Outdoor game heron. Outdoor games in the preparatory group

Outdoor play is a conscious, active activity of a child, characterized by accurate and timely completion of tasks based on different types movements and related to the rules mandatory for all players.

1. "Homeless Hare."

Goal: to develop speed of movement, orientation in space.

Progress of the game. A “hunter” and a “homeless hare” are selected, the rest of the “hares” stand in hoops - houses.

The “homeless hare” runs away, and the “hunter” catches up with him. The “hare” can get into the house, then the “hare” that was there must run away. When the “hunter” catches the “hare”, he himself becomes the hare, and the “hare” becomes the “hunter”.

2. "Hares and the wolf."

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

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

Educator. Hares gallop, hop, hop, hop,

To the green, to the meadow, to the meadow,

They pinch the grass, eat it,

Listen carefully -

Is there a wolf coming?

Children jump and perform movements to these words. After the word is spoken wolf, he runs after the “hares”, they run away to their houses. The “wolf” takes the caught “hares” aside.

3 "Pretties."

Objectives: teach to distinguish colors; develop dexterity.

Progress of the game. Plays with 5 people or more. A leader (“monk”) is selected, who goes aside while the players (“colors”) choose their color.

"Paints" sit down on the bench. The “monk” comes and knocks on the door.

-Who's there? - asks the presenter.

- It’s me, a monk in blue pants, a bump on my forehead, a mouse in my pocket!

-What did you come for?

- For paint.

- For which one?

- For... (names the color).

If there is no “paint”, the “monk” leaves. If there is, he catches up with her. Children change roles.

4 "Cossacks-robbers".

Goals: to introduce folk game; develop dexterity.

Progress of the game. The "Cossacks" find a place - a "dungeon", while the "robbers" hide. The “robber” is considered caught if the “Cossack” touches him with a twig (“whip”). A “robber” who has been captured has no right to escape. All prisoners are brought to a “dungeon” guarded by a “Cossack”. Rogues can free their comrades by touching them. But if at this moment they themselves are caught by the “Cossack guard”, then they will also end up in “dungeon”.

The game is considered over when all the “robbers” are in the “dungeon”.

5 "Potato".

Objectives: to introduce the folk game; learn to throw the ball.

Progress of the game. The players stand in a circle and throw the ball to each other. The one who drops the ball sits in a circle, becoming a “potato”. When there are a lot of “potatoes” (more than 5 players), it begins to grow: the players in the circle join hands and gradually rise. It becomes difficult to throw the ball over them, and then the “potato” is knocked out: one player throws the ball to another, who returns it and must hit the “potato”. If it hits, the player leaves; if not, he himself becomes a “potato”.

6 "Gardener".

Goals: learn the names of colors; develop dexterity.

Progress of the game. The participants of the game sit in a row. Everyone chooses a name for themselves (the name of any flower). The leader and the “gardener” are selected using the counting table. The presenter tells the “gardener” the names of the flowers chosen by the players. The “gardener” says: “I was born a gardener, I was seriously angry, I was tired of all the flowers, except ...” (Name any flower.) The one who called himself this flower runs away. "Gardener" is catching up. If he catches up, the runner takes his place, that is, he becomes a “gardener.”

7 “Blind Man’s Bluff” option 1.

Goals: to introduce the Russian game; teach mindfulness.

Progress of the game. Zhmurka chooses using a counting rhyme. They blindfold him, take him to the middle of the room and turn him around several times, talking to him:

- Cat, cat, what are you standing on?

– In a kneading bowl *.

- What's in the kneader?

- Catch mice, not us!

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

8 "Empty space."

Goal: develop physical qualities: agility, speed.

Progress of the game. A driver is selected, the rest of the children stand in a circle with their hands on their belts. The driver walks around and says:

I walk around the house and look out the window,

I’ll go up to one and knock softly.

After these words, the driver stops and looks into the circle. A conversation takes place with a child standing in a circle:

- Knock-knock-knock.

- Who came?

- This… (the driver says his name).

- Why did you come?

- Let's run the race!

9 "Geese-swans".

Goal: develop dexterity and flexibility.

Progress of the game: “Wolf” and “Shepherd” are selected, the rest are “geese”. On one side of the site there are “geese”, on the side is the lair of the “wolf”. The “shepherd” drives the “geese” out to graze in the meadow, then says:

- Geese, geese!

The “geese” stop and answer in unison:

- Ha-ha-ha!

- Do you want something to eat?

- Yes, yes, yes!

- So fly as you want, just take care of your wings!

The “geese” are flying home through the meadow, and the “wolf,” hearing them, runs out, crosses their path, trying to catch them. He takes the caught “geese” to his place.

10 "Sly Fox".

Goal: develop the ability to react quickly after a signal.

Progress of the game. The players stand in a circle with their eyes closed. The teacher passes and touches someone. Children open their eyes and say three times: “Sly fox, where are you?” After this, the “fox” runs out into the center and says: “I’m here!” Everyone runs away, and she catches them. Those caught move aside.

11 "The Bear and the Bees."

Goal: develop the ability to act on a signal, climb a ladder correctly, imitate the actions of characters.

Progress of the game. The players are divided into two groups - “bees” and “bears”.

At a signal, the “bees” fly to the meadow for honey and buzz. As soon as the “bees” fly away, the “bears” climb into the hive (hoops) and feast on honey. At the signal "Bears!" The “bees” fly and sting those who do not have time to escape into the forest. A stung “bear” does not go out for honey.

12 "Burners".

Goal: develop speed, agility, reaction.

Progress of the game. The players become pairs. A line is drawn in front of the column, at a distance of 2–3 steps. One of the players - the catcher - stands on this line. The children standing in the column say:

Burn, burn clearly so that it doesn’t go out.

Look at the sky - the birds are flying,

The bells are ringing!

One, two, three - run!

After the command “Run!” the children standing in the last pair run along the column (one on the right, the other on the left), trying to meet, and join hands. The catcher tries to catch one; if caught, forms a pair and stands in front of the column.

13 "Crucian carp and pike."

Progress of the game. One child is chosen as a “pike”. The rest of the players are divided into two groups: one of them – “pebbles” – forms a circle, the other – “crucian carp”, which swim inside the circle. "Pike" is located outside the circle.

At the teacher’s signal “Pike!” she quickly runs into the circle, trying to catch the “crucian carp”. “Crucian carp” are in a hurry to quickly take a place behind one of the players and sit down (crucian carp hide from the pike behind pebbles). The “pike” catches those “crucian carp” that did not have time to hide. Those caught go outside the circle. Then a new “pike” is chosen. Children standing in and inside the circle change places and the game is repeated.

14 "Wolf in the Moat."

Goal: develop dexterity and attention.

Progress of the game. In the middle of the site, two parallel lines are drawn at a distance of 80–100 cm. This is a ditch. On one side there are “goats”. "Wolf" gets into the ditch. On the signal: “Wolf in the ditch!” - “goats” run to the opposite side of the site, jumping over the ditch, and the “wolf” tries to catch them.

15 “Don’t get caught!”

Goals: learn to jump correctly on two legs, develop agility.

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

16 “Don’t get your feet wet.”

Goals: to develop coordination of movements in children; learn to perform motor tasks and strive to achieve goals.

Progress of the game. Two teams, the first ones holding the board. At the teacher’s command “Forward!” Everyone must, stepping only on the planks, cross the “swamp” and give the plank to the second part of the team located on the other half of the “swamp”. The first one to cross the “swamp” wins.

17 “Guess what I caught.”

Goal: to develop imagination, flexibility, plasticity.

Progress of the game. The teacher invites the children to go to an imaginary forest and watch its inhabitants (squirrels, hares, ants, bees, etc.), returning from a walk, tell with gestures, without words, who they watched.

18 Outdoor game “Frogs”.

Goal: learn to compare movements with words.

Progress of the game. Children are divided into two groups. One of them is “bumps in a swamp”, the other is “frogs”. The “bumps” stand in a large circle. Behind each “bump” there was a “frog” hidden.

One “frog” (the driver) stands in the middle of the circle; it does not have its own house. The teacher says: “Here are the frogs jumping along the path with their legs stretched out.” All the children jump inside the circle and say: “Kva-kva-kva.” Children (“bumps”) say: “Here from a puddle to a hummock and jump for a midge.” After these words, all the “frogs” and the driver hide behind the “bumps”. The one who lacks the “bump” becomes the driver. He says: “They don’t want to eat anymore, they jump back into their swamp.” The “frogs” jump inside the circle again, and the game starts all over again, only the children change places.

19 Outdoor game “Freeze”.

Purpose: to teach to understand a schematic representation of a person’s posture.

Progress of the game. The leader explains to the children the rules according to which everyone must move around the playground, and at the leader’s command “One, two, three, freeze!” stay. While saying these words, the teacher shows the children one of the cards with a schematic representation of a person’s pose. The guys should freeze in the same position. Anyone who takes the wrong pose is out of the game.

20 “Run to the named tree.”

Goal: to train in quickly finding the named tree.

Progress of the game. The driver names the tree, all children must listen carefully to which tree is named, and in accordance with this, run from one tree to another. The driver closely monitors the children; anyone who runs to the wrong tree is sent to the penalty box.

21 “Run quietly.”

Goal: learn to move silently.

Progress of the game. Children are divided into groups of 4–5 people. The driver stands in the middle of the hall. At a signal, one group runs silently past the driver; if he hears the noise of footsteps, he says: “Stop!”, and the runners stop. Without opening his eyes, the presenter shows where he hears the noise. If he indicated correctly, the children move aside; if he made a mistake, they return to their places and run again. So all groups run in turn.

The group that the driver did not hear wins.

22 "Cosmonauts".

Goal: to develop children's dexterity and imagination.

Progress of the game. Hoops are laid out around the hall. There is one less of them than players. In the middle, the “cosmonauts”, holding hands, walk in a circle, saying:

Fast rockets for walking around the planets are waiting for us.

We’ll fly whichever one we want!

But there is one secret in the game: there is no place for latecomers.

With the last word, the children let go of their hands and run to take their places in the “rockets”, those who did not have time remain at the “cosmodrome”, and those who are sitting in the “rockets” take turns telling where they are flying and what they see.

23 “Dragonfly Song”.

Goal: to develop rhythmic, expressive speech and coordination of movements.

Progress of the game. Children stand in a circle and recite a poem in chorus, accompanying the words with movements:

I flew, I flew, I didn’t get tired.

Smoothly wave their arms.

She sat down and flew off again.

Get down on one knee.

I found some friends, we had fun.

Make flying movements with their arms.

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

They hold hands and dance in a circle.

24 "Bubble".

Goal: to learn how to correctly take a long, smooth exhalation.

Progress of the game. Children stand in a tight circle, tilting their heads down, imitating a bubble. They repeat the words after the teacher: “Inflate, bubble, inflate, big, stay like that and don’t burst,” the children raise their heads and gradually move back, forming a large circle. At the teacher’s signal “The air is coming out” or “The bubble has burst”, the children go to the center of the circle, saying: “S-S-S”, imitating the air coming out. After the “Burst” signal, you need to make sure that the children do not run, but walk (the air escapes slowly).

25 "Flock".

Goal: to develop rhythmic and expressive speech; activate the vocabulary on the topic “Birds”; develop sports skills.

Progress of the game: Children choose a driver. The teacher, together with the children, recites a little rhyme to I. Tokmakova:

Sing along, sing along,

Ten birds - a flock:

This bird is a nightingale, This bird is a waxwing,

This bird is a sparrow, This bird is a crake,

This bird is an owl, This bird is a starling,

Sleepy little head, Little gray feather,

This one is a finch, this one is a swift,

This one is a cheerful siskin,

Well, this one is an evil eagle.

Birds, birds, go home!

After these words, the children run away, and the driver (an angry “eagle”) tries to catch someone.

26 "Owl".

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

Progress of the game. The players sit freely in the hall or on the court. An “owl” sits or stands to the side (“in the hollow”). The teacher says: “The day comes - everything comes to life.” All players move freely on the court, performing various movements, imitating with his hands the flight of butterflies, dragonflies, etc. Suddenly he says: “Night comes, everything freezes, the owl flies out.” Everyone must immediately stop in the position in which these words found them and not move. The “Owl” slowly passes by the players and vigilantly examines them. Whoever moves or laughs is sent to his “hollow” by the “owl”. After some time, the game stops, and they count how many people the “owl” has taken to itself. After this, a new “owl” is chosen from those who did not get to it. The “owl” who has taken the largest number of players wins.

27 "Stop!"

Goal: to teach students to listen to the text and perform movements in accordance with it.

Progress of the game. On one side the children stand in one line, on the other, in a hoop, the driver. Standing with his back to the players, he says: “Walk quickly, make sure you don’t yawn! Stop!" At these words, the children walk towards the driver. As soon as he said: “Stop!”, he turns around. Those who did not have time to stop return to the line. The game continues until one of the players gets into the hoop.

28 “Blind Man’s Bluff” option 2.

Goal: develop attention.

Progress of the game. The driver's eyes are closed. Then the players take turns lightly hitting the palm of his outstretched arms. At the same time, they ask in a whisper: “Who am I?” The driver must guess which of the players hit him. If he guesses correctly, then the one who hit becomes the driver.

Rules of the game. The driver’s palms should not be touched by several participants at the same time.

29 “Who takes the fewest steps.”

Goal: to develop dexterity of movement.

Progress of the game. Children stand behind the line and, at an adult’s signal, run to the opposite side of the playground to the place marked by the line. Each of the players tries to take steps as long as possible and counts them. At the end of the run, the children say who took how many steps and determine who has the fewest.

Rules of the game. First, the teacher offers to run a set distance in turn and counts the steps of each child, and then the children do it themselves.

30 “Traps on one leg.”

Progress of the game. Using a counter, a trap is selected. He stands in the center of the hall. The children stand to one side. At the signal, the children run across and the trap catches them. The trap cannot catch a child who has stopped on one leg and clasped the knee of the other leg with both hands. At the end of the game, they determine which trap is the most dexterous.

31 "Chauffeurs".

Objectives: learn to come up with various actions and depict them; talk about imaginary events.

Progress of the game. The teacher asks the children to imagine that they are car drivers. Everyone chooses their own path: to the village, to the sea, to the store. The teacher asks the children to talk about what they see from the window.

32 "Cat on the Roof".

Goals: develop rhythmic, expressive speech; automate the pronunciation of the sound “Ш” in connected text; coordinate movements.

One of the players sits on a chair or bench with his eyes closed. He's a cat.

The rest of the children are “mice”. They quietly approach the “cat” and, shaking their fingers at each other, say in chorus in an undertone:

Hush, mouse, hush, mouse...

The cat is sitting on our roof.

Mouse, mouse, beware

And don’t get caught by the cat...

After these words, the “cat” “wakes up”, meows, jumps up and chases the “mice”. The "mice" are running away.

Rules of the game. It is necessary to mark with a line the "mouse's" house - a "hole" where the "cat" has no right to run.

33 "Frogs and Heron".

Goals: practice fast running and long jumps; develop physical qualities - agility, speed.

Progress of the game: In the middle of the site, a swamp is drawn in which frogs live. There is a stream drawn on the sides of the site, and a heron’s nest to the side. At the presenter’s signal, “Frogs are jumping in the swamp!” The players run and jump around the playground, pretending to be frogs. At the signal “Heron is coming!” The “heron”, having crossed the stream, jumps and looks for “frogs”. “Frogs”, fleeing from the “heron”, jump over the “stream”, trying to hide. The "Heron" is trying to catch the "frogs".

34 "Trap".

Goals: consolidate nouns in the active dictionary on the topics: “Wild animals”, “Birds”; develop speed and flexibility.

Progress of the game. Children are divided into groups (4–5 people). They hold hands and form a circle - a trap. 1st child is a “hunter”. The rest of the children are “forest dwellers.” They run and jump over and around the trap (those depicting the trap stand motionless, holding their hands and raising them at shoulder level). “Pop,” the “hunter” suddenly says. Children quickly lower their hands and squat. “I’ll see who fell into my trap,” says the “hunter.” Children caught in a trap imitate various animals and birds with their movements and voices. "Hunter" guesses. If he guessed correctly, then the child goes to the bench, and if not, then now he pretends to be a trap.

35 “Trap, take the tape.”

Goals: develop dexterity; cultivate honesty and fairness when assessing behavior in the game.

Progress of the game. All players place ribbons in the back of their belts. At the teacher’s signal “Run!” they scatter around the site, and the trap runs after them, trying to pull out more ribbons. At the signal “One-two-three – quickly run into the circle!” children stand in a circle. The number of ribbons taken is counted, after which they are returned to the children. Having lost the ribbon, the child temporarily leaves the game.

36 "Two Frosts".

Goal: develop agility and speed.

Progress of the game. Two houses are marked on opposite sides of the site. The players are located on one side. Frost, Red Nose and Frost, Blue Nose are selected and stand in the middle of the hall. At the signal: “Begin!” - both Frosts say:

- We are two young brothers, two daring Frosts:

I am Frost, Red Nose, I am Frost, Blue Nose.

Well, which of you will decide to set out on the little path?

All players answer in chorus:

After the “Frost” signal, all the players run to the other side, and the Frosts try to “freeze” them, that is, touch them with their hands. The “frozen” ones stop and don’t move until everyone has run across. At the end, they calculate which pair of Morozs “froze” the largest number of players.

37 "The Fox in the Chicken Coop."

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

Progress of the game. On one side of the site, a place for a “chicken coop” is outlined. In the “chicken coop” there are “chickens” sitting on a roost (on benches). On the opposite side of the site, a “fox hole” is being prepared. Everything else is a yard.

One of the players is called a fox, the rest are called chickens. At the teacher’s signal, the “chickens” jump from the “perch”, walk and run around the yard, “pecking” grains, flapping their “wings”. At the teacher’s signal “Fox!” The “chickens” run into the “chicken coop” and climb onto the “perch,” and the “fox” tries to drag away the “chicken,” who did not have time to escape, and takes her to her “hole.” The remaining "chickens" run out again and the game resumes.

The game ends when the “fox” catches two or three “chickens”.

38 "Frost, Red Nose."

Progress of the game. Two houses are designated on opposite sides of the site, and the players are located in one of them. In the middle of the platform, the driver stands facing them - Frost, Red Nose. He says:

– I am Frost, Red Nose. Which of you will decide to set off on the little path?

The players answer in chorus:

“We are not afraid of threats, and we are not afraid of frost.”

After that, they run across the site to another house. Frost catches up with them and tries to “freeze” them (touch them with his hand). The “Frozen” stop at the place where the Frost overtook them, and stand there until the end of the dash. Frost is counting how many he has “frozen.” After several dashes, a new Frost is chosen. At the end of several runs, the results are summed up and a comparison is made of which Frost “froze” more players.

39 "Don't stay on the floor."

Goal: develop the ability to correctly jump from a height with two feet, landing softly, bending your knees.

Progress of the game. In different places of the hall there are different objects with a height of 25–30 cm. A trap is selected. They put a bandage on his arm. To the beat of the tambourine, children jump off objects and run or jump around the hall. The trap takes part in the race. At the signal “Catch!” all children climb on objects again. The trap catches those who did not have time to jump onto the dais, and they sit to the side.

40 “Ball for the driver.”

Goal: develop the ability to throw and catch a ball.

Progress of the game. Participants are divided into equal teams. A line is drawn at a distance of 3 m from the teams. Two drivers are selected and stand behind this line against the columns. At the signal, both drivers throw balls to those standing in front of their teams. Having caught the ball, the player throws it back to the driver, and he himself stands at the end of the column, etc. The team in which the last player returns the ball to the driver first wins.

41 “The Fisherman and the Fishes.”

Goal: develop dexterity.

Progress of the game. The players are standing. A “pond” is outlined - an area beyond which you cannot go. Children smoothly spread their arms - “the fish are swimming.” Two “fishermen” stretch the rope (“net”) and try to surround and catch the “fish”. Those touched by the jump rope leave the game. When all the “fish” are caught, the game is repeated and the children change roles.

42 "Dove".

Goal: to practice pronouncing the sounds “L” and “R”.

Progress of the game. Children choose "hawk" and "mistress". The rest of the children are “pigeons”. The “hawk” stands aside, and the “mistress” chases the “pigeons”: “Shoo, shoo!” They fly away, and the “hawk” catches them. Then the “mistress” calls: “Guli-guli-guli,” and the “pigeons” flock to her. The one whom the “hawk” caught plays his role, and the former “hawk” becomes the “mistress”.

43 "Children and the Wolf."

Goal: to teach to understand and use past tense verbs and imperative verbs in speech.

Progress of the game. A “wolf” is selected. The rest of the children “pick strawberries and mushrooms in the forest” and say:

Children walked through the forest

Strawberries were collected.

Lots of berries everywhere:

Both on hummocks and in the grass.

But then the branches began to crack...

Children, children, don't yawn,

The wolf is behind the spruce - run away!

The children run away and the “wolf” catches them. The caught child becomes a “wolf” and the game starts all over again.

44 "Hares and bears".

Goal: to develop dexterity and the ability to transform.

Progress of the game. The child (“bear”) is squatting and “dozing.” Children (“hares”) jump around and tease him:

Brown bear, brown bear,

Why are you so gloomy?

“Bear” gets up from his chair and answers:

I didn’t treat myself to honey,

So I got angry at everyone.

1, 2, 3, 4, 5, I start chasing everyone!

On the last word, the “bear” catches the “hares” and takes them to a chair (“den”).

45 "Cook".

Progress of the game. All children stand in a circle. The driver walks around in circles. He has a chef's hat in his hands. The children recite the poem in chorus:

Let's play cook, no one can yawn,

If you are the cook, then quickly go around.

After the words “Hurry up and walk around,” the driver stops and puts a cap on the one next to him. standing child. The person who received the cap and the driver stand with their backs to each other and, at the teacher’s signal, walk in a circle. Whoever goes around (not run) the circle first wins and becomes the driver.

46 “Squat traps.”

Goal: develop agility and speed.

Progress of the game. Using a counter, a trap is selected. He stands in the center of the site. The children stand to one side. At the signal, the children run across and the trap catches them. In this game you cannot catch the child who managed to sit down. At the end they say which trap is the smartest.

47 "Mousetrap".

Goal: to develop dexterity, the ability to act quickly after a signal.

Progress of the game. They are divided into two unequal groups. The smaller one forms a circle (“mousetrap”). The rest are “mice”. They are outside the circle. Children depicting a mousetrap hold hands and, starting to walk in a circle, say:

Oh, how tired the mice are,

It was just passion that separated them.

Everyone gnawed, everyone ate,

They are climbing everywhere - here is a misfortune.

Beware, you rascals,

We'll get to you.

Let's set up mousetraps,

Let's catch everyone at once! Then 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!” children standing in a circle lower their hands and sit down. Those caught stand in a circle. When most of the “mice” are caught, the children change roles.

48 “Make a figure.”

Goal: develop imagination.

Progress of the game. Walking in a column one at a time, at the signal “Stop!” children stop and perform some kind of figure. The fastest and most interesting ones are noted.

49 "Fishing Rod".

Goal: to teach children to jump correctly: push off and pick up their feet.

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

50 “Take it quickly.”

Goal: to develop dexterity and speed of movement.

Progress of the game. Children form a circle and, at the teacher’s signal, walk or run around objects (cubes, cones), which should be one or two less. At the signal “Quickly take it,” each player must take the object and raise it above his head. The one who did not manage to do this is considered a loser.

Rules of the game. Objects are gradually removed.

51 “Vaska the Cat.”

Goal: development of motor activity.

Progress of the game. "Mice" sit on chairs. The “cat” walks on his toes, looks around, meows.

Teacher and children.

Little white Vaska walks,

Vaska's tail is gray,

And it flies like an arrow, and it flies like an arrow.

The “cat” runs to the end of the area, sits down and “falls asleep.”

Children. Eyes close -

Is he sleeping or pretending?

The cat's teeth are a sharp needle.

One of the “mice” approaches the “cat” and looks to see if he is sleeping. He waves his arms, inviting others to join him.

Teacher. Only the mice will scratch,

Gray Vaska is right there,

He will catch everyone!

The “cat” jumps up and runs after the “mice”.

52 “Traps in pairs.”

Goal: develop speed of movement.

Progress of the game. Children line up in two lines at a distance of 3-4 steps from each other. At the teacher’s signal “Run!” the children of the first line run away, and the children of the second each catch up with their pair and try to catch them before the first ones cross the designated finish line. After two runs, the children change places.

53 "Birds and a cat."

Goals: to teach to move according to a signal; develop dexterity.

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

54 "Sunny Bunnies".

Purpose: to practice pronouncing the poem in accordance with the movements.

Progress of the game. The teacher uses a small mirror to release a sunbeam and recite a poem:

Sunny bunnies play on the wall,

Bend them with your finger, let them run to me.

Well, catch it, catch it quickly, here it is, a bright circle,

That's it - to the left, to the left!

He ran to the ceiling.

Children catch a bunny on the wall.

55 "Hunters and Ducks."

Goal: development of accuracy.

Progress of the game. The players are divided into two groups - “hunters” and “ducks”. The “ducks” stand in the middle of the circle, and the “hunters” are located outside, throw the ball and try to hit the “ducks”, they dodge. When a third of the players are caught, the game stops and the children change places.

56 “Don’t give the ball to the driver.”

Goal: develop dexterity and accuracy.

Progress of the game. There are 2-3 drivers in the center of the circle. Those standing outside the circle throw the ball to each other in all directions, and the drivers try to touch it. If someone succeeds, then he leaves the circle, and the one whose throw the ball was caught becomes the driver.

57 “We won’t say where we were.”

Goal: to develop logical thinking, resourcefulness, intelligence, and the ability to transform.

Progress of the game. Children are divided into two teams. The groups disperse in different sides and agree that they will show it. One group shows and the other has to guess who or what they are depicting. Then the children change places.

58 “From bump to bump.”

Goal: develop agility and speed.

Progress of the game. The teacher places hoops (6-8 pieces) in two lines on the site. The players line up in two columns. At the teacher’s signal, the first players begin to jump on two legs from hoop to hoop. As soon as the first player jumps from the last hoop, the second player in the column begins jumping, etc. The team that quickly and correctly (without slipping even once) gets to the other side wins.

The game is repeated 2-3 times.

59 "Magic Mirror".

Goal: to develop rhythm, expressiveness of speech and coordination of movements.

Progress of the game. Children stand in a circle. The driver approaches one of the guys and says:

Come on, look at the mirror!

Repeat everything to us correctly!

I will stand in front of you

Repeat everything after me!

The driver pronounces any phrase, accompanying it with some movement. The one to whom he addresses must accurately repeat both the phrase and the movement. If he makes mistakes, he is out of the game. The new driver is the one who has completed everything without a single mistake.

60 “Pass the ball - say the word.”

Goal: to develop phonemic awareness and reaction speed.

Progress of the game. The players line up in a column. The first players have a ball with a diameter of 25–30 cm. The child calls the word to the given sound and passes the ball back with both hands above his head. The next player independently comes up with a word for the same sound and passes the ball on.

61 “Throw the ball to an adult and name the animals.”

Goals: expand vocabulary through the use of generalizing words; develop attention and memory.

Progress of the game. The adult names the general concept and throws the ball to each child in turn. The child, returning the ball, must name the objects related to this general concept. For example: fruits - apple, pear, lemon, orange.

You can use other themes: vegetables, trees, domestic and wild animals, birds, furniture, dishes, clothing, transport.

62 "Carousel".

Goal: to teach to move and speak at the same time, to act quickly after a signal.

Progress of the game. The players form a circle. The teacher gives the children a cord, the ends of which are tied. Children holding right hand by the cord, turn left and say the poem:

Barely, barely

The carousel started spinning.

And then around, around,

Everybody run, run, run.

In accordance with the text, the children walk in a circle: first slowly, then faster, and in the end they run. While running, the teacher says: “Be-zha-li, be-zha-li.”

After the children run in a circle twice, the teacher changes the direction of movement, saying: “Turn.” The players turn in a circle, quickly grabbing the cord with their left hand, and run in the other direction. Then the teacher continues with the children:

Hush, hush, don't rush!

Stop the carousel!

One-two, one-two!

The game is over!

The movement of the carousel becomes gradually slower. When saying the words “The game is over!” children lower the cord to the ground and disperse around the playground.

After the children have rested a little, the teacher rings three bells or hits the tambourine three times. The players rush to take their places on the carousel, that is, they stand in a circle and take the cord.

The game resumes. Those who do not have time to take a seat before the third bell do not ride on the carousel, but stand and wait for a new boarding.

63 “Streams and Lakes.”

Goal: develop dexterity.

Progress of the game. Children line up one after another in groups of 4-6, placing their hands on the belt or shoulders of the person standing in front - these are streams. At the signal “Streams are running!” the children each run in their own column behind the leader. At the signal “Lake”, each team, holding hands, forms a circle. The team that builds the circle the fastest wins. When repeating the game, children run with their knees raised high, in a half-squat.

64 "Tag".

Goal: to develop dexterity, the ability to navigate in space.

Progress of the game. A driver is selected, who receives a colored bandage and stands in the center of the site. After the “Catch” signal, all the children scatter around the playground, and the driver tries to catch up with one of the players. The one touched by the driver moves aside. After some time, the teacher gives the command “Stop!”, the game stops, the number of those caught is counted and a new driver is chosen.

65 “The centipede is walking along the kindergarten path.”

Goal: to develop motor activity.

Progress of the game. Children stand one after another, take the person in front by the belt, squat down and move in a circle. The task is not to fall.

66 "Daisies".

Objectives: consolidate knowledge about flower garden plants; practice running while dodging.

Progress of the game. Using a counting rhyme, a leader is chosen. In the game he will play the role of the girl Margarita. All other children will represent daisy flowers. “Flowers” ​​stand in a circle, and Margarita is in its center. Children walk in a circle, holding hands, and say the words:

Margarita collected daisies on the mountain,

Margarita lost the daisies in the yard.

Wants to put everything back together again

You just need to catch up with us.

The children scatter all over the playground, and Margarita tries to catch up with them and stain them. The presenter, catching up with the child, says: “Flower garden.” At this signal, the stained player must go to the “flower garden”. When there are 5-6 children there, the game stops. Margarita counts how many “daisies” she has collected and names the other neighbors of the daisies in the “flower garden.” The teacher notes which of the children was dexterous in the game, who named more plants in the flower garden.

Rules of the game. “Daisies” begin to run away only after the command “Catch up!” Repeat the named plants a second time

67 “Handed it over - sit down.”

Goal: to develop dexterity and speed of movement.

Progress of the game. Children are divided into two teams and line up in columns, one parallel to the other. Each team chooses a captain who stands opposite his team at a distance of 3–4 m. The captains each have a ball in their hands. At the leader’s signal, the captain throws the ball (in any or a predetermined way - from the chest, from the shoulder, from below, with both hands from behind the head, etc.) to the first player on his team. He catches it, returns it to the captain and immediately crouches down. The captain then exchanges passes with the second, third and other players on the team. Each player, returning the ball to the captain, crouches. When the last player in the column gives the ball to the captain, he raises it up, and the whole team quickly stands up. The team whose team passes the ball from the captain to the players and back faster and more accurately will be considered the winner.

68 “Catch up with your shadow.”

Purpose: to introduce the concept of light and shadow.

Educator. Who will guess the riddle?

I go, she goes; I stand, she stands; I'll run, she'll run.

(Shadow.)

On a sunny day, if you stand with your face, back or side to the sun, a dark spot will appear on the ground, this is your reflection. It's called shadow. The sun sends its rays to the earth, they spread in all directions. Standing in the light, you block the path of the rays, they illuminate you, but your shadow falls on the ground. (Where else is there? What is it like?)

69 “What we saw, we won’t say, but what we did, we’ll show.”

Goal: to develop children's intelligence and observation skills.

Progress of the game. The driver is selected. He goes out the door. The remaining children agree on what movements they will make. Then they invite the driver.

Leading. Hello children!

Where have you been

What were you doing?

Children. We won't say where we were

And we’ll show you what they did.

If the driver guesses the movement performed by the children, then a new driver is selected. If he couldn't guess, he drives again.

70 "Cucumbers".

Goals: develop reaction speed, attention; consolidate knowledge about eating cucumbers.

Progress of the game. The game is played on the playground, which in this case will be a “garden”. Children walk in a column one after another throughout the “garden”, pronounce words and perform the appropriate movements:

Grew up in the garden Children walk in a column.

Green strands, Transition to a half squat.

Cucumbers were hidden in them. They squat.

And the sun warmed up, They stand up and raise their hands up.

They instantly turned yellow. Hands dropped.

But they are good in a barrel!

After the word good children run and take a place in a “barrel” (a drawn circle or hoop) of five people. Whoever remains outside the “barrel” names a dish made from cucumbers. At the end of the game, the teacher involves the children in assessing the execution of movements, notes how quickly the children acted on the signal, what they learned about cucumbers in this game

71 "Goalkeeper".

Goals: to strengthen the ability to navigate in space; develop reaction speed and movement accuracy.

Progress of the game. The adult throws the ball to the child, while simultaneously warning where the ball should go. The child must make a goalie movement in the given direction.

Child. It’s not for nothing that I’m called a goalkeeper:

I will always catch the ball.

Adult: One, two, three,

On the right (left, straight) look at the ball!

72 “Water the horse.”

Goal: to develop dexterity of movements.

Progress of the game. The child stands at a distance of 4–5 meters from the horse toy. They give him buckets and blindfold him. You need to go up to the horse and “drink” it from a bucket (bring the bucket to the horse’s face

73 "Butterflies, frogs and herons."

Goal: to develop imitative movements.

Progress of the game. Children run freely around the playground. At the teacher’s signal, they begin to imitate the movements of butterflies (waving their arms), frogs (go down on all fours and jump), and herons (freeze while standing on one leg). As soon as the teacher says: “Let’s run again,” the children begin to run across the meadow in any direction.

74 “Guess what our house is?”

Goal: describe the trees and find them based on their descriptions.

Progress of the game. A driver is selected from a group of children, the rest of the children are divided into two groups. Each subgroup chooses a tree for itself, describes it to the driver, and he must recognize the plant and name the “house” in which the children “live.”

For example, the children say in chorus: “Guess what our house is, we’ll tell you everything about it.” Then one of the children gives a description: names the color of the trunk, remembers the height of the tree, shape, size of leaves, fruits and seeds.

Outdoor game "Sly Fox"

Outdoor game "Find the ball"

Outdoor game “Two Frosts”

Outdoor game "Carousel"

Outdoor game "Mousetrap"

Outdoor game "Wolf in the Moat"

Outdoor game "Cosmonauts"

Outdoor game "Planes"

Outdoor game “Who has the ball”

Outdoor game "Owl"

Download:


Preview:

Outdoor game "Sly Fox"

Goal: To develop endurance and observation in children. Practice running quickly with dodging, lining up in a circle, and catching.

Description: The players stand in a circle at a distance of one step from each other. The fox's house is outlined outside the circle. The teacher invites the players to close their eyes, walks around the circle behind the children and says, “I’m going to look for a cunning and red fox in the forest!”, touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and carefully look at which of them is the sly fox, to see if she will give herself away in some way. The players ask in chorus 3 times, first quietly, and then louder, “Sly fox, where are you?” At the same time, everyone looks at each other. The sly fox quickly goes to the middle of the circle, raises his hand up, and says “I’m here.” All the players scatter around the site, and the fox catches them. The caught fox takes him home to his hole.

Rules: The fox begins to catch children only after the players ask in chorus 3 times and the fox says “I’m here!”

If the fox gave himself away earlier, the teacher appoints a new fox.

A player who runs out of bounds of the court is considered caught.

Options: 2 foxes are selected.

Outdoor game “Pass - stand up”

Goal: To foster a sense of camaraderie in children, develop dexterity and attention. Strengthen the muscles of the shoulders and back.

Description: The players line up in two columns, two steps apart from each other. In each they stand at arm's length from each other. A line is drawn in front of the columns. Two balls are placed on it. At the “sit down” signal, everyone sits down with their legs crossed. At the signal “pass,” the first in the columns take the balls and pass them over their heads to those sitting behind them, then they stand up and turn to face the column. The person who receives the ball passes it back over his head, then stands up and also turns to face the column, etc. The column that passed the ball correctly and did not drop the ball wins.

Rules: Pass the ball only over your head and while sitting. Stand up only after passing the ball to the person sitting behind you. The one who fails to receive the ball runs after it, sits down and continues the game.

Options: Pass the ball to the right or left, turning the body.

Outdoor game "Find the ball"

Goal: To develop children's observation and dexterity.

Description: All players stand in a circle close together, facing the center. One player becomes the center, this is the speaker. The players keep their hands behind their backs. One is given a ball in his hands. Children begin to pass the ball to each other behind their backs. The driver tries to guess who has the ball. He can ask each of the players to show their hands by saying “hands.” The player extends both hands forward, palms up. The one who has the ball or who dropped it stands in the middle, and the driver takes his place.

Rules: The ball is passed in any direction. The ball is passed only to the neighbor. You cannot pass the ball to a neighbor after the driver demands to show his hands.

Options: Put two balls into play. Increase the number of drivers. Give the person who has the ball a task: jump, dance, etc.

Outdoor game “Two Frosts”

Goal: To develop inhibition in children, the ability to act on a signal (by a word). Practice running while dodging while catching. Promote speech development.

Description: On opposite sides of the site, two houses are marked with lines. The players are located on one side of the court. The teacher selects two drivers, who stand in the middle of the area between the houses, facing the children. These are Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Begin,” both Frosts say: “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 to set out on the path?” All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. The frozen ones stop where they were caught in the frost and stand like that until everyone else has finished running. The frozen ones are counted, and then they join the players.

Rules: Players can run out of the house only after the word “frost”. Whoever runs out first and whoever stays in the house is considered frozen. The one touched by Frost immediately stops. You can only run forward, but not backward or outside the area.

Options: Behind one line are the children of Blue Frost, behind the other are the children of Red Frost. At the signal “blue”, the blue ones run, and Red Frost catches and vice versa. Who will catch the most?

Outdoor game "Carousel"

Goal: To develop in children the rhythm of movements and the ability to coordinate them with words. Practice running, walking in a circle and forming a circle.

Description: The players form a circle. The teacher gives the children a cord, the ends of which are tied. The children, holding the cord with their right hand, turn to the left and say the poem: “Barely, barely, barely, barely, the carousel started spinning. And then around, around, all running, running, running.” In accordance with the text of the poem, the children walk in a circle, first slowly, then faster, then run. While running, the teacher says: “It’s okay.” Children run in a circle 2 times, the teacher changes the direction of movement, saying: “Turn.” The players turn in a circle, quickly grabbing the cord with their left hand and run in the other direction. Then the teacher continues with the children: “Hush, hush, don’t write it off, stop the carousel. One, two, one, two, the game is over!” The movements of the carousel are becoming slower and slower. At the words “the game is over,” the children lower the cord to the ground and disperse.

Rules: You can take a place on the carousel only by calling. Those who do not manage to take a place before the third bell do not take part in the skating. You must make movements according to the text, observing the rhythm.

Options: Everyone must take their place. Place the cord on the floor, running in a circle behind it.

Outdoor game "Mousetrap"

Goal: To develop children’s self-control, the ability to coordinate movements with words, and dexterity. Practice running and squatting, lining up in a circle and walking in a circle. Promote speech development.

Description: The players are divided into two unequal groups. The smaller one forms a circle - a “mouse trap”, the rest of the “mice” - they are outside the circle. The players, depicting a mousetrap, hold hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they gnawed everything, ate everything. Beware, you cheaters, we will get to you. We’ll set mousetraps for you and catch everyone now.” Children stop and raise their clasped hands up, forming a gate. Mice run in and out of the mousetrap. According to the teacher: “clap”, the children standing in a circle lower their hands and squat - the mousetrap has slammed shut. Players who do not have time to run out of the circle are considered caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children change roles.

Rules: Lower your clasped hands at the word “clap.” After the mousetrap has slammed shut, you must not crawl under your arms.

Options: If there are many children in the group, then you can organize two mousetraps and the children will run around in two.

Outdoor game “Guess who got caught”

Goal: To develop observation, activity, initiative. Practice running and jumping.

Description: Children sit on chairs, the teacher suggests going for a walk in the forest or clearing. There you can see birds, bugs, bees, frogs, grasshoppers, a bunny, and a hedgehog. They can be caught and brought to the living area. The players follow the teacher, and then scatter in different directions and pretend to catch it in the air or crouching on the ground. “It’s time to go home,” says the teacher, and all the children, holding the living creatures in their hands, run home and take each of their chairs. The teacher names one of the children and offers to show whom he caught in the forest. The child imitates the movements of a captured animal. Children guess who was caught. Afterwards they go for a walk in the forest again.

Rules: Return at the signal “It’s time to go home.”

Options: Train ride (sit on chairs, imitate the movements and sound of wheels with their hands and feet).

Outdoor game “We are funny guys”

Goal: To develop in children the ability to perform movements according to a verbal signal. Practice running in a certain direction while dodging. Promote speech development.

Description: Children stand on one side of the playground. A line is drawn in front of them. A line is also drawn on the opposite side. On the side of the children, in the middle, between the two lines, there is a trap assigned by the teacher. The children say in unison: “We are cheerful 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 to the other side of the playground, and the catch catches up with those running. The one who is touched by the trap before the player crosses the line is considered caught and sits down near the trap. After 2-3 runs, the caught ones are recounted and a new trap is selected. Rules: You can only cross to the other side after the word “catch”. The one touched by the trap moves aside. The one who crossed to the other side, beyond the line, cannot be caught. Options: Introduce a second trap. On the way of those escaping there is an obstacle - running between objects.

Outdoor game “The Herd and the Wolf”

Goal: To develop the ability to perform movements on a signal. Practice walking and running quickly.

Description: Circles and squares are outlined on one side of the site. These are buildings: a calf barn, a stable. The rest is occupied by “meadow”. In one of the corners on the opposite side there is a “wolf’s lair” (in a circle). The teacher appoints one of the players as a “shepherd”, the other as a “wolf”, who is in the den. The rest of the children depict horses and calves, which are in the barnyard, in the appropriate rooms. At a sign from the teacher, the “shepherd” takes turns approaching the “doors” of the calf barn and stables and, as it were, opens them. Playing the pipe, he leads the whole herd out into the meadow. He himself walks behind. The players, imitating domestic animals, nibble grass, run, move from one place to another, approaching the wolf’s lair. “Wolf,” says the teacher, everyone runs to the shepherd and stands behind him. Those who did not manage to reach the shepherd are caught by the wolf and taken to the lair. The shepherd takes the flock to the barnyard, where everyone is placed in their places.

Rules: The wolf runs out of the lair only after the word “wolf”. At the same time as the wolf runs out, all players must run to the shepherd. Those who do not have time to stand behind the shepherd are taken away by the wolf.

Options: Include a “watering hole” in the game, bend over and seem to drink water.

Outdoor game "Geese - Swans"

Goal: To develop children's self-control and the ability to perform movements when given a signal. Practice running while dodging. Promote speech development.

Description: At one end of the site there is a “house” line where the geese are located, at the opposite end there is a shepherd. To the side of the house is the “wolf’s lair.” The rest of the place is “meadow”. The teacher appoints one as a shepherd, another as a wolf, the rest pretend to be geese. The shepherd drives the geese out to graze in the meadow. Geese walk and fly across the meadow. The shepherd calls them “Geese, geese.” The geese answer: “Ga-ga-ha.” “Do you want to eat?” “Yes, yes, yes.” “So fly.” “We can’t. The gray wolf is under the mountain and won’t let us go home.” “So fly as you want, just take care of your wings.” The geese, spreading their wings, fly home through the meadow, and the wolf runs out, blocks their path, trying to catch as many geese as possible (touch with hand). The wolf takes the caught geese home. After 3-4 runs, the number of those caught is counted, then a new wolf and shepherd are appointed.

Rules: Geese can fly home, and the wolf can catch them only after the words “So fly as you want, just take care of your wings.” The wolf can catch geese in the meadow up to the border of the house.

Options: Increase distance. Introduce the second wolf. There are obstacles on the wolf's path that you need to jump over.

Outdoor game “Who can take off the tape the fastest”

Goal: To develop self-control in children and the ability to act on a signal. Children practice fast running and jumping.

Description: A line is drawn on the playground, beyond which children line up in several columns of 4-5 people. At a distance of 10-15 steps, a rope is stretched opposite the columns, the height is 15 cm above the children’s raised hands. A ribbon is placed on this rope against each column. At the signal “run,” everyone standing first in the columns runs to their ribbon, jumps up and pulls it off the rope. The first person to remove the tape is considered the winner. The ribbons are hung up again, those who were first in the column stand at the end, and the rest move towards the line. At the signal, the next children run. Etc. The winnings in each column are counted. Rules: You can only run after the word “run”. Pull off the tape only in front of your column. Options: Place obstacles in the path of the run. Stretch the rope at a distance of 40 cm, under which you need to crawl without touching it. Draw two lines at a distance of 30 cm, over which you need to jump.

Outdoor game “Fast to places”

Goal: To develop orientation in space, the ability to perform movements according to a signal. Practice fast running, walking, jumping.

Description: Children stand in a circle at arm's length, each person's place is marked with an object. At the word “run”, children leave the circle, walk, run or jump across the entire playground. The teacher removes one item. After the words “take your seats,” all children run in a circle and take empty seats. To the one who remained, the children said in unison, “Vanya, Vanya, don’t yawn, quickly take your place!”

Rules: A place in the circle can only be taken after the words “Take your places.” You can’t stay still after the word “run.”

Options: At the beginning of the game, do not hide the cube so that no one is left without a place. Remove 2 or 3 cubes. In winter, flags are stuck in the snow.

Outdoor game “Trap, take the tape”

Goal: To develop dexterity and intelligence in children. Practice running with dodging, catching and lining up in a circle.

Description: The players line up in a circle, each receives a ribbon, which he places in the back of his belt or behind his collar. There is a trap in the center of the circle. At the signal “run”, the children run away, and the trap tries to pull out a ribbon from someone. The one who has lost his ribbon moves aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The catcher counts the number of ribbons and returns them to the children. The game starts with a new trap.

Rules: The catcher must take only the tape, without delaying the player. The player who has lost his ribbon steps aside.

Options: Choose two traps. You cannot take a ribbon from a crouched player. The players run along the “path”, “bridge”, jumping over “bumps”.

Outdoor game “Hunters and Hares”

Goal: Improve the skills of jumping and throwing at a target on both legs. Develop agility, speed and spatial orientation.

Equipment: ball.

Separation of roles: Choose one or two “hunters” who stand on one side of the site, the rest of the children are “hares”.

Progress of the game.

The hares sit in their “burrows” located on the opposite side of the site. The “hunters” walk around the area and pretend that they are looking for “hares”, then they go to their places and hide behind the “trees” (chairs, bench).

In the words of the teacher:

Bunny jump and jump. jump-jump

Into the green forest

The “hares” go out onto the platform and jump. To the word “Hunter!” The “hares” run to their “minks”, one of the “hunters” aims the ball at their feet and whoever it hits takes with them. The “hares” go out into the forest again and the “hunter” hunts them again, but throws the ball with his second hand. When the game is repeated, new “hunters” are chosen.

Instructions for the game. Make sure that the “hunter” throws the ball with both his right and left hands. "Hunters" throw the ball only at the feet of the "hares". The one who threw the ball picks it up.

Outdoor game "Bear and Bees"

Goal: To teach children to get off and onto the gymnastics wall. develop agility and speed.

The beehive (gymnastic wall or tower) is located on one side of the site. On the opposite side there is a meadow. To the side is a bear's den. No more than 12-15 people participate in the game at the same time. The players are divided into 2 unequal groups. Most of them are bees that live in a hive. The bears are in the den. According to a conditioned signal, the bees fly out of the hive (get off gymnastic wall), fly to the meadow for honey and buzz. As soon as they fly away, the bears run out of the den and climb into the hive (climb onto the wall) and feast on honey. As soon as the teacher gives the “bears” signal, the bees fly to the hives, and the bears run away into the den. Those who do not have time to hide are stung by the bees (touched with their hands). Then the game resumes. Stung bears do not participate in the next game.

Directions. After two repetitions, the children change roles. The teacher makes sure that the children do not jump, but climb down the stairs; if necessary, provide assistance.

Outdoor game “Free space”

Goal: Develop agility, speed; the ability not to collide.

The players sit on the floor in a circle, legs crossed. The teacher calls two children sitting next to each other. They get up and stand around the circle with their backs to each other. At the signal “one, two, three - run,” they run in different directions, reach their place and sit down. The players mark who was the first to take an empty seat. The teacher calls two other children. The game continues.

Directions. You can also call children sitting in different places of the circle to run.

Outdoor game "Wolf in the Moat"

Goal: Teach children to jump, develop dexterity.

A ditch is marked across the site (hall) by two parallel lines at a distance of about 100 cm from one another. There is a driver in it - a wolf. The rest of the children are goats. They live in the house (they stand outside the line along the border of the hall). On the opposite side of the hall, a line separates the field. To the words “Goats in the field, wolf in the ditch!” children run from the house into the field and jump over the ditch along the road. The wolf runs in the ditch, trying to mop up the jumping goats. The greasy one walks to the side. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 dashes, another driver is selected or assigned.

Directions. A goat is considered caught if the wolf touches it at the moment when it jumps over the ditch, or if it hits the ditch with its foot. To complicate the game, you can choose 2 wolves.

Outdoor game "Frogs and Herons"

Goal: To develop dexterity and speed in children. Learn to jump back and forth over an object.

The boundaries of the swamp (rectangle, square or circle) where the frogs live are marked with cubes (20 cm on a side), between which ropes are stretched. There are sandbags at the ends of the ropes. At a distance is a heron's nest. Frogs jump and frolic in the swamp. The heron (leader) stands in his nest. At the teacher’s signal, she, raising her legs high, heads to the swamp, steps over the rope and catches frogs. The frogs escape from the heron - they jump out of the swamp. The heron takes the caught frogs to her house. (They stay there until they choose a new heron.) If all the frogs manage to jump out of the swamp and the heron does not catch anyone, she returns to her house alone. After 2-3 games, a new heron is selected.

Directions. Ropes are placed on the cubes so that they can easily fall if they are touched while jumping. The fallen rope is put back in place. The players (frogs) should be evenly distributed over the entire area of ​​the swamp. There may be 2 herons in the game.

Udmurd outdoor game “Water”

Goal: to foster friendly relationships between children.

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

Grandfather Vodyanoy,

Why are you sitting under water?

Look out for a little bit

For one minute.

The circle stops. The merman gets up and with his eyes closed approaches one of the players. His task is to determine who is in front of him. The merman can touch the player standing in front of him, but his eyes cannot be opened. If Vodyanoy guesses the player’s name, then they change roles and the game continues.

Outdoor game "Cosmonauts"

Goal: To develop children's attention, dexterity, and imagination. Practice quick orientation in space.

The contours of the missiles are drawn along the edges of the site. The total number of seats in the rockets should be less than the number of children playing. In the middle of the platform, the astronauts, holding hands, walk in a circle, saying:

Fast rockets are waiting for us. Let's fly to this one!

For walks on the planets. But there is one secret in the game:

Whatever we want, there is no room for latecomers.

With the last words, the children let go of their hands and run to take their places in the rocket. Those who did not have enough space in the rockets remain at the cosmodrome, and those who are sitting in the rockets take turns telling where they are flying and what they see. After that, everyone stands in a circle again and the game repeats. During the flight, instead of talking about what they saw, children are asked to do various exercises, tasks related to spacewalks, etc.

Outdoor game "Falcon and Pigeons"

Purpose: to train children in running and dodging.

On opposite sides of the site, lines indicate pigeon houses. Between the houses there is a falcon (leading). All children are pigeons. They stand behind the line on one side of the court. The falcon shouts: “Pigeons, fly!” pigeons fly (run across) from one house to another, trying not to get caught by the falcon. The one whom the falcon touched with his hand moves aside. When 3 pigeons are caught, another falcon is chosen.

Outdoor game "Birds and Cages"

Goal: increase motivation for gaming activities, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.

Children are divided into two groups. One forms a circle in the center of the playground (children walk in a circle holding hands) - this is a cage. Another subgroup is birds. The teacher says: “Open the cage!” Children forming a cage raise their hands. The birds fly into the cage (in a circle) and immediately fly out of it. The teacher says: “Close the cage!” the children give up. Birds remaining in the cage are considered caught. They stand in a circle. The square increases and the game continues until there are 1-3 birds left. Then the children change roles.

Outdoor game "Planes"

Goals: teach children to run slowly, keep their back and head straight while running, maintain distance between each other, develop spatial orientation.

Option I: children run around the playground pretending to be airplanes (with their arms out to the sides). Airplanes should not collide and break wings. The accident victims approach the teacher. After repairs, they take off again. The game lasts 2-3 minutes.

Option II: Children are placed around the teacher in one corner of the playground and squat down. These are planes at the airfield. At the teacher’s signal, the planes take off one after another and fly (slowly) in any direction, trying not to touch each other with their wings (arms extended to the sides). At the signal, the planes come in to land and take their place at the airfield. At the end of the game, the best ones who flew without accidents are celebrated. The game is repeated 3-4 times.

Outdoor game “Who has the ball”

Goals: learn to keep your back straight, strengthen your back muscles, practice passing the ball.

Children form a circle. They choose a driver (he stands in the center of the circle), the rest move tightly towards each other. Children pass the ball in a circle behind their back. The driver tries to guess who has the ball, he says “Hands!” and the one being addressed must show both hands, palms up. If the driver guessed correctly, he takes the ball and stands in a circle.

Outdoor game "Owl"

Goals: development of attention, response to verbal commands and voluntary regulation of behavior.

An owl's nest is marked on the site. The rest are mice, bugs, butterflies. At the signal “Day!” - everyone is walking and running. After a while the signal “Night!” sounds. and everyone freezes, remaining in the position in which the team found them. The owl wakes up, flies out of the nest and takes the one who moves to its nest.

Outdoor game “Homeless Hare”

Goals: exercise of short-term fast running and running with dodging, development of a reaction to quick decision-making.

From among the players, a “hunter” and a “stray hare” are selected. The rest of the children - hares - are located in houses (circles drawn on the ground). A homeless hare runs away from a hunter. A hare can escape by running into someone’s house, but then the hare standing in the circle becomes a homeless hare and must run away immediately. After 2-3 minutes, the teacher changes the hunter.


Outdoor games that help improve jumping skills

exercises.

Train children to perform the final steps more energetically

run-up and straighten the pushing leg to failure.

Frogs and heron. The boundaries of the swamp (rectangle, square or circle) where frogs live are marked by cubes with a side of 20 cm, between which ropes are stretched. There are sandbags at the ends of the ropes. To the side is a heron's nest. Frogs jump and frolic in the swamp. The heron (leader) stands in his nest. At the teacher’s signal, she, raising her legs high, heads to the swamp, steps over the rope and catches frogs. The frogs escape from the heron; they jump out of the swamp. The heron takes the caught frogs to his house. (They stay there until they choose a new heron.) If all the frogs manage to jump out of the swamp, and the heron does not catch anyone, she returns to her house alone. After 2-3 repetitions of the game, a new heron is selected. Directions. The ropes are laid out on the cubes so that they can easily fall if they are touched while jumping. The fallen rope is put back in place. The players (frogs) should be evenly distributed throughout the swamp. Frogs can only jump over ropes.

Wolf in the ditch. A ditch is marked across the site by two parallel lines at a distance of about 100 cm from one another. There is a driver in it - a wolf. The rest of the players are goats. They live in the house (they stand outside the line along the border of the hall). On the opposite side of the hall, a line separates the field. According to the teacher, “Goats are in the field, wolves are in the ditch!” children run from the house into the field and jump over the ditch along the road. The wolf runs in the ditch, trying to mop up the jumping goats. The greasy one steps aside. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 runs, another driver is selected or assigned.

Directions . A goat is considered caught if the wolf touches it at the moment when it jumps over the ditch, or if it hits the ditch with its foot.

Run and jump. Several children stand in a line. At a distance of 10 m from them, a strip 30 - 40 cm wide is drawn. At the teacher’s signal, the children quickly run forward. The winner is the one who is the first to jump forward and upward, precisely stepping on the strip.

Directions : Jump only up from the strip, pushing with one foot.

Train children to push off energetically and land softly.

Jumping sparrows (Don't get caught). A circle is drawn. Diameter 4-6 m. The driver chosen is a large bird. He stands in the middle of the circle. All the other sparrows are playing, they stand behind the circle. Sparrows jump on two legs, sometimes jumping into a circle to peck grains, sometimes jumping out of it. A large bird flies in a circle, does not allow the sparrows to collect grains, and pecks them (touches them with its hand). The little sparrows try to stay in the circle as much as possible and dodge the one who catches them.

Directions. The teacher makes sure that the players do not stand still, but

jumped up and down.

Who is more likely to follow the path?. 4-5 narrow paths are laid out from sticks, cones, and pebbles (width 20 cm, length 4 m). 4-5 children stand at the beginning of the path and, at a signal, jump on two legs to the end, where the cubes lie or sticks are stuck in the ground.

Directions: jump on two legs along the path without going beyond its boundaries.

Complication: perform jumps on one leg; jump over 4-5 low objects (cubes, pebbles) assigned to each person on the path; Jump sideways, from foot to foot.

Jumpers. Three sticks are placed on the ground. Three children stand so that the sticks are between their legs. To the lyrics of the song, children take turns jumping over the sticks, then crossing, then spreading their legs, touching the stick. For every quatrain another child jumps,

“The little white bunny sits and wiggles his ears,

Like this, like this, and wiggles his ears.

It's cold for the bunny to sit, he needs to warm his little paws.

Clap-clap, clap-clap

We need to warm our paws.

It's cold for the bunny to stand

The bunny needs to jump.

Skok-skok, skok-skok,

The bunny needs to jump."

Directions : jump without touching or moving the sticks; observe the rhythm of jumping, start and end jumps in accordance with the beginning and end of reading poetry.

Complication: When jumping, clap in front of you, above your head, behind your back.

Frogs in the swamp. He draws a large rectangle on the ground, on both sides there are banks, on them, at a distance of 50-60 cm from each other, hummocks (small tubercles, drawn circles), to the side a crane in a nest. The frogs sit on the hummocks and say:

“Here from the hatched rotten

Frogs splashed into the water.

They began to croak from the water:

Kwa-ke-ke kwa-ke-ke

It will rain on the river."

With the end of the words, the crane catches the frogs, and they jump into the water, where they cannot be caught. As soon as the crane moves away, the frogs jump onto a hummock. The caught frogs go to the cranes' nest. After the crane catches several frogs, a new crane is selected from those who have never been caught.

Directions : jump from a hummock into a swamp in one leap, landing softly on both feet; you can catch frogs on a hummock or outside the boundaries of the swamp.

Complication : introduce the second crane; increase the distance from the hummocks to the swamp.

Put some pebbles down quickly. On one side of the playground the children do

small holes (or outline circles) and stand, on the contrary, in a line at a distance of 4-5 m. Near each there are 5-6 pebbles. At a signal, children take one pebble at a time, jump on two legs to their hole or circle, put the pebble down and run back. Jump with the next pebble. The one who completes the task first wins.

Directions: place a pebble in a hole or circle; if it pops out, you need to go back and put it back in; jump all the way to the hole; Do not start running until the pebble is in the hole.

Complication: jump to the hole on one leg; jump sideways to the hole.

Jumpers. On the ground at a distance of 50-60 cm from one another

draw lines. Children jump over lines one after another on two legs in different ways: straight, sideways right and left, between jumps in place.

Directions : jump in the indicated way, pushing off with both legs at the same time; coordinate the force of the push with the obstacle (closer, further).

Complication : change the distance between the lines, developing in children the ability to perform shorter or longer jumps.

Horses. There are horses in the stable, and grooms with reins sit on benches not far from them. The senior groom-teacher approaches a board suspended on a tree and hits approximately 15-18 blows. During this time, the grooms quickly bring out the horses, harness them and line up one after another. At the signal “let’s go” they gallop. At the signal “the horses got scared” they scatter in different directions. The grooms catch and take the horses to the stable. Children change roles, the game is repeated.

Directions: have time to line up while the blows are heard; perform a gallop correctly and rhythmically; you can catch any horse; the horse should not run away from the stable.

Complication: Each groom makes himself a “troika”.

Foot target. In front of a bench or log 30 cm high, they lay out cords or draw a circle with a diameter of 30 cm. Children stand on a raised platform, at a signal, jump into the circles and immediately jump out of them.

Directions: jump off gently, do not squat too much; quickly make the next jump; the one who touches the cooler leaves the game.

Complication: Jumping into the circle, perform a jump up in it.

Jump - turn around! Children, standing freely, perform three jumps in place in a hoop (diameter 1 m), on the fourth, high jump try to stretch their knees at the top point of takeoff bent legs to your chest, clasp them with your arms, then quickly straighten your legs and land softly.

Complication: Instead of bending your legs, perform a 360 turn. Penguins with a ball. Children stand in 4-5 lines. Opposite each link (at a distance of 4-5 m) the landmark is a tall cube. The first in the lines receive the balls. Holding them between their knees, they jump to the object, take the ball and, having run around the landmark, each returns to their own link and passes the ball to the next one.

Download:


Preview:

Card index of winter outdoor games.

II junior group.

"Stop near the toy"

Toys are placed on the playground at a distance of 2-3 meters. Children run into the loose, avoiding toys. As soon as the signal sounds, everyone must stop near the toy. A latecomer is told: “Sasha, hurry up, stand by the toy!” You can replace toys with snowballs.

Rule: Only one child can stop near one toy.

Note: encourage children to run between toys in different directions.

"Who's faster"

Children walk in a column. Everyone has a flag in their lowered hand, flags of three colors. The teacher raises 2 flags. The column stops, the children run to the teacher in accordance with the flag and stand on opposite sides. The teacher marks those who gathered faster. After this, the children return to the common column, which continues to move. The game repeats itself.

Rule: run to the teacher after the column has stopped.

Note: The teacher must stand in a place where all children can see.

"Pull the sled along the path"

The teacher makes two paths several meters long and divides the children into groups. Each group (two hold the sled by the rope, the third sits in the sled) stands near its path. At a signal, the children pull the sled along the path, trying not to step on its boundaries.

Note: Make sure that children sitting in the sled do not put their feet down.

"Bypassing the Cubes"

Note:

"Collect the toys"

Prepare several snowballs and place them on the site at a distance of 50 cm. Tall toys are placed between the clods: skittles, clubs. At a signal, children collect toys, trying to take them so as not to touch the snowball. The child who touched the lump moves aside.

Rule: When collecting toys, do not run, but walk.

Note: place children away from the place where toys are laid out.

"Sleigh Train"

Note:

"Ride the doll"

Toys are arranged in a checkerboard pattern on the playground. Children with sleds stand at the line at the edge of the playground. Dolls are sitting on a sled. Children must walk around the site, pulling a sled behind them, avoiding obstacles.

Note: Remind children not only to look ahead, but also to make sure that the sled does not touch the toys.

"Slip on your skis"

Rule: give way to each other.

Note:

"Through snowballs in a circle"

6-8 snowballs are laid out in a circle at a distance of 70 cm from each other. There is a sign near one snowball, from here the child begins to jump over the snowballs. When the first child jumps over the third snowball, next child, starts moving from the pointer and tries to catch up with it.

Note: The jump is performed on two legs, feet together.

"Roll a Snowball"

Several paths are drawn on the site, 1 m wide and 4-5 m long. The teacher rolls up several snowballs. The clods are placed at the beginning of the paths. Two children stand next to each one. At a signal, they begin to roll clods along their path, trying not to go beyond its limits.

Rule: roll clods only when given a signal.

Note: push away the clods with both hands together.

"Roll the ball under the sled"

Two pairs of sleds are placed one behind the other. The child must roll the ball under the sled so that it appears on the other side. At a signal, the child squats, lowers his hands with the ball between his knees and forcefully rolls the ball under the sled. After this, he waits to see if the ball appears on the other side.

Rule: act in turn.

"Who will roll the most balls"

(carries some cubes)

A cord is pulled between the posts at a height of 60 cm. Several wooden balls lie on one side. The child rolls the ball and crawls under the cord to the other side, without touching the ground with his hands, rolls the ball to the pointer, leaves it there and returns. The next ball is also rolled under the cord. Balls can be replaced with snowballs.

Middle group.

“Don’t touch me!”

On the site, cubes are laid out (or sticks are stuck in) in a checkerboard pattern. Children with sleds stand in one line on one side of the playground. At a signal, they bend down and rest their hands on the front of the sled. At the signal “let’s go”, they carry the sled from one end of the site to the other, going around the cubes.

Note: Remind children to raise their heads and look forward when moving.

"Sleigh Train"

Tie three pairs of sleds together to form a sled train. Each child stands so that the rope tying the sled passes between his legs. At the signal “let’s go” the train departs. Children, leaning forward, rest against the sled and push it. Kids find it interesting when the train passes through a tunnel or gate or avoids obstacles.

Note: prompt the children to raise their heads and follow the movement all the time.

"Who will carry the most cubes"

A cord is pulled between the posts at a height of 60 cm. Several wooden balls lie on one side. The child rolls the ball and climbs along the cord to the other side, without touching the ground with his hands, rolls the ball to the pointer, leaves it there and returns. The next ball is also rolled under the cord. Balls can be replaced with snowballs.

An option with a sled is possible. Then the child transports the blocks on a sled.

"Stop near the snowball"

Snowballs are laid out on the site. There should be one less of them than children. Children are running around in all directions. At the signal, everyone must stop near the snowball. Each snowball should have only one child. The one who does not find a place for himself is eliminated from the game. The game is repeated until a winner is identified.

"Lying on a sled"

A line is marked on the site. Children with sleds stand at a distance of 1 m from her. At the signal “ready,” the children lean forward and rest their hands on the sled. At the signal “let’s go,” they take a few steps with a running start and lie down on the sled as they go. The teacher marks those who slipped the farthest over the line.

"Drive the sled by pushing it"

In front of each participant are two pairs of sleds in a chain. A doll sits on the front sled. At the signal “ready”, the children lean forward and rest their hands on the sled, which is second. At the signal “let’s go,” the children pull the sled, pushing the front ones at the same time. In this position, you need to carry the sled in the indicated direction. For example, from one side of the platform to the other without dropping the doll.

"Off the Hill"

When sledding down a hill, it is necessary to require children to complete some tasks.

  1. When sliding down the slide, grab the toy lying on the side.
  2. When driving down the hill, drive between the cubes that lie on the slope at a distance of 1 m.

"By ice path»

Children stand at a distance of 4-5 m from the ice path. They run up and slide along an ice path between two snowballs (cubes), placed at a distance of 50-60 cm from one another. Anyone who does the bottom task very well is allowed to perform this exercise in pairs.

"Slip on your skis"

Children stand on skis along the playground facing the middle. The teacher stands in front of the children and shows how to bend one leg and slide forward on it. And then pull up the second leg after the push. Repeat with the other leg too.

Rule: give way to each other.

Note: tilt your torso forward when sliding.

"Who can fill the circle faster"

Two small circles are drawn in the snow - targets to hit. Snowballs are prepared for the children. Participants are divided into two groups. Each group stands near its own circle (the distance from it to each participant should be 1.5 m). At a signal, children begin to throw snowballs into the circle, trying to cover its entire area. The group that does it first wins.

"Hit someone"

A large snowball is placed on the table. Children stand in a semicircle, each holding snowballs. Children throw snowballs at a ball from a distance of 1.5 - 2 m.

Note: Children should be placed only on one side so that they do not fall into each other. The group should be small - 2-3 people.

"Hit the Hoop"

The hoop is suspended at a distance from the child's eyes. One child stands in front of the hoop and throws a snowball from a distance of 1.5 - 2 m, trying to make it fly through the hoop. You can complicate the task and hang not one, but two hoops at a distance of 0.5 m from each other.

Note: children perform the task in turns, all throws are made on one side to avoid snowballs hitting each other

Senior, preparatory group.

"Tag with Snowballs"

What you need to play: snowballs

The game is played on an area 30 x 15 m. A small circle is drawn in its center - a place for the driver and his assistants. They choose a driver, the rest of the players scatter around the court. The driver's task is to throw prepared snowballs at the players who are running around the site. The made-up players become the driver’s assistants, stand in a circle and get the right to make the players outside the circle also. Thus, as the game progresses, the number of players running freely around the court gradually decreases. The game ends when there is only one undefeated player left. He is a winner and can become the driver when playing again.

"Get into town"

What you need to play: towns (small sticks).

The players are divided into 2 teams, prepare snowballs and line up behind a common line. In front of each team, at a distance of 8 steps, they place a “town” buried vertically in the snow. The players of both teams simultaneously fire a volley of snowballs, each in its own “town”. The knocked down “town” is one step further than the throwing line. Then new salvos follow. The team that does not knock down its “town” makes a new attempt until the “town” is knocked down.

The team whose players are able to move their “town” further than the other in the agreed number of volleys wins. You cannot step over the throwing line.

"Giant"

What you need to play: rope or thick rope

A “giant” (snow woman) is sculpted from snow and a rope is passed through it. The players (equal in strength) stand opposite each other 2-3 m from the “giant” and take hold of the rope. At a signal, they begin to pull him, each in his own direction. The winner is the player who manages to push the enemy towards the “giant”. You cannot let go of the rope before the “giant” is knocked down.

"Snowball Race"

Number of participants: from 2 people

What you need to play: flags

To start the game, each participant makes himself a snowball with a diameter of 50-60 cm. The leader takes the participants' clods and trims them to approximately the same size. Players with their snowballs line up at the start. The playing field 10-12 m long is limited by flags. Players at the signal The driver, rolling snowballs, gets to the flags, goes around them and returns to the finish-start, the player who runs first wins, and after 3-4 runs they make a snow woman from the balls.

“Not only accurately, but also strongly”

Number of participants: from 2 people

What you need to play: a round target that can rotate on a pole, snowballs

A round target is attached to the pole, which can rotate around the pole. They drive the pole into the ground, move 5-7 steps away from it and draw a line for throwing. Players take turns standing on a line and throwing 10 snowballs at the target. Scoring is done as follows:

  • if the player hits the target, he gets 1 point;
  • if the player hits the target and the target turns sideways, he receives 2 points;
  • if the player hits the target and it turns around - 3 points;
  • If the player does not hit the target, he will not be awarded any points.

The participant who dialed maximum quantity points, wins.

"True Hand"

Number of participants: from 2 people

What you need to play: sticks 1.5 m long

To play the game, a shaft 30-40 cm thick is laid out of snow (the height of the shaft is unimportant, in any case, 1 m is enough). The players, having retreated 5-7 steps from the shaft, take sticks and take turns throwing the stick into the shaft so as to break through the snow barrier. As soon as the players have practiced, a competition is held: who will break through the snow barrier, moving to the farthest distance. The winner is the participant who breaks through the snow bank from the greatest distance.

"Two in the Snow"

Number of participants: 2 people

A circle with a diameter of 2 m is drawn in the snow. 2 opponents, with their hands behind their backs, enter the circle and, at the leader’s signal, try to push each other out of the circle. If a player steps outside the circle or removes his hands from behind his back, he loses. Painful holds should not be allowed in this game; the game host will referee. The player who does not leave the circle wins.

"Tag on Sleigh"

Number of participants: from 6 people (even number) What is needed for the game: 3 pairs of sleds

Several couples play. In each of them, one player carries another, sitting on a sled. One pair is the leading one. They strive to catch up with any other pair of players and knock one of them down. The player sitting on the sleigh salutes, but does so only by touching his hand. If a player in a pair is upset, the pair becomes the leader and the game continues. The game is played within a limited area. You cannot immediately pick off the players of the pair that was leading; after each change of the driving pair, the “driver” and “rider” change places.

"Skiers on Sleds"

Number of participants: from 2 people.

What you need for the game: flags, sleds

Sliding down the slide will be more interesting if the children are given the task: to collect more flags (twigs) placed along the slope; drive through gates made from ski poles; at the end of the slope, turn and drive along the narrow path marked in the snow.

"Who's faster"

Number of participants: from 6 people

What you need for the game: sleds, flags

The start and finish lines are marked on the playing field with flags. Players are divided into teams of 3 people. The first numbers of each team stand in front of the sleigh on the starting line and take hold of the rope; the second sit on the sled, and the third stand behind to push. At the leader’s signal, the threes carry the sled forward to the finish line to their flag, go around it and quickly change places: the first numbers stand back to push, the second take the rope, and the third sit on the sled, and immediately without a signal the threes again drive the sled to the starting line. They go around the flag, change places again and go to the finish line. When the last child pushing the sled reaches the finish line, he takes the flag in his hands and raises it up. The first three to raise the flag wins.

"Slalom on sleds"

Number of participants: from 2 people

What you need to play: sled

On the mountainside, large lumps of snow are laid out in a straight line at a distance of 6-8 steps from one another. Having sat on the sled and controlled it, the participant descends the mountain, skirting one lump of snow on the right and another on the left. The one who completes this task more accurately and quickly wins.

"Pull-pull"

Number of participants: 2 people

What you need to play: sled, rope

To play the game in the yard, find a low pole, a metal horizontal bar, etc. The rope is tightly tied to the pole so that each player has an end 5-6 m long. 2 sleds are tied to the rope and taken in opposite directions, all the way rope length. At the signal from the leader, 2 players sit in the sled, take the ends of the ropes in their hands and, pulling the rope towards them, quickly reach the pole. The one who touches the post with his hand faster wins.

"Take the Prize"

Number of participants: from 2 people

What you need for the game: sleds, ski poles, ropes and prizes

There are 2 gates placed on the descent route: one on the mountainside, the other at the foot (the gate is made from 2 stuck ski poles and one cross pole). 2 prizes are suspended from a cross stick at different heights on thin threads. Driving under the gate, you need to win a prize. The one who was able to do this receives it as a reward.

Number of participants: from 2 people

On a flat area, the players line up on their skis and stick sticks into the snow. The leader steps back from the line 6-10 m and draws a line. At the signal, players run up to the mark, push off from it and slide by inertia until they come to a complete stop. The one who gets farthest wins.

"Up the hill"

Number of participants: from 2 people

What you need to play: skis, ski poles

2 teams compete. Skiers line up on one common line. At the leader’s signal, all participants run forward on skis, trying to climb the mountain as quickly as possible. Those lagging behind are allowed to help: extend sticks, raise those who have fallen, etc. This is important, since the team wins only if it in full force will be on the mountain.

"On one ski"

Number of participants: from 6 people

What you need to play: skis, ski poles

The playing distance, 20 m long, is marked with start and finish lines. Players are divided into 2 teams, which line up in columns. Each player has 2 ski poles in his hands, and only 1 ski on his foot. At the judge's signal, the first participants pass ski distance on one leg, pushing off with sticks. You cannot step on the snow with your foot free from the ski. As soon as the skier crosses the finish line, he raises his hand and the next member of his team begins the race. The team that finishes the relay first wins.

"Skiers, take your seats"

Number of participants: from 5 people

What you need to play: skis, ski poles

Players on skis with poles are placed at equal distances from each other in a large circle, the size of which depends on the number of participants. The driver stands outside the circle on skis without poles. The players begin to move slowly in a circle at such a distance as not to interfere with each other. The driver drives up to any player and says: “Follow me!” - after which the invited skier sticks his poles into the snow and follows the driver away from the circle. So gradually the driver invites all the skiers, and they follow him in a column one by one. The driver moves the column away from the circle on which the sticks stuck in the snow remain, and suddenly gives the command: “Everyone in their places!” On command, all skiers strive to quickly return to the circle and grab any stuck poles. The driver also takes a place near any sticks. The one left without sticks becomes the driver.

"Take possession of the stick"

Number of participants: from 6 people

What you need to play: skis, ski poles

2 teams compete, 3-6 people each. The players of both teams are calculated in order and lined up in a common line. One team is located to the right of the leader, the other to the left. Ski poles all participants stick into the snow behind them. The leader takes one of the sticks and throws it forward like a spear. The stick, having flown 10-15 m, falls and sticks into the snow. At this time, the presenter calls any number, for example 2. Players of both teams who have this number quickly run on skis to the stick. Everyone strives to overtake their partner in order to be the first to grab the stick and lift it up. The one who succeeds gets 1 point for his team. The players return to their places, and the leader takes the stick again and throws it forward, calling a new number, etc. The team with the most points wins.


CARD FILE OF OUTDOOR GAMES SENIOR GROUP

Outdoor game "Falcon and Pigeons"

Purpose: to train children in running and dodging.

On opposite sides of the site, lines indicate pigeon houses. Between the houses there is a falcon (leading). All children are pigeons. They stand behind the line on one side of the court. The falcon shouts: “Pigeons, fly!” pigeons fly (run across) from one house to another, trying not to get caught by the falcon. The one whom the falcon touched with his hand moves aside. When 3 pigeons are caught, another falcon is chosen.

Outdoor game "Birds and Cages"

Goal: increase motivation for gaming activities, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.

Children are divided into two groups. One forms a circle in the center of the playground (children walk in a circle holding hands) - this is a cage. Another subgroup is birds. The teacher says: “Open the cage!” Children forming a cage raise their hands. The birds fly into the cage (in a circle) and immediately fly out of it. The teacher says: “Close the cage!” the children give up. Birds remaining in the cage are considered caught. They stand in a circle. The square increases and the game continues until there are 1-3 birds left. Then the children change roles.

Outdoor game "Planes"

Goals: teach children to run slowly, keep their back and head straight while running, maintain distance between each other, develop spatial orientation.

Option I: children run around the playground pretending to be airplanes (with their arms out to the sides). Airplanes should not collide and break wings. The accident victims approach the teacher. After repairs, they take off again. The game lasts 2-3 minutes.

Option II: Children are placed around the teacher in one corner of the playground and squat down. These are planes at the airfield. At the teacher’s signal, the planes take off one after another and fly (slowly) in any direction, trying not to touch each other with their wings (arms extended to the sides). At the signal, the planes come in to land and take their place at the airfield. At the end of the game, the best ones who flew without accidents are celebrated. The game is repeated 3-4 times.

Outdoor game "Sly Fox"

Goal: To develop endurance and observation in children. Practice running quickly with dodging, lining up in a circle, and catching.

Description: The players stand in a circle at a distance of one step from each other. The fox's house is outlined outside the circle. The teacher invites the players to close their eyes, walks around the circle behind the children and says, “I’m going to look for a cunning and red fox in the forest!”, touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and carefully look at which of them is the sly fox, to see if she will give herself away in some way. The players ask in chorus 3 times, first quietly, and then louder, “Sly fox, where are you?” At the same time, everyone looks at each other. The sly fox quickly goes to the middle of the circle, raises his hand up, and says “I’m here.” All the players scatter around the site, and the fox catches them. The caught fox takes him home to his hole.

Rules: The fox begins to catch children only after the players ask in chorus 3 times and the fox says “I’m here!”

If the fox gave himself away earlier, the teacher appoints a new fox.

A player who runs out of bounds of the court is considered caught.

Options: 2 foxes are selected.

Outdoor game “Pass - stand up”

Goal: To foster a sense of camaraderie in children, develop dexterity and attention. Strengthen the muscles of the shoulders and back.

Description: The players line up in two columns, two steps apart from each other. In each they stand at arm's length from each other. A line is drawn in front of the columns. Two balls are placed on it. At the “sit down” signal, everyone sits down with their legs crossed. At the signal “pass,” the first in the columns take the balls and pass them over their heads to those sitting behind them, then they stand up and turn to face the column. The person who receives the ball passes it back over his head, then stands up and also turns to face the column, etc. The column that passed the ball correctly and did not drop the ball wins.

Rules: Pass the ball only over your head and while sitting. Stand up only after passing the ball to the person sitting behind you. The one who fails to receive the ball runs after it, sits down and continues the game.

Options: Pass the ball to the right or left, turning the body.

Outdoor game "Find the ball"

Goal: To develop children's observation and dexterity.

Description: All players stand in a circle close together, facing the center. One player becomes the center, this is the speaker. The players keep their hands behind their backs. One is given a ball in his hands. Children begin to pass the ball to each other behind their backs. The driver tries to guess who has the ball. He can ask each of the players to show their hands by saying “hands.” The player extends both hands forward, palms up. The one who has the ball or who dropped it stands in the middle, and the driver takes his place.

Rules: The ball is passed in any direction. The ball is passed only to the neighbor. You cannot pass the ball to a neighbor after the driver demands to show his hands.

Options: Put two balls into play. Increase the number of drivers. Give the person who has the ball a task: jump, dance, etc.

Outdoor game “Two Frosts”

Goal: To develop inhibition in children, the ability to act on a signal (by a word). Practice running while dodging while catching. Promote speech development.

Description: On opposite sides of the site, two houses are marked with lines. The players are located on one side of the court. The teacher selects two drivers, who stand in the middle of the area between the houses, facing the children. These are Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Begin,” both Frosts say: “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 to set out on the path?” All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. The frozen ones stop where they were caught in the frost and stand like that until everyone else has finished running. The frozen ones are counted, and then they join the players.

Rules: Players can run out of the house only after the word “frost”. Whoever runs out first and whoever stays in the house is considered frozen. The one touched by Frost immediately stops. You can only run forward, but not backward or outside the area.

Options: Behind one line are the children of Blue Frost, behind the other are the children of Red Frost. At the signal “blue”, the blue ones run, and Red Frost catches and vice versa. Who will catch the most?

Outdoor game "Carousel"

Goal: To develop in children the rhythm of movements and the ability to coordinate them with words. Practice running, walking in a circle and forming a circle.

Description: The players form a circle. The teacher gives the children a cord, the ends of which are tied. The children, holding the cord with their right hand, turn to the left and say the poem: “Barely, barely, barely, barely, the carousel started spinning. And then around, around, all running, running, running.” In accordance with the text of the poem, the children walk in a circle, first slowly, then faster, then run. While running, the teacher says: “It’s okay.” Children run in a circle 2 times, the teacher changes the direction of movement, saying: “Turn.” The players turn in a circle, quickly grabbing the cord with their left hand and run in the other direction. Then the teacher continues with the children: “Hush, hush, don’t write it off, stop the carousel. One, two, one, two, the game is over!” The movements of the carousel are becoming slower and slower. At the words “the game is over,” the children lower the cord to the ground and disperse.

Rules: You can take a place on the carousel only by calling. Those who do not manage to take a place before the third bell do not take part in the skating. You must make movements according to the text, observing the rhythm.

Options: Everyone must take their place. Place the cord on the floor, running in a circle behind it.

Outdoor game "Mousetrap"

Goal: To develop children’s self-control, the ability to coordinate movements with words, and dexterity. Practice running and squatting, lining up in a circle and walking in a circle. Promote speech development.

Description: The players are divided into two unequal groups. The smaller one forms a circle - a “mouse trap”, the rest of the “mice” - they are outside the circle. The players, depicting a mousetrap, hold hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they gnawed everything, ate everything. Beware, you cheaters, we will get to you. We’ll set mousetraps for you and catch everyone now.” Children stop and raise their clasped hands up, forming a gate. Mice run in and out of the mousetrap. According to the teacher: “clap”, the children standing in a circle lower their hands and squat - the mousetrap has slammed shut. Players who do not have time to run out of the circle are considered caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children change roles.

Rules: Lower your clasped hands at the word “clap.” After the mousetrap has slammed shut, you must not crawl under your arms.

Options: If there are many children in the group, then you can organize two mousetraps and the children will run around in two.

Outdoor game “Guess who got caught”

Goal: To develop observation, activity, initiative. Practice running and jumping.

Description: Children sit on chairs, the teacher suggests going for a walk in the forest or clearing. There you can see birds, bugs, bees, frogs, grasshoppers, a bunny, and a hedgehog. They can be caught and brought to the living area. The players follow the teacher, and then scatter in different directions and pretend to catch it in the air or crouching on the ground. “It’s time to go home,” says the teacher, and all the children, holding the living creatures in their hands, run home and take each of their chairs. The teacher names one of the children and offers to show whom he caught in the forest. The child imitates the movements of a captured animal. Children guess who was caught. Afterwards they go for a walk in the forest again.

Rules: Return at the signal “It’s time to go home.”

Options: Train ride (sit on chairs, imitate the movements and sound of wheels with their hands and feet).

Outdoor game “We are funny guys”

Goal: To develop in children the ability to perform movements according to a verbal signal. Practice running in a certain direction while dodging. Promote speech development.

Description: Children stand on one side of the playground. A line is drawn in front of them. A line is also drawn on the opposite side. On the side of the children, in the middle, between the two lines, there is a trap assigned by the teacher. The children say in unison: “We are cheerful 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 to the other side of the playground, and the catch catches up with those running. The one who is touched by the trap before the player crosses the line is considered caught and sits down near the trap. After 2-3 runs, the caught ones are recounted and a new trap is selected. Rules: You can only cross to the other side after the word “catch”. The one touched by the trap moves aside. The one who crossed to the other side, beyond the line, cannot be caught. Options: Introduce a second trap. On the way of those escaping there is an obstacle - running between objects.

Outdoor game “The Herd and the Wolf”

Goal: To develop the ability to perform movements on a signal. Practice walking and running quickly.

Description: Circles and squares are outlined on one side of the site. These are buildings: a calf barn, a stable. The rest is occupied by “meadow”. In one of the corners on the opposite side there is a “wolf’s lair” (in a circle). The teacher appoints one of the players as a “shepherd”, the other as a “wolf”, who is in the den. The rest of the children depict horses and calves, which are in the barnyard, in the appropriate rooms. At a sign from the teacher, the “shepherd” takes turns approaching the “doors” of the calf barn and stables and, as it were, opens them. Playing the pipe, he leads the whole herd out into the meadow. He himself walks behind. The players, imitating domestic animals, nibble grass, run, move from one place to another, approaching the wolf’s lair. “Wolf,” says the teacher, everyone runs to the shepherd and stands behind him. Those who did not manage to reach the shepherd are caught by the wolf and taken to the lair. The shepherd takes the flock to the barnyard, where everyone is placed in their places.

Rules: The wolf runs out of the lair only after the word “wolf”. At the same time as the wolf runs out, all players must run to the shepherd. Those who do not have time to stand behind the shepherd are taken away by the wolf.

Options: Include a “watering hole” in the game, bend over and seem to drink water.

Outdoor game "Geese - Swans"

Goal: To develop children's self-control and the ability to perform movements when given a signal. Practice running while dodging. Promote speech development.

Description: At one end of the site there is a “house” line where the geese are located, at the opposite end there is a shepherd. To the side of the house is the “wolf’s lair.” The rest of the place is “meadow”. The teacher appoints one as a shepherd, another as a wolf, the rest pretend to be geese. The shepherd drives the geese out to graze in the meadow. Geese walk and fly across the meadow. The shepherd calls them “Geese, geese.” The geese answer: “Ga-ga-ha.” “Do you want to eat?” “Yes, yes, yes.” “So fly.” “We can’t. The gray wolf is under the mountain and won’t let us go home.” “So fly as you want, just take care of your wings.” The geese, spreading their wings, fly home through the meadow, and the wolf runs out, blocks their path, trying to catch as many geese as possible (touch with hand). The wolf takes the caught geese home. After 3-4 runs, the number of those caught is counted, then a new wolf and shepherd are appointed.

Rules: Geese can fly home, and the wolf can catch them only after the words “So fly as you want, just take care of your wings.” The wolf can catch geese in the meadow up to the border of the house.

Options: Increase distance. Introduce the second wolf. There are obstacles on the wolf's path that you need to jump over.

Outdoor game “Who can take off the tape the fastest”

Goal: To develop self-control in children and the ability to act on a signal. Children practice fast running and jumping.

Description: A line is drawn on the playground, beyond which children line up in several columns of 4-5 people. At a distance of 10-15 steps, a rope is stretched opposite the columns, the height is 15 cm above the children’s raised hands. A ribbon is placed on this rope against each column. At the signal “run,” everyone standing first in the columns runs to their ribbon, jumps up and pulls it off the rope. The first person to remove the tape is considered the winner. The ribbons are hung up again, those who were first in the column stand at the end, and the rest move towards the line. At the signal, the next children run. Etc. The winnings in each column are counted. Rules: You can only run after the word “run”. Pull off the tape only in front of your column. Options: Place obstacles in the path of the run. Stretch the rope at a distance of 40 cm, under which you need to crawl without touching it. Draw two lines at a distance of 30 cm, over which you need to jump.

Outdoor game “Fast to places”

Goal: To develop orientation in space, the ability to perform movements according to a signal. Practice fast running, walking, jumping.

Description: Children stand in a circle at arm's length, each person's place is marked with an object. At the word “run”, children leave the circle, walk, run or jump across the entire playground. The teacher removes one item. After the words “take your seats,” all children run in a circle and take empty seats. To the one who remained, the children said in unison, “Vanya, Vanya, don’t yawn, quickly take your place!”

Rules: A place in the circle can only be taken after the words “Take your places.” You can’t stay still after the word “run.”

Options: At the beginning of the game, do not hide the cube so that no one is left without a place. Remove 2 or 3 cubes. In winter, flags are stuck in the snow.

Outdoor game “Trap, take the tape”

Goal: To develop dexterity and intelligence in children. Practice running with dodging, catching and lining up in a circle.

Description: The players line up in a circle, each receives a ribbon, which he places in the back of his belt or behind his collar. There is a trap in the center of the circle. At the signal “run”, the children run away, and the trap tries to pull out a ribbon from someone. The one who has lost his ribbon moves aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The catcher counts the number of ribbons and returns them to the children. The game starts with a new trap.

Rules: The catcher must take only the tape, without delaying the player. The player who has lost his ribbon steps aside.

Options: Choose two traps. You cannot take a ribbon from a crouched player. The players run along the “path”, “bridge”, jumping over “bumps”.

Outdoor game “Hunters and Hares”

Goal: Improve the skills of jumping and throwing at a target on both legs. Develop agility, speed and spatial orientation.

Equipment: ball.

Separation of roles: Choose one or two “hunters” who stand on one side of the site, the rest of the children are “hares”.

Progress of the game.

The hares sit in their “burrows” located on the opposite side of the site. The “hunters” walk around the area and pretend that they are looking for “hares”, then they go to their places and hide behind the “trees” (chairs, bench).

In the words of the teacher:

Bunny jump and jump. jump-jump

Into the green forest

The “hares” go out onto the platform and jump. To the word “Hunter!” The “hares” run to their “minks”, one of the “hunters” aims the ball at their feet and whoever it hits takes with them. The “hares” go out into the forest again and the “hunter” hunts them again, but throws the ball with his second hand. When the game is repeated, new “hunters” are chosen.

Instructions for the game. Make sure that the “hunter” throws the ball with both his right and left hands. "Hunters" throw the ball only at the feet of the "hares". The one who threw the ball picks it up.

Outdoor game "Bear and Bees"

Target:Teach children to get off and on the gymnastics wall. develop agility and speed.

The beehive (gymnastic wall or tower) is located on one side of the site. On the opposite side there is a meadow. To the side is a bear's den. No more than 12-15 people participate in the game at the same time. The players are divided into 2 unequal groups. Most of them are bees that live in a hive. The bears are in the den. At a given signal, the bees fly out of the hive (get off the gymnastic wall), fly to the meadow for honey and buzz. As soon as they fly away, the bears run out of the den and climb into the hive (climb onto the wall) and feast on honey. As soon as the teacher gives the “bears” signal, the bees fly to the hives, and the bears run away into the den. Those who do not have time to hide are stung by the bees (touched with their hands). Then the game resumes. Stung bears do not participate in the next game.

Directions. After two repetitions, the children change roles. The teacher makes sure that the children do not jump, but climb down the stairs; if necessary, provide assistance.

Outdoor game “Free space”

Target:Develop agility and speed; the ability not to collide.

The players are sitting on the floorin a circle, legs crossed. The teacher calls two children sitting next to each other. They get up and stand around the circle with their backs to each other. At the signal “one, two, three - run,” they run in different directions, reach their place and sit down. The players mark who was the first to take an empty seat. The teacher calls two other children. The game continues.

Directions. You can also call children sitting in different places of the circle to run.

Outdoor game "Wolf in the Moat"

Goal: Teach children to jump, develop dexterity.

A ditch is marked across the site (hall) by two parallel lines at a distance of about 100 cm from one another. There is a driver in it - a wolf. The rest of the children are goats. They live in the house (they stand outside the line along the border of the hall). On the opposite side of the hall, a line separates the field. To the words “Goats in the field, wolf in the ditch!” children run from the house into the field and jump over the ditch along the road. The wolf runs in the ditch, trying to mop up the jumping goats. The greasy one walks to the side. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 dashes, another driver is selected or assigned.

Directions. A goat is considered caught if the wolf touches it at the moment when it jumps over the ditch, or if it hits the ditch with its foot. To complicate the game, you can choose 2 wolves.

Outdoor game "Frogs and Herons"

Goal: To develop dexterity and speed in children. Learn to jump back and forth over an object.

The boundaries of the swamp (rectangle, square or circle) where the frogs live are marked with cubes (20 cm on a side), between which ropes are stretched. There are sandbags at the ends of the ropes. At a distance is a heron's nest. Frogs jump and frolic in the swamp. The heron (leader) stands in his nest. At the teacher’s signal, she, raising her legs high, heads to the swamp, steps over the rope and catches frogs. The frogs escape from the heron - they jump out of the swamp. The heron takes the caught frogs to her house. (They stay there until they choose a new heron.) If all the frogs manage to jump out of the swamp and the heron does not catch anyone, she returns to her house alone. After 2-3 games, a new heron is selected.

Directions. Ropes are placed on the cubes so that they can easily fall if they are touched while jumping. The fallen rope is put back in place. The players (frogs) should be evenly distributed over the entire area of ​​the swamp. There may be 2 herons in the game.