be required. Each child is asked to take as many sweets as he wants. Then a plate of refreshments is passed in a circle. Then the presenter announces the rules of the game: each guest must answer the number of questions from others, equal to the number of sweets he took.

  1. Hot ball

Calm game. Develops agility, speed and attentiveness. Suitable for indoor and outdoor use.
A game of chance: everyone stands in a circle and passes a ball to each other to the music. When the music stops, the player who did not have time to pass the ball and stayed with it is eliminated (you can put it in the honorary audience, you can take forfeits). The last participant without a ball wins.

  1. Missing numbers


The presenter counts to 10, deliberately skipping some numbers (or making mistakes). Players must clap their hands when they hear an error and call the missing number.

  1. Fluff

Calm game. Develops discipline. Suitable for home use.
An old Russian game. The teams stand opposite each other, between them there is a line that cannot be crossed (for example, a ribbon). The presenter tosses a feather (you can use a fluffed cotton patch) over the heads of the participants. Task: transfer him to the side of the enemy. Attention, the team that stepped up the ribbon or touched the feather with their hands is considered a defeat.

  1. Chamomile

Calm game. Allows you to be liberated. Suitable for home use.
Suitable for starting a party if guests feel constrained. For the game, chamomile is prepared in advance from paper. The number of petals should be equal to the number of guests. On the back of each are written light funny tasks, for example, crowing, jumping like a frog or on one leg, repeating a tongue twister, crawling on all fours, etc. Children tear off a petal and complete the task. If the children do not yet know how to read, the task can be depicted in the form of a picture or read to the presenter.

  1. Hedgehogs

Active play. Develops speed, fine motor skills. Suitable for outdoor and indoor use.
Team play. It requires a 1.5 m rope and 30 colored clothespins attached to it. Adults play the role of hedgehogs. The players run up to the stretched rope one at a time, as in a relay race, take off one clothespin, run to the "hedgehogs" sitting on the chairs and attach it to any place in their clothes or hairstyles. It is good if the distance from the rope to the hedgehogs is 10 meters. The team whose hedgehog bristles better wins. which will have more clothespins - needles. The second team can be given a prize for the most original / cute / funny hedgehog (as appropriate).

  1. I go, I go

Active play. Develops speed and attention. Suitable for indoor and outdoor use.
A fun, emotional game that gives young children a lot of fun. Children line up behind the leading chain. He goes and says the following words: "I walk, I walk, I walk, I lead the children with me (an arbitrary number of times), and as soon as I turn, I will overfill everyone at once." catches them (for babies it is better to pretend, letting them escape). The game is well suited for the home, when the presenter leads from room to room, repeating the first lines. When the coveted "overfishing" is pronounced, the children screech across the apartment to the place of salvation.

  1. Spider and flies

Shimmering game. Teaches children to run in different directions without colliding, and freeze at a signal. Develops coordination and attention. Suitable for indoor and outdoor use.
In one corner of the room (site), a spider web is indicated in which the "spider" sits. The rest of the children pretend to be flies: they run, circle around the room, buzz. At the signal from the host: "Spider!" flies freeze in the place where they were caught by the signal. The spider emerges from the web and looks closely at who is moving. The one who has moved is taken to his web.

  1. Who am I?

Calm game. Develops logic, broadens horizons. Suitable for home use.
Suitable for the start of the holiday. Upon entering, each child receives a new name - bear, fox, wolf, etc. A picture with a new name is attached to his back, he does not know about it, until, with the help of leading questions, he finds out everything about himself from those around him. Alternatively, you can describe this animal only with adjectives (for example: sly, red, fluffy ... - fox). The task is to find out who we are talking about as soon as possible.

  1. Seasons?

Calm game. Develops attention, logic, broadens horizons. Suitable for indoor and outdoor use.
The host chooses any time of the year and calls it to the players. Then he begins to list the phenomena and objects associated with this time of year. From time to time he utters the wrong words. When they hear a word that has nothing to do with this time of year, children should clap their hands.

  1. Edible - inedible?

Calm game. Develops attention and logic. Suitable for indoor and outdoor use.
The presenter throws the ball to one of the players and says a word. The player must catch the ball if the word means an edible object, or throw it away if the object is inedible. The most attentive wins. You can take forfeits from the wrong ones, according to which funny tasks are then secretly assigned.

  1. Obedient Shadow or Mirror

Calm game. Develops attention. Suitable for indoor and outdoor use.
Two players are selected (for example, with the help of a counting board), one is the shadow of the other. The "shadow" should repeat the actions of the other player, as synchronously as possible. If within a minute the player does not make a single mistake, he becomes the main player and chooses a shadow for himself from among the other players.

  1. Search for treasure

Calm game. Develops the ability to navigate in space, logic, attention, the ability to match parts, to assemble a mosaic. Suitable for indoor and outdoor use.
A map of the place where the treasures are hidden (apartments or streets) is drawn up in advance, cut into pieces, each of which is obtained by the players as a reward for correctly guessing the riddle or completing the task. Having made the map like a puzzle, all the invitees are looking for a treasure and discover something tasty or interesting. Before this game, it is better to practice and make a similar plan with the children, saying how and what is indicated. It is important to draw the attention of children to the fact that the plan is like a top view. In case of difficulty in the search for the treasure, the presenter prompts, directing the children in the right direction.

  1. Hot cold

Calm game. Develops logic. Suitable for home use.
Suitable for the start of the holiday, if you hide various trinkets in the room in advance. The arriving guest starts looking for the hidden prize, and the others tell him if he is going right. If he approaches the hidden object, they shout "Warmth", if very close - "Hot", if he moves away "Cool" or completely "Cold".

  1. Missing numbers

Calm game. Develops attention and numeracy skills. Suitable for indoor and outdoor use.
The leader counts, deliberately making mistakes or missing numbers. Players should clap their hands when they notice a mistake and correct it.

  1. Have a chance

Calm game. Develops attention, fine motor skills. Suitable for home use.
Cubes (or pins, etc.) are laid out on the floor according to the number of players minus one. Players walk to the music around, and as soon as it dies down, they must grab the cube. Whoever did not get the cube is eliminated (or gives away forfeit).

  1. Where we were, we will not tell you what we did - we will show

Calm game. Develops motor skills, imagination, attention, broadens horizons. Suitable for indoor and outdoor use.
The presenter quietly tells the player the profession, so that the others do not hear. The player says "Where we were, we won't tell you what we did - we will show you" and tries to show without words what the people of this profession are doing. The rest are guessing. The correct player shows next.

  1. In the old closet

Calm game. Develops speech and the ability to distinguish parts of objects, expands horizons. Suitable for indoor and outdoor use.
The presenter, together with the players, says:
In the old closet, at Anya's grandmother,
Where did I go -
Many miracles ...
But they are all "without" ...
Further, the presenter names the object, and the player to whom he points must say what detail of the object may be missing. For example: a table without a leg, a dress without a pocket, etc.

It is advisable that the children play in teams, while the others watch. New games or variations should not be introduced frequently. It is necessary to give the opportunity to master the game - "get a taste". The game should be ended as soon as the teacher notices that interest in it is waning.

Games for the development of attention, memory and observation

Watch and remember

Equipment: toys.

There are toys on the table. The child remembers how and what lies on the table, then turns away. The teacher removes some of them, adds or rearranges toys, asks the children what changes they see. For example: "How did the toys lie before?", "What's missing?", "What appeared?", "Are there more or less toys?"

You need to start the game with a small number of toys (4-5 pcs.).

Option. Children play in pairs. They take turns talking about what they see change.

I recognize the colors

Equipment: colored pencils, multi-colored plastic sticks, strips of cardboard or thick paper.

There are pencils and sticks on the tables different colors or strips of thick colored paper. There is a sample on the first table. At the second table, the children perform the task. With the repetition of the game, increase the number of pencils (sticks, strips of paper) and heaps.

Variants

1. On the first table there are about ten pencils of three colors. The player looks at them for 1 - 2 minutes, then the teacher covers them with a sheet of paper. On the second table are pencils of several colors. The child takes one pencil of these colors.

2. On the first table there are several (2 - 4) heaps of pencils of the same color (2 - 5 pcs.). The child remembers the number of piles and the number of pencils in the pile. The teacher covers the pencils with a sheet of paper. On the second table, the child lays out pencils as it was on the first table.

3. The task is the same as in option 2, only pencils in each pile of a certain color.

4. On the first table there are several (2 - 4) piles of pencils. Each pile contains two pencils of a different color. There is no need to repeat the colors of the pencils in piles. The child lays out pencils on the second table.

Note... You can exchange pencils for plastic sticks or strips of colored cardboard and thick paper. Children need to feel the material they are playing with.

Remember: the more the better

Equipment: colored pencils and pieces of paper, sticks, balls, postcards, ribbons and toys.

Children play in teams of 3 - 5 people. On the table are pencils, colored pieces of paper, sticks, balls, postcards, ribbons and toys.

Children look at objects for 1 - 2 minutes, then the teacher covers them with a sheet of paper. One team member lists what he remembered, the rest lay out the objects on the second table. This is how all teams play.

Each team is given a new task, i.e. partially change items and their number. You need to start the game with 5-7 items. With the repetition of the game, the number of objects should be increased.

The team that has fully remembered all items wins.

Hilarious changes

Children are divided into teams and are built in two lines opposite each other.

Variants

1. Children of the first team carefully look for 1-2 minutes at the children of the second team, turn away and say who is standing next to whom. The educator can ask each child who a player is standing with.

2. Children of the second team change places. The members of the first team turn and tell how they stood before. The teacher arranges the children as they were originally.

When the game is repeated, the teams are reversed.

Note. Before the game, the teacher helps, tells the children what to pay attention to. Example: “How calmly they stand next to ... (children's names), especially ... (name) at the end of the line. ... (The names) stand side by side, they are almost the same height. What a beautiful dress ... (name) has today. " The teacher can ask a question to one of the players: "Why are you so funny?"

Mirror

Children are lined up, the teacher stands in front of them and shows 5-7 figures. They watch closely and repeat all movements. It is allowed to make four mistakes, after which the child moves to the end of the line.

Traffic light

Equipment: 3 paper mugs - green, yellow and red.

The teacher has 3 paper mugs in his hands - green, yellow and red - "traffic light". Children stand in a line, the teacher is in front of them. He shows a green circle — children stomp (“walk”); yellow — clap their hands (to attract attention); the red circle is silence.

First you need to play in small groups, and then with the whole group - it will be very fun.

Vegetables from the garden

Equipment: box, dummies of vegetables.

To the side of the children is a table on which there is a box with dummies of vegetables (several copies each).

The teacher makes riddles. The first person to answer correctly goes to the box, takes out the named vegetable and returns to its place.

Puzzles

Shaggy, curly,

There is baldness on the top of my head

Eat to health. (Cabbage.)

There was a child -

Didn't know diapers

Became an old man -

One hundred diapers on it. (Cabbage.)

Lies between the beds

Green and sleek. (Zucchini.)

Grandfather is sitting

Dressed in a hundred fur coats,

Who undresses him

He sheds tears. (Onion.)

Round, not the moon

Green, not oak grove,

With a tail, not a mouse. (Radish.)

Into the ground with a crumb

From the ground with a flat cake. (Turnip.)

Red maiden

Sits in a dungeon

Green braid on the street. (Carrot.)

What brings tears to tears without pain and without sorrow? (Onion.)

One shoots out of me

And the other eats me. (Onion.)

The first is the note, the second is also,

And the whole looks like peas. (Beans.)

A stamen grows in the ground,

Rich in vitamin,

Who eats it,

He is healthy. (Garlic.)

Although I taste bitter

The guys love to gnaw me. (Radish.)

All riddles about the same vegetable can be read immediately. Children need to understand that one vegetable can be said in different ways.

Note. If two or more children have answered the riddle at the same time, they take the vegetables out of the box together.

If the riddle is not solved, the teacher explains its essence by showing a dummy.

Imitation games and recognition games

Hedgehog and fox

Children dance and sing a song. In the middle of the round dance there are two children - "hedgehog" and "fox". The "hedgehog" gets on all fours and moves with the appropriate gait. He tries to touch the "fox" - "prick with needles." She says: "Let me translate." The “hedgehog” answers: “I have two pairs of legs. I'll go over myself. "

The hedgehog is running

Along the tracks

Yes, it glides on the ice.

The fox says to him:

- Let me translate.

The gray hedgehog answers:

- I have two pairs of legs.

I'll go over myself!

Czech folk song

When the game is repeated, other children become "hedgehogs" and "foxes".

Bird titmouse

Equipment: twigs.

The teacher hums a song or reads a rhyme. Children sing only the chorus: "Chirik-chik-chik". In front of them is one player - a "bird-titmouse", in one hand ("beak") a small twig. The titmouse bird picks up twigs from the floor and puts them on the chair. Cleans "feathers", flaps "wings". At the end of the song, the titmouse bird puts the last twig on the chair.

A bird flies over the field.

Tweet-tweak-tweet.

And what does the titmouse carry?

Tweet-tweak-tweet.

She carries a blade of grass.

Tweet-tweak-tweet.

Why do you need a blade of grass?

Tweet-tweak-tweet.

A bird is carrying a blade of grass.

Tweet-tweak-tweet.

The nest will be built by a titmouse.

Tweet-tweak-tweet.

Ossetian folk song

When the game is repeated, another player becomes a "bird-tit".

The animals sat under the fence

The children are sitting on the bench, these are the presenters. To the side of the "wattle fence" (partitions) there are "animals" ("fox", "hare", 3 - 4 "hedgehogs" and "bear"), Children show the habits of animals. The presenters recite the nursery rhyme in chorus, and the "animals" boast - they pronounce only their own line.

Shadow, shadow, shade,

There is a wattle fence above the city.

The animals sat under the fence,

Boasted all day.

The fox boasted:

- I am a beauty to the whole world!

The bunny boasted:

- Go and catch up!

The hedgehogs boasted:

- Our fur coats are good!

The bear boasted:

- I can sing songs!

Russian folk nursery rhyme

When the game is repeated, other players become "fox", "hare", "hedgehogs" and "bear".

Hand Accuracy Games

Take it carefully

Equipment: round plastic sticks. There are several heaps of round sticks on the table, one tip of which is colored. Children take sticks from the pile and set them aside so that the colored tips are facing one way.

Variants

1. Each pile contains 10 sticks. It is necessary to shift them at the request of the children.

2. Move the sticks, make a new pile.

3. Take the sticks with two fingers named by the teacher and shift.

4. Each pile contains 10-15 sticks. You need to put them in a row: the colored tip of one stick is up, the colored tip of the other is down. Further in the same order.

5. It is necessary to move the sticks on the table with different fingers. The task is given by the teacher.

Cubes in a box

Equipment: cubes, 2 boxes.

There are 2 boxes on the table, one with cubes, the other empty. The first player takes the cubes out of the box and puts them in another box, row by row.

This continues until all the children have played. There is no need to rush, accuracy is important.

The teacher marks the children who did everything well.

Variants

1. Move the cubes with one or both hands.

2. The game is played in pairs: the first player takes out of the box and transfers half of the cubes, the second returns the cubes. The teacher marks the best pair.

Ball - in a hoop on a plank

Equipment: hoop, board, balls.

Children are divided into teams of 7-10 people.

Each player has a small ball. There is a hoop in front of the children.

The teacher puts a small board on the hoop so that one end of it touches the floor from the outside of the hoop. It turns out a small slide.

Members of one team alternately roll balls into a hoop along the hill, counting the number of balls that have fallen into it. Then the next team rolls the balls.

This continues until all teams have played.

The team with the most balls in the hoop wins.

Games for the development of coordination

Turn around in place

Children are lined up. Standing still, they begin to stomp (3-4 times). Swivel 90 ° and walk on toes. Rotate 90 ° again and walk on heels. Turn again and step on the outside of the foot. Then they repeat the turn and stomp. Everything is done in one place with 90 ° turns.

Exactly in a circle

Children walk one after another in a circle with a simple step, on the toes, heels, the outer side of the foot, raising their hands up, clasping their hands behind their heads, waving one or two hands above their head (changing hands as they move).

Mugs and stick

Equipment: sticks.

At a distance of the child's step, the teacher draws several circles, a little to the side - small circles. Children walk in large circles, leaning with a stick on small circles, not skipping them. You can draw small circles on opposite sides of the larger ones. You can stand in circles with two legs - for relaxation. Each circle is small mountains that they conquer, children are climbers.

Variants

1. Children stop in each circle with two feet. They step over into the next circles with either the right or the left foot.

2. Children step into each circle with the right (left) foot.

Through the tunnel

Equipment: 3-4 chairs, toys, a piece of cloth or a sheet of cardboard, a box.

The teacher puts 3-4 chairs in a row. Children one after another crawl through the resulting "tunnel". It is advisable not to touch the legs and seats of the chairs.

Chairs - a "cave" in which you can find a "treasure" (toy). On one side, the "cave" is covered with cardboard or cloth and some kind of toy is placed. Children "crawl into the cave", take the "treasure", and get out of it with their backs. They play alternately. It is desirable that the toys are different.

Option. The box ("pit", "well"), in which the "treasure" lies, is placed at the end of the "cave". Children crawl out of the "cave", take the "treasure", turn around and return through the "tunnel" - the "cave" back.

Eye development games

Rings - on chair legs

Equipment: 2-3 small rings, stool. Each participant has 2-3 small rings. There is an overturned chair a few steps away. Children take turns toss the rings onto the chair legs. You need to throw them all on the legs, you can on one.

The game should start with one ring and a distance of 1-1.5 m.

Distribute in ascending order

Equipment: 10-15 cardboard strips (sticks) of different lengths.

Each player has 10-15 cardboard strips (sticks) of different lengths.

Variants

1. Sort strips (sticks) by length and collect in piles. The winner is the one who completes the task faster and without errors.

2. Arrange the sticks in order: from smallest to largest. And vice versa.

3. Conduct competitions with 2-3 children. Spread the sticks along the length in piles, but only with a blindfold.

Outdoor games

Matryoshka and doll

Equipment: 2 tables, 2 nesting dolls, 4 dolls. The participants are divided into two teams. There are nesting dolls on the tables. At the signal, the first children from the teams run to the nesting dolls, take them apart and return. The second ones collect the nesting dolls and also come back. This continues until both teams play.

The first team to finish assembling the matryoshka wins. Teams have two dolls. Children carefully examine the clothes of the dolls.

At the signal, the first children from the teams run to the dolls, undress them, neatly fold their clothes, put them to bed and return to the teams. The second dress up the doll and also return. This continues until all participants have played.

The first team to give the dressed doll to the teacher wins. The distance from the start to the table is 3 - 5 m.

For mushrooms

Equipment: small towns, colored discs.

Children are divided into two teams. At a distance of 4 - 5 m from the players there are towns covered with colored discs - "mushrooms". The first participants have one disc of a different color. On a signal, they run up to the wooden "mushrooms" and change the "hats" -disks. The players give the removed "mushroom caps" to the participants, who run up and again change places with the existing ones. This continues until all participants have played.

Mace in a circle

Equipment: clubs or balls.

Children stand in a column. At 3 - 5 m from the children, the teacher draws a small circle in which he puts a mace (ball). The first player receives another club (ball). He runs to the circle, exchanges the mace for his own, returns and passes the taken mace to the next player, and he himself stands at the end of the column. The second participant does the same. This continues until all the children have played. The mace must be placed carefully, it must not fall. If the child drops the club, he must pick it up and continue running.

Overhead

Equipment: clubs, balls or small hoops. Children are divided into two teams and are built in columns. The first participants have a club (ball, small hoop). On a signal, they pass it over their head back to the second player and further along the chain. The last participant, having received the mace, runs, stands at the beginning of the column and says: "I am here." If the child drops the mace, he must pick it up and pass it on.

The first team to finish the game wins.

Option... The mace is passed back to the first player. The game ends.

One hat per team

Equipment: 2 hats, chair.

Children are divided into two teams and are built in columns. There is a chair between them. The first participants have bright hats on their heads. At the signal, the second players take them off, put them on, and then along the chain. The last participant, wearing a hat, runs to a chair and sits on it.

The first team to complete the task wins.

Long jump

Children are divided into two teams and are built in columns. The teacher draws a line on the floor. The first pair of participants approaches her and simultaneously jumps in length. The teacher marks the length of the jumps. The second pair comes out, the children jump from the place to which the previous participants jumped. So all players jump forward pair by pair. The winner is the team with the longer total jump length.

Option. The first team members make a double (triple) jump from the spot, pushing off with both feet. The second pair comes out, the children jump from the place to which the previous participants jumped. So they jump pair after pair.

The winner is the team with the longer total jump length.

Interesting educational games for children from 3 to 5 years old. All games are accompanied detailed description... Outdoor and indoor games. Educational games for preschoolers.

Zainka

It is best to play the game outdoors in the summer. To begin with, a driver is chosen - a zainka. All participants stand in a circle and join hands, the zainka is in the center. Then the children begin to sing a song, spinning in a round dance in one direction or the other.

Zainka performs movements to the song.

Zainka, dance Dances and jumps.

Gray, jump.

Turn around in a circle, sideways Spinning.

Turn around, turn sideways!

Zainka, in your hands, Claps her hands. Demonstrates

Gray, clap your hands! wearing a "caftan".

This caftan is right for a bunny,

This caftan is just right for a bunny ...

Belt buckle shoes, Indicates "buckle shoes".

Shoes with belt buckle ... Moves inside a round dance

Here the cities are all German, approaching its participants.

Iron fasteners. Touches the hands of those who play,

There is a hare where to jump out, and the children lift up the closed

There is where the gray jump ... hands to release it from the circle and then let it back in.

Option 1... While the choir sings, the zainka, moving freely in a circle, chooses a replacement from the participants in the round dance: a boy - a girl, and a girl - a boy. Sometimes the bunny approaches the selected player and starts dancing with him, and at the end of the dance takes his place. The new zainka becomes the center of the round dance, and the game is repeated.

Option 2... Zainka is making active attempts to break out of the circle, and the children in the round dance do not let him go. Children during a round dance and singing should move so that the distance to the person standing in the center does not change. During the game, the bunny tries to get closer to them. The participants in the round dance do not allow him to come near them with a wave of their hands. When the bunny manages to get closer, he tries to break out of the circle.

Option 3. Gradually, the rhythm of the song and dance should accelerate and turn into a dance. By the end of the song, when all the participants are dancing, the bunny must choose a moment and try to jump out of the circle. If he succeeds, everyone rushes to catch him. The one who catches the player becomes the next zainka, and the game continues.

Teddy bear walked through the woods

Children sit on high chairs. One child depicts a bear.

The bear walked through the forest, The bear child walks, collects

The bear collected cones. bumps and then sits on a chair

Our bear walked for a long time. and falls asleep.

Mishutka sat down, dozed off. The teacher and the children quietly approach the bear.

The children began to approach

Wake Mishenka yourself:

"Misha, Mishenka, get up

And catch up with the guys. " Children run away to their places, and the bear catches up with them.

Fox and chickens

Children represent chickens. One of the players is a rooster, the other is a fox. Chickens walk around the site looking for food. The fox is watching them closely. At the instruction of the teacher (unnoticed by everyone), the fox comes out and quietly sneaks up on the chickens. The rooster shouts loudly: "Ku-ka-re-ku!" Chickens run away, take off to roost (log, bench). The rooster should be the last to escape. The fox catches chickens that did not have time to quickly climb to the roost and stay on it. After 2-3 games, other children are chosen for the role of a rooster and a fox.

Crested hen

The teacher depicts a chicken, children - chickens. One child sits on a bench away from the rest. This is a cat dozing in the sun. The mother hen goes for a walk with the chickens.

A crested hen came out,

Yellow chickens with her.

The chicken coughs: "Ko-ko,

Don't go far. "

On a bench by the path

The cat has settled down and is sleeping ...

The cat opens its eyes

And the chickens are catching up.

The cat opens its eyes, meows and runs after the chickens, which run away with the chicken.

The bear in the forest

A game for the little ones. Of all the participants in the game, one driver is chosen, who is appointed as a bear. Two circles are drawn on the playground. The first circle is the bear's den, the second is the home for all the other participants in the game.

The game begins and the children leave the house with the words:

The bear in the forest

I take mushrooms and berries.

And the bear does not sleep

And growls at us.

After the children say these words, the bear runs out of the den and tries to catch one of the children. Whoever does not have time to escape into the house becomes a bear and goes to the den.

Mousetrap

Children stand in a circle, holding hands - this is a mousetrap. One or two children are mice, they are outside the circle. Children, raising their hands up, move in a circle with the words:

Oh, how tired the mice are

Everybody gnawed, everybody ate!

Beware, cheats,

We will get to you!

Let's slam the mousetrap

And we'll catch you right away!

As the text is spoken, the mice run in and out of the circle. With the last word “the mousetrap slams shut” - the children drop their hands and sit on their haunches. Mice who do not have time to run out of the circle are considered caught and stand in a circle. Other mice are selected.

There was a goat in the forest

The players stand in a circle, the goat in the center. Everyone walks in a circle to the right, and the goat to the left. The goat chooses one of the guys, leads him to the middle of the circle. They perform movements in accordance with the words. All those standing in the circle repeat the movements behind them.

A goat walked through the woods, through the woods, through the woods.

Found myself a princess, princess, princess.

Come on, goat, jump, jump, jump

And we kick up, kick up, kick up our legs.

And we'll clap, clap, clap with our hands.

And we will sink with our feet, we will sink, we will sink.

Shake the head, shake, shake.

And again we begin, we begin, we begin ...

Now in the circle two people are choosing a pair for themselves. The game continues until almost all the children are in a circle.

Shaggy dog

One child depicts a dog, he lies down on the grass, puts his head on his arms outstretched forward. Children with a teacher quietly go to the dog and at the same time say:

Here lies a shaggy dog

Burying my nose in my paws,

Quietly, calmly, he lies,

Either asleep or asleep.

Let's go to him, wake him up

And let's see if something happens.

The dog jumps up, starts barking and runs after the children, they run and hide.

Frogs in the swamp

On both sides they outline the banks, in the middle there is a swamp. On one of the banks there is a crane (beyond the line), frogs are located on bumps (hoops at a distance of 50 cm) and say:

Here with a wet rotten

Frogs are jumping into the water.

They began to croak out of the water:

"Kva-ke-ke, kva-ke-ke,

It will rain on the river. "

With the end of the words, frogs jump from a hummock into a swamp. The crane catches those frogs that are on the hummock. The caught frog goes to the crane's nest. After the crane has caught several frogs, a new crane is selected from those who have never been caught. The game resumes.

Horse

The players run across the entire area and at the signal of the teacher "Horses!" run, raising their knees high, at the signal "Kucher!" - go. Walking and running alternate. The teacher can repeat the same signal in a row.

Tambourine-tambourine

The driving "tambourine" catches the players. Whoever is caught becomes a "tambourine".

Tambourine-tambourine,

Long nose

How many oats are there in the city?

Two kopecks with a nickel.

Vanya was driving with a cap.

Vanya did not buy oats,

Only a horse drowned,

Tambourine taught to run.

Tambourine-tambourine,

Run after us

Grab with your hands.

I caught Ksyusha,

Ksyusha will be a tambourine.

Sun

According to the countdown, they choose the driver - the sun. The rest of the children stand in a circle. The sun is in the middle of the circle, everyone is singing:

Burn the sun brighter!

Summer will be hotter

And the winter is warmer

And spring is sweeter!

On the first two lines, the children lead a round dance, on the next two they turn to face each other, bow, then come closer to the sun. It says, "Hot!" - and catches up with the children. Having caught up with the player, touches him, the child freezes and leaves the game.

Wolf and children

One player plays the role of a wolf. He, propping his face in his hands, hunched over, sits aside and is silent. Children scatter in different directions, pretending to pick berries in the forest, and sing:

Pinched, pinched the berry,

Black currants.

Father to the inserter,

Mother's sleeve,

To the gray wolf

Grass on a shovel.

God forbid to wash,

God forbid to run away

And God forbid to get out.

With the last words, the children throw grass at the wolf and run scattered from him, and the wolf catches them. The captured player becomes a wolf; if the wolf failed to catch anyone, he returns to his place and again depicts a wolf, the rest of the players again begin to collect berries near him.

Ocean is shaking

Option 1... According to the number of players, chairs are placed in two rows so that the back of one chair is in contact with the back of the other. After all the players are seated, the chosen driver shouts: "The sea is worried!" All the players jump up and run around the chairs until the driver, seizing the moment when everyone runs away from their chair, suddenly shouts: "The sea has calmed down!" After that, each player must take his place, and since the driver also takes someone else's place, the players try to grab the first one they come across. The one left without a place becomes the driver.

Option 2. Before the start of the game, the driver is selected. He turns away from the rest of the participants and says loudly:

The sea is worried once

The sea is worried two,

The sea waves three,

Sea figure, freeze in place!

At this moment, the players should freeze in the position in which they find themselves. The driver turns, walks around all the players and examines the resulting figures. Whoever is the first of them to move, takes the place of the driver, or drops out of the game, in this case the player who held out the longest becomes the winner.

It is forbidden to use additional items for stability (trees, benches, chairs, etc.). The driver has no right to make players laugh in order to stir them up. He is also not allowed to touch the players. The number of participants is not limited. You can use another version of the game, when the driver examines all the figures and chooses the one he likes best. In this case, the player with the most vivid imagination becomes the winner.

Drake and duck

The players join hands and form a circle. Two players represent a drake and a duck. They go out to the middle of the circle. They sing to the duck:

Come, duck, home,

Come, gray, home.

You have seven children

Eighth is a drake,

The ninth is a duck.

Duck - Marfutka,

Drake - Vasyutka,

Chicken - Masha,

Cockerel - Ignashka!

Drake shouts:

Drake, catch up with the duck!

Young, catch up with the duck!

The drake chases the duck and tries to catch it. The duck can run out of the circle, but the drake is not released. Players standing in a circle lower and raise their hands and sing:

Duck dives

Flies across the field.

Kitsch-kitsch, keep up!

Quack, quack, catch up!

Your kids are squeaking

They want to eat!

When the drake catches the duck, another pair is selected.

Pie

The driver is selected by counting the point. Players stand in two lines against each other. The driver crouches in the center, he is a pie. The players sing and show movements.



 
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