Outdoor games for the middle group. Teaching aid (middle group) on the topic: Card index of outdoor games

Irina Rokhina
Outdoor games and exercises for children of preparatory groups

Outdoor play"Trap"

With the help of a rhyme, a trap driver is selected and stands in the middle of the hall (playgrounds)... At the signal of the teacher "One-two-three-Catch!" all the players scatter and dodge the trap, which is trying to catch up with someone and touch with his hand. The one touched by the trap moves to the side. When 2-3 players are caught, another trap is chosen. The game is repeated 3 times. If large group, then two traps are selected.

Outdoor play"Don't stay on the floor"

With the help of a rhyme, a trap driver is selected. Lovishka runs around the hall with the children (site)... As soon as the teacher says "Catch!" all children run away and try to climb any elevation (benches, cubes, gymnastic wall)... Lovishka is trying to burn him. The guys he touched step aside. At the end games the number of losers is counted and a new driver is selected.

Outdoor play"Fishing rod"

Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the bag on a rope in a circle above the ground itself (the floor, and the children jump, trying to prevent the bag from hitting their feet. The teacher shows the children how to bounce: Push off the floor vigorously and tuck your legs under you. The teacher rotates the bag in both directions alternately.

Outdoor play"Don't get caught"

A circle is drawn on the floor (or laid out from the cord)... All players stand behind a circle at a distance of half a step. The driver is selected. He gets into a circle anywhere. Children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are in the circle. The child touched by the driver moves to the side. The game stops after 30-40 seconds. Another driver is chosen, and the game is repeated with all the children.

Outdoor play"Owl"

The driver is selected "Owl", the rest of the children depict butterflies, birds, etc. At a signal educator: "Day!"- children run around the hall, on command: "Night!"- freeze and stop in the place where the team found them. "Owl" comes out of his nest and takes those who move to him. The game repeats itself.

Outdoor play"Flight of the birds"

On one side of the hall are the bird-children. On the other side there are various aids - gymnastic benches, cubes, modules, etc. - these are trees. At the signal of the teacher "The birds are flying away!" children, waving their hands like wings, scatter throughout the hall. On signal "Storm!" all the birds run to the trees and try to occupy some place as quickly as possible. When the teacher says "The storm has stopped!", children descend from the hills and again scatter around the hall - "The birds continue their flight"... Caregiver insurance is required.

Outdoor play"Trap with ribbons"

Children stand in a circle; each child has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. On signal educator: "One-two-three-catch!"- children scatter around the playground. Lovishka runs after the players, trying to draw out the ribbon from someone. On signal teacher: "One-two-three - run quickly into the circle!"- all are built in a circle. The teacher offers to raise their hands to those who have lost the ribbon, that is, lost, and counts them. Lovishka returns the ribbons to the children, the game is repeated with a new driver.

Outdoor play"Shapes"

At the signal of the teacher, all the children scatter around the playground. (to the hall)... At the next signal, all the players stop at the place where the team found them and take a pose. The teacher marks those whose figures were the most successful. The game is repeated 2-3 times.

Outdoor play"We are funny guys"

Children stand on one side of the playground outside the line. A second line is drawn on the opposite side of the site. There is a trap in the center of the site. Chorus pronounce:

We are funny guys

We love to run and jump

Well, try to catch up with us.

One, two, three-catch!

After the word "Catch it!" children run across to the other side of the playground, and the trap catches them. A child whom the trap manages to grease before he crosses the line is considered caught, steps aside and misses one dash. After two runs, another trap is chosen. The game is repeated 3-4 times.

Outdoor play"In places"

The players form a circle. There is an object in front of every child (cube, bag, size)... At the signal of the teacher, everyone scatters around the hall in different directions, and the teacher removes one object. On signal "In places!" all players must quickly stand in a circle and take a place at an object. Anyone who is left without a seat is considered a loser. The game is repeated several times.

Outdoor play"Sly Fox"

The players stand in a circle. The distance between the children is one step. The teacher invites the children to close their eyes, go around the circle behind their backs and touch one child - he becomes a fox. The players open their eyes and look at each other attentively, guessing which of them is a cunning fox, whether she will give herself away in some way. Children ask in chorus at first quietly, then louder: "Sly fox, where are you?" After pronouncing these words three times, the cunning fox goes to the middle of the circle, raises his hand and pronounces: "I'm here!" Everyone scatters around the site, and the fox catches them. The caught are taken to his house (predetermined location)... When the fox catches 2-3 children, educator is talking: "In a circle!"... All players form a circle and the game resumes.

Outdoor play"Jumpers - Little Sparrows"

The teacher lays out a circle of rope on the floor (or draws on the ground) (landmarks can also be sandbags or cubes)... The driver is chosen - a kite. He stands in the middle of the circle. The rest of the children are little sparrows, they stand behind a circle. Sparrows jump in and out of the circle. The kite runs in a circle and does not allow the sparrows to be there for a long time. The sparrow, which the driver touched, stops, raises his hand, but from the game is not eliminated... The teacher notes those whom the kite has never caught. The game is repeated after a short break.

Outdoor play"Catch up your mate"

The players stand on the same side playgrounds: one a group of children in front, the second - behind (the distance between them is at least two steps)... At the signal of the teacher, the first quickly run away to the other side of the site, the second catch them (brushed)... Running to the other side of the playground, the children switch roles. The game is repeated 3-4 times. The game ends with walking in a column one by one.

Outdoor play"Day and night"

The players are divided into two teams - "Day and night"... In the middle of the hall (playgrounds) the line is drawn (or put a cord)... At a distance of two steps from the line, teams stand with their backs to each other. The teacher says "Ready!", then gives one of the commands a signal to run, for example, pronounces: "Day"... Children run over the conditional line, and the players of the second team quickly turn around and catch up with their rivals, trying to stain them before they cross the conditional line. That team wins, which will have time to tarnish more players of the opposite team.

Outdoor play"Two Frosts"

On opposite sides of the site, two houses are indicated by lines. The players are located in one of the houses. Two drivers (Frost is a red nose and Frost is a blue nose) go to the middle of the site, face the children and pronounce:

We are two young brothers

Two frosts are daring,

I am Frost - red nose,

I am Frost - blue nose,

Which one of you will decide

On the way - to start the path?

All the players in chorus answer:

We are not afraid of threats

And we are not afraid of frost.

After that, the children run to another house, and the frosts try to freeze them. (touch with hand)... The frozen ones remain in the place where they were overtaken by frost, and stand there until the end of the dash. Frosts are counting how many children they managed to freeze. After two runs, other frosts are chosen.

Outdoor play"Spider and flies"

In one corner of the hall is indicated by a circle (or cord) the web where the driver lives - the spider. The rest of the children are flies. At the signal of the teacher, all the flies scatter around the hall, "Fly", buzzing. The spider is in the web.

At the signal of the teacher "Spider!" the flies stop where they were caught by the team. The spider comes out and looks carefully. Anyone who moves, the spider takes into its web. After two repetitions, the number of flies caught is counted. The game resumes with another driver.

Outdoor play"Keys"

The players stand in circles drawn in any order. (or lined with short cords) at a distance of at least 2 m from one another. The driver is selected. He walks up to one of the players and asks: "Where are the keys?" He answers "Go to ... (calls one of children, knock! " During this time, other children try to switch places. The driver must quickly take a free circle during the dash. If the driver cannot take a circle for a long time, he screaming: "Found the keys!" Then all the players change places, the one left without a place becomes the driver.

Outdoor play"Frogs in the swamp"

On one side of the hall (behind the line) there is a driving crane. There is a swamp in the middle of the hall (circle made of cord)... Frog children are sitting around and pronounce:

Here from the hatched rot

Frogs flopped into the water.

Qua-ke-ke, qua-ke-ke,

It will rain on the river.

With the end of the words, frogs jump into the swamp. The crane catches frogs that do not have time to jump. The caught frog goes to the nest to the crane. When the crane has caught several frogs, a new crane is selected from among those who have never been caught. The game resumes.

Outdoor play"Hunters and Ducks"

Children are divided into two equal teams - hunters and ducks. Ducks stand in the middle of a large circle. Hunters throw the ball (large diameter, trying to batter the ducks with it. The duck touched by the ball is out of games... When the majority (about a third) ducks will be felled, the teams change places.

Outdoor play"The wolf in the moat"

In the middle of the hall (playgrounds) draw two parallel lines (or put ropes) at a distance of 80-90 cm from one another is a moat. On one side of the site, outside the line, is the goat house. They choose a driver - a wolf. All goats are in the house (behind the line)... The wolf gets into the moat. At the signal of the teacher "The wolf in the moat" goats run to the opposite side of the hall, jumping over the moat, and the wolf tries to catch them (touch with hand)... The wolf takes the caught goats aside. The signal sounds again. After two runs, all the caught goats return to their home, and a new driver is selected.

Outdoor play"Burners"

The players are built in two columns, holding hands in pairs. Ahead is the driver. Guys in chorus pronounce:

Burn, burn clearly

In order not to go out.

Look at the sky:

The birds are flying

The bells are ringing!

One-two-three - run!

After the word "Run!" children standing in the last pair, lower their hands and run to the beginning columns: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he can join hands with his partner again. If the driver manages to do this, he joins hands with the caught one, and they stand in front of the column. The one left without a pair becomes the driver. To increase physical activity, you can divide children for two teams.

Outdoor play"Carousel"

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

Barely, barely, barely, barely,

The carousels spun

And then, round, round, round,

All 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, intercepting the cord with the other hand, continue walking and running. Then the teacher together with the children pronounces:

Hush, hush, don't rush!

Stop the carousel!

One-two, one-two

The game is over!

The carousel movement gradually slows down. In words "The game is over!" children stop, put the cord on the ground (floor) and disperse around the site.

Gaming exercises for children of preparatory groups

"Penguins"

The players stand in a circle. Each child has a pouch that he clamps between his knees. At the expense of the teacher "1-8" children perform jumps on two legs in a circle. On signal "Hop!" children jump sideways in the circle, return to their place in the circle. The task is carried out in the other direction.

"Catch up your mate"

Children stand in two lines; the distance between the ranks is 3-4 steps. At the signal of the teacher, a run is performed to the opposite side of the site (distance 15-20 m)... The player of the second rank tries to touch the player of the first rank before he crosses the conditional line. The teacher counts the number of losers. When the play task is repeated, the children change roles.

"Quickly join the column!"

The players are built in three columns (in front of each column, a cube or point of its own color)... The teacher invites the children to remember their place in the column and the color of the cube. At the signal of the teacher (blow to the tambourine, whistle) the players run across the hall (site)... After 30-35 seconds, a signal is given "Quickly to the column!", and each child must quickly take his place in the column. The teacher determines the winning team. Repeat 2-3 times.

"Roll the hoop"

Children are built in two lines, the distance between the lines is 4-5 m. In the hands of the guys of the same line, a hoop (diameter 50cm)... At the signal of the teacher, each child rolls the hoop to the partner from the second rank, and he returns the hoop back, and so on several times in a row.

"Accurate pass"

The players are divided into pairs. Each child has a hockey stick, one child in a pair has a puck in his hands. Children stand at a distance of 2-2.5 m from each other and throw the puck with the clubs with smooth, gentle movements so that it falls exactly on the partner's stick.

Children form snowballs, line up and place snowballs near their feet, standing near the starting line. Exercise: throwing snowballs at a distance. Several colored objects (pins or cubes, at a distance of 10-12 m from children.

"Slide along the path"

Children are distributed in three, come to a conditional line and hold hands. After a short run, two continue to run in the snow (compacted, and the third (standing in the middle) glides on an icy path, standing on two or on one leg. The players alternately change places.

"Who quickly"

The players form a circle with a snowman in the center of the circle. Each child has a snowball in his hands. At the signal of the teacher, children jump (like bunnies) move up to the snowman and lay their snowballs about a meter away from him. Turn in a circle and jump back to the starting line. After a short rest, the children again go to the snowman, pick up the snowballs and return to their place. The educator notes the first three participants. Depending on the physical the preparedness of the children the game is repeated.

"Slip - don't fall"

Children take turns running and sliding on an ice track (length 2.5-3 m, starting the run only when the previous child leaves the track. Each person who has completed the task must quickly step aside. (about the middle)... The second group of children at this time she sleds each other (pairs are predetermined children, approximately equal in physical capabilities).

"Hockey players"

The players are lined up in two lines. Each player has a puck and a stick in their hands. The first rank enters the starting line; children are freely located 2-3 steps from each other. Exercise: Move the puck from one side of the ice to the other (10 m distance, being careful not to pull the stick away from the puck, and then drive the puck into the goal (several gates are built from snow in advance)... Then the second group is exercising... And so, alternately several times.

"In places"

A sled is placed in a circle or in two lines one opposite the other. Children sit on sleds in pairs (if small group, then one at a time)... At the signal of the teacher, the children get up and scatter across the entire site, spinning in different directions. On signal "In places!" all players must quickly take their places on the sled. The game is repeated 2-3 times.

"Accurate delivery"

Children are divided into pairs; each child has a golf club and one washer per pair. One player stands at a distance of 1.5 m from the goal, and the other - 2 m from the first. The task of the second player is to throw the puck to the first, and he must hit it into the goal. After a while, the children change places.

"Jumpers"

The sledges are placed in a circle, the players are standing sideways to them. At the signal of the teacher, children jump on two legs for about a third of the circle, then stop and continue jumping on two legs in a circle. Turning in a circle and repeating the task.

"Pass to a friend"

Children become pairs, each child has a hockey stick and one puck per pair. The child, with a slight movement, gives the puck to the partner on the stick, he, having caught it, returns it back with the same movement. The puck should not be tossed in like a ball, but passed in a sliding motion to each other.

"Ball against the wall"

Children stand in 3-4 columns in front of the wall. The first player in the column has a small diameter ball. The player throws the ball against the wall, then goes to the end of his team. The second player must catch the ball after bouncing on the floor and throw it into the wall. Etc. The winner is the team that completed the task quickly and without losing the ball.

"Pass with the foot"

The players stand in a circle of 3-4 people. In the center of each circle is the driver, in front of him is a ball of large diameter. The driver kicks the ball to the players (kicking); each child, having received the ball, detains it for a few seconds, takes it with his foot, and sends it back to the driver.

"Dexterous rabbits"

The teacher puts two cords on the floor (length 3m) parallel, the distance between the cords is 2m. At a distance of 1 m from the cords, there is a hoop in which the ball is located. Exercise: stand sideways to the line and on two legs jump over it to the right and left, and so on until the end of the line, then go to the hoop, stand in it and raise the ball over your head. It is performed in two columns, the winner is determined in each pair. Repeat 2-3 times.

"Lead - don't get hurt"

Along the hall (playgrounds) skittles are placed on both sides (or cubes, medicine balls); (6-8 pieces; distance between objects 30 cm)... Children are lined up in a column one at a time and, at the teacher's signal, walk on one side of the hall between the pins at an average pace on toes, hands on the belt (or behind the head, while maintaining good posture (keep your head and back straight); running on the second side "Snake" between the pins. Repeat 2-3 times.

"Catch the ball"

The players are divided into threes. Two guys stand at a distance of 2 m from each other, each of them has a ball in their hands (large diameter); between them is the third player. Children throw the ball to each other, and the player who is between them tries to touch the ball. If he succeeds, he swaps places with the player from whom the ball was directed.

"Dexterous jumpers"

Hoops are laid out on the site in two lines in a checkerboard pattern (6-8 pieces each)... Children in two columns perform hoops jumping on two legs - now to the right, then to the left (no pause) cross the conventional line and turn around. The exercise repeats in the opposite direction (3-4 times)... The teacher marks the winning team.

"Swipe the ball"

The teacher puts cubes in two lines (4-5 pieces; the distance between them is 1.5 m). Exercise: move the ball with your feet, without letting it go far away from you, swiping between the cubes.

"The ball to the driver"

The players form 3-4 circles, stand in a circle at a distance of one step from each other. In the center of each circle is the driver, who alternately throws the ball to the players, and they return it back. As soon as all the players complete the exercise, the driver raises the ball high above his head. The game is repeated 2-3 times with a change of drivers.

"Who is quicker to the pins"

The players line up in two columns and stand at a distance of one step from each other. At the signal of the teacher, children take turns jumping from the initial line on two legs through the cord, to the right and left of it, moving forward, and so on to the end (distance 3-4 m, running around the object and bypassing the column from the outside to stand at its end The next child in the column starts jumping after the first child has covered a third of the distance Repeat 2-3 times.

Alena Kulikova
Synopsis of the outdoor game "Mousetrap" for the older group

Target: development of physical activity of children.

Tasks:

1. Educational: to consolidate the ability to run without interfering with each other.

2. Developing: physical qualities (agility, quickness)

3. Educational: to develop the ability to hear the verbal instructions of the teacher.

Material: mouse masks.

Game progress:

1. Gathering children for the game:

Educator:

"One, two, three, four, five".

Who is coming to play with me?

2. Creation of interest

Educator: -Guys, guess riddle:

Someone deftly darted into the burrow,

Grabbing the crust from the bread.

Children's answers.

Educator: - That's right, it's a mouse! Our mouse is dexterous, fast, nimble. Guys, do you want to play new game, which is called « Mousetrap» .

Children: Yes.

Educator: Guys, do you know what it is mousetrap?

Children: Not.

Educator: The mousetrap is a cage where the mice go. Now I'll tell you the rules games... We will choose with you mice and the rest of the guys will « Mousetrap» ... Children depicting « Mousetrap» , form a circle and raise the clasped hands up. Condemning:

Oh, how tired the mice are

They gnawed everything, everyone ate,

Beware of cheating,

We will get to you.

Here we put mousetraps,

Let's catch everyone at once!

And the mice run through « mousetrap» ... At the end of the poem, the guys standing in a circle squat down and put their hands down - « mousetrap» slammed shut. Mice that do not have time to run out of the circle are considered caught. They also stand in a circle. When most of mice will be caught, we will switch roles.

Do you guys remember what mice need to do?

(Answers of children)

What needs to be done « mousetrap» after the end of the poem?

(Answers of children)

Educator: Well done guys, you memorized the rules games.

Guys, all stand in a circle. We have a magic arrow (a point that will choose mice.

On the put on mice masks.

- « Mousetrap» get up in a circle, raise your hands to the top!

Children with a teacher speak:

Oh, how tired the mice are

They gnawed everything, everyone ate,

Beware of cheating,

We will get to you.

Here we put mousetraps,

Let's catch everyone at once!

Ending games

Educator: Guys, did you like the game?

Children: Yes!

Educator: All the guys played well. Well done! The most agile mice were (children's names, and the fastest (children's names!

(Dose 3-4 times.) The teacher makes sure that the children pronounce words expressively.

Tabletop Hasbro Mousetrap Game(Hasbro) is a fun strategy for little ones, the essence of which is to catch someone else's mouse and not fall into the trap yourself. Choose one of the mice and hit the road!

For 2-3 players from 4 years old.

Hasbro Mousetrap Game Package

  • playing field of 3 parts
  • tape measure (cardboard base, plastic arrow)
  • mousetrap trigger parts
  • mousetrap
  • 3 figures of mice
  • figurine hippo
  • 2 metal balls
  • instruction

Hasbro's Mousetrap Game: The Rules

The trap that your rivals have prepared for you is very cleverly arranged. The mousetrap is activated by a movable mechanism. With one blow, the player knocks over the bucket, a ball rolls out of it and lowers the mousetrap. The main thing is that your mouse does not appear under it!

The game begins with the "Start" field, from where the mice run, wherever they look. More precisely, on the field of the color that appears on the roulette wheel. Move your figurine to near corresponding field. If there is already an opponent on it, select the next field of that color.

If you stop at the shoe icon, see if there is anyone on the cheese field. There is? Then launch the mousetrap with a victory cry! To do this, click on the red arrow - a small shoe will kick the bucket, and the mechanism will start. The mouse is caught!

If there is no one on the field with cheese, then the mousetrap does not start, and your turn ends.

The winner is the one who first caught the mouse!

What Hasbro Mousetrap Develops

This game teaches the child to think several steps ahead, develops logical and strategic thinking. But above all, this is a way to have fun and joyful time with friends and family! It's so interesting to run around the field, avoiding traps, to be smart and to arrange a real competition for cheese.

Have fun with Hasbro Mousetrap!

This item is also searched for as: hasbro

Card file of sedentary games for older preschoolers.

Outdoor game "Mousetrap"
The players are divided into two unequal groups. A smaller part of children form a vicious circle - "mousetrap". The rest of the children stand behind a circle - "mice". Children go in a circle with the words:
How tired we are of mice,
Their passion simply developed.
(mouse children run outside the circle)
They gnawed everything, everyone ate,
Let's catch them now!
(children stop, raising their hands up).
Children-"mice" run in from one side of the circle and run out on the other or next to it. At the instructor's command: “Clap! "The" mousetrap "children sit on their haunches, quickly dropping their hands. Children-“mice” remaining in the circle are considered caught. The game continues, the children change places.

Sedentary game "Who has the ball?"
With the help of a count, the driver is selected, who stands in the center of the circle. Children stand in a circle tightly with their shoulders to each other, hands behind their backs. The driver must guess who has the ball. The instructor starts the game with a small ball in his hand. Walking in a circle, the instructor gives the ball into the hand of one of the players, and the children must pass this ball to one side or the other in a circle so that the driver does not notice.

Outdoor game "Catch"
With the help of a counting board, the driver is selected, who stands in the center of the circle. All other players stand by big circle, a satin ribbon is hung behind each player's back. Children go in a circle with the words:
We are funny guys, we love to jump and play.
Well, try to catch up with us! (and run all over the site).
The driver runs after the children, trying to pull out the tape. Those who are left without a ribbon at the end of the game are considered to be the loser. At the end, the losing kids' ribbons are counted. The driver who collected the most tapes is noted. The game is repeated 2-3 times with other drivers.
Sedentary game "Find and be silent"
The physical education instructor starts the game. He shows the children a toy, the children remember it. The instructor invites everyone to squat at the end of the playground, facing the wall, and he quickly hides the toy and warns the children that whoever finds the toy first should not point a finger at it and say aloud where it is hidden. At the instructor's command: “We are looking. "" Children get up, calmly walk and look. Whoever found it first - comes up to the instructor and speaks so that the rest will not hear. The game continues until most of the children - find the toy. The most attentive and resourceful player who was the first to find the toy is noted He hides it next The game is repeated 2 times.
Action game "Make a figure"
At the signal of the physical education instructor, the players assume the figure or pose of some fairy-tale hero, animal, insect, etc. The music stops, the instructor marks the most interesting figure. The game is repeated 3-4 times.
Outdoor game "Fishing rod"
The players stand in a circle, in the center is a physical education instructor. He is holding a rope with a sandbag tied to it. At the command of the instructor: “Start! ”He begins to rotate the rope in a circle above the floor. Players, as they approach the rope, jump over it with two feet together, jump high so that the rope does not touch their feet. Having described 3-4 laps, the instructor stops and counts the number of players hitting the bag. The game continues 2-3 times.


Children stand in a circle or in a line, the instructor stands so that everyone can see and hear him clearly. He begins to name animate and inanimate objects that fly and do not fly. Calls the subject and raises his hands up. Children should raise their hands up if a flying object is named, for example:

Children raise their hands up.

Children raise their hands up.

Children raise their hands up.



An outdoor game "Take it quickly"
The physical education instructor places cubes, balls, sandbags, small rubber toys, cones all over the playground, which should be 1-2 less than the number of children playing. To the music, children run around, between objects. As soon as the music stops, the children take one object at a time and raise it above their heads. Anyone who did not manage to pick up any object is considered a loser. The game is repeated 2-3 times.

Sedentary game "Entertainers"
With the help of a counting, an entertainer is selected, who stands in the center of the circle formed by the children. Holding hands, the children walk in a circle to the right, then to the left and say:
In an even circle one after another
We go step by step.
Stand still!
Friendly together
Let's do it like this.
Children stop, give up, and the entertainer shows some movement. Everyone should repeat it. The one who best repeats the movement becomes the new entertainer. The game is repeated 2-3 times.
Outdoor game: "Flight of the birds"
At one end of the hall there are children - they are “birds”. At the other end of the hall there are gymnastic benches, cubes, etc. - these are “trees”. At the command of the instructor: “The birds are flying away! "Children, waving their arms like wings, scatter around the hall. At the instructor's command: “Storm! "They run to the heights and hide there. When the instructor says, “The storm is over! ", The children go down, (the" birds "continue their" flight "). During the game, the instructor must insure the children, especially during the descent. The game continues 2-3 times.

With the help of a count, the driver is selected, who stands in the center of the circle. Children stand tightly in a circle, shoulder to shoulder, hands behind their backs. The driver must guess who has the ball. The physical education instructor starts the game, he has a small ball in his hand, walking in a circle, he gives the ball to the hand of one of the players, and the children must pass this ball to one side or the other in a circle so that the driver does not notice.
Outdoor game: "Don't get caught"
2-3 drivers are selected from those who play with the help of a counting board, they stand in the center of the circle. The rest of the children stand in a circle and, at the signal of the instructor, begin to jump in and out of it with both legs as the drivers approach. The fastest driver, who caught the most of the players, and the dexterous player, who have never been caught, are noted. The game is repeated with a change of drivers 2 times.

Sedentary game "Make a figure"
At the signal of the physical education instructor, the players walk to calm music. The instructor tells the children to accept the figure of some fairytale hero or animal, etc. The music stops, the instructor marks the most interesting figure. The game is repeated 3-4 times.
Outdoor game "Don't stay on the floor"
With the help of a counting board, a driver is selected who runs with the children throughout the hall. As soon as the instructor says: “Catch! ", Everyone runs away from the driver and as he approaches they climb some kind of hill (a bench, cubes, stairs, chair, and the driver tries to catch the runners. Those whom he touched move aside. At the end of the game, the caught players are counted. The game continues with a new driver, and the driver who has caught the most players is noted.
Sedentary game “Who has the ball? "
With the help of a count, the driver is selected, who stands in the center of the circle. Children stand tightly in a circle, shoulder to shoulder, hands behind their backs. The driver must guess who has the ball. The physical education instructor starts the game, he has a small ball in his hand, going in a circle, he gives the ball to the hand of one of the players, and the children must pass this ball to one side or the other in a circle so that the driver does not notice.

Outdoor game "Geese-Swans"
On one side of the hall, the house in which the "geese" are located is indicated. On the opposite side of the hall there is a "shepherd". On the side of the site is the lair of the "wolf". The rest of the place is a meadow. With the help of a counting-board, “wolf” and “shepherd” are selected, the rest of the children are “geese”. The "shepherd" drives the "geese" out to the "meadow", I run for a walk.
Shepherd: Geese, geese!
Geese (in unison): Ha - ha - ha!
Shepherd: Do you want to eat?
Geese (in unison): Yes, yes, yes!
Shepherd: So fly here!
Geese (in unison): We can't! The gray wolf under the mountain does not let us go home.
Shepherd: So fly as you want, only take care of your wings.
The “geese” run home through the “wolf's” den, and the “wolf” runs out of the den and tries to catch the “geese”. "Geese" are noted, which ran away from the "wolf" and returned home safely. The game continues with another "shepherd" and "wolf".
Sedentary game "Flies, does not fly"
Children stand in a circle or in a line, the physical education instructor stands so that everyone can clearly see and hear him. He begins to name animate and non-animate objects that fly and do not fly. Calls the subject and raises his hands up. Children should raise their hands up if they named a flying object, for example:
Physical education instructor: Parachutist (hands up).
Children raise their hands up.
Physical education instructor: Airplane (hands up).
Children raise their hands up.
Physical education instructor: Helicopter (hands up).
Children raise their hands up.
Physical education instructor: Home (hands up).
Children do not raise their hands up, etc.
At the end, the instructor counts those players who never made a mistake and were attentive.
Outdoor game "Firefighters in training"
Children are built in two columns at the starting line at a distance of 4-5 m from the gymnastic staircase. A bell is suspended on the gymnastic staircase at the top. At the command of the instructor: “March! "The first children run, climb the stairs, ring the bell, go down, run back, passing the baton on the shoulder to the next" fireman ". The winner is the team of "firefighters" that will cope with the task faster.
Breathing exercises
1. I. p. Standing, feet shoulder-width apart, arms along the body. At one time - slowly raise your hands up with the words: "Tick", while inhaling through your mouth, for two - exhale, lowering your hands down, saying: "So" (8-10 times).
2. Fig. the same, arms at the chest bent at the elbows at shoulder level. At one time - we unbend our arms to the sides, inhaling through the nose, by two - slowly exhaling through the mouth, hands in
and. n. (8-10 times).
3. I. p, standing, feet shoulder-width apart, hands on the belt. At times - head to the left, inhale through the nose, in and. n., exhale through the nose, by two - turn the head to the right, inhale with the nose, head in and. etc., exhale through the nose (inhale-exhale only through the nose and quickly) (3 times).
Outdoor game "Catch"
With the help of a rhyme, the driver is selected, who stands in the middle of the site. The rest of the players are on the court outside the line. After the words of the instructor: “One! Two! Three! Run! »Children run over the line to the opposite side of the playground, and the driver catches the children before they cross the playground and get out of line. The fastest children and the most agile driver are noted. The game is repeated with a new driver 2-3 times.
Sedentary game "Edible - inedible"
Children stand in a circle or in a line. In the center of the circle or in front of the line, there is a physical education instructor with a large ball in his hands. This game can also be played by one of the children. The driver throws the ball, naming edible-inedible, for example:
Physical education instructor: Pasta and meat. The child catches the ball and throws it back. Physical education instructor: Cake. The child catches the ball and throws it back. Physical education instructor: Ice cream. The child catches the ball and throws it back. Physical education instructor: House. The child does not catch the ball. Physical education instructor: TV. The child does not catch the ball. Physical education instructor: Machine. The child does not catch the ball, etc. Children are noted who have never made a mistake.
Outdoor game "Third extra"
Children are divided into pairs, standing in the back of the head one after the other, while forming a large circle. Two drivers remain outside the circle, and at the instructor's command: “Run! "One catches up to the other, running in a circle after all the standing pairs. In this case, the evader can at any time stand in front of any pair, and the third in this pair runs away from the catching one. If the catch-up catches the evader, then they switch roles.
Sedentary game "Tops, roots"
Children stand in a circle or in a line. In the center of the circle or in front of the line, an instructor stands with a large ball in his hands. This game can also be played by one of the children. The driver throws the ball, calling tops or roots, for example:
Physical Education Instructor: Eggplant.
Child; Tops (catches the ball and throws it back).
Physical education instructor: Radish.


Child: Roots (catches the ball and throws it back).



Child: Roots (catches the ball and throws it back).
Physical education instructor: Strawberry.
Child: Tops (catches the ball and throws it back).
Physical Education Instructor: Garlic.
Child: Roots (catches the ball and throws it back).

Child: Tops (catches the ball and throws it back), etc.

Outdoor game "Frost - Red Nose"
With the help of a counting board, the driver is selected - "frost", who stands in the center of the site, and his house is on the side. The rest of the players stand on the same side of the court with a line.
Frost: I am Frost - Red nose, Which of you will decide On the path, the path will start.
Children (in unison): We are not afraid of threats and we are not afraid of frost!
After the words, the children should run across to the opposite side of the site beyond the line "where" frost "has no right to run across. The distance from the starting line to the finish line is 3-4 m. Whoever is caught by the "frost" during the dash leads to his house. Those "frosts" are noted, which in one dash caught a larger number of players. The game is repeated with a different "frost".
Sedentary game "Vegetables and fruits"
Children stand in a circle or in a line. In the center of the circle or in front of the line, an instructor stands with a large ball in his hands. This game can also be played by one of the children. The driver throws the ball, naming a vegetable or fruit, for example:
Physical education instructor: Carrots.

Physical education instructor: Cabbage.
Child: Vegetable (catches the ball and throws it back).
Physical education instructor: Orange.

Physical education instructor: Grapes.
Child: Fruit (catches the ball and throws it back).
Physical education instructor: Pineapple.
Child: Fruit (catches the ball and throws it back).
Physical education instructor: Cucumbers.
Child: Vegetables (catches the ball and throws it back).
Physical education instructor: Potatoes.
Child: Vegetable (catches the ball and throws it back).
Physical education instructor: Pear.
Child: Fruit (catches the ball and throws it back).
Children are noted who have never made a mistake.
Outdoor game "Hunters and Hares"
The “hunter” is selected with the help of the counting-rack, the rest of the children are “hares”. On one side of the hall is the house of the "hunter", on the other - the house of the "hares". At the beginning of the music, a "hunter" comes out and looks for traces of "hares", then returns to himself. "Hares" jump out of their house and jump across the entire clearing on two legs in different fixes. At the instructor's command: “Hunter! "The" hares "run away to their house, and the" hunter "throws small balls at the" hares ", as if shooting from a gun. The one who was hit by the ball by the "hunter" is considered killed and goes to the house of the "hunter".
The game is repeated with a new "hunter". The most accurate "hunter" is noted, with the majority of the killed "hares".
Sedentary game "Counting"
Children to preparatory group know a lot of count-check. All the players stand in a circle, one of the guys, the driver, who is standing behind the circle, begins to pronounce the counting rhyme, pointing - in turn to each player. On whom the counting ended, he becomes the next driver. One of the children is noted who correctly divides words into syllables, who has a good memory and who told a lot of counting rhymes. The funniest and the most interesting rhyme.
Ahi-ahi-ahi-oh,
The grandmother was sowing peas.
He was born thick,
We'll rush - you're empty!
A bunny is running along the road
Yes, my legs were very tired.
The bunny wanted to sleep
Come out - look for you!
A heron walks through the swamp
Will not find a job.
She sat on the stumps,
She ate five frogs at once.
One, two, three, four, five,
Come out - look for you!
Our Tom wanted to eat,
He climbed into the refrigerator.
Sour cream in the fridge
Meat, fish, eggplant,
Cucumbers and grapes.
Zucchini and lemonade.
If you want to eat too,
So come out soon!
Jerry has a fun life
Jerry sings songs!
One, two, three, four, five,
Come on Jerry, sing it again!

Outdoor game "Sorcerer"
With the help of the counting board, a "sorcerer" is selected, who stands in the center of the circle built by the rest of the players. The players walk in a circle with the words:
We are funny guys
We love to jump and jump,
Well, try to catch up with us!
All the children run away. Anyone touched by the "sorcerer" is considered bewitched. The child who has been bewitched
stands in place, feet shoulder-width apart. Other children can disenchant him if they crawl on all fours between the legs of the bewitched. Enchanted children are not allowed to stand close to the wall. The game continues with the change of the "sorcerer" 3 times. Those children who ran away from the "sorcerer" and those who bewitched the most children are noted.

An outdoor game "Whoever was named catches"
One driver is selected, who stands in a hoop lying on the floor in the center of the site. At the command of the instructor: “Start! »Children run, jump, walk. The driver throws the ball up, loudly speaking someone's name, for example Vasya, and runs away. Vasya runs, catches the ball, gets into the hoop, also calls out his name. Throws the ball, runs away, etc.
Outdoor game "Mice and Houses"
With the help of a counting board, the driver is selected. The rest of the children stand in rings or circles drawn on the floor and take places in them - "mice in houses". The driver comes up to some house and says: “Mouse, mouse, sell the house! "She refuses. Then the driver goes
to another "mouse". At this time, the "mouse", who refused to sell the house, summons one of the players and changes place with him. The driver seeks to take the place of one of the runners. If he succeeds, then the one left without a place becomes a driver. Beli fails, then he goes from house to house with a request to sell the house. If the driver says: “The cat is coming! ", Then everyone should change places, and the driver seeks to occupy someone's house.

Sedentary game "Guess by touch"
With the help of a counting, the driver is selected, he stands in the center of the circle with a blindfold. The rest of the children stand in a circle. The instructor slowly turns the driver, who approaches the player and determines who it is by touch. The most attentive driver is celebrated. The game continues with another driver 3-4 times.
Outdoor game "Owl"
With the help of a counting board, the "owl" is selected. She sits in one side of the hall: there her nest, the rest, playing birds, grasshoppers, butterflies, beetles, mosquitoes and flies, are placed throughout the hall. After a while the instructor says: “Night! ". The players freeze in the position in which they were found at night. At night, the "owl" flies out and runs between the "birds", "butterflies", "grasshoppers", "flies" and "mosquitoes", watching them. If she noticed that someone has moved, then she takes him to her nest. The instructor says: “Day! ". Everything comes to life, and again the "insects" are circling, flying, crawling. The game is repeated 2-3 times.
Sedentary game "Four Elements"
Players stand in a circle. The physical education instructor explains that there are 4 elements: water, air, earth, fire. For example, fish, frogs, crayfish live in water, people, animals, insects, etc. live on the ground, but no one lives in fire.
If the driver throws the ball and says: "Water", "Earth" or "Air", then the player to whom the ball was thrown must catch him, name the one who lives in this element, and throw the ball back to the driver. If the driver says: “Fire! ", Then the ball cannot be caught.
For an incorrect answer or a ball caught on the word "fire" the player is out of the game. Play until the last remaining participant.

Outdoor game "Carp and pike"
On opposite sides of the playground, the "carp" houses are marked with lines. The driver is chosen by the counting tool - "pike". All other children are “crucians”. "Karasi" are divided into two teams and go to their homes, and "pike" is in the middle of the site. At the instructor's signal, all "crucians" run (swim) to the opposite side. "Pike" catches running across. The one who is caught stands to the side. After 2-3 runs, when the caught "carp" will be 5-6, they form a network: they stand in one line in the middle of the site and hold each other's hands. Now, at the instructor's signal, the "crucians" run to the other side through the net (under their arms, and the "pike" stands behind the net and catches those who run out of it. The caught "crucians" also join the net. The game ends when all the "crucians" are overfished. Then a new driver is selected, or the last caught “crucian” becomes the “pike.” The instructor can, after 2-3 runs, appoint one of the children as the “pike”.
Sedentary game "Seasons, months and days of the week"
Children stand in a large circle. The phase-culture instructor gives, for example, Olya a big ball and asks her to name the months of summer. Olya takes the ball, goes to the center of the circle, hits it on the floor with both hands and calls: June, July, August and passes the ball to whoever she wants, for example, Andrey. The instructor asks him to name the days of the week. Yura - 4 seasons, Alina - the months of spring, Katya - how many days in a week, Pavlik - what time of year it is, etc. Those who answered the question incorrectly or those who think for a long time leave the game. The one who remains the last wins.
Outdoor game "Shander-mander"
All players stand in a large circle. With the help of a counting board, the driver is selected, who stands in the center of the circle with a large ball in his hands. The driver beats the si on the floor with two or one hand and says:
Shander-mander lippopander (children run and stop at the end of the words).
I twist, twirl, whoever I want, It will be. (player's name)
The driver speaks loudly how many steps are to the one whom he named, for example, to Sasha. There are 3 giant steps before him (large, wide steps, 5 ordinary, 7 ant (mincing steps) and 2 hare steps (jumping on two legs). The driver performs these steps and reaches Sasha. Throws him a ball, Sasha catches and starts the game again. If Sasha does not catch, then the same child remains the driver.You can name 2 or 3 types of walking, all 4 are possible.
Sedentary game “What has changed? "
The physical education instructor puts small rubber toys in front of the children, invites them to look carefully and remember them. On command: “Close your eyes! »Children close their eyes and the instructor quickly swaps toys or removes one. On command: “We opened our eyes! »Children open their eyes and answer what has changed or what has not become. The most attentive children are noted. The game is repeated 2-3 times.
Outdoor game "Fortification defense"
Children stand in a circle. With the help of a counting board, a defender is selected who protects the pin, which stands in a small drawn circle in the center of a large one. The players try to knock the pin down with the ball. The ball can be thrown, but the thrower cannot go out and change his place from the common circle. The one who manages to knock down the pin takes the place of the defender.
Sedentary game "Stream"
Children become pairs, holding hands, stand with each other and form a long "corridor", hands raised up. One child, left without a pair, begins to move the stream. It flows into a trickle from the end of the "corridor"
and goes to the beginning of the brook, taking the hand of your comrade from the pair, whom he wants. The child left without a pair | away from the stream to the end of the "corridor", then enters the stream, taking whoever he wants by the hand, and so on. Thus, the stream slowly flows, moving forward.
Outdoor game "Horses and Runners"
A playground is outlined for 3x3 or 5x5 m. Children are divided into two teams: racers and runners. On one side of the site is the horse house. Runners run across the playing area within its boundaries. The horses send one of their team to the field (to the court). The horse catches the runners by jumping on one leg. The physical education instructor calls the horse: “Home! ". He returns, and instead of him the next player in turn jumps out into the field. And so the horses change all the time. Captured runners are captured by the horses. The game ends when all the players in the field
overfished. Then the teams switch roles. The game repeats itself.
Sedentary game "Affectionate words"
Children stand in a circle and, passing the ball in any direction, say affectionate words, for example Sasha says: "Darling" and passes the ball to Katya, she says: "Sunny" and passes the ball to Christina, etc. Those who repeat the words, are considered to be losers and are out of the game. The winner is the one who utters the most affectionate words.
Outdoor game: "Burners"
Players stand in pairs in a column. A line is drawn in front of the column at a distance of 2-3 steps. With the help of a rhyme, the driver is selected, he stands on the line with his back to the players and says:
Burn, burn clearly, so as not to go out,
Look at the sky, birds are flying, bells are ringing.
One two, three - run!
With the end of the words, the children who were the last pair scatter to the sides forward along the column and connect again before the driver catches one of the players. If the driver managed to do this, he forms a new pair, standing in front of the column. And the player left without a pair becomes the driver. The game continues until each pair has run.
Sedentary game "Paints"
With the help of a rhyme, the "owner" and the "buyer" are selected. The rest of the players are "paints". Each paint comes up with a color and quietly calls it to the "owner" who invites the "buyer". The "buyer" comes up to the players, and there is a conversation:
- Knock Knock!
- Who's there?
- Customer.
- What did you come for?
- For paint.
- For what?
- For the blue.
If there is no blue paint, then the “owner” answers: “Go along the path, bring me blue boots, diarrhea, diarrhea, and bring me back! "If the" buyer "guesses the color of the paint, then he takes the" paint "for himself. When the “buyer” guesses several “colors”, he becomes the “owner”, and a new “buyer” is selected from among the “colors”.

P / and "Mousetrap"

Purpose of the game : Improve movement coordination and dexterity.

Game progress: the players are divided into two unequal groups. A smaller group of children holding hands form a circle. They represent a mousetrap. The rest of the children (mice) are outside the circle. Those depicting a mousetrap begin to walk in a circle, saying:

Oh, how tired the mice are

They gnawed everything, ate everything,

Beware, cheats,

We will get to you.

Here we put the mousetraps,

Let's catch everyone now!

Children stop, raise their clasped hands up, forming a gate. Mice run into and out of a mousetrap. At the signal of the teacher "Clap", the children standing in a circle lower their hands, squat down - the mousetrap slams shut. Mice that do not have time to run out of the circle (mousetrap) are considered caught. Those who are caught are in a circle, the mousetrap is enlarged. When most of the children are caught, the children switch roles and play resumes. The game is repeated 4-5 times.

m / n "Who has the ball?"

Purpose of the game: develop mindfulness; to consolidate the ability to perform game actions in accordance with the rules.

Game progress:

The players form a circle, the driver is chosen. He stands in the center of the circle, and the rest of the children move tightly towards each other, hands behind everyone.

The teacher gives someone a ball (6-8 cm in diameter), and the children pass it in a circle behind their backs. The driver tries to guess who has the ball. He says: "Hands!" - and the one to whom they are addressing must put both hands palms up, as if showing that he does not have the ball. If the driver guesses correctly, he takes the ball and stands in a circle, and the player who found the ball starts driving. The game repeats itself.

p / and "Lovishka" (with ribbons)

Target: To develop dexterity and intelligence in children. Exercise in running with dodging, catching and building in a circle.

Game progress:The players are lined up in a circle, each receives a ribbon, which he puts on the back for the belt or for the gate. In the center of the circle is a trap. At the signal “One, two, three - catch”, the children scatter, and the trap seeks to draw out a ribbon from someone. The one who has lost the ribbon moves aside. At the signal “One, two, three - run quickly into the circle!”, The children line up in a circle. The teacher offers to raise their hands to those who have lost the ribbon, that is, lost, and counts them. Lovishka returns the ribbons to the children. The game starts with a new driver.

Rules:The trap should only take the tape without delaying the player. The player who has lost the tape steps aside.

p / and "Figures"

Target:Foster creativity.

Game progress:At the signal of the teacher, all the children scatter around the playground (hall). At the next signal, all the players stop at the place where the team found them, and take a pose. The teacher marks those whose figures were the most successful.

m / n "Find and be silent"

Target:Develop attention in children.

Game progress:The teacher hides an object in advance and invites the children to find it. The one who saw the object comes up to the teacher and quietly reports the find. The teacher notes the guys who turned out to be the most attentive.

n / a "We are funny guys"

Target: .

Game progress:Children stand on one side of the playground outside the line. A second line is drawn on the opposite side of the site. There is a trap in the center of the site. The trap is appointed by the caregiver or chosen by the children. Children say in unison:

We, funny guys,

We love to run and jump.

Well, try to catch up with us.

One, two, three - catch!

After the word "catch", the children run across to the other side of the playground, and the trap catches up with the runners, catches them. Anyone that the trap manages to touch before the escaper crosses the line is considered caught. He steps aside. After 2-3 runs, another trap is chosen. The game is repeated 3-4 times.

Directions. If after 2 - 3 runs the trap does not catch anyone, a new trap is still selected

p / and "Fishing rod"

Target:Improve coordination skills, strengthen leg muscles.

Game progress:The players stand in a circle, the teacher will stand the center of the circle. He holds in his hands a rope, at the end of which is tied a bag of sand. The teacher rotates the rope with the bag in a circle above the floor (ground), and the children jump up on two legs, trying to prevent the bag from touching the legs. Having described 2-3 circles with a bag, the teacher pauses, counts the number of those touched by the bag and gives instructions on how to perform jumps.

p / and "Take it quickly"

purpose:Improve the responsiveness to the signal.

Game progress: Children form a circle and, at the signal of the teacher, walk or run around objects (cubes, cones, pebbles), which should be one or two smaller than children. At the signal: "Take it quickly!" - Each player must take an object and raise it above his head. Anyone who did not manage to pick up the object is considered a loser.

p / and "Empty space"

Target:Develop the ability to navigate in space and speed

Running.

Game progress:The players stand in a circle with their hands on their belts - windows are obtained. The driver is selected. He walks behind the circle and says: I walk around the house

And I look through the windows

I'll go to one

And I'll knock softly.

After the word "knock," the driver stops, looks through the window against which he stopped, and says: "Knock-knock-knock." The one in front asks: "Who came?" The driver calls his name. The one standing in the circle asks: "Why did you come?" The driver replies: “We are running to the race,” and both of them run around the players in different directions. There is an empty space in the circle. The one who reaches it first remains in the circle; the latecomer becomes the driver and the game continues.

m / p "Classes"

Target:Teach children to jump in length.

Game progress:Classics are painted on the asphalt (5 - 6).
The child takes a flat pebble and tosses it to first grade. Then he jumps on two legs to the first grade, picks up a pebble and jumps back. He throws a pebble into the second class, and he himself jumps first into the first class, and from there into the second. It also picks up a pebble by itself and jumps over the first class. Then he throws it into the third grade and so on, until it goes beyond the class line. After that, the rest of the children begin to jump. When the turn comes up again to the first child, he takes his pebble and throws it into the class he did not get into before. This is how all the children play in turn. The child from the group who passes all classes first wins.

p / and "Do not get caught"

Target:Develop dexterity and coordination of movement.

Game progress:The players sit around a cord laid out on the floor in the shape of a circle. There are two drivers in the center of the circle. At the signal of the teacher, the children jump on two legs into the circle and back out of the circle as the traps approach. The player who has managed to "tarnish" receives a penalty point. After 50 sec. The game stops, the losers are counted, the game is repeated with new drivers.

p / and "Flight of the birds"

Target:Secure climbing gymnastic ladders.

Game progress:At one end of the hall are children - "birds". At the other end of the hall there are aids on which you can “fly up” (gymnastic benches, cubes, etc.) - “trees”.

At the signal of the teacher: "The birds are flying away!" - children, waving their arms like wings, scatter throughout the hall; to the signal: "Storm!" - they run to the hills and hide there. When the teacher says “The storm has stopped!”, The children descend from the hill and again scatter around the hall (“the birds continue their flight”). During the game, the teacher necessarily insures the children, especially when descending from the gymnastic wall.

m / n "Do not stay on the floor"

Target:To develop the ability to act on a verbal signal, quickly navigate the situation.

Game progress:A driver is chosen - a trap who runs with the children throughout the hall (playground). As soon as the teacher said: "Catch!" - everyone runs away from the trap and tries to climb some kind of elevation (bench, cube, tree stump, etc.). Lovishka tries to grease the fleeing person before they have time to get up on the dais. Children touched by the trap move to the side. At the end of the game, the number of caught players is counted and another driver is selected. The game resumes.

p / and "The ball to the driver"

Target:To develop dexterity and quickness of reaction, the ability to play in a team.

Game progress:The players are divided into 2-3 teams. Each team is built in a circle, in the center of each circle there is a driver with a ball in his hands. Drivers toss the ball to the players in their circle one by one and receive it back. When the ball has passed all the players, the driver raises it over his head and says "Done!" Whose team is faster.

p / and "Geese - Swans"

Target:to bring up in children endurance, the ability to perform movements on a signal. Exercise in running with dodging.

Game progress:On one side of the hall (platform), the house in which the geese are located is indicated. On the opposite side of the hall is a shepherd. On the side of the house is a lair (approximately in the middle of the hall), in which a wolf lives, the rest of the place is a meadow. Children are chosen to play the role of a wolf and a shepherd, the rest are geese. The shepherd drives the geese into the meadow, they graze and fly.

SHEPHERD: Geese, geese!

GUSHY: (stop and answer in chorus). Ha, ha, ha!

SHEPHERD: Do you want to eat?

GUSY: Yes, yes, yes!

SHEPHERD: So fly!

Geese: We can't:

Gray wolf under the mountain

Doesn't let us go home.

SHEPHERD: So fly as you like,

Only take care of your wings!

Geese, spreading their wings (spreading their arms to the sides), fly home through the meadow, and the wolf, running out of the den, tries to catch them (stain). The caught geese go to the den. After two runs, the number of geese caught by the wolf is counted. Then new drivers are chosen - a wolf and a shepherd.

m / n "Flies - does not fly"

Target:Develop the ability to distribute attention, teach concentration.

Game progress:Children stand in a circle, in the center there is a teacher. He names animate and inanimate objects that fly and do not fly. For example, the teacher says: "The plane flies, the chair flies, the sparrow flies," and so on. Children should raise their hands up if a flying object is named.

p / and "Zateyniki"

Target:Develop physical activity in children.

Game progress:The driver is chosen - the entertainer, who stands in the center of the circle formed by the children. Holding hands, the children walk in a circle to the right and left, saying:

In an even circle one after another

We go step by step.

Stand still! Friendly together

Let's do it like this ……… ..

Children stop, give up; the entertainer shows some movement, and all players must repeat it.

p / and "Firefighters in training"

Target:Strengthen the ability to climb the gymnastic wall without skipping the rails.

Game progress:Children are built in four columns facing the gymnastic wall - they are firefighters. On each span of the gymnastic wall, bells are suspended at the same height (on the rail).

At the signal of the teacher: "March!" - the children, who are the first in the columns, run to the gymnastic wall, climb it, ring the bell, go down and return to the end of their column. The teacher marks the child who completed the task the fastest. Then the signal is given again and the next group of children runs, etc.

Target:Develop attentiveness, activity of sensory systems.

Hodge games:The players are standing in a circle, in the center of the circle is the driver with a blindfold. One of the children approaches the driver, the driver must recognize his companion by touch. The game continues 5-6 times, each time a new driver is selected.

p / and "Frost Red Nose"

Target: Cultivate quickness and agility

Stroke: On the opposite side of the site, two houses are marked, the players are located

In one of the houses. Driving - Frost Red nose stands in the middle of the area facing the players and says:

I am Frost Red nose.

Which one of you will decide

On the way - to start the path?

The players answer in chorus:

We are not afraid of threats

And we are not afraid of frost.

After the word "frost" the children run across the playground to another house, and the driver catches up with them and tries to touch them with his hand, "freeze". The “frozen” ones stop at the place where they were touched, and until the end of the dash they stand motionless. The teacher together with Moroz count the number of "frozen". After each dash, a new Frost is chosen. At the end of the game, they compare which Frost froze more players.

p / and "Hunters and Hares"

Target : Nurture agility

Stroke:A hunter is chosen from among the players, the rest are children - hares. On one side of the hall (site) there is a place for a hunter, on the other - a house of hares. The hunter walks around the hall, pretending to look for the tracks of hares, and then returns to his house. Hares jump out of _ behind the bushes and jump (on 2 legs, on the right or left - whoever wants to) in different directions. At the signal: "Hunter!" - hares run into the house, and the hunter throws balls at them (he has 2-2 balls in his hands). The hares, in which he fell, are considered shot, and he takes them to his house. After each hare hunt, the hunter changes, but he is not chosen from the number of those caught.

n / a "Brave Little Sparrows"

Target : Cultivate quickness and agility

Stroke:Children are built in a circle, in front of each player playing two snowballs. In the center of the circle the driver is a cat. Children depict a sparrow and, at the signal of the teacher, jump into a circle through snowballs and jump back out of the circle as the cat approaches. A sparrow touched by a cat. Receives a penalty point, but is not eliminated from the game. After a while, the teacher stops the game and, counts the number of "salted"; a new driver is selected.

p / and "Sly Fox"

Target: Cultivate quickness and agility

Stroke:The players stand in a circle at a distance of one step from each other. To the side, outside the circle, the fox's house is indicated. At the signal of the teacher, the children close their eyes, and the teacher goes around them from the outside of the circle and touches one of the players, who becomes the leader - a cunning fox. Then the children open their eyes, in chorus 3 times (with a small interval) they ask (first quietly, then louder): "Sly fox, where are you?" After the third question, the sly fox quickly runs out to the middle of the circle, raises his hand and says: "I'm here!" All the players scatter around the court, and the fox catches them (touching the hand). After the fox catches 2-3 children and takes them to his house, the teacher says: "Into the circle!" The game resumes.

m / p "Ball School"

Target : development of dexterity, quick reaction, attention

Target:A small ball is given to play. Children play one at a time, two by two and in small groups. The player completes the movement task in order. Having successfully dealt with one, he moves on to the next. If a child makes a mistake, he passes me x to another. As the game continues, he starts with the move in which he made a mistake.

p / and "Bears and Bees"

Target: Cultivate quickness and agility

Stroke:There is a beehive on one side of the hall and a meadow on the opposite side. There is a den of bears to the side. At the prearranged signal of the teacher, the bees fly out of the hive (climb down from the hill (it can be a gymnastic bench, wall, etc.)) fly to the meadow for honey and hum. The bees fly away, and the bears run out of the den and climb into the hive (fly up to a hill) feast on honey. As soon as the teacher gives a signal: "Bears!", The bees fly to the hives, and the bears run away to the den. The bees who did not have time to hide sting (touching with their hand). Stung bears miss one game. The game resumes, and after it is repeated, the children switch roles.

p / and "Sovushka"

Target: Form creative imagination

Stroke:On one side of the hall, the owl's nest is indicated. The driver is placed in the nest - an owl. The rest of the children depict birds, butterflies, beetles - they scatter throughout the hall. After a while, the teacher says: "Night!" - and all the players stop in place in those poses in which the night found. The little owl flies out of its nest, flaps its wings and looks who is moving. The one who has moved, the owl takes him to his nest. The teacher says: "Day!" - and butterflies, bugs, birds come to life and again begin to fly, spin. After two flights of owls to hunt, the number of caught ones is counted and a new driver is selected.

n / a "Doubles run"

Target: Learn to run in pairs

Stroke:"Change the subject." Children (two children, each holding a cube), at the signal of the teacher, run to the hoop (35 m), exchange the cube for a ball and return back to the team. Pass the ball to the next players. The next children exchange the ball for a cube. The task for the children is to swap one subject for another as quickly as possible.

m / p "Who is most likely to get to the flag"

Target: improve the ability to crawl on

all fours and the ability to navigate

in space

Stroke:all the players sit on chairs. At a distance of 5-6 steps from the edge of the playground, a line is drawn, behind which there are 4-5 children. On the opposite side of the site, at a distance of 18 - 20 steps, the lines opposite each place a chair on which a flag is placed. The chairs are aligned. At the signal of the teacher, the children run to the flags, take them, lift them up, then put them back. The teacher notes which of the children raised the flag earlier than the others. Then all those who fled sit on chairs, and in their place the next 4-5 people stand behind the line. The game ends when all children run 1 time to the flag.

n / a "Burn, burn clearly!"

Target: Develop quickness and agility

Stroke:The players stand in a column of two, holding hands, in front of the column is the driver. Children say in unison:

Burn, burn clearly, so as not to go out.

Look at the sky: the birds are flying

The bells are ringing!

One, two, three - run!

At the end of the words, the players of the last pair lower their hands and run to the beginning of the column - one to the right, the other to the left of it. The driver tries to stain one of the players before he can join hands with his pair. If the driver has stained the player, then he becomes a pair with him in front of the column.

m / and "Get into the hoop"

Target: Develop an eye and accuracy of motor actions

Stroke:3 teams are involved, the formation of children in a column behind the throw line facing the wall (3-4 m from the throw line). Opposite each team there is a hoop on the floor (1.5-2 m from the line of throw). The first players are holding the ball. At the signal, the first players throw the ball against the wall so that, after bouncing, it hits the hoop, then into their hands. Having caught the ball, the children pass it to the next, and they themselves stand at the end of the column. For each accurate throw, the team is awarded one point. The team with the most points wins.

p / and "Homeless hare"

Target: Improve responsiveness to audio signals

Stroke:A hunter and a homeless hare are selected from among the players. The rest of the playing - hares draw circles for themselves (at home), and everyone gets into it.

The "homeless hare" runs away, and the "hunters" catch up with him. The "hare" can escape from the "hunter" by running into any circle; then the "hare" that has flocked in the circle must immediately run away, because now he becomes homeless and the "hunter" will catch him. As soon as the "hunter" has caught (bitten) a hare, he himself becomes a "hare", and the former "hare" becomes a "hunter".

p / and "Carousel"

Target:develop in children the rhythm of movements and

The ability to coordinate them with words

Stroke:Children form a circle, holding on to the cord with their right hand, go around the circle slowly at first, then faster, and start running. Movements are performed in accordance with the text spoken aloud:

Barely, barely, barely, barely

The carousels spun

And then round, round,

All running, running, running.

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

Hush, hush, don't rush!

Stop the carousel!

One is two, one is two

So the game is over.

The carousel movement is gradually slowing down. To the words "The game is over!" children stop.

m / p "Knock down a pin"

Target: Train accuracy, strengthening arm muscles

Stroke:Players are in a line behind the starting line of 6-8 people. At the signal, children change snowballs, trying to knock down the pins (distance 4-5 m from the starting line). Players who managed to hit the targets are marked.

p / and "From bump to bump"

Target: develop the ability to jump on two legs with

moving forward

Stroke:The teacher lays out flat hoops in a checkerboard pattern (6 pieces in two lines). The players line up in two columns and, on command, jump on two legs from hoop to hoop. The distance between children in jumping is 2-3 hoops, in order to prevent injuries. The winner is the team that completed the task quickly and correctly

p / and "Oncoming dashes"

Target: Strengthen the ability of children to run on the distillation

Stroke:The group is divided in half. The players stand on opposite sides of the court behind the lines in a row at a distance of at least one step from each other. Each group of children has ribbons of their own color on their hands - blue, yellow. At the signal of the teacher "blue", children with blue ribbons run to the opposite side. Children standing opposite stretch out their palms forward and wait for the runners to touch them with their hand. The one who was touched runs to the other side of the site, stops behind the line, turns and raises his hand up. Etc.

n / a "Serso"

Target: Develop attention, eye, coordination

movements, accuracy

Stroke:Two children stand opposite each other at a short distance (2-3 m). One of them throws towards the other ring, and he catches them on a stick.

With a large number of participants, the children, divided into pairs, stand on top of each other at a distance of 3-4 m.One of them (by agreement) has a stick in his hands, the other has a stick and several rings (at the beginning 2, later 3-4) ... The latter puts rings on the tip of the stick and sends them one at a time towards his partner, who catches the rings on his stick. When all the rings are thrown, a count of the caught rings is made, after which the children change roles. The winner is the one who has caught the most number of rings.

p / and "K &

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