Educational games for children in the fresh air. Outdoor games for children


Yulia Zhurkevich
Card index of outdoor outdoor games

Annotation.

The main activity for preschool children remains play, including movable, dynamic, aimed at realizing the motor energy of the growing organism. Games can be used for children's health and educational purposes, as well as for developing communication skills and giving unnecessary mobility the desired direction. In addition, by mastering the rules of the game, children establish practical contacts with peers, which contributes to the development of social behavior and the child’s interaction with the world around him.

"We are funny guys"

Target: teach children to act on a signal, run from one side of the playground to the other quickly while dodging. Develop agility, speed, spatial orientation.

Progress of the game:

Children stand on one side of the playground outside the line. A second line is also drawn on the opposite side. In the center of the site is the Trap. Players in chorus pronounce:

"We are funny guys,

We love to run and jump,

Well, try to catch up with us.

One, two, three, catch it!”

After the word "catch" the children run to the other side of the playground, and Trap catches them. The one whom the Trap manages to smear before he crosses the line is considered caught, moves aside and misses one run.

Option 2.

Children walk in a circle and recite the text. Trap in the center. They scatter in different ways

types of running.

"Mousetrap"

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

Progress of the game:

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

“Oh, how tired the mice are,

It was just passion that got them divorced.

They gnawed everything, ate everything,

Attacks are coming everywhere.

Beware of the cheat,

We'll get to you.

Let's set up mousetraps,

We’ll catch them all at once!”

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

"Carousel"

Target: teach children to walk and run at a faster and slower pace in a circle in accordance with the text. Develop the ability to move in a circle clockwise and in the opposite direction.

Progress of the game:

Children form a circle, holding the cord with their right hand, and walk in a circle, first slowly, then faster and start running. Movements are performed in accordance with the text spoken text:

"Barely, barely, barely, barely,

the carousels started spinning,

and then around, around,

keep running, running, running!”

after the children run 2-3 laps, the teacher stops them and gives a signal to change the direction of movement. The players turn in a circle and, grabbing the cord with the other hand, continue walking and running. Then the teacher says with the children:

“Hush, hush, don’t rush!

Stop the carousel!

One-two, one-two,

The game is over!”

The movement of the carousel gradually slows down. At the words “The game is over!” the children stop, put the cord on the ground and disperse throughout the playground.

Option 2.

Children hold hands, walk in a circle in one direction, then in the other.

"Traps - dashes"

Target: teach children to run from one side of the playground to the other while dodging, to develop the ability to act on a signal. Develop speed and agility.

Progress of the game:

Children stand behind the line on one side of the playground. A line is also drawn on the second side. There's a Trap on the side. To words teacher: “One, two, three – run!”- the children run to the other side of the playground, and Trap catches them. After 2-3 runs, the trap is chosen from the most dexterous and fastest children who have not been caught.

Option 2.

Children run different types of running.

"Crucian carp and pike"

Target: teach children to walk and run in all directions, when given a signal, to hide behind pebbles, squatting. Develop agility, speed, spatial orientation.

Progress of the game:

One child is chosen as a pike, the rest are divided into two groups. One of them forms a circle - these are pebbles, the other - crucian carp that swim inside the circle. The pike is outside the circle. At the teacher’s signal, the pike quickly runs into the circle, trying to catch the crucian carp. The crucians rush to take a place behind someone playing and sit down on the pebbles. The caught crucian carp go outside the circle and are counted. The game is repeated with another pike.

Option 2

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

Group games (without division into teams)

Tag

1. Tag is one of the most popular games. The players scatter around the site, and the tag (driver) catches them. The one he stains becomes a “tag”. You can add a number of additional rules and complications to this game, then it will become even more interesting. Here are some of them:

2. If a tag is chasing one of the players, and another player crosses his path, then he is obliged to chase the one who crossed the road.

3. A tag can only stain a running player. As soon as the runner sits down, he is already safe.

4. The player can save himself from the tag if he stands near a tree and hugs it with his hands.
The tag cannot stain the player who, in a moment of danger, joins hands with another player.

5. A tag cannot tag players standing on one leg and holding the other leg back with both hands.

6. Everyone playing, except for tag, has a ribbon under their belt. Fifteen, catching up with the runner, pulls the ribbon from him and tucks it into his belt. The one left without a ribbon becomes a tag, raises his hand and says: “I am a tag!”

7. Two players hold a jump rope in their hands (by the ends) and run together. The stained one replaces the stained one.

8. Fifteen receives the ball and throws it at the runner. The one it hits becomes a tag, but if the driver misses, any player can pick up the ball from the ground and start throwing it with other players. To regain possession of the ball, the tag must take it away (intercept) or spot the player while he is holding the ball.

9. The site is divided into two, three and even four sections. Each site has its own spot (they must have distinctive signs). The rest of the players can run around the entire court. One circle is drawn at each site; this is a resting place for players who are tired from running. The player who was touched by the tag becomes the driver only in the area where he was overtaken.

10. If there are few players, you can offer this version of the game. From among the players, one is chosen as a shepherd, two as wolves and 4-5 as sheep. The wolves try to pick on the sheep, and the shepherd tries to kill the wolves. The greasy ones leave the game. The shepherd wins if he kills two wolves, and the wolves win if they kill all the sheep.

Tags in two circles

The participants of the game form two circles: one is internal, the other is external. Both circles move in opposite directions. At the leader’s signal, they stop, and all the players in the inner circle try to insult the players in the outer circle (that is, touch someone with their hand) before they have time to sit down. Those caught stand in the inner circle, and the game starts over. The game ends when there are few players left in the outer circle (5-6 people).

Trap

The guys form three large circles. Everyone standing in the inner circle is given paper hats (visors, kokoshniks). Holding hands, the guys move in a circle with a song: the outer circles in one direction, and the inner circle in the other. Suddenly, a whistle sounds, upon which the players of the two outer circles join hands in pairs, trying to take one of the players in the inner circle into the ring. If a player from the inner circle managed to sit down, they do not touch him. Those who fall into the trap have their cap taken away. The game is played this way several times. All the guys who managed to keep their caps are considered winners.

Traps

The players form a circle and stand two steps away from each other, facing the center. Every 6th or 8th player (at the discretion of the leader, depending on the number of players) joins hands with his neighbor on the right. They raise their arms up, forming hoops - traps, and turn so that the hoops are above the circle line. At the leader’s command, the players turn to the right and begin running in a circle. At the same time, they must run through all the traps they encounter along the way. At the sound of a whistle (or another conventional signal), the traps slam shut (couples holding hands lower them down) and the players who are caught (stuck in the traps) go out into the middle of the circle. From them new pairs are formed, which, holding hands, stand in different places of the circle, increasing the number of traps. The game continues until 5-6 players remain uncaught. They are considered the winners.

Kite and hen

10-12 guys participate in the game. One of the players is chosen by the kite, the other by the hen. All the rest are chickens. They stand behind the hen, forming a column. Everyone holds on to each other, and the one standing in front holds on to the hen. The kite stands three or four steps from the column. At the leader’s signal, he tries to grab the last chicken standing. To do this, he needs to go around the column and position himself behind. But this is not easy to do, since the hen constantly turns to face him and blocks the path, extending her arms to the sides, and the entire column deviates in the opposite direction from him.

The game continues for several minutes. If during this time the kite fails to grab the chicken, a new kite is chosen and the game is repeated.

Hunter and watchman

A hunter and a watchman are selected from among the players. The watchman stands in the middle of the site. A circle with a diameter of 2 m is drawn near it. The rest of the players (animals) scatter around the site in different directions. The hunter chases after them, trying to stain someone. Those caught are taken to a circle under the protection of a guard. They can be rescued. To do this, it is enough to hit the person standing in the circle on his outstretched hand (those caught cannot cross the line of the circle). But if the watchman or hunter tarnishes the one who helps out, he himself goes into the circle.

The rescued animals run away and join the others. The game is terminated at the discretion of the manager.

Jumping Sparrows

A circle is drawn on the floor or playground of such a size that all players can freely fit around its circumference. One of the players is a cat, he is placed in the center of the circle. The rest of the players - the little sparrows - stand behind the circle, right next to the line. At the leader’s signal, the sparrows begin to jump inside the circle and jump out of it, and the cat tries to catch one of them at the moment when he is inside the circle. The one who is caught becomes a cat, and the cat becomes a sparrow, and the game is repeated.

In the future, you can set a rule: jump and jump on only one leg.

Hurry up to take a seat

The players form a circle and are counted in numerical order. The driver takes a place in the center of the circle. He calls any two numbers loudly. The numbers called must immediately switch places. Taking advantage of this, the driver tries to get ahead of one of them and take his place. If he succeeds, then the one who is left without a place goes to drive.

The numbers assigned to the participants at the beginning of the game should not change when one or another of them temporarily becomes the driver.

Find yourself a match

The players stand in pairs in one common circle. The driver is in the middle of the circle. At the command of the leader “Face to face!” The players in each pair turn to face each other, then the command “Get in place!” follows. At the command “Back to back!” they stand with their backs to each other. At the command “Change in pairs!” everyone is looking for another partner. At this time, the driver tries to become a couple with someone. The one who is left without a partner becomes the driver.

Little animals, prick up your ears.

The guys stand in a circle, holding hands. The leader walks around the circle and separates it in several places. From the resulting links, small circles are created - houses for bunnies, squirrels, foxes, bears.

To the music, the leader walks past the animals standing in the houses and invites them to follow him. Squirrels move quickly, mincing with their feet, hares - in small jumps, bears - walking heavily, swaying from foot to foot, fox cubs - with a soft, insinuating gait. Having formed a general circle, everyone dances.

Suddenly the leader gives the command: “The hunters are coming!” The animals rush to their places and try to form circles (houses) as quickly as possible. The group that does this faster than others wins.

The guys stand in a circle, in the middle of which the driver enters. He is blindfolded. The players walk in a circle following the leader, repeating his movements (gymnastic or dance), then stop and say:

We played a little
And now we stand in a circle.
Guess the riddle
Find out who called you!

The leader silently points to one of the players, who exclaims: “Find out who I am!” The driver must say his name. If he guessed correctly, the recognized one becomes the driver; if he made a mistake, the game is repeated. When the children begin to distinguish the voices of their comrades, you can allow them to change their voice to complicate the game.

Ball in the air

The players form a circle, stand at a distance extended to the sides; the leader is in the middle of the circle. Those standing in a circle begin to throw the ball to each other, not allowing the driver to touch it. The driver, running in the middle of the circle, tries to touch the ball when it is in the air, on the ground or in the hands of one of the players. If he succeeds, the player after whose throw the ball was hit takes his place.

Fortress defense

A large circle is drawn on the ground. All players stand behind the circle line, facing the center. Only one driver remains in the circle. Five clubs or pins are placed in the middle of the circle. This is a fortress that the driver must protect.

To play you need a volleyball. The players, throwing the ball among themselves, try to seize the opportune moment when the defender of the fortress gapes, and knock down the clubs with a blow of the ball.

The defender has the right to hit the ball in any way. The one who manages to destroy the fortress becomes the new defender.

The fortress can also be made in the form of a tripod from sticks tied at the top. A ball is placed on the tripod.

Bumblebee

From 10 to 20 people can take part in the game. The players sit in a circle at arm's length, facing the center. The ball rolls inside a circle on the ground. Those playing with their hands bounce the ball away from themselves, trying to hit someone else with it. The ball is a bumblebee. If someone does not have time to hit the ball and is stung by it (not above the knees), then he is considered stung. He turns his back to the center of the circle and does not take part in the game until the next one is defeated. Then the first one stung again enters the game, and the second one turns his back to the center. You cannot catch the ball or kick it with your feet.

Competition

A line is drawn on the ground, behind which all the players stand. A second line is drawn 40 m from it. At the leader’s signal, everyone begins to walk, trying to reach the finish line as quickly as possible. We must ensure that no one’s step turns into running or jumping.

The winner is the one who, without breaking the rules, reaches the finish line first.

Carousel

The players stand in a circle. There is a rope lying on the ground, forming a ring (the ends of the rope are tied). The guys pick it up from the ground and, holding it with their right (or left) hand, walk in a circle saying:

Barely, barely
The carousels are spinning
And then around and around,
Everyone is running, running, running.

The players move slowly at first, and after the words “run” they run. At the leader’s command “Turn!” they quickly take the rope with their other hand and run in the opposite direction.

Hush, hush, don't rush!
Stop the carousel.
One and two, one and two,
The game is over!

The movement of the carousel gradually slows down and stops with the last words. The players put the rope on the ground and run around the site. At the signal, they rush to sit on the carousel again, that is, grab the rope with their hand, and the game resumes. You can take a seat on the carousel only until the third bell (clap). Latecomers do not ride on the carousel.

Owl

The guys stand in a circle. One of the players goes to the middle of the circle, he will portray an owl, and everyone else will depict bugs, butterflies, birds. At the command of the presenter: “The day comes - everything comes to life!” all the bugs, butterflies, birds are running in a circle, flapping their wings, the owl is sleeping at this time, that is, she is standing in the middle of the circle, with her eyes closed. When the presenter commands: “Night comes - everything freezes!”, the birds, bugs and butterflies stop and stand motionless, hiding, at that moment the owl runs out to hunt. She looks out for those who move or laugh, and takes the guilty ones to her nest - the middle of the circle; they also become owls and when the game is repeated, they all fly out to hunt together.

Lifesaver

This is one of the most common and favorite games among kids.

All players, with the exception of one, hide. When they hid, the driver comes out with a magic wand. His task is to discover everyone who is hiding. He announces his arrival by hitting his stick on a tree, bench or other object near which it will lie (the place should be known to everyone). At the same time, he says: “Lifesaver, our game is ahead, lifesaver, whoever misses - drive!” - and, leaving the wand in place, he goes to look for those hiding. Noticing someone, he runs to the stick, hits it and shouts that so-and-so has been found, he is there. Then again, putting the wand in place, he goes to look for the others, but he himself is afraid to move far from the wand, since each of those not found can come running, knock with his wand and say: “Lifesaver wand, help me out!” After this, everyone (including those who were found) must hide again, and the driver must look. Seeing that one of the players, not found by him, is running towards the stick, he must try to get ahead of him, run up to the stick and, before it is grabbed, hit it with it and say that so-and-so has been found.

Team games

Hurry up to take the pin

The players line up in two lines and face each other. The distance between them is 10 m. The players of each line are counted in numerical order. A pin is placed between the ranks (at an equal distance from them). The manager calls a number. Players with this number run out. Everyone tries to be the first to grab the pin. The one who manages to do this runs back into his line, and the enemy tries to tarnish him. If the player with the pin returns to the line without being spotted, his team gets two points, and if he is spotted, one point. Then the leader calls another number, and other players run. The team with the most points wins.

Knock the ball down

The players line up in two lines and face each other at a distance of 10-15 m. Both teams are counted in numerical order. A line is drawn in front of the toes of the players in each row. A chair is placed between the ranks at an equal distance from them and a ball is placed on it. The manager calls a number. Players with this number run out. They must run to the opposite line, step on the line with their foot and on the way back, knock the ball off the chair. The team whose representative completes this, ahead of the opponent, is awarded a point. The team with the most points wins.

Running for flags

The players are divided into two equal teams and line up opposite each other at opposite ends of the court. Parallel to these lines in the middle of the site there is a strip 1.5-2 m wide on which flags are laid out. At the leader’s signal, the players of both teams quickly run out to the transverse strip and try to collect as many flags as possible, and then with the flags return to their lines and line up. Team captains collect and count the flags brought by their players. For each flag, the team is given one point. The team with the most points wins. Each player can collect any number of flags. The flags cannot be taken away; for each violation of this rule, the team receives a penalty point. You cannot run into the lane with flags.

Drag in a circle

The players are divided into two equal teams and are located one outside and the other inside the circle line facing each other. The task of the players in the circle is to pull their opponents into the circle, and the players standing outside the circle are to pull the opponent out of the circle. The game is played in the form of short bouts lasting 1-2 minutes. Those pulled into the circle and pulled out of the circle leave the game. You can only pull by grabbing your partner’s hands or belt. The team that has the most players left after 4-6 bouts wins.

Shootout

A line is drawn in the middle of the site dividing it into two equal parts. 20-30 steps from this line, another line is drawn on each side - captivity.

The players are divided into two teams. Each team is free to occupy its own field. The leader, standing in the middle of the court, tosses the ball. The first team to enter the game is the one on whose side the ball lands. A shootout begins. Each team tries to hit the players of the other team with the ball. The salted ones go beyond the captivity line (on the enemy side).

Players do not have the right to cross the center line into the opponent’s field. A player is not considered to have been hit if he catches the ball in mid-flight, or if the ball hits him after bouncing off the ground. Running with the ball and holding it in your hands is not allowed. If the rules are violated, the ball is given to the other team. Prisoners can be rescued. To do this, you need to throw the ball to the prisoner (across the enemy's field) so that he catches it without crossing the captivity line. The one who succeeds is considered freed and returns to his place.

If the ball hits the captivity line, the captives throw it out towards their team (and if they are not there, any participant in the game who happens to be nearby).

You can also play for a while. In this case, by the end of the game (after 10-15 minutes), the number of players in each team is counted. The team with the most of them wins.

Race with a ball in a circle

10-12 people play. They stand in a circle at arm's length from one another, and then count on the first and second numbers. This is how two teams are made up: one with even numbers, the other with odd numbers.

The leader gives volleyballs to two players standing next to each other, i.e. the first and second numbers. At a signal, they run in opposite directions, going around the circle from the outside. Each of this pair, returning to their place, immediately throws the ball to their nearest teammate. This player, having caught the ball, immediately runs around the circle, takes his place and from here throws the ball further over one person, etc.

The winner is the team in which all players run around the circle with the ball faster.

Passing the ball around

The two teams line up behind each other's heads in two separate circles. Each team chooses a captain. The captains receive a volleyball. At the signal, each captain raises the ball above his head, passes it to the person standing behind, and then the ball passes in a circle from hand to hand. When, having gone around the circle, the ball returns to the captain, he directs it to those in front (i.e. in the opposite direction). After this, everyone, at the captain’s command, turns their back to the center of the circle and passes the ball from hand to hand to the right, then everyone turns to face the center and passes the ball in the opposite direction. When the ball returns to the captain, he lifts it above his head. The team that gets the ball back to the captain the fastest wins.

The leader first plays the game, placing everyone in one common circle. When the players understand the rules of the game (how to pass the ball, when and where to turn), he divides the players into two teams and holds a competition between them.

Ball to average

The players form 3-4 circles. They should have an equal number of guys. There is a driver inside each circle. He receives the ball and must throw it in turn to each of the players standing in the circle, without missing anyone, and catch it back. If the ball is not caught, then the one who missed runs after it, returns to his place, and the throw is repeated. When the ball returns to the driver from the last player, he lifts it above his head. The team that finishes throwing the ball earlier wins.

Changing places

Two teams of 8-10 people line up in ranks facing each other, at opposite ends of the site, behind the city lines (distance 10-12 m) and diverge to the width of outstretched arms. At a signal from the leader, they run towards each other, trying to get outside the opposite city as quickly as possible, turn to face the center of the site and line up. The team that does it faster wins. When running, players, in order not to interfere with each other and not collide with those running towards them, must stick to the right side.

When repeating the game, you can change the methods of movement: move by jumping on two legs, on one leg, jumping with a skipping rope, etc.

Relay Games

Among team games, relay races occupy a special place. Conducting them does not require much preparation, and the content, depending on the age and composition of the players, can vary: be simplified and complicated. In relay races, the competitive element is very high and the results are clear, so they always arouse great interest not only among the participants, but also among the spectators, which, of course, is also very important.

Teams for participation in relay games can be created arbitrarily from among those who wish, but they can also represent various children's teams: stars, groups, classes. In this case, each of the participants feels a special responsibility to the team that he represents, and therefore his activity, interest in the game and will to win especially increase.

To participate in relay games, two (or 3-4) teams are created, equal in number of participants and, if possible, equal in strength. Teams line up in parallel columns, one at a time, at a distance of 2-3 m from one another (other formations are possible). Each team should have no more than 8-10 people. To monitor strict adherence to the rules (do not run out ahead of time, put all objects in their place, etc.), the leader can appoint assistants who are attached to the teams and monitor the actions of the players. Assistants have the right to return the player to the starting line to repeat the action if he has violated the established rules.

Before starting a competition (especially with younger schoolchildren), it is necessary to conduct a rehearsal without scoring results, so that everyone understands well what is required of them and adapts to the game.

Here is a description of relay races of various contents that can be included in the games program. You can also hold a special evening of fun relay races with preliminary preparation and training of participants, with awarding of the winners. Such an evening will be remembered for a long time by both participants and spectators.

What does the word "relay" mean? Children are undoubtedly interested in learning about this.

In ancient times, when there were no railways, no cars, no airplanes, letters and other urgent papers were delivered by relay mail. A coachman drove three horses from one post station to another. At the stations the horses were re-harnessed, and the new postal troika raced on. People said just that - “send the papers by relay race,” “delivered by relay race.”

And even earlier (700-800 years ago) in some countries mail was carried by fast walkers. They ran from one station to another. Bells hung from the belt warned by their ringing of the approach of the postman. Replacing each other, the messengers quickly delivered the news.

Now the word “relay race” has lost its former meaning. A relay race is a game in which each of the participants at the appropriate stage must pass to the other an object (a baton, a ball, a hoop) or perform some actions one after another, while trying to outpace their opponents from the other team.

Running over bumps

In front of each team, circles with a diameter of 30-40 cm are drawn from the start line to the finish line at a distance of 1-1.5 m from each other (along a straight or winding line). At the leader’s signal, the first numbers, jumping from circle to circle, reach the end line, after which they return along the shortest path and pass the baton to the next players. After handing the baton to the next number, each player stands at the end of the column. The team that finishes the game earlier wins.

Hoop relay

To play, you need hoops and relay batons according to the number of teams. A flag is placed in front of each team 10-15 steps from the starting line. In the middle of the distance it is placed on the hoop. The first numbers in the teams receive the baton.

At the leader’s signal, the first numbers run to the hoops lying on the ground and, without releasing their sticks, lift the hoops, crawl through them, put them in place (it must be marked) and run further to the flags. Having gone around the flags, they return, climb through the hoop again and hand the relay batons to the second numbers, and they themselves stand at the end of their column. The second numbers do the same and pass the baton to the third, etc. The team that finishes the game first wins.

Planting vegetables

Two or three teams line up in columns one at a time. In front of the teams at the opposite end of the site, 5 circles are drawn. The first players are given a bag with items that symbolize vegetables (garlic, onions, beets, carrots, potatoes). At the signal, the children run, put all the “vegetables” in their mugs and pass the empty bag to the second numbers. The second numbers run, collect “vegetables” and pass the bag with “vegetables” to the third, etc. The team that finishes the game earlier wins.

Centipede running

The players are divided into two or three teams of 10-12 people. Each team receives a long rope. Players are evenly positioned on both sides of the rope, which they hold with their right or left hand, respectively. At the signal, the teams run to the finish line (distance 30-40 m), holding the rope the entire time. The team that runs to the finish line first wins, provided that none of its participants threw the rope.

This game can be played in another way. Each team lines up in a column one at a time. Everyone raises their right hand and holds on to the cord stretched along the column. At the signal, both teams go to the finish (10-15 m) and return. The team that returns first wins.

Loaches

Teams have 6-7 people. Each team lines up in a column one at a time. At the signal, the one standing first quickly turns around, after which the second one takes him by the belt and they rotate together, then three of them, etc. The game ends as soon as the last member of one of the teams joins his column and all the guys turn around their axis.

Express train

Flags are placed 6-7 m from each team. On the command “March!” the first players quickly walk (it is forbidden to run) to their flags, go around them and return to the columns, where they are joined by the second players, and together they again make the same path, etc. The players hold each other by the elbows and While walking, they move their arms like a locomotive connecting rod. When the locomotive (front player) returns to its place with its full complement, it must sound a long whistle. The team that arrives at the station first wins.

To a new place

Two teams line up in columns one at a time. A line is drawn at a distance of 15-20 m from them. At the leader’s signal, the first and second numbers of each team, holding hands, run over the line. The first numbers remain in the new place, and the second ones return, join hands with the third players and again run to the line. Then the second numbers remain, and the third ones return to team up with the fourth, etc. The team that has all its players on the other side first wins.

Ball relay

To play, you need volleyballs according to the number of teams. A chair is placed in front of each team 6-7 steps from the starting line. The first numbers, having received a ball, run to their chairs, stand behind them and from this place throw the balls to the second numbers, after which they return and stand at the end of their column. The second and subsequent numbers, having caught the ball, do the same. If the next player does not catch the ball, he must run after it, return to his place and only then continue the game. The team that has the ball, having bypassed all the players, returns to the first number first, wins.

Passed it on - sit down

The players are divided into several teams of 5-6 people each, choose captains and line up in columns at the line, one at a time. Captains stand in front of each column, facing it at a distance of 5-6 steps. The captains receive the ball. At the signal, each captain throws the ball to the first player in his column. Having caught the ball, the player returns it to the captain and sits on the ground (in the gym - on the gymnastics bench). The captains throw the ball to the second, then to the third players, etc. Each of them, returning the ball to the captain, sits down. Having received the ball from the last player in his column, the captain raises it up, and all the players on his team jump up.

The team whose captain picked up the ball first and whose players jumped up first wins.

If during the game one of the players drops the ball, he must pick it up and throw it to the captain, having first taken his place.

Puck relay

Team members line up in columns one at a time. In front of each team, a flag (or a chair) is placed 10-12 m away. The first 11 numbers in the teams receive a stick and a puck. At the signal, they must hit the puck with their stick, circle it around the flag and return it back to the starting line. The stick is then passed to the second player, who in turn dribbles the puck around the flag, etc. The first team to complete the game wins.

When repeating the game, you can set the task of driving not one, but two pucks at the same time and returning both to the starting line.

Cancer is moving backwards

Teams line up in columns one at a time. A flag is placed 10-15 meters in front of each team. At the signal, the first players turn around and go to the flags with their backs forward, go around them to the right and in the same way - backs forward - return to their place. As soon as they cross the starting line, the second, then the third players, etc. are sent into the chains. The team that finishes the competition first wins.

While driving, you are not allowed to look back.

Passing balls

The players are divided into two teams and lined up one against the other. The first person in each line is given a ball. At the leader’s signal, they pass the ball to their neighbors, who pass it on. When the ball reaches the last player, he must hit the ball on the floor, catch it and return it to his neighbor. Then the ball is passed from hand to hand in the opposite direction. When the ball returns to the first player, he must lift it above his head. The team that finishes passing the ball first wins.

Needle and thread

To play, you need to prepare two fake needles (100-120 cm long) and two balls of colored cord (thin rope).

The players line up in two lines (10-12 people in each) one against the other. The first numbers of each line are given a needle, and the last numbers are given a ball of cord.

At the signal, unwinding the ball (the player does not let it go from his hands), the end of the cord is passed from hand to hand along the line. When it reaches the first player, he threads it through the eye of the needle and returns it to the second, who passes it further along the line in the opposite direction. When the end of the cord returns to the last player and the cord threaded through the needle is folded in half, everyone turns to the right (or left) and follows the leader, holding on to the thread (as the Russian proverb says: “Where the needle goes, there goes the thread”), quickly walk around the site around the perimeter (the boundaries must be marked) and return to their original place. The team that completes the task first wins (if all the rules were followed exactly).

Competitions - fights

Cockfighting

The players stand opposite each other on one leg, keep the other leg bent, and fold their arms across their chests. Jumping on one leg, everyone tries to push the opponent with his shoulder, make him lose his balance and lower his other leg - then the fight is won.

You can also play while sitting. The belt (braid) is tied with a ring. The players squat down and put the ring on their knees so that their legs cannot be straightened. Hands are placed under the knees. Jumping in this position on their toes, the players try to push each other with their shoulders. The one who does not maintain balance loses.

The game “Cockfight” should take place within a small area, beyond the boundaries of which you cannot go.

Don't lose your balance

The players stand facing each other at arm's length. Their feet are closed. Raising his hands to chest level, each one alternately strikes the opponent’s palms with one or both palms. You can dodge a blow by unexpectedly spreading your arms. Whoever moves even one foot loses.

Who will clear the puck

Two circles with a diameter of 40-50 cm are drawn on the ground. The center of one should be approximately 80 cm from the center of the other. Two players stand behind the circles. Each of them gets a stick. A washer is placed in the center of each circle. You need to knock the puck out of the opponent's circle and keep your own.

Pull the cord

A rope is placed on the ground, with sandbags tied to the ends. At the ends of the rope, two players stand with their backs to each other. A checkbox is placed in front of each of them in 5-6 steps. At the signal, the players run to their flags and, returning, try to pull the rope in their direction, ahead of their friend. The one who manages to do this wins. The competition is repeated three times.

Racket duel

This skill game involves two players. Each player receives a racket. Rackets can be from table tennis or homemade. A small cube or flat toy is placed on each of them.

The players, taking the racket in their left hand, move it to the side. At the signal, moving freely, they try to take the cube from the opponent’s racket without dropping their own.

The winner of the match is the one who manages to remove the cube from his partner’s racket three times in a row.

Big game with a small ball

Ball games that people of all ages enjoy are very diverse. But in childhood, and especially at a young age, the most common is the “ball school”. This is the name of the system of exercises with a small ball in order of increasing complexity.

You can start with the simplest thing.

-Who can throw a ball high into the air and catch it with both hands? - the teacher asks the children.

There are a lot of people who want to, and they can do everything. ready to prove it. Then the leader offers the children other, more difficult tasks: toss the ball and catch it only with the right hand, only with the left hand; throw the ball, make a full turn in place and catch it, etc.

Not everyone can do these exercises. But one of the pre-prepared guys will perform them easily and freely. And all children will understand that training is needed to perform exercises.

Naming the days of the week

Several players use a counting rhyme to establish a line. The player who begins the game throws the ball high and catches it, while naming all the days of the week in sequence: Monday, Tuesday, Wednesday, etc. (there is one throw for each day). When all the days of the week have been named (or in case of misses), the player passes the ball to the next player and steps aside. When all participants have completed this exercise, they count how many misses they have. The winners are those who played without mistakes or who had fewer mistakes.

Next time, when throwing the ball, you can agree to name not the days of the week, but the months: January, February, March, etc. Each cycle in this game no longer consists of 7, but of 12 throws.

You can also suggest throwing the ball to all the letters of the alphabet in a row. It is very difficult to do this without a mistake (such a game helps children better learn the alphabet).

Don't miss the ball

Two players stand next to each other. One of them has a ball. He must, hitting the ball with his palm, make it bounce off the floor 10 times in a row, and on the 11th pass (without stopping the game) to the second player. He, having made 10 strokes, must return the ball to the first. And so on until one of them misses the ball. The player who dropped the ball is out of play. Another player is appointed instead, and the competition continues. The winner is the one who stays in the game the longest.

You can agree that the player dribbling the ball does not stand still, but walks around with it to some object, for example a chair, and, returning, passes it to the second one.

You can play the game simultaneously with several pairs of players. The winner is the pair that manages to keep the ball in play longer than others.

Jumping ropes

Just like “ball school,” exercises with short and long ropes have always been constant companions of childhood. And this is no coincidence. They have; of great importance for strengthening the health and physical development of children and occupy an important place in outdoor games.

Jumping rope develops and trains such qualities that everyone needs, such as fast, easy and elastic movements, endurance and attention, and a sense of rhythm. Many Honored Masters of Sports, preparing for competitions in athletics, boxing, and various sports games, practice jumping rope during training. This helps them better prepare for competitions, make their movements faster, more accurate and confident, and make their legs stronger. And what interesting, complex and beautiful exercises with a skipping rope are included in rhythmic gymnastics competitions!

All this is worth telling children about in order to make them more interested in jumping rope.

All (or almost all) girls of school age can jump rope, but not all boys, and it is also very important to get them involved in games with a jump rope.

Typically, children perform only the simplest, most primitive exercises with a skipping rope. The teacher must constantly complicate the task: jump not only while standing still, but also on the move, while running, on the right, on the left leg, jump once and pass the rope under your feet twice, jump together (standing facing each other and at the back of the head ), three of us with two jump ropes, etc. Jumps should be soft, springy and performed on toes.

A short jump rope should correspond to the height of the child. Everyone can determine the desired length themselves in the following way: stand in the middle of the rope, place your feet shoulder-width apart, and pull the rope along your body. Its ends should reach the waist.

For a long jump rope, you need a rope 10-12 mm thick and 5-6 m long.

Relay race with skipping ropes

Two parallel lines are drawn at a distance of 15-20 m from one another. Two or three teams line up at the back of the first line. The players standing in front of the column hold a jump rope in their hands. On the opposite line, opposite each team, a flag is placed. At the leader’s signal, the first numbers begin to run, jumping over the rope, and, having gone around the flag, return back and pass the rope to the next player. He, without stopping, jumps over the rope and rushes forward. The last participant, having reached the finish line, raises his hand with the rope up. The team that finishes the relay first wins.

Long rope relay

The players line up in two columns, one at a time, at the starting line, one column at a distance of 4-5 steps from the other. Two players with a long rope stand 5-6 steps in front of each team. At the leader’s signal, they begin to evenly twist the rope towards their teams. At the same signal, the first numbers run forward. Their task is to run under the rope without touching it, go back, touch the second players with their hand and stand at the end of their column. After this, the second numbers run forward, followed by the third, etc. The one who was hit by the rope must return and repeat his attempt.

The team that finishes the jumps first wins.

When the game is repeated, those who twisted the rope are replaced by others.

"HELLO".

Everyone stands in a circle facing each other, shoulder to shoulder. The driver walks along the outside of the circle and touches one of the players. The driver and the player who was hit run in different directions along the outside of the circle. Having met, they shake hands and say: “Hello!” You can also say your name (this is discussed in the terms of the game). Then they run further, trying to take an empty place in the circle. The one who is left without a place becomes the driver.

"TRAFFIC LIGHT".

On the site you need to draw two lines at a distance of 5 - 6 meters from each other. The players stand behind one line. The driver stands between the lines approximately in the middle with his back to the players. He names some color. If the players have this color in their clothes, they pass by the driver without hindrance. If the player does not have this color, then the driver can insult the running player. The salty one becomes the driver.

"PATH".

The participants of the game line up in a chain one after another. The one who is first in this chain becomes the driver. Everyone walks like a snake along the path behind each other, with the driver overcoming various obstacles. At the driver’s signal, the first player becomes at the end of the snake, and the driver becomes the one who was the first player.

"ENCHANCED CASTLE".

The players are divided into two teams. The first one must disenchant the “castle”, and the second one must prevent her from doing this. The “castle” can be a wall or a tree. Near the “castle” there are the “main gates” - the guys from the second team are blindfolded. The players who must disenchant the “castle” begin to move along the site at the command of the leader to the main gate. Their task is to quietly reach the gate, go through it and touch the “lock”. In this case, the game is considered over. But the task of the second team is to harass those who are moving towards the “castle”. Those who are insulted are eliminated from the game. At the end of the game, the teams change roles.

"NEST".

Children squat in a circle, holding hands - this is a “breathing nest”. There is a "bird" sitting inside. Another “bird” flies outside - the leader gives the command “The bird flies out!” The "nest" crumbles, and everyone flies like birds. The leader commands: “Into the nest!” Everyone crouches down again. The one who didn't have time becomes the leader.

"A HARE WITHOUT A LAIR."

The participants of the game stand in pairs facing each other, raising their clasped hands up. These are "hare houses". Two drivers choose - “hare” and “hunter”. The “hare” must run away from the “hunter”, while he can hide in the house, that is, stand between the players. The one to whom his back is turned becomes a “hare” and runs away from the “hunter”. If the “hunter” makes fun of the “hare”, then they change roles.

"SANTIKI-FANTIKI LIMPOPO".

The players stand in a circle. The driver moves away from the circle a short distance for a few seconds. During this time, the players choose who will be “showing the movements.” This player will have to show various movements (clapping his hands, patting his head, tapping his foot, etc.) All other players repeat the movements after him. The driver's task is to determine who will show the movements. The movements begin with ordinary claps. At the same time, throughout the game, the guys utter the words in unison: “Santiki-candy wrappers lim-po-po...”. At a moment unnoticed by the driver, the one showing changes his movement, everyone must quickly change their movement too, so as not to let the driver guess who is leading them. The game continues until the shower is discovered.

"CRAVES AND SPARROWS".

At a distance of 1-1.5 m, draw two parallel lines. Measure 4-5 m from them and draw two more lines. The first two lines are the starting lines, the second are the “houses”.

The teams line up with their backs to each other near the first lines, that is, at a distance of 1 - 1.5 m. There are two teams, one of them is “sparrows”, and the other is “crows”. The leader stands between the teams and calls out the words: “sparrows” or “crows”. If the leader said “crows,” then the crows chase the sparrows, which are trying to escape behind the second line. If the presenter says “sparrows,” then the sparrows run and catch the crows. The game ends when there is not a single player left on the team.

"SEINE".

The game takes place on a limited area, the boundaries of which cannot be left by any of the players. Two or three players join hands, forming a “net”. Their task is to catch as many “swimming fish” as possible, that is, the rest of the players. The task of the “fish” is not to get caught in the “net”. If the fish was unable to evade and ended up in the “net”, then it joins the drivers and itself becomes part of the “net”. The “fish” do not have the right to tear the “net”, that is, to untangle the hands of the drivers. The game continues until the player who turns out to be the most agile “fish” is determined.

"TRAPS".

Six players stand in pairs, holding both hands and raising them. These are traps, they are located at a short distance from each other. Everyone else joins hands, forming a chain. They must move through traps. At the leader’s command (clap, word, etc.), the traps “slam shut,” that is, the guys forming the traps give up. Those players who fall into traps form pairs and become “traps” themselves. The winner is the one who does not fall into any of the traps.

"WATER".

The driver stands in a circle with his eyes closed. The players walk in a circle saying:

“Water, water, Why are you sitting under the water, Look out for a little bit, For one minute 1, 2, 3.”

The circle stops. The “water man” points his hand at one player and approaches him without opening his eyes. His task is to determine who is in front of him. The “merman” can touch the player standing in front of him, but he cannot open his eyes. If the driver guessed right, they change roles, and now the one whose name was named becomes the driver.

"SQUIRRELS ON THE TREE".

All players are “squirrels”; they must stand near a tree and hold on to it. A "dog" - the driver - is running between the trees. “Squirrels” run from tree to tree, and the “dog” must catch someone, or another option: the “dog” must take the place of one “squirrel”.

"FLASHING LIGHTS."

All players stand in pairs in a circle, one player behind the other. Everyone's hands are down. The driver also stands on the line of the circle. He doesn't have a partner behind him. He must look into the eyes of one of the players standing in the circle and wink at him. The one who was winked runs from his place and stands behind the driver. But he may not succeed because the player behind him can hold him back. If he manages to do this, everyone remains in their place. If the player manages to escape, then the player left without a pair himself becomes the driver.

"SALKI."

One driver is selected who must catch up and harass the players. The taunted player also becomes the driver, and he must run and hold on to the part of the body for which he was taunted with one hand. The winner is the one who is not caught by the driving players.

"CATCH THE DRAGON'S TAIL."

The players stand in a line, holding each other's shoulders. The first participant is the “head”, the last one is the tail of the dragon. The head should touch it.

"SCHOOL OF SCOUTS".

(Mini-blue lightning)

One of the participants is the commander (leader), the rest are “scouts”. Before the start of the game, the commander gives the command to form a line and introduces the children to the tasks that they will have to complete.

"PARACHUTERS" - children stand on a log, squat, then raise their arms up, stand up and jump from the log.

"ALIEN PATROL" - To avoid the enemy, everyone hides behind trees and bushes and silently moves a distance determined by the leader.

"CHASE" - scouts flee from the enemy, turn into bunnies, and jump. Dogs chase after them, children also become dogs, bark loudly, growl, chase away other people's dogs.

"RETURN" - the scouts have successfully completed the task and are returning home. First, they float along the river (pretend to row boats), then fly on an airplane and, choosing a place to land, settle down at the “airfield”.

"Blind's buff with a bell."

The driver's eyes are closed. One of the participants spins it on the spot. At the same time, you can say a tongue twister: - “What are you standing on?” -"On Bridge". - "What are you eating?". "Sausage." - “What are you drinking?” -"Kvass". - “Look for mice, not us.”

After these words, the children scatter around the room. "Zhmurka" must guess by touch if he catches someone.

"Velcro".

Participants in the game run at the command of an adult. Two drivers, holding hands, try to catch the fleeing participants of the game. At the same time, they say: “I’m a sticky stick, I want to catch you!” Each caught “Velcro” participant is taken by the hand, and he, too, becomes a driver along with them. Then a fourth player joins them, and so on.

"GLUE RAIN".

Children stand one after another in a line. Each participant holds onto the shoulders of the person in front. In this position, like a snake, they overcome various obstacles, carry out the tasks of the leader,

FOR EXAMPLE:

Go over a hummock - Go over a log - Jump over a puddle - Go around the "wide lake"<

When completing tasks, children should not be separated from each other.

"FISHERMAN AND FISHES".

A large circle is drawn on the site. One of the players, the “fisherman,” is in the center of the circle, he squats down. The rest of the players, the fish, circle around the circle and say in unison: “Fisherman, fisherman, catch us on a hook.”

At the last word, the fisherman jumps up, runs out of the circle and begins to chase the fish, which scatter all over the area. The one who is caught becomes a fisherman and goes to the center of the circle.

"FIND THE KERCHIEF."

All participants stand in a circle. The driver is selected and stands in the center of the circle. One of the players is given a small handkerchief. He passes it to another person standing nearby, but so that the driver does not notice. Whoever the driver notices has a scarf, he becomes the driver.

"THE CAT IS COMING."

For the game, a platform is outlined, in the corner of which the “cat’s house” is marked, and on the sides - “mouse holes”. The role of the cat is played by the presenter. The game begins with a saying that the teacher says:

Mice, mice, come out, Play, dance, Come out quickly, The mustachioed villain cat is sleeping!

“Mice” crawl out of their “holes”, run, jump, and repeat the words in chorus:

Tra-ta-ta, tra-ta-ta No mustachioed cat!

But then the teacher gives a signal: “The cat is coming!” All mice should freeze and not move. The “cat” goes around the “mice” and takes into his house those who move. The brave “mice” behind the cat can move, but must freeze as soon as the cat turns in their direction. The teacher says: “The cat is gone!” and the mice come to life again.

"Handkerchief _ FLYER."

The driver is selected, he counts: 1, 2, 3! - everyone participating in the game scatters in different directions. One of them has a handkerchief in his hand, tied in a knot. The driver tries to catch up with the player who has the handkerchief in his hands and stain it. Players can throw the handkerchief to each other while running. If the handkerchief falls to the ground, the game ends. It continues again as soon as the handkerchief is lifted from the ground.

"ICEBERGS".

The presenter draws three circles of different sizes (large, medium, small) on the asphalt or lays out whatman paper on the floor so that all participants in the game can fit in them. All players move freely and chaotically around the court. At the command of the “Icebergs” leader, everyone must fit in the allocated space. Whoever steps on the edge is out of the game. As the game continues, the available area is gradually reduced, leaving the smallest circle at the end.

The players stand in a circle. The presenter commands: “Touch yellow, one, two, three!” Players try to grab the thing (object, part of the body) of the other participants in the circle as quickly as possible. Those who do not have time are eliminated from the game. The presenter repeats the command again, but with a new color. The last one standing wins.

COSMONAUTS

Along the edges of the site, 6-8 triangles are drawn - “rocket launch sites”. Inside each of them they draw circles - “rockets”, but always several circles less than the players. All participants stand in a circle in the center of the site. At the command of the leader, they walk in a circle, holding hands, saying the words: “Fast rockets for walking around the planets are waiting for us. We’ll fly to whichever one we want! But there’s one secret in the game: there’s no room for latecomers!” After that, everyone runs to the “rocket launch site” and takes their places in the “rocket”. Those who do not have time to take a place are eliminated from the game.

"CATCH THE SPARROW."

Children stand in a circle and choose “sparrow” or “cat”. "Sparrow" in a circle, "cat" - outside the circle. She tries to run into the circle and catch the "sparrow". Children are not allowed.

"TAKE THE HOUSE."

Children break into pairs and hold hands - these are houses. A group of children are birds, there are more of them than houses. Birds are flying. “It started to rain” and the birds occupied the houses. Those who do not have enough houses are eliminated from the game, and then change with the children who are “houses”.

SANTIKI

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

ENCHANTED CASTLE

2 teams play. 1 must disenchant the “lock”, and 2 must prevent them from doing this. The “castle” can be a tree or a wall. Near the “castle” there is the main gate - in the courtyard of the guys from the 2nd team, blindfolded. In general, all players on this team must be blindfolded. They are located arbitrarily, the way they want, on the playground. The players who must disenchant the “castle”, at the command of the leader, begin to silently move towards the lava gate. And the task is to reach the gate unnoticed, go through it and touch the “lock”. In this case, the game is considered over. But the task of the 2nd team, blindfolded, is to harass those who are moving towards the “castle”. Those who are insulted are eliminated from the game. At the end of the game, the guys change roles. Specify the condition: will the guys from the 2nd team stand still or can they move around the site.

SHORE AND RIVER

Please note. 2 lines are drawn on the ground at a distance of 1 m. Between these lines there is a “river”, and along the edges there is a “bank”. Everyone stands on the “banks”. The presenter gives the command: “RIVER”, and everyone jumps into the “river”. At the command "SHORE", everyone jumps onto the "shore".

THE KING WAS ROADING THROUGH THE FOREST

The king was driving through the forest, through the forest, through the forest I found myself a princess - 3 r Let's jump with you - 3 And we'll bounce our legs - 3 We'll clap our hands - 3 And we'll stomp our feet - 3 Let's spin around with you - 3 Well, then we'll make friends - 3

TRAPPERS

Four players stand in pairs, holding both hands and raising them up. These are traps, they are located at a small distance from each other. Everyone else joins hands, forming a chain. They must move through traps. When the leader claps, the traps “slam shut”, i.e. the traps give up. Those who are caught in a trap form pairs and also become traps.

Golden Gate They don't always let you in. The first time - it's forgiven. The second time - it's forbidden. And the third time - we won't let you through.

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

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

BURNERS

15-25 people play on the lawn, summer area at least 20-30 m. Participants, divided into pairs, join hands. Couples form a line behind each other. The driver stands in front, 3-5 m from the first pair. Everyone says in unison:

Burn, burn clearly. So that it doesn't go out. Look at the sky: Birds are flying, Bells are ringing...

The driver stands with his back to the players. Starting with the words “look at the sky,” he looks up. At this time, the last pair separates their hands and moves forward. Having almost caught up with the “burner”, they wait for the word “ringing” and rush to run forward past the driver. He chases after any of them and tries to catch them by touching them with his hand before they hold hands again. Whoever the “burner” catches becomes the pair at the front of the line. The remaining one drives. If the "burner" does not catch anyone, he "burns" again - he catches the next pair.

The “burner” has no right to look back and spy. Otherwise, the pair preparing to run may exchange turns with another. No one should start running before the word "ringing" is heard.

The "burner" can catch those running only as long as they join hands.

EARTH, WATER, AIR, FIRE

For this folk Armenian game you will need a ball. Everyone stands in a circle, with the leader in the middle. He throws the ball to one of the players, while pronouncing one of four words: “earth”, “water”, “air”, fire". If the presenter said “earth", the one who caught the ball must quickly name which one. or a domestic or wild animal; to the word “water” the player responds with the name of a fish; to the word “air” - with the name of a bird. At the word “fire” everyone must quickly turn around several times, waving their arms. Then the ball is returned to the leader. Those Those who fail to respond correctly to the words of the presenter leave the game.

ATOMS AND MOLECULES

All players move randomly around the playing area, at this moment they are all “atoms”. In a molecule there may be and 2, and 3, and 5 atoms. Players playing at the command of the leader will need to create a “molecule”, i.e. grab each other. If the leader says: “The reaction comes in threes,” then 3 players interlock, etc. The signal for the molecules to break up again into individual atoms is the command of the leader: “The reaction is over.” The signal for temporarily withdrawn players to return to the game is the command: 4 “The reaction goes one at a time.”

Lines of “cities” are drawn on two opposite sides of the court, the players are divided into two teams and captains are chosen. Each team lines up behind their city line, facing the middle of the court. The team captain who starts the game sends any player to the other team's city. Its participants extend their right arms forward, bent at the elbows, palms up. The sent player touches the palm of one or the palms of two or three players three times in succession, saying: “One, two, three!” after the third touch, he runs back to his city, and the one he touched for the third time rushes after him, trying to catch (trash) the caller. If he catches, the caller is captured and stands at the back of his head. If he doesn't catch him, he goes into captivity himself.

The captain of the other team then sends his player to the challenge. The sent player must challenge an opponent who is weaker or equal in running speed. If he is a strong runner, he can help out a captured player of his team. To do this, he calls a player with a prisoner behind him. If the summoned one does not catch up with him, he is captured, and his captive also returns to his team. If the summoned one catches up with the enemy, then he will already have two prisoners. The team with the most prisoners wins. Usually the captain also participates in the game, and if he is captured, another player replaces him. They try to help out the captain at all costs.

TALKING ON ONE LEG

A driver is appointed - a salka, everyone else is freely placed on the site. Salka, jumping on one leg, tries to catch up and annoy the players, and they, also jumping on one leg, dodge. If the tag catches up and touches the player, they change roles. From time to time you can change the leg on which you jump, but switching to running is prohibited.

WOLF IN THE MOAT

In the middle of the playing area, two parallel lines 50-60 cm wide are drawn. There are two leading wolves in the ditch. The rest of the playing goats are on one side of the ditch. At the leader’s signal, the goats try to cross the ditch to get to the other side of the area in the pasture. Wolves can only catch goats while in a ditch (while the goats are jumping or when they are near the ditch). A goat that runs to the ditch, but is afraid of the wolf and does not jump within three seconds, is considered caught. The greasy ones step aside, they are counted, and they join the game again. Each time the leader gives a signal for the goats to start going out to pasture. After running two or three times, new wolves are selected and the game is repeated. The winners are the goats that have never been caught, and the wolves that have caught the most goats.

FISHING ROD

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

Players form a circle and settle in order. One becomes the driver. He takes a small ball and goes to the middle. The driver hits the ball hard on the ground and calls out someone's number. The person called runs after the ball, and the rest scatter around the court. As soon as the person called grabs the ball, he shouts: “Stop!”, and everyone must stop immediately. Then the player with the ball throws it at the one closest to him, but he can dodge without moving. If the thrower misses, he must run after the ball, and at this time the others can run further away. Having taken the ball, the driver again shouts “Stop!” - and tries to make someone look bad. The salted one becomes the new driver, the players surround him, and the game begins all over again.

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

BODGEBALLS

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

DON'T LET THE DRIVERS

One of the players - the driver - is inside the circle, and everyone else is outside. Those standing outside the circle throw the ball in all directions, and the driver tries to touch it. You need to throw no higher than your head, you can roll the ball on the floor. If the driver succeeds in hitting the ball, he enters the circle, and the driver becomes the one whose throw the ball was hit. Option. Two balls are put into play and there are two drivers in the circle.

DEFENDER

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

S N A Y P E R

They play on the volleyball court (or draw squares of approximately the same size). The players are divided into two teams, each with a captain appointed. The teams stand in squares, the captains behind the end lines of the court, on opposite sides, that is, so that the opposing team is between the captain and the team. They play with a volleyball.

First, the ball is tossed twice between the captain and the players of his team, who were given the right to start the game by lot:

The captain throws the ball into the field and it is returned to him. This is done so that the players of the other team have time to take comfortable places on the court.

With the third throw you can start to stain. A player hit by a ball thrown at him must leave the field and go to his captain. A hit is not counted if the ball hits the head. When caught or otherwise hit by a player, the bounced or dropped ball may be picked up. But if he rolls out of bounds onto the opponent's side, the team loses him.

When all players in a team are knocked off the field, the captain enters the field (he can enter the field at any time, but only if his team has the ball). One of the players who were knocked out or who were in the field takes the place of the captain on the front line of the field. When entering the captain's platform, the transfer is made twice again, and from the third time it is already possible to spot. The game is won by the team that knocks out all the opposing players from the field (including the captain who entered the field).

Option. The game begins with the presenter throwing the ball, and the players, jumping up, try to hit it with their hand towards their team; the emboldened player goes behind the opposing team’s end line and remains there until his players throw the ball into his hands, after which he returns to his team and on an equal basis with others; They play against the clock and the result is determined by who has the most prisoners.

FOUR BALLS

Two teams are located on the volleyball court on opposite sides of the net. Each has two volleyballs. At the leader’s signal, players throw balls from different corners (from the back lines) of the court to the opponent’s side. The goal is to catch or lift and throw these balls to the opponent's side as quickly as possible. A team loses a point if it has three goals on its side. She also loses a point if the thrown ball goes under the net or lands outside the court. The game consists of two or three games of 10 points. After each point played, the balls are put into play by new pairs of players. During the game, everyone moves on the court clockwise (like in volleyball).

OVERTACK THE BALL

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

CIRCLE CHASE

Having split into two teams, the players form two circles. Each player standing in the inner circle remembers the player of the opposing team standing in front of him. Then, at the leader’s signal, the players standing in circles begin to move with side steps in different directions. At the second signal, the players of the outer circle scatter, and the players of the inner circle pursue them. You only need to chase the player in front. The presenter counts to thirty, then says: “Stop!” - and counts those who have been greasy. Then the teams change roles.

ALONE IN THE CIRCLE

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

CIRCULAR FIRELATION

Draw a circle with a diameter of 8 -10 meters. It consists of ten players - five from each team. The same number of players stand on the outside of the circle, one from each team. To designate their zone, lines in the form of rays are drawn from the circle. Teams are given belt bands of different colors. By lot, the ball is passed from team to team. Each player can throw it to a partner inside or outside the circle. Having seized a favorable moment, the person standing behind the circle tries to hit the player of the opposing team who is in the circle with the ball. He tries to dodge or catch the ball (in the latter case, he passes the ball to his partners, while he himself remains in the circle, continuing to play). If the ball hits a player and bounces off and falls to the ground, the player is eliminated - leaves the court. Touching the ball after bouncing off the ground or another player is not considered a touch. Another rule is that those outside the circle do not have the right to cross the boundary lines with neighbors from the other team or snatch the ball from their hands when fighting for the ball. If this rule is violated, the ball is given to the other team. Two games are played, and victory is awarded to the team that eliminates all opponents faster.

JUMP ROPES

One of the players takes the rope by one end and, going out into the middle of the court, rotates it horizontally, grabbing it behind his back from one hand to the other. The rest of the participants sit in a circle, resting their hands behind them, and when the rope passes under their feet, they lift them up. The one who is caught by the jump rope leaves the game.

Option. The players are in a position lying on their hands, supported on their knees. With a push of their hands, they lift their body off the floor, passing the rope under their hands.

PULL IN A CIRCLE

Two concentric circles are drawn on the ground - one inside the other - with a diameter of 1 and 2 m. All players surround the large circle and firmly hold hands. At the leader’s signal, everyone begins to move in a circle to the right or left, without letting go of their joined hands. At the second signal, everyone stops and tries to pull their neighbors into the circle by the hands. To escape, the players strive to either jump over the large circle in order to get into the small one, where they are allowed to be, or to step over, but so as not to separate their hands. Those caught in a large circle join hands again. Players who separate their hands during a tug-of-war are both out of the game. When the remaining players cannot surround the large circle, they stand around the small circle and pull each other into it. In this case, there is no escape from being pulled in.

COCK FIGHT

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

PUSH OUT OF THE CIRCLE

Four to six circles with a diameter of 3 m are drawn on the site. All players are divided into two equal teams and lined up on opposite sides of the site facing one another. A captain is selected for each team. Captains send one player to each circle. Pairs in circles receive a gymnastic stick. Both players hold the stick in their hands, pressing one end with their elbow. At the signal, the players, pressing the stick, try to push each other out of the circle. The winner receives a winning point. Then new couples form into circles. The winning team is determined by the amount of points received. The loser is the one who steps at least one foot outside the circle. If both players leave the circle at the same time, no point is awarded to anyone. The competition time for pairs can be limited to 1-2 minutes.

POTYAG (Belarusian game).

The participants of the game line up on the center line (extreme). Players from different teams stand next to each other and face in different directions. At the signal, the players join hands, forming a chain. At the second signal, they begin to push and pull their teammates, trying to get them over the edge line. In this way, several attempts are carried out, the results of which determine the winning team.

TALK WITH FOOTBALL BALL

Six or seven players stand on the field in random order, one of them is a tag. At the signal, the tag tries to catch up and taunt someone, but other players pass the ball to him with kicks, and the one with the ball cannot be tagged. Then the tag switches to catching another player, but the ball is also passed to him. The tag requires a lot of dexterity and speed in order to improve the right moment and catch someone who did not have time to intercept the ball. If the tag touches the ball or takes possession of it, he is replaced by the one who made the inaccurate pass. The winner is the one who has never driven the tag or driven the least number of times (the first one is not taken into account).

FOOTBALL RAKOV

This is an entertaining game, but provides significant physical activity. It is carried out on a basketball or volleyball court. “Crayfish” either sit or move around the site in a position of support, lying behind, without going beyond its boundaries. At the signal, the driver, standing on the front line, tries to hit one of the crayfish with the ball. The latter can protect themselves from being hit by the ball by putting their feet towards the ball or moving in the indicated position. If the driver hits the player’s body or arms with the ball, he changes places with him. If the driver missed or hit the player’s feet. The crayfish, having received the ball at their disposal, begin to pass it to each other with their feet, moving in the appropriate position around the court. When the driver manages to take the ball away from the crayfish, he again throws it at the crayfish from the place where he intercepted it. The game lasts about 10 minutes. Those who have never driven or less times win.

MOVE FAST

In the forest, the leader sets a task for the players: to move behind him secretly, being at a distance of 30-40 m. When the players take their places at the specified distance, the leader walks forward, but from time to time stops, turns around and tries to notice one of the players. Noticed and named correctly by last name, he is attached to him. This is done until one person remains unnoticed, he will be the winner (provided that he kept the specified distance).

MASK UP QUICKLY

The leader counts to twenty with his eyes closed. During this time, the players must run in different directions and quickly hide. Having finished counting, the presenter blows the whistle (says: “I’m starting to look!”) and, opening his eyes, looks around, without leaving his place. He calls everyone discovered by their last name. The last one to be discovered wins.

GAME WITH THE BEAR

The players stand in a circle. A bear and his guard are sitting on a bench in the middle. Both hold the ends of a half-meter rope in their hands (knots are made at the ends to make it easier to hold). Those standing around carefully move towards the bear, trying to touch it. But both the bear and its guard can grab the player. If this succeeds, then the captured one becomes a bear, and the bear becomes a guard. But it is not easy to grab the player, since the movements of the bear and the guard are hampered by a rope, which they do not have the right to let go of.

LABYRINTH

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

LAUGHING

Any number of participants can play. All participants in the game, if it is a free area, form a large circle. In the center is the driver with a handkerchief in his hands. He throws the handkerchief up, while it flies to the ground everyone laughs loudly, the handkerchief is on the ground - everyone calms down. As soon as the handkerchief touches the ground, this is where the laughter begins, and from the funniest we take a forfeit - this is a song, a poem, etc.

HELLO

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

HARE WITHOUT A LAIR

Children stand in pairs facing each other, raising their clasped hands up. These are "houses" or "hare's lair". Two drivers are selected - the “hare” and the “hunter”. The hare must run away from the hunter, while he can hide in the house, i.e. stand between the players. The one to whom his back is turned becomes a “hare” and runs away from the hunter. If the hunter kills the hare, they change roles.

ZOO.

Everyone sits in a circle so that one chair is free. The driver stands in the center of the circle. Each participant sitting in a circle calls himself some kind of animal. The participant sitting to the left of the empty chair slams his right hand on it and names an animal. The one who heard the name of the animal chosen by him must take an empty chair. The participant to whose right the chair is free must slap it and name another animal. The driver’s task is to have time to take a chair before the clap. The one who did not have time to clap becomes the driver.

- has long been a well-known amusement for children. All folk traditional games can be divided into two groups: 1) winter games - games indoors, in a hut, 2) spring and summer games - games in the fresh air. All these games belong to the group of games with rules. And they are very important for the child’s health and for his preparation for school. After all, it is in playing with rules that a child learns to manage his behavior, to be guided by the rules in his activities, and this is the development of arbitrariness of behavior - the most important condition for success in school.

Many of these ancient outdoor games are now forgotten. I want to tell you a little about them. In this article you will find both outdoor games that can be played together and games for a large group of children - for a children's group or a parent-child group.

Outdoor games: playing with children while walking

Outdoor games: ball games.

I know.

This outdoor game develops children's memory and attention. You can even play it together - a mother and one child.

Game option No. 1.

We hit the ball, bouncing it off the ground or off the asphalt. For each blow we pronounce a new name, repeating the previous one. For example:

I know one girl Alena.

I know two girls - Alena and Olya.

I know three girls - Alena, Olya and Vera.

I know four girls - Alena, Olya, Vera, Sveta...

The main thing is not to lose count and repeat the entire sequence correctly, without confusing the names in their order.

If a player goes down, he passes the ball to the next player. If you can never get lost, then he is a winner!

Similarly, you can call trees, cities, flowers, vegetables, fruits, minerals and any other names.

Game option No. 2.

This version of the game is much more difficult, as it requires switching attention. And you also need to not lose count and repeat the names in the chosen sequence.

Two parallel rows of names are lined up. For example.

I know one girl Alena. I know one boy, Petya.

I know two girls - Alena and Olya. I know two boys - Petya and Vova.

I know three girls - Alena, Olya and Vera. I know three boys -

Petya, Vova and Yura.

I know four girls - Alena, Olya, Vera and Masha. I know four boys - Petya, Vova, Yura and Seryozha and so on.

Such games are very useful for developing a child’s memory and attention, preparing him for school, and developing the ability to quickly switch and concentrate.

Big ball.

To play you will need a large ball that you can kick. All players face in a circle and join hands. The driver stands in the center of the circle and tries to roll the ball out of the circle with his feet. The players don't let him do it. If one of the players misses the ball, he becomes the driver. But the second round of the game goes differently. The players now stand facing out of the circle and join hands. The driver's task is to roll the ball back into the circle. If this is successful, then the player who missed the ball becomes the driver.

Again, the children stand facing in a circle and the game is repeated.

The rule of the game is that the ball cannot be picked up, you can only roll it with your feet.

This game can even be played by three people. Then a couple of players stand facing the driver and form a hoop. Their task is not to let the ball into the goal, that is, among themselves.

Ball up

  1. Everyone stands in a circle. The driver throws the ball up with the words: “Ball up!” (in some versions of this game, fictitious words are pronounced that do not exist in the Russian language; such a word - a signal - can be invented together with the children and shouted out in this game). At this time, all players run away from the driver as far as possible.
  2. The driver catches his ball and shouts at this time: “Stop.” All players who have run away must stop and freeze in place.
  3. The driver’s task is to throw the ball and hit or stain one of the players with it. If he managed to stain a player, then this player becomes the driver in the next game. If it was not possible to stain the player, then the same driver will have to drive again.

Rules of the game:

  1. The driver throws the ball up as high as possible.
  2. The driver catches the ball either from the air or from one bounce from the ground.
  3. If the player does not stop at the “Stop” signal, then he needs to take three large steps towards the driver.
  4. Players should not hide behind objects or trees.

Outdoor games: play on the swing.

Game "Popinuh" with a patchwork ball.

Previously, on Easter days they made large swings that could accommodate many people, and not only children, but also adults swung on such swings.

Now in our yards the swings are designed for only one child. What to do if there are many people who want to swing on a swing and an eternal dispute arises: who is first? The traditional “give way to the little one” or “give way to the girl” is usually perceived with resentment: “Why should I give in again, because I also really want to swing, even though I’m a boy and only a year older.” Of course, you can choose the order according to a counting rhyme or lot, so that no one is offended.

But there is another way - very fun and interesting. This is a traditional Russian swing game “Popinukha” - a fun game so that no one stays too long on the swing and everyone can ride on it. In the past, both children and teenagers played this game. The game develops coordination of movements and dexterity, ingenuity, and the ability to observe. After all, to win, you need to predict the trajectory of the ball and throw it correctly to the leader. Here's how to play this game outdoors.

What do you need to play on a swing?

Previously, girls used to sew a special ball for this game - “popinhuha” with a diameter of up to 20 cm. The ball was stuffed with rags, tow, sawdust and decorated with ribbons and braid. Instead of a ball, they used a bunch of straw, a mitten, an old bast shoe or another object that was at hand.

Nowadays, the easiest way to make a kick ball is from an unnecessary sock or colored children's tights.

1.Cut off the “pipe”. Tighten the hole on one side with a strong thread.

2.Fill the resulting “bag” with padding polyester or rags (old unnecessary things, cut into small shreds). Women's nylon tights that have gone out of use are also suitable as padding - the ball will be elastic.

You can sew it differently: make a bag out of bright colored cotton fabric, fill it with rags and tie it. It will also turn out to be a kick. You can use an out-of-use mitten, stuffing it with rags and decorating it with buttons and bows. Look at what other items you have, they will all be suitable for becoming a booty in this game.

A sounding object was always placed in the middle of the popinukh ball. These days it could be a rustling flower package or a bell. You can fill a plastic Kinder Surprise box with peas. Or put small peas in walnut shells. In folk tradition, a birch bark tube with peas inside was placed inside the popinukha.

How to play "popinhuha"

Game option No. 1.

  1. One child is swinging on a swing (we choose him based on the counting rhyme). Other children stand facing the swing. The person swinging on the swing sings 1-2 verses of the song (this is agreed upon in advance).
  2. The players take turns throwing a kick ball to the person sitting on the swing (they throw the kick ball at the feet of the child swinging on the swing so that he can hit the ball, that is, kick it). To make the kick stronger, it is better to throw the ball when the swing is moving towards the thrower.
  3. After the kick, all players rush to catch the kick ball. The goal is to catch the ball before it hits the ground.
  4. If the player managed to catch the ball, then he sits on the swing instead of the previous child and swings on it. He begins to sing his 1-2 verses, then they throw a slap at him, he pushes it away from him, and so on as the game progresses.
  5. If the person swinging on the swing could not hit the ball from his knees or feet, he leaves the swing. Then the child who threw the ball sits on the swing.
  6. If the person swinging on the swing hits the ball, but the players do not catch it, then he remains swinging on the swing.

Game option No. 2.

  1. One child sits on the swing (we will choose him according to the counting rhyme). All other children who also want to ride on the swing stand near the swing facing the swinging child.
  2. A child swinging on a swing sings a song (they agree in advance how many verses he will sing). You can recite poetry, sing ditties, or count to 20 - any task will do. You will find several swing ditties for this game below.
  3. After listening to the end of the ditties (song, poem, counting, etc.), the players take turns throwing the pop-ball to the person sitting on the swing. If a child swinging on a swing was able to catch the ball, then he remains swinging. If not, then he gives way to the player who threw the kick.

Poems for swing games

Swing choruses - “profits” for playing on a swing

Swing ditties

Outdoor games: outdoor games with a group of children.

Zarya-zaryanica.

This is a round dance game. All children stand in a circle. And Zarya the Zaryanitsa stands behind the circle and holds a handkerchief in her hands. The round dance goes in one direction in a circle, and Zarya Zaryanitsa goes in the other direction around the round dance.

Children sing or say:

"Zarya-zaryanitsa – to these words the round dance and Zaryanitsa move in a circle in different directions.
Red maiden,
I walked across the field,
Dropped the keys
Golden keys
Blue ribbons,
The rings are entwined.”

"One two Three,
Don't be a crow!
And run like fire!”

At these words, Zaryanitsa and the child, who had a scarf placed on his shoulder, run in different directions around the round dance and run around a full circle. Whoever runs around the round dance faster and stands in it, taking a place, will play in the round dance. The one who did not have time becomes Zaryanitsa and the game continues.

Burners.

How to play burners:

Children stand in pairs, one after another, in a column. In front of this column, the driver stands facing the children - the “burner”.

The children chant the words:

"Burn, burn clearly,
So that it doesn't go out!
Stay at your hem
Look at the field.
The trumpeters are going there
Yes, they eat rolls.
Look at the sky:
The stars are burning
The cranes shout:
- Gu-gu, I'll run away,
One, two,
Don't be a crow
And run like fire!”

To these last words, the children from the last pair in the column unclasp their hands and run forward along the column to its beginning. Each player runs from his side. And the burner is trying to stain them.

If the players managed to run and stand as the first pair in the column, then the burner turns on again and “burns.” If the burner stains a player, then that player becomes a burner in the next game and the game is repeated.

Corners.

Children have been playing this game outdoors for many decades and centuries in different regions of Russia - Vyatka, Tobolsk, Astrakhan, Vladimir. It is also known that children played this game in Europe. For example, in France it existed under the name “Four Corners”, and the driver in France, instead of a mouse, was called “gap” or “pot”.

They used to play this game in the log house. Then - in my childhood - we also played this game, and we came up with it ourselves, but instead of a log house we used a square sandbox with sides in our yard. Instead of a log house or sandbox, you can simply draw a square with a side of about 2.5 meters on the ground or asphalt.

How to play corners?

You can play with 5 people or more. Four people stand in the corners, and the fifth player is the mouse. The mouse stands in the center of the square.

The mouse says: “From corner to corner!”

At these words, the children change places. You need to run across and take a place in another corner. The mouse also tries to occupy the vacant corner. Whoever is left without a corner becomes a mouse, stands in the middle of the sandbox or square and leads in a new game.

In another version of the game, it is not the mouse who speaks the words, but the players who speak to the mouse:

"Mouse, mouse,
Sell ​​the corner.
For the awl, for the soap,
For a white towel, for a mirror!

and change places.

Confusion.

This wonderful and very interesting ancient folk game in the fresh air is often used in modern psychological training for children and adults. It is very useful for bringing people together, removing barriers, and bringing a joyful mood. This game can be played indoors, in a gazebo, on the veranda, at a birthday party, with guests, in the park or in the forest, in the country or in the yard. Moreover, everyone plays this game together - adults and children.

How to play confusion.

Mother and daughter are selected from the players. Mom leaves. All players join hands with each other in a circle. My daughter is confusing this round dance - you can crawl under your arm like a gate, step over your arms, turn around. The main condition is to do this without releasing your hands. When the players are completely confused with each other, they call their mother: “ Mom, unravel the thread!Just don’t tear it!”

Mom tries to unravel the confusion and return everyone in the circle to their place. The rule is the same - players should not release their hands when untangling.

If the mother has untangled the confusion, then a new mother and daughter are chosen. If not, then mom is playing another game.

If there are few participants in the game, then you can get entangled with a rope.

Mail.

Playing in the fresh air, which liberates children, teaches them to focus on communication partners and convey different actions and emotional states of people with gestures.

The leader and players are selected.

Presenter: “Ding-ding-ding!”
Players: “Who’s there?”
Presenter: “Mail!”
Players: “Where from?”
Presenter: “From the city.”
Players: “What are they doing there?”
The presenter here in response comes up with whatever he wants and says one thing he came up with - “they laugh (or sing, repair, bake pies, pick mushrooms, grieve, rejoice, admire, wonder, sew, knit, and so on). And everyone does this movement. Whoever hesitated or did not make a movement together with everyone else (for example, did not want to) - we take a forfeit from him (this can be a small thing or a leaf, a pebble, a stick).

They win back forfeits after the game like this:

The player who needs to win back the forfeit stands in the middle of all the other players. He becomes a mirror. All players come up to him, “look in the mirror” and do whatever they want: comb their hair, braid their hair, straighten their collar, clean their clothes with a brush. And the “mirror” should synchronously repeat the player’s actions.

After winning back the forfeits, the game can be repeated.

These outdoor games can be used both at home and in kindergarten. Have fun playing! Have a sunny, happy summer everyone!

If you have favorite games for a walk, we will be glad if you share them in the comments to the article.


All together together.

The players stand on one side of the clearing. You need to run across it in a line, maintaining alignment. Everyone should run at the same speed, no one should overtake anyone.

Who's ahead?

Children are located one after another; At a signal, they run in a column around the clearing at an average pace. After some time, the adult names one of the players, the child says: “I’m ahead!”, leaves the column and, having overtaken everyone, takes the lead. He leads the column until the adult calls the next one.

Count your steps.

Children gather on one side of the clearing. Each player is asked to run to the other side several times at an arbitrary pace, taking fewer steps each time. Who will do it better?

Foals.

Children stand in a circle one after another. With their arms bent at the elbows, palms down, they, imitating foals, run in a circle, raising their knees high and touching their palms. At a conventional sign from an adult, pretending to take the reins, they move to a wide trot. Then the foals walk in a circle calmly, resting. After resting, start running again (possibly in the opposite direction).

Racing in pairs.

Having split into pairs, the guys run across the clearing. Whose couple is ahead of everyone else will win. You can also run in pairs holding hands crosswise.

Run - sit - run!

When the children run across the clearing in a crowd, the adult suddenly gives the command: “Sit down!”, and everyone must sit down immediately. Then the adult exclaims: “Run!”, the children quickly get up and run further. Signals can be given not only at regular intervals, but also quickly one after another, before everyone has yet completed the previous task.

Hurdling.

Several pairs of flyers (30 cm high) made from twigs are stuck into the ground at a distance of 2-3 steps from each other, and twigs are placed on them. The players take turns running, stepping over barriers. After several repetitions of the game, you can suggest running through the barriers as quickly as possible.

Jogging.

Children stand in the meadow one after another or in a crowd. An adult suggests jogging a long distance - from 50 to 100 m. To run so much, you need to prepare for this, exercise every day, gradually increasing the distance you run. The main thing is not to rush, breathe evenly, exhale completely and take a deep breath.

It’s nice to sit and lie on the clean grass in the meadow. Therefore, it is good to practice running from different starting positions here. Children lie on their backs with their legs stretched in the indicated direction, the adult invites them to quickly jump up and run 10 meters in a certain direction. You can run from a position lying on your stomach, curled up, sitting with your legs apart, kneeling, etc.

Round dance.

The players form two circles, one inside the other. All players join hands and, at the direction of an adult, begin to run in a circle: those standing in one circle run towards those standing in another circle. Then the circles rotate in the opposite direction. You can suggest running in two circles towards each other without holding hands.

Butterflies, frogs, herons.

Children run freely in the meadow. At a signal from an adult, they begin to imitate the movements of butterflies (flapping their wings, circling), frogs (go down on all fours and jump), and herons (freeze while standing on one leg). As soon as the adult says: “Run again!”, they again begin to run across the meadow and in arbitrary directions.

Burners.

The players stand in a column in pairs, with the driver in front of the column. The children say in chorus:

Burn, burn clearly

So that it doesn't go out.

Look at the sky -

Birds are flying.

The bells are ringing!

One, two, three - run!

With the last word, the children standing in the last pair release their hands and run to the beginning of the column - one to the left, the other to the right of it. The driver tries to catch one of them before the children have time to meet and hold hands in front of him. If the driver manages to do this, he and the captured person join hands and they stand in front of the column. The one left without a partner becomes the driver.

Geese, geese!

On one side of the meadow there is a house, there are geese in it. There is a shepherd standing on the opposite edge of the meadow. To the side is a den in which a wolf lives. The rest of the place is meadow. The shepherd drives the geese onto it, they nibble the grass and flap their wings.

Shepherd. Geese, geese!

Geese (stop and answer in unison). Ha, ha, ha!

Shepherd. Do you want to eat?

Geese. Yes Yes Yes.

Shepherd. So fly.

Geese: We can't! The gray wolf under the mountain does not let us go home.

Shepherd. So fly as you want, just take care of your wings.

The geese, spreading their wings, fly home through the meadow, and the wolf, running out of the den, tries to catch them (touch them with his hand). The caught geese go to the den.

After several dashes, a new wolf and shepherd are appointed.

Meadow triathlon.

Children must complete the following tasks:


  1. starting from a sitting position, take a run and jump over a low bump or ditch;

  2. run to the arc (a willow rod bent and stuck into the ground at both ends, or two rods placed crosswise), crawl under it on all fours;

  3. run further, stepping from hoop to hoop (4-5 pieces), laid out on the ground, and reach the finish line as quickly as possible.
Whoever completes all three tasks best and fastest is the best triathlete!

Quiet runs.

Children are given the task of running after each other along the path quickly, but so quietly that not a single dry twig crunches.

Long strides.

All together, in a line, they run from one edge of the clearing to the other with long strides. Who will take fewer steps? They also run from tree to tree.

Hurry up, turn around.

An adult invites children to run after each other between bushes and trees, running around them and changing direction.

Invisible.

Some of the children, bending down and hiding behind a low bush, must run so as not to be noticed. The other part of the group - observers - are located at the edge of the forest, clearing or path, watching those running by. When the runs are over, everyone gets together and the observers tell who they managed to see, in what place and what they should have done to run unnoticed.

Training.

Slowly, jogging together with an adult, children run 2-4 segments of 60-150 m. In the breaks between running, you should not stop, but walk at a free pace. Such jogging training allows you to gradually prepare children for continuous running from 400 to 1000 m, and in the seventh year of life, 1500 m. It is necessary to practice jogging every day.

Running with obstacles.

In the forest, a distance of 60-100 m is prepared, several obstacles are placed on it. Children must overcome all these obstacles: jump over a low barrier made of twigs, run along a log, run around a tree in the indicated direction, step over a stump while stepping, etc. They must run slowly, without rushing, the main thing is to complete all the tasks at a distance.

Forest relay race.

The players are divided into 2-3 teams and stand in columns on one side of the clearing. On the other side of the clearing, 2-3 trees are selected, located at the same distance from the players. At the whistle or other signal from an adult, those standing in teams are the first to quickly run, cross the clearing, run around their tree and return back. The next players stand ready with their left hands extended forward, palms up. When the first ones come running, they pass the baton with a touch of their hand, and then the children standing second run. The winner is the team whose players complete the task first and correctly.

Options: run around the tree 2-3 times; run around two trees, making a figure eight around them; do not run around the tree, but only touch it with your hand; complete the task in pairs, holding hands, etc.

Forest tags.

Children play tag with the following conditions: you cannot tag a player whose back is against a tree; you cannot salt two players if they hold hands and surround a tree; You cannot salt those who can wrap their arms around a tree or hang on it.

By the bear in the forest.

At the edge of the forest, between two trees, a bear’s den is indicated. At a distance of 20-25m from it there is a house in which children live. The players choose a leader - a bear. He hides in his den. When an adult says: “Go, children, for a walk in the forest, pick mushrooms and berries!” - they all disperse, catch butterflies, smell flowers, pick berries, etc. (bend over, jump, make various imitative movements) and say in chorus:

By the bear in the forest

I take mushrooms and berries,

And the bear is sitting

And he growls at us.

After the word “roars,” the bear runs out of the den and catches the children running home. Whoever the bear catches (touches with his hand), he takes to his den. The bear is not allowed to catch children within the house. After the bear catches 2-3 players, another driver is selected (you can choose two).

Lifesaver.

In the middle of a small forest clearing or at the edge of the forest, a magic wand is stuck into the ground. The driver stands next to her, with his eyes closed, holding a short stick in his hands. He loudly and slowly counts to 10, at which time the others run away and hide behind bushes, trees, and ditches. Having finished counting, the driver opens his eyes, taps the wand on the magic wand and says: “The wand came, but didn’t find anyone.” After this, he begins to look for those hiding. Noticing someone, he loudly says: “The magic wand found Petya” - and runs to the wand. The one who is found also runs to the wand, trying to overtake the driver, be the first to touch the wand and say: “The lifesaver, help me out!” If he manages to do this, then he is considered to have won; if not, then he leaves the game.

The driver tries to find all the hidden children and take them out of the game. It is very difficult to do this, since any of those hiding can quickly and unnoticed by the driver run up to the magic wand and ask: “Magic wand, help everyone out!”, and all previously found children are considered rescued.

Jump and turn around.

Children are located randomly on the playground. At the signal “Hop!” Everyone must simultaneously jump higher, turn in the direction indicated by the adult, and look around without leaving their place. Did everyone turn right?

Standing in a line, the children first make 3 jumps at the same time. Who will be the farthest? Then they do 5 jumps, etc.

Sideways.

Children stand in a column at a distance of two steps from each other. At the direction of an adult, everyone jumps sideways in one direction. Will the column be preserved?

Option. Standing in a column, they count on the first, second. At the signal, the first numbers jump sideways to the right, the second - to the left. No one got confused?

Grasshoppers.

Grasshoppers.

In the meadow, choose a place with uncut tall grass. Imitating grasshoppers, children randomly jump on two legs, trying to jump higher than the grass. Which grasshopper will jump the highest?

Frogs.

The child squats and, leaning forward, leans on his hands, placing them further in front of him (“jumps” on his hands), then with a jump he pulls his legs up to the level of his hands and again “jumps” forward and leans his hands on the ground. After doing the exercise several times, the child can rest and then continue it.

The jump is a joke.

Everyone gets on all fours and tries to jump to the side. Who can do it?

Feet higher than head.

Crouching and resting their hands on the ground in front, children randomly throw their legs back up.

Leapfrog.

Several children stand behind each other at a distance of 5-6 steps. They take a stable position, put one leg forward, bend it at the knee, bend over a little and lean on it with both hands. Other players take turns running up, leaning on the shoulders of standing children and jumping over them, spreading their legs wide to the sides. Then the players change roles. It is best to practice this exercise in pairs.

Wolves and sheep.

The players represent sheep, two or three of them are wolves. The wolves are hiding on one side of the lawn in a ravine. The sheep live on the opposite side of the lawn. They go out for a walk, run across the lawn, jump, sit down and nibble the grass. As soon as an adult says: “Wolves!”, the wolves jump out of the ravine and run in wide leaps after the sheep, trying to catch them. The wolves take the caught sheep to their ravine.

The game continues by agreement until the wolves catch a certain number of sheep or all of them. After this, other players are chosen to play the role of wolves.

Jumpers.

Everyone together, standing in a line, first jump forward on the right leg (pushing off with both), then on the left (pushing off with the right), and finally, push off with the left leg and land on both legs at the same time. Who can do it? Jump a triple jump while competing with a friend.

We jump in a circle.

Each player makes a circle of cones (with a diameter of at least 60 cm). Everyone stands with their left (right) side to their circle, puts their hands on their belts and, at the direction of an adult, begins to jump on two (or on one) legs around their circle. When the adult says: “Stop!”, they rest a little, then again jump around the circles in the opposite direction.

After this exercise, the circles are used for the game “Occupy the Circle!” All players run around the clearing, running away from the circles. At a signal from an adult, children run to the circles and stand in them (there should be so many circles that one of the players is left without a seat). The game repeats itself.

Wolf in the ditch.

In the middle of the clearing, across it, two parallel lines made of sand, cones, small sticks at a distance of 1 m from each other, indicate a ditch. There is a driver in it, he depicts a wolf. The rest of the players are goats. They live on one edge of the clearing. On the opposite edge of the clearing there is a field in which goats graze. In the words of an adult: “Goats in the field, wolf in the ditch!” - the players run into the field, jumping over the ditch along the road. The wolf is running around in the ditch, trying to catch (tick) the jumping goats-children. The greasy ones move aside for a while. The adult says: “Goats, go home!” Everyone runs home, jumping over the ditch along the way. If a child gets his foot into the ditch, he is also considered caught.

After several runs, another driver is chosen - a wolf, and the game begins again.

Who's jumping?

The players stand in a circle, an adult with them. He names animals and objects that jump and do not jump, while raising his hands up. For example, an adult says: “The frog is jumping, the dog is jumping, the turtle is jumping, the grasshopper is jumping,” etc. According to the terms of the game, children must say “yes” and jump only if the adult names an animal that can really jump.