Children's, educational and educational games indoors, games for children at school and in kindergarten. Family club "Indoor outdoor games with middle group children"

Changing positions

Target. Development of attention, memory and observation.

Age. 8-12.

Number of participants. 6-25.

Material support.Absent.

Rules. A driver and coordinator are selected from among the participants. The rest of the players disperse around the room and take some poses. The driver tries to remember the location and poses of all the players for several minutes. After this, the driver turns his back to the other players, and they make several changes in their positions. The coordinator's job is to keep track of how many changes have been made ( total number changes must be agreed upon before the start of the game) and remember these changes. After the players' movements are completed, the driver turns around to face the players and tries to name all the changes. If you choose not one, but two or three drivers, you can hold a competition “who will find the most differences.” To do this, after changing positions, the drivers take turns calling out the changes that have occurred. For each correct answer they receive 10 bonus points, for each incorrect answer five points are deducted. In addition, the driver who indicated the last correct change receives an additional 15 points. The winner is the one who scores the most points.

To change positions, you can use the movement of players around the hall, changing their posture.

Recommendations. The difficulty of the game can be varied by changing the number of players from 5 to 20 and the number of changes from 3 to 10. In order for the game to be interesting, it is necessary to select a difficulty that matches the level of the participants.

Princess Nesmeyana


Category. A game.

Target. Entertainment, psychological release.

Age. 7-14.

Number of participants. 6-20.

Material support.Absent.

Rules. The players are divided into two teams. The members of the first team of “Princess Nesmeyana” sit on chairs and look as serious or sad as possible. The task of the players of the other team is to take turns


or make the “non-laughers” laugh together. Each smiling “non-laugher” moves to another corner of the room or joins the team of mixers (depending on the rules agreed upon at the beginning). If within a certain period of time it is possible to make all the “non-laughers” laugh, the team of mixers is declared the winner; if not, the team of “non-laughers” is declared the winner. After this, the teams can switch roles.

Examples and additional material. To make the “non-laughers” laugh, players can show pantomime, tell jokes, make faces, but they are not allowed to touch the “non-laughers”.

Recommendations. Since after changing roles it will be much easier for the second team to make the “non-laughers” laugh, for the fairness of the competition it will be better to play a serious, calm game in the interval.

Captain, ship, reefs

Target. Teamwork skills training.

Age. 8-12.

Number of participants. 6-20.

Material support.Absent.

Rules. A “captain” and a “ship” are selected from among the players. The rest of the participants disperse around the room, pretending to be riffs. The “ship” is blindfolded and begins to move continuously. The goal of the “captain” is to guide the “ship” between the reefs to the opposite side of the room (to complicate the task, you can also select a player representing the pier to which the ship should moor). To do this, the “captain” gives the “ship” commands: “right” and “left”. The "ship" must turn in accordance with these commands while continuing to move continuously. If the “ship” hits one of the “reefs”, the game is lost and a new pair of “captain” and “ship” is selected.

Examples and additional material. During the game, a problem arises due to the fact that almost all participants want to play key roles (“captain” and “ship”). To do this, you can invite each of them to come up with a special role for a marine inhabitant or object (for example, an underwater rock, a lighthouse, a submarine, a shark). At the same time, the roles and tasks of the “captain” and the “ship” are preserved.

Recommendations. The game requires a large free space. You can try to play the game simultaneously for 2-3 pairs of “captains” and “ships” (in this case, for each of them it is better to designate its own pier).


We all have ears

Category Game, entertainment.

Target. Psychophysical relaxation.

Age. 8-12

Number of participants. 6-30.

Material support. Absent.

Rules. The players stand in a circle. The presenter says: “We all have hands.” After this, each participant takes his neighbor on the right by left hand, and with shouts of “We all have hands,” the players move in a circle until they have made a full turn. After this, the presenter says: “We all have necks” and the game is repeated, only now the participants hold their right neighbor by the neck. Next, the leader lists the various parts of the body and the players move in a circle, holding their right neighbor by the named part and shouting or singing: “We all have...”

Examples and additional material. The body parts listed depend on the presenter’s imagination and, for example, can be the following: arms (separately right and left), waist, neck, shoulder, ears (separately right and left), elbows, hair, nose. They usually end the game with the phrase “We all have heels.”Recommendations The game is good to use as a small psychophysical release after hard work. When playing the game, make sure that it does not cause inconvenience to anyone.

Crossing the Chasm

Category. Game, competition.

Target. Movement coordination training.

Age. 8-12.

Number of participants. 2 -20.

Material support. Rope (3-5 m).

Rules. A rope is laid out on the ground. All participants are divided into two teams. Players of one team stand in a row, sideways to each other, and join hands. Each team moves along the rope in an extended step (the teams start moving from opposite ends of the rope). The hardest part is to separate the rope when the teams meet (facing each other). The team whose players come off the rope is considered the loser. In order to win, you are allowed to push the players of the opposing team off the rope.

Examples and additional material. No.

Recommendations. If the game takes place outside, you can use a chalk line instead of a rope.


Pop the ball

Category. Game, competition.

Target. Training agility and coordination of movements.

Age.8 - 12 .

Number of participants. 2 -20.

Material support. Balloons (one for each participant).

Rules. To each player right leg(to the ankle) tied balloon ik. After the starting signal, all participants try to burst the balloons of other players and protect their own balloon. Participants whose balloon bursts are eliminated from the game. Last Man, remaining in the game is declared the winner.

Examples and additional material. No.

Recommendations. The game requires a large free space. The thread of the ball should be no longer than 30 cm.

Touch yellow

Target. Reaction speed training.

Age. 8-13.

Number of participants. 5-25.

Material support. Absent.

Rules. The host tells the players the color or characteristic of the object they must touch. Players search for an object in the room as quickly as possibleWith This characteristic concerns him. Participants who fail to complete the task within a certain time give away a forfeit. At the end of the game there is a draw for forfeits.

Examples and additional material. Examples of instructions from the presenter: Touch yellow (blue, white...).

Touch the living (not the living).

Touch the cold (hot).

Touch the ribbed one (smooth, rough, sharp).

Recommendations. The presenter needs to orientate himself in the room in advance and come up with instructions for the players. At the same time, the complexity of the tasks (prevalence of objects in the roomWith given characteristic) must vary.

After the words “I’ll hold my breath,” children take a breath and hold their breath.I breathe through my nose, I breathe freely, deeply and quietly, however I like. I'll do it

task, I’ll hold my breath... One, two, three, four - Breathe again: Deeper, wider.

    Breathing meditation

Sit up straight. Close your eyes. Imagine that you are inhaling the aroma of a flower... The delicate aroma of a flower... Try to inhale it not only with your nose, but with your whole body. Inhale. Exhalation. The body turns into a sponge: when you inhale, it absorbs air through the pores of the skin, and when you exhale, the air leaks out. Inhale. Exhalation

    Hunting

Children close their eyes. Hunters must determine by smell what kind of object is in front of them (orange, perfume, jam, etc.).

4 Diving

You need to inhale and exhale deeply twice, and then, after the third deep breath, “dive under the water” and not breathe, while holding your nose with your fingers. As soon as the child feels that he can no longer “sit under water,” he emerges. It is recommended to perform the exercise between different breathing complexes to avoid dizziness.

5- Ball

Teacherinvites children to imagine that they are balloons. On even: one, two, three, four, - children make four deep breaths and hold their breath. Then slowly exhale on the count of 1-8.

    Locomotive Option 1

Teachersuggests first taking a breath after each line, then every other line and gradually learning to speak while exhaling.

The locomotive shouts: “Doo-doo-oo!

I I’m coming, I’m coming, I’m coming!”

A the wheels are knocking,

And the wheels say:

“Well, well, well, well. Chuff-chuff, chuff-chuff.

Shhhh, oooh!

We’ve arrived!”

Option 2

Accelerate the recitative to maximum tempo, accompanying it with walking in place, turning into running. Then go to a slow pace, and at the end stop with the sound “ph” and relax your whole body.

I can breathe like a locomotive, chug, chug, chug.

I puff and puff to the sound of the wheels, chug, chug, chug.

I puff, puff, puff, puff, chug, chug, chug.


“Walking enlivens and inspires my thoughts. Left alone, I can hardly think; it is necessary for my body to be in motion, and then the mind also begins to move,” confession of the great French thinker J.J. Rousseau perfectly shows the relationship between the brain and movement. Sufficient physical activity is a necessary condition harmonious development of personality. Physical exercise promotes good functioning of the digestive organs, helping digestion and absorption of food, activates the activity of the liver and kidneys, improves the functioning of the glands internal secretion: thyroid, genital, adrenal glands, which play a huge role in growth and development young body. Influenced physical activity the heart rate increases, the heart muscle contracts more strongly, the heart's output of blood increases great vessels. Constant training of the circulatory system leads to its functional improvement. In addition, during work, the blood that does not circulate through the vessels in a calm state is included in the bloodstream. Involving a larger mass of blood in the circulation not only trains the heart and blood vessels, but also stimulates hematopoiesis.

Having worked with children this school year, I got to know them very well. Children love lessons physical culture, go to classes with great desire. They run, jump, squeal in the heat of competition, worry about each other, support each other in the fight against an opponent. They help weak children overcome their fear of the lesson task set by the teacher. And such children do not lose interest in lessons, follow other children, and also acquire, albeit more slowly, motor skills and abilities. I consider this love of children for physical education lessons, even if a small one, a victory. It is very important to preserve this love of movement for as long as possible, to instill a desire for healthy image life, to the perfection of body and spirit.

Movements are a source of health and high performance. For those who realize this, any business will evoke only positive emotions.

Instilling in children the need to move daily, perform physical exercise With early years, strong foundations can be laid good health, harmonious development of the child.

Indoor games summer camp counselors are forced to spend time on rainy days. Of course, children will be limited in space, but the goal of these games is to develop ingenuity, imagination, acting abilities and much more.
There are plenty of ways to entertain children in bad weather. fun games indoors that will cheer up children and leave joyful memories.

Indoor games

"Snowball". The players sit in a circle. The first one says his name. The second says the name of the first and his name. The third names the previous two and the owl, etc. until the first one calls out everyone's names.

"Mathematics". Children sit in a circle. The teacher gives the task: “Let’s start counting in a circle. The one who has a number divisible by 3 pronounces his name instead of the number.”

"Candle". Participants in the game sit in a circle around a candle. The teacher picks up the talisman and begins introductions. “Allow me to introduce myself: Masha... Height... Weight... Volumes... Foot size... Education..." The introduction depends on the content of what the teacher wants to hear. If the goal is to learn something interesting from the children’s hobbies, then the teacher talks about his hobbies at the same age; if the goal is the content of future activities, the teacher talks about what he did in a health camp at the same age; if the goal is to understand the child’s internal state, then the teacher talks about his experiences at this age. The talisman is handed over to the narrator. The presenter sets the theme, rhythm, content, directs and regulates the flow of the game.

"Who is absent". After everyone has introduced themselves, the lights go out and one person leaves the room. Those remaining must guess who is missing and say his name.

“Shapes”. The players stand in a circle. A rope is stretched inside the circle, which everyone holds on to with their hands. The presenter explains what is needed with eyes closed, without opening your hands, build a square, equilateral triangle, a star using only oral conversations.

“Animal Voices”. Children are divided into pairs, choosing the voice of an animal. Then they go their separate ways different sides premises and with the lights off, they are faced with the task of finding a partner based on the voice of the chosen animal.

“Guess what I see!” This game can be played anywhere and everywhere: it relieves boredom and gives pleasure. And it works best by distracting attention if Petya is quarreling with Anya again or Kolya is sadly huddled in a corner.

Start like this:

You: I see something red that you don't see!

Child: Hearts on the curtains?

Him: The cover of Tanya’s book?

Him: Oleg’s hat?

Him: Is there a candy wrapper on the table?

Believe me, this can continue indefinitely!

“A story without adjectives”. Participants are divided into groups of 4 people. Each group receives the task of writing a story on some topic in 10-15 minutes (“How I was getting ready for the camp”, “Our journey to the camp”, etc.). But at the same time, empty spaces should be left in the story instead of adjective definitions. Then the groups get together and take turns writing into their stories adjectives that are randomly spoken to them by representatives of other groups. These adjectives can be funny (but not offensive). The finished stories are read out and the funniest, most original work is determined. Game duration is 40-50 minutes.

“Guess the song (poems)”. A group of guys are playing. The driver is identified and moves out of earshot. The guys select a song or poem, from which an ode line or verse is selected. For example, the line Pushkin's poem: "I remember wonderful moment, you appeared before me...” All the guys sitting in a circle take one word from this line. The driver returns and begins interviewing the guys. He can ask any questions, the most awkward ones, to everyone in turn or separately, such as “What is your attitude towards salted cabbage?”, and the person answering must use the word given to him: “I have a wonderful attitude towards cabbage!”

“Konachko”(end-beginning-end). You can play with two, three, two teams or in a circle. Words must be selected in such a way that the last syllable of the first word serves as the beginning of the second: HAND-HOOD-THRESHOLD, etc. the one who hesitates is eliminated from the game. You can individually create chains on a specific topic. The one whose chain is longer wins.

"Nonsense" Two players, secretly from the other players, agree on a topic on which they will communicate through non-verbal means. They start a conversation. Eyewitnesses, having guessed what is being said, join the conversation. When everyone is involved in the game, starting with the last person to connect, they begin to find out the subject of communication - how they understood the topic of the conversation and what information they conveyed.

“Walking down the street”. All players are assigned numbers. No. 1 begins: “There were 4 crocodiles walking down the street,” No. 4 replies: “Why 4?”, No. 1: “How many?”, No. 4: “And 8.” No. 8 comes into play: “Why 8?”, No. 4: “And how much?”, No. 8: “And 5!” etc. if anyone makes a mistake or hesitates, he gives a forfeit. Collected forfeits at the end of the game

are being played out.

"Guess who". The one who starts chooses one of the players and describes him like this: He is small, cheerful and dark-haired. Everyone looks at each other. Maybe it's Rita, Tanya or Kostya? If no one can guess, the description can be clarified: this man is wearing black patent leather shoes, a red sweater and a hair clip in his hair. Now, of course, it is clear to everyone that this is Yulia.

“Fumbled Banana” Children sit in a circle. Everyone has something hidden under their shirt. One of the children tries to guess by touch what is there. The game becomes more interesting if the rule applies: do not immediately name the guessed objects, but feel everything that is hidden and only then name who has what is hidden.

“Clothes Exchange”. Children sit in a circle and carefully look at each other’s clothes, trying to remember them. Then one of them goes out the door, and several players exchange parts of clothing. The presenter enters and tries to determine who is wearing other people’s things and who they belong to. It will immediately catch your eye if the boy Sasha puts on Anya’s skirt. It's not so noticeable when you change socks.

“Attention, he’s coming!” Children stand in a circle as close to each other as possible. They pass from hand to hand soft toy or some other item while the music is playing. Everyone tries to get rid of this item as soon as possible. As soon as the music stops, the one who has the toy in his hands leaves the game.

"Present". The players sit in a semicircle and choose a driver, then invite him to go out for a while. Each player prepares a gift for himself: a knife, pencil, coin, pin, etc. The driver's name is. He goes around everyone and tries to remember who has what item. Then he comes out a second time, and the players collect all the things in one place. They call the driver again and offer him to give out gifts to whomever he wants. If the driver distributes gifts correctly. They choose a new driver; If he makes a mistake, repeat it a third time. After the third time, a new driver is chosen.

“Snapshot”. The presenter places several objects on the table (pencil, box, paper clip, knife, etc.) and covers them with a sheet of paper. Then he calls the players. When everyone is ready, he lifts the sheet covering the items for 3-5 minutes and closes it again. It is suggested that everyone write down what objects they saw. Then they check the correctness of memorization. The one who remembers more than others and without mistakes wins.

"What changed?". 10-15 postcards are laid out on the table. The players are asked to remember the location of several postcards within 1-2 minutes. When everyone looks at it a second time, it is suggested that they say what movements were made. The winner is the one who indicates everything correctly (or larger number) changes.

“Hands on the table!”. The players are divided into two equal groups and sit on both sides of the table. One group receives some small object: a coin, a button, an elastic band - and begins to pass it under the table. Suddenly, one of the players from the other group loudly says: “Hands on the table!” Immediately the entire group passing the item should place both hands on the table, palms down. Someone must have an object under their palm. The second group must guess who has it, and only one guesses, consulting with his comrades. If he guesses correctly, the item goes to his group. Then the whole group begins to pass the item under the table, and the first group guesses who has it. If they don’t guess correctly, then the first group keeps the item and they win a point. This is how they play until the agreed number of winning points.

“A fun game of spoons” Prepare one less spoon than the participants in the game. Have the participants of the game squat in a circle with their hands behind their backs. Place spoons in the middle in a circle (one less than the players in the game). The presenter tells a story that might start something like this:

Once upon a time there lived a family. Their last name was Lozhkins...

When children hear the word “spoon,” they should grab one of the spoons as quickly as possible. The one who does not get a spoon is eliminated from the game. Then the spoons are put back in their original place and the game continues. Do not forget to put one spoon aside, and then the story continues:

One Sunday, the Lozhkins decided to go somewhere for lunch with the whole family. Everyone dressed smartly, only little Oleg did not want to part with his pajamas. “If you don’t get dressed immediately, you’ll get a spoon in the forehead!” - Dad said, angry. But Oleg stubbornly stood his ground. The grandmother said: “And after lunch, you and I will eat ice cream with small spoons,” and persuaded her grandson. Oleg changed clothes and everyone got into the car. The cafe was called “Golden Spoon”. Everything there was very beautiful, and the waiters behaved unusually respectably. At one of the tables sat a fat lady with a red dog, and opposite her was a thin gentleman, her husband, who was licking his spoon. “Look, dear,” he said to the fat lady, seeing how the Lozhkin family sat down at the table. - it’s amazing how many children there are - and only one dog!” The food was served. Just as dad was about to pour mom a glass of wine, Mopsy the dog pulled the tablecloth. The chaos came out great. Plates, forks, knives, glasses and spoons flew to the floor. A terribly excited waiter came running. He calmed down only after Papa Lozhkin paid for everything. The Lozhkin family had to leave the cafe. They went straight to the tent where they sold sausages and ate the fried sausages, which were very tasty. Only the pug didn’t get anything: he had to just watch as punishment.

Instead of spoons, you can play with other objects, for example, chestnuts, plushies, cubes, etc. It is only important that they are at the same distance from the children. Children should always keep their hands behind their backs and handle each other carefully. Carefully. And inventing a story is not at all so difficult. It may well be long, but it will definitely be interesting and fun.

To download material or!

Multi-colored ball

The teacher reads the lines of a poem by V. Suslov.

Multi-colored ball

Jumps along the path

Along the path, along the path,

From birch to aspen,

From the aspen tree turn -

Straight to Ira

To the garden!

The players throw the balloon (ball) in a circle. The person who receives the ball knocks it off the floor, after which everyone runs away, and the driver tries to “smear” the running participants of the game with the ball. The player who was hit by the ball again invites everyone into the circle and throws the ball to any player. The ball is passed around the circle again.

Rain

The teacher invites the players to sit freely in the classroom. Then he explains the conditions of the game, after which he recites poems by I. Tokmakova.

Rain, rain, drop,

Water Saber,

I cut a puddle, I cut a puddle,

Cut, cut, did not cut.

And he got tired and stopped!

Everyone performs voluntary movements. With the last word “stopped,” all movements stop and the participants in the game freeze. The presenter, passing by them, notices the one who moved. He leaves the game.

Again, the presenter and a group of guys who have dropped out of the game recite a poem. It sounds loud and cheerful, but not very fast. Movements can be very diverse, but while standing still. At the end of the game, the host marks those who performed the most beautiful or difficult movements. It is possible to reward the “most persistent” participant in the game.

Merry ax

This game can be played both outdoors and indoors. The guys stand in a circle, holding their hands behind their backs. The leader, passing behind the players, hides a small object from any player - a “small hatchet”. Then everyone together (or the leader) recite the text of I. Demyanov’s poem. The one of the players who received the last words (but preferably not the one with the hidden object) goes to look for an axe.

Egor took an ax in the corner,

I went into the yard with an ax,

Egor began to repair the fence,

Yegor lost his axe.

So he is still looking.

Look for an ax too!

Triangular cap

The game develops attentiveness and coordination of movements. The players are randomly placed in a circle in the classroom. The presenter explains the conditions of the game, then says the words:

My cap is triangular,

My triangular cap.

And if the cap is triangular,

This is not my cap.

Repeating the words a second time, players show a triangle of fingers on the word “triangular”. Next, in addition to showing the triangle, the players should lightly hit themselves in the chest on the word “my”. Then, pointing the triangle towards themselves, the players must touch their heads on the word “cap”. In the future, everyone playing together with the leader pronounces the words and performs all 3 actions. The words are repeated faster and faster with each repetition. Those who are confused leave the game and only repeat the words. The one who doesn't go astray wins.

Be careful!

The game stimulates attention, promotes learning, quick and accurate response to sound signals.

The guys stand in a group, freely, but at arm's length from each other. March music (or any rhythmic) sounds. Children march to music and may perform dance moves.

In this case, the game director randomly gives commands at different intervals. Children must implement movements in accordance with the command.

For example:

"Bunnies!" Children jump, imitating the movements of a hare.

"Horses!" Children hit the floor with their feet.

"Crayfish!" The children back away.

"Birds!" Children run with their arms outstretched (imitating the flight of birds).

"Heron!" They stand on one leg.

"Frog!" They squat and jump in a squat position.

"Doggies!" Children bend their arms (imitating the movement when a “dog serves”) and bark.

“Chickens!” Children walk around, “look for grains” on the floor and say “Ko-ko-ko.”

“Cows!” Children stand on their hands and feet and say “Moo-moo!”

The game can last 20-25 minutes. At the end of the game, the teacher marks the most attentive.

Gawkers

The game promotes the development of volitional (voluntary) attention.

Children walk in a circle one after another, holding hands. Musical accompaniment at march tempo is possible. At the leader’s signal, the players stop, clap 4 times, turn 180° and begin moving in the other direction. The direction changes after each signal. If the child gets confused and makes a mistake, he leaves the game.

These are the poses!

The game can be used to develop observation and memory, it will contribute to the development of children's relaxedness and their communication abilities.

At the request of the children, five players are selected from the group. One of them is the driver, the rest are spectators. Children show the driver “their poses.” He goes around the children and remembers their poses. Then the children go into the hall and sit on chairs, and the driver repeats the poses in the sequence in which he saw them.

The “spectators” shout whether the pose is repeated correctly or not. If incorrect, one of the “spectators” (optional) goes “on stage” and repeats the pose.

The game is repeated 2-3 times until everyone is sure that the poses are shown correctly.

Mysterious proverbs

This game helps develop speech junior schoolchildren, logical thinking, introduces to the origins of oral folk art.

The teacher offers simple proverbs. The guys must explain what it means, what is the meaning behind it, and why it arose in people’s everyday life.

The master's work is afraid.

Every master in his own way.

A jack of all trades.

If the tailor spoils it, he will iron it out.

The potatoes are ripe - get down to business.

Without labor there is no fruit in the garden.

As is the care, so is the fruit.

More action - less words.

Every person is known in action.

There is grief - grieve, there is business - work.

Without discipline, living is not good.

Bread earned is sweet.

He who has dexterity acts dexterously.

The role of play in the formation and development of a child cannot be overestimated. It is through play that a child learns the world, his laws, learns to live by the rules. All children love to move, jump, gallop, and run races. Outdoor games with rules are a conscious, active activity of the child, which is characterized by timely and accurate completion of tasks related to the rules that are mandatory for all participants. Outdoor play is a kind of exercise with which children prepare for life.

Outdoor games have great value in a child’s life, as they represent an indispensable tool the child’s acquisition of knowledge and ideas about the world around him. They also influence the development of thinking, ingenuity, dexterity, dexterity, and moral-volitional qualities. Outdoor games for children strengthen physical health, teach life situations, help the child to achieve proper development.

Outdoor games for preschoolers

Outdoor games for younger preschoolers

Junior children preschool age in the game they tend to imitate everything they see. In the outdoor games of children, as a rule, it is not communication with peers that is manifested, but a reflection of the life that adults or animals live. Children at this age enjoy flying like sparrows, jumping like bunnies, flapping their arms like butterflies with wings. Thanks to developed ability By imitation, most outdoor games for children of primary preschool age are of a plot nature.

  • Outdoor game "Mice dance in a circle"

Goal: develop motor activity

Description: before starting the game you need to choose a driver - a “cat”. The cat chooses a “stove” for itself (it can be a bench or chair), sits on it and closes its eyes. All other participants join hands and begin to dance around the cat with the words:

The mice dance in circles
The cat is dozing on the stove.
Quieter than a mouse, don't make noise,
Don't wake up Vaska the cat,
Vaska the cat will wake up -
He’ll break up our round dance!”

While pronouncing the last words, the cat stretches, opens his eyes and begins to chase mice. The caught participant becomes a cat, and the game starts over.

  • Game "Sunshine and Rain"

Objectives: to teach children to find their place in the game, navigate in space, develop the ability to perform actions on a signal from the teacher.

Description: Children sit in the hall on chairs. The chairs are their “home”. After the teacher says: “What good weather, go for a walk!”, the children get up and begin to move in a random direction. As soon as the teacher says: “It’s raining, run home!”, the children should run to the chairs and take their place. The teacher says “Drip - drip - drip!” Gradually the rain subsides and the teacher says: “Go for a walk. The rain has stopped!”

  • Game "Sparrows and the cat"

Objectives: teach children to jump gently, bending their knees, run, dodge the driver, run away, find their place.

Description: Circles are drawn on the ground - “nests”. Children - “sparrows” sit in their “nests” on one side of the playground. On the other side of the site there is a “cat”. As soon as the “cat” falls asleep, the “sparrows” fly out onto the road, fly from place to place, looking for crumbs and grains. The “cat” wakes up, meows, and runs after the sparrows, which must fly to their nests.

First, the role of the “cat” is played by the teacher, then by one of the children.

  • Outdoor game "Sparrows and a car"

Another game for children 3-5 years old about sparrows.

Objectives: to teach children to run in different directions, to start moving or change it at the leader’s signal, to find their place.

Description: Children - “sparrows”, sit in their “nests” (on a bench). The teacher depicts a “car”. As soon as the teacher says: “The sparrows have flown onto the path,” the children rise from the bench and begin to run around the playground. At the teacher’s signal: “The car is moving, sparrows fly to their nests!” - the “car” leaves the “garage”, and the children must return to the “nest” (sit on the bench). The "car" returns to the "garage".

  • Game "Cat and Mice"

There are many games for children with cats and mice involved. Here is one of them.

Objectives: This active game helps children develop the ability to perform movements on a signal. Practice running in different directions.

Description: Children - “mice” are sitting in holes (on chairs along the wall). In one of the corners of the playground sits a “cat” - a teacher. The cat falls asleep and the mice scatter around the room. The cat wakes up, meows, and begins to catch mice, which run into their holes and take their places. When all the mice return to their holes, the cat walks through the hall again, then returns to its place and falls asleep.

  • Outdoor game for preschoolers "At the bear in the forest"

Objectives: develop the speed of reaction to a verbal signal, exercise children in running, develop attention.

Description: Among the participants, one driver is chosen to be the “bear”. On playground draw two circles. The first circle is the bear's den, the second circle is the home for the rest of the game participants. The game begins with the children leaving the house saying:

By the bear in the forest
I take mushrooms and berries.
But the bear doesn't sleep,
And he growls at us.

As soon as the children uttered these words, the “bear” runs out of the den and catches the children. The one who did not have time to reach the house and was caught by the “bear” becomes the driver (“bear”).

  • Through the stream (an active game with jumping)

Objectives: Teach how to jump correctly, walk along a narrow path, and maintain balance.

Description: Two lines are drawn on the site at a distance of 1.5 - 2 meters from one another. At this distance, pebbles are drawn at a certain distance from each other.

The players stand at the line - on the bank of a stream, they must cross (jump over) it on the pebbles without getting their feet wet. Those who stumbled and got their feet wet go to dry them in the sun and sit on a bench. Then they get back into the game.

  • Game "Birds and Cat"

Objectives: Learn to follow the rules of the game. React to a signal.

Description: for the game you will need a mask of a cat and birds, and a large circle drawn.

Children stand in a circle with outside. One child stands in the center of the circle (the cat), falls asleep (closes his eyes), and the birds jump into the circle and fly there, pecking at the grains. The cat wakes up and begins to catch the birds, and they run away out of the circle.

  • Game "Snowflakes and the Wind"

Tasks: Practice running in different directions, without bumping into each other, act on a signal.

Description: At the signal “Wind!” children - “snowflakes” - run around the playground in different directions, spinning (“the wind spins snowflakes in the air”). At the signal “No wind!” - crouch (“snowflakes fell to the ground”).

    Outdoor game "Find yourself a partner"

Objectives: to develop in children the ability to perform actions on a signal, to quickly form pairs.

Description: Participants stand along the wall. Each of them receives a flag. As soon as the teacher gives a sign, the children scatter around the playground. After the command “Find yourself a pair,” participants who have flags of the same color are paired up. An odd number of children must participate in the game and at the end of the game one is left without a pair.

All these outdoor games can be successfully used to play kindergarten in a group or on a walk. Children of different ages: from babies 3 years old to children middle group 4-5 year olds enjoy playing with them.

  • Outdoor games for children 5-7 years old

In children 5-6, 6-7 years old, the nature of play activity changes somewhat. Now they are already beginning to be interested in the result of the outdoor game, they strive to express their feelings, desires, and fulfill their plans. However, imitativeness and imitation do not disappear and continue to play an important role in the life of an older preschooler. These games can also be played in kindergarten.

  • Game "Bear and Bees"

Tasks: practice running, follow the rules of the game.

Description: participants are divided into two teams - “bears” and “bees”. Before the start of the game, the “bees” take places in their “hives” (benches or ladders can serve as hives). At the command of the leader, the “bees” fly to the meadow for honey, and at this time the “bears” climb into the “hives” and feast on honey. Having heard the signal “Bears!”, all the “bees” return to the “hives” and “sting” (salat) the “bears” who did not have time to escape. The next time, the stung “bear” no longer goes out to get honey, but remains in the den.

    Game "Burners"

Tasks: practice running, respond to a signal, follow the rules of the game.

Description: The game involves an odd number of children who become pairs and hold hands. In front of the column there is a driver who looks forward. The children repeat the words in chorus:

Burn, burn clearly
So that it doesn't go out,
Look at the sky -
Birds are flying
The bells are ringing!
Once! Two! Three! Run!

As soon as the participants say the word “Run!”, those standing in the last pair in the column release their hands and run forward along the column, one with right side, the other is on the left. Their task is to run forward, stand in front of the driver and join hands again. The driver, in turn, must catch one of this pair before they hold hands. If you manage to catch, then the driver and the caught one will form a new pair, and the participant left without a pair will now lead.

  • Outdoor game "Two Frosts"

A well-known game for preschoolers with simple rules. Objectives: to develop inhibition in children, the ability to act on a signal, and practice running.

Description: On opposite sides of the site there are two houses, indicated by lines. Players are placed on one side of the court. The teacher selects two people who will become drivers. They are located in the middle of the area between the houses, facing the children. These are two Frosts - Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Start!” both Frosts say the words: “We are two young brothers, two frosts are daring. I am Frost Red Nose. I am Frost Blue Nose. Which of you will decide to set off on this little 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. Those of the guys who were touched by Frost freeze in place and remain like that until the end of the run. The frozen ones are counted, after which they join the players.

  • Game "Sly Fox"

Goal: to develop agility, speed, coordination.

Description: A line is drawn on one side of the site, thereby indicating the “Fox House”. The teacher asks the children, who are located in a circle, to close their eyes. The teacher walks around the formed circle behind the children and touches one of the participants, who from that moment becomes a “sly fox.”

After this, the teacher invites the children to open their eyes and, looking around, try to determine who the sly fox is. Next, the children ask 3 times: “Sly fox, where are you?” At the same time, the questioners look at each other. After the children have asked the third time, the sly fox jumps into the middle of the circle, raises his hands up and shouts: “I’m here!” All participants scatter around the site in all directions, and the sly fox tries to catch someone. After 2-3 people are caught, the teacher says: “In a circle!” and the game starts again.

  • Game "Deer Catching"

Objectives: practice running in different directions, agility.

Description: Two shepherds are selected from among the participants. The remaining players are deer located inside the outlined circle. The shepherds are behind the circle, opposite each other. At the leader’s signal, the shepherds take turns throwing the ball at the deer, who try to dodge the ball. The deer that the ball hit is considered caught and leaves the circle. After several repetitions, he counts the number of deer caught.

    Game "Fishing Rod"

Objectives: develop dexterity, attention, speed of reaction.

Description: participants sit in a circle. In the center there is a driver - a teacher. He holds a string in his hands, at the end of which a small bag of sand is tied. The driver rotates the rope in a circle just above the ground. Children jump in such a way that the rope does not touch their legs. Those participants whose legs are hit by the rope are eliminated from the game.

  • Game "Hunters and Falcons"

Tasks: practice running.

Description: All participants are falcons and are on one side of the hall. There are two hunters in the middle of the hall. As soon as the teacher gives the signal: “Falcons, fly!” participants must run to the opposite side of the hall. The hunters' task is to catch (spot) as many falcons as possible before they have time to cross conditional line. Repeat the game 2-3 times, then change the drivers.

    Game "Spider and flies"

Description: in one of the corners of the hall, a circle indicates a web in which there is a spider - the driver. All the other guys are flies. All the flies “fly” around the hall, buzzing. At the presenter’s signal “Spider!” the flies freeze. The spider comes out of hiding and carefully examines all the flies. He takes those who move into his web. After two or three repetitions, the number of flies caught is counted.

    Outdoor game "Mousetrap"

Objectives: to develop in children the ability to perform actions on a signal.

Description: Two participants stand facing each other, join their hands and raise them higher. After this, both say in unison:

“How tired we are of the mice, they gnawed everything, ate everything!
We’ll set up a mousetrap and then we’ll catch the mice!”

While the participants are saying these words, the rest of the guys must run under their clasped hands. On last words The presenters suddenly lower their hands and catch one of the participants. The caught one joins the catchers and now there are three of them. So the mousetrap gradually grows. The last participant remaining is the winner.

Outdoor games for schoolchildren 7-9, 10-12 years old

Schoolchildren also love to play games during breaks or walks. We have selected games that can be played during after-school walks or during physical education lessons in grades 1-4. The rules of the game become a little more complicated, but the main objectives of the games are: training agility, reaction, speed, general physical development and the ability to cooperate with the guys.

Many outdoor games are universal: both boys and girls can play them. You can divide children into groups of girls and boys or according to another principle.

    Game "Homeless Hare"

Goal: to develop attentiveness, thinking, speed and endurance.

Description: A hunter and a homeless hare are selected from all participants. The remaining players are hares, each draw a circle for themselves and stand in it. A hunter tries to catch up with a running homeless hare.

A hare can escape from a hunter by running into any circle. At the same time, the participant who stands in this circle must immediately run away, since now he becomes a homeless hare, and the hunter now catches him.

If a hunter catches a hare, then the one caught becomes the hunter.

  • Outdoor game "Feet off the ground"

Objectives: learn to follow the rules of the game.

Description: The driver walks around the hall with other guys. As soon as the teacher says: “Catch!”, all participants scatter, trying to climb to any height where they can raise their feet above the ground. You can only insult those whose feet are on the ground. At the end of the game, the number of losers is counted and a new driver is selected.

    Game "Empty Space"

Objectives: develop reaction speed, agility, attentiveness, help improve running skills.

Description: participants form a circle, and the driver is located behind the circle. By touching the shoulder of one of the players, he thereby challenges him to the competition. After this, the driver and the participant he chose run along the circle in opposite directions. The first one to occupy the empty space left by the chosen player remains in the circle. The one left without a seat becomes the driver.

  • Outdoor game "Third wheel"

Objectives: develop dexterity, speed, cultivate a sense of teamwork.

Description: Participants walk in a circle in pairs, holding hands. The distance between pairs is 1.5 - 2 meters. Two drivers, one of whom runs away, the other catches up. The running player can stand in front of any pair at any time. In this case, the back player of the pair he stood in front of becomes the one who is being caught up. If, nevertheless, the player managed to catch up and make fun of him, then the drivers change roles.

  • Game "Shootout"

Objectives: develop dexterity, attentiveness, speed of reaction.

Description: The game is played on a volleyball court. Having retreated 1.5 meters from the front line into the hall, a line parallel to it is drawn to form something like a corridor. An additional line is also drawn on the other side.

Participants are divided into two teams, each of which is placed on its own half of the court from the middle line of the corridor. Both teams must choose a captain. You cannot enter the opponent's territory. Each player who has the ball tries to hit his opponent with it without going beyond midline. The greasy player is taken prisoner and remains there until the players of his team throw the ball into his hands. After this, the player returns to the team.

Outdoor games while walking

Walking with children in kindergarten or after-school primary school, the teacher needs something to keep the children occupied: an excellent solution is to organize outdoor games during a walk. First, the teacher introduces the children to various games, and later the children themselves, dividing into groups, will be able to decide which game they want to play. Games on fresh air have a beneficial effect on development child's body and strengthening the immune system. And the time of the walk flies by.

Before starting the game, the teacher needs to pay attention to the condition playing field: are there any unnecessary objects, fragments and anything that could interfere with children’s play and create a dangerous environment - unfortunately, you can find a lot of garbage not only on the street, but also on the playground of a school or kindergarten.

  • Train game

Objectives: To develop in children the ability to perform movements according to a sound signal, to consolidate the skill of forming a column. Practice walking and running after each other.

Description: Children line up in a column. The first child in the column represents a locomotive, the rest of the participants are carriages. After the teacher blows the whistle, the children begin to move forward (without clutch). First slowly, then faster, gradually starting to run, saying “Chu - chu - chu!” “The train is approaching the station,” says the teacher. Children gradually slow down and stop. The teacher blows the whistle again, and train movement resumes.

  • Outdoor game "Blind Man's Bluff"

Objectives: developing dexterity, developing the ability to navigate in space, observation.

Description: To play the game you need free space. A driver is selected, blindfolded and taken to the middle of the site. The driver is turned several times around his own axis, after which he must catch any player. The one who is caught becomes the driver.

  • Game "Day and Night"

Tasks: practice running in different directions, act on a signal.

Description: All participants are divided into two teams. One command is “day”, the other is “night”. A line is drawn or a cord is placed in the middle of the hall. The teams stand at a distance of two steps from the drawn line, with their backs to each other. At the command of the presenter, for example, “Day!” the team with the appropriate name begins to catch up. Children from the “night” team must have time to run beyond the conditional line before their opponents have time to stain them. The team that manages to stain the most players from the opposing team wins.

  • Game "Baskets"

Objectives: practice running after each other, develop speed, reaction speed, and attentiveness.

Description: Two presenters are selected. One of them will be the catcher, the other will be the fugitive. All remaining participants are divided into pairs and join hands, creating something like a basket. The players scatter in different directions, and the leaders separate; the catcher tries to catch up with the fugitive. The fugitive must run between the pairs. The baskets should not catch the fugitive, and for this he calls the names of the participants in the basket to which he runs up.

  • Game "Hit and Run"

Objectives: to develop in children the ability to perform actions on a signal.

Description: The teacher is in the center of the circle. Throws the ball to the child and says his name. This kid catches the ball and throws it back to the adult. When the adult throws the ball up, all children must run to “their” place. The adult's task is to try to hit the fleeing children.

In this article we have presented 29 outdoor games with detailed description game rules. We hope that this material will help organize children’s games at school during recess and physical education lessons, during outings in preschool educational institutions and public schools.

Compiled by: Oksana Gennadievna Borsch, teacher primary classes, Deputy Director for Educational Work.

"TROPICAL RAIN".

Participants stand in a circle. The presenter stands in the center: “Now we will all together cause warm tropical rain. During this, it is better for everyone to remain silent, as the sounds of rain will be better heard.” Then the presenter shows the movements, gradually turning and looking at the participants in turn. The participant the leader is looking at begins to repeat the movements after him.
MOVEMENTS:
  1. Rub your palms together.
  2. Snap your fingers.
  3. Clap your palms on your chest
  4. Clap your hands on your knees
  5. We stomp our feet.
Then the movements go in descending order from the fifth to the first movement.

"HAMSTER."

Everyone sits in a circle. The first participant begins the story with the words: “I have a hamster at home, he has these paws” and shows. The next one repeats the movements of the previous participant and continues the story: “I have a hamster at home, he has ears like these,” etc. According to the snowball principle. At the end of the story, the whole group draws the hamball they just told about.

MURDERER.

All players stand in a circle, join hands and each starts their right hand behind your back. Everyone closes their eyes and does not open them until the leader says. The host appoints a “killer” by touching one of the participants. The “killer,” upon a signal from the leader, begins to send a certain number of impulses in any direction (shakes the neighbor’s hand), the recipient of the impulse transmits it further, shortening it by one handshake. The player who received one impulse is considered killed and leaves the game. Then everyone opens their eyes and finds out who was killed. If two people have a suspicion about who the killer is, they can tell the leader about it. If their opinions coincide, that participant is eliminated from the game, regardless of whether he was the killer or not. If their opinions differ, then they themselves drop out of the game. The participants' task is to identify the killer, and the killer's task is to take everyone out of the game.

THE MAGIC OF WORDS

All participants count on "first-second", and then form pairs in which there is one "first" and one "second" number. The presenter says: “Close your eyes and imagine a ten-point scale. Find your mood at this moment on it. Mark it for yourself (you can write it down on a piece of paper).” Next, the task for the “first” numbers is to turn to their partners in a pair and make several positive statements about them. For example: “I’m very glad that you and I are in the same pair”, “you have a very pleasant voice”, “I like your name", "You are very beautiful today", "You have a charming smile", "You performed great at the concert yesterday", etc. Then the guys change places, and the “second” numbers speak out. After this, all participants are again asked to close their eyes and mark your mood on a scale of 10. The results “before” and “after” must be compared.

Notes:
o It is recommended to play with children at least 10-12 years old.
o The active participation of each player must be a prerequisite. You can give a minute to think about your statement.
o Do not tell children that they need to compliment each other - a positive statement is a much broader and more capacious concept.
o Some children (especially in opposite-sex couples) may have difficulty. Therefore, it is better for the presenter to make several cards in advance with positive statements written on them.

ASSOCIATIONS

The game is usually played in a circle. The person to be discussed is selected.
Participants must come up with who or what they associate this person with.
For example, who (or what) will this person turn out to be if he suddenly becomes:
o tree
o painting
o flower
o song
o furniture
o river
o animals
o plant
o bird
o time of year
An option is possible when each participant in the game is described in the form of metaphors: “prickly hedgehog”, “perpetual motion machine”, “Captain Vrungel”, etc.
Notes. The game can be somewhat complicated: choose a driver, ask him to leave the premises or detachment place for a while. At this time, all participants choose the person to be discussed. After this, they invite the driver. His task is to use questions (see above) to find out the associations of the players and name the one they are talking about.
If the presenter has coped with this task, then the one he guessed goes to “lead”.

IMAGE MAKERS

Leading:“We are all interested in knowing what impression we make on other people, what they perceive in us as significant, but do not notice. Now there is an opportunity to participate in the collective creation of images of the people present here, that is, to try ourselves in the role of image makers.” The player goes to the center of the circle. The presenter asks the children questions: What image do you have when you look at our hero? What picture can be created for this image? What kind of people surround him, what kind of interior or landscape makes up the background of his portrait? In what era does all this happen? What time of year surrounds our hero? etc.
It is necessary to select questions so as to reflect the diversity of the child’s inner world, the characteristics of his behavior, and the nature of interaction with other members of the team.
Notes. After discussing the advantages and individual disadvantages, you can continue the work of “image makers” to form a positive image of the hero. To do this, the guys must talk about the character traits and personal qualities that are desirable, but absent in him.

GESTURE RELAY

All participants sit in a circle. The presenter gives them the task to come up with some kind of gesture, movement, grimace with which everyone will participate in the game (snapping fingers, clapping palms, “horns” from fingers, sniffling, funny faces, etc.). After the gestures are invented, they need to be demonstrated to each other and try to remember everything that the other participants showed.
The host starts the game: he shows his gesture and the gesture of the person to whom he is passing the baton. The player’s task is to repeat the previous gesture (the leader), his own gesture and the gesture of the participant to whom the baton is passed. Thus, each of the participants shows three gestures: the previous participant, his own and the next participant.
Notes. At first glance, this is a game of attention (children very often get confused, forget to demonstrate some of the gestures, etc.). However, 5-7 minutes after the start of the game, you can notice that some gestures (and, accordingly, the participants) are repeated more often than others. Why? The reason is not that some gestures are more memorable. Practice shows that more often they choose guys who are pleasant to talk to and who have managed to successfully prove themselves in some business.
In order for the game to be interesting, a simple condition must be observed - it must take place in complete silence.
7-8 minutes after the start of the game, it can be complicated by giving the participants the task of doubling the pace of the game.
The game can make a shocking impression on “uninitiated” people who are nearby - try to make sure that strangers do not see it.

CROCODILES

The game is very similar to the previous one and demonstrates the relationships, likes and preferences that are formed in the team.
All participants sit in a circle. At the command of the leader (starting with himself), the players are settled in order.
The presenter is number one, he says: “Five crocodiles were flying across the sky.” The player with number “five” asks: “Why five?” The presenter answers: “How much?” The player names any number that does not exceed the number of participants in the game. Now the player whose number was called begins to ask questions and continues the game. It is important for players not to get confused and to conduct dialogue correctly at a fast pace.
Notes:
o Some time after the start of the game, you can ask the participants to play faster.
o For some guys, the game may cause bewilderment: “What is all this for?” Explain that "crocodiles" are very thin psychological game(of course, this is not entirely true, but children need to be motivated), which helps to identify the level of team cohesion.
o If you play "Crocodiles" for at least 10-15 minutes for 3-4 days, you will notice that the children play faster and faster each time. o After a few days, it happens that the numbers that children choose more often than others change. This is natural, since there is an obvious dynamic in the development of relationships in the team.

DECLAMATION LESSONS

The children are given the task: to expressively read a famous poem in chorus (at the same tempo and rhythm). This "lesson" usually does not cause serious difficulties. The next one is much more difficult - to read the same poem with the same intonation, at the same tempo and rhythm, and at the same time the “students” must pronounce the words in turn, sitting in a circle.
Notes. You can teach the same “lesson” several times. Does the quality of recitation improve after multiple repetitions? What is the children's mood? Or maybe it's time to change the poem? Ask the children a series of questions: How did they feel during the “lessons”? To what extent did they manage to overcome the psychological barrier (shyness, constraint)? How did they tune in to the same wavelength as the “class”? How did their mood change?

HELLO! YOU IMAGINE...

The presenter turns to the participant sitting (standing) to his left and cheerfully says: “Hello! Can you imagine...”, and then tells him some news, tells funny story, incident, anecdote.
The participant’s task is to listen carefully and rejoice with the presenter. Then the participant turns to the neighbor on the left and also joyfully says: “Hello! Can you imagine...” and ends the phrase with his own news, incident, story. Notes. You can change the task during the game. For example, ask children to retell the same news, story, incident. Observe how the information initially provided changes (it may become more concise, or perhaps more extensive).

CHECK

Participants sit in a circle. The presenter calls the number, and that is how many participants must rise from their seats. Participants do not have the right to negotiate, but non-verbal interaction is allowed. Until the group acts together well enough, the game cannot continue. Notes. It is necessary to bring the game to completion; Positive reinforcement is important. This game can be played standing in a circle: the participants, at the command of the leader, must take a step forward.

COUNT TO TEN

The game is very similar to the previous one. But the players’ task changes somewhat: it is necessary, without agreeing with each other, to count out loud from one to ten. It is important to bring your counting to perfection.

A TALE WITH CONTINUATION

The presenter begins to tell some fairy tale or story unknown to the children. After the first 6-7 sentences, he interrupts his narration and passes the floor to the next participant.
The player’s task is to come up with a short continuation of the fairy tale (3-4 sentences). Each participant has the right to change the plot of the fairy tale, introduce new characters into it, or, conversely, exclude someone. It is forbidden to interrupt the speaker. He has every right compose your passage as you see fit.
When all participants in the circle have taken part in composing a fairy tale, the floor again passes to the presenter, and he finishes the story.
Notes. Be prepared for the fact that the story will develop not as you would like, but as the storytellers decide. Namely:
o the heroes of the fairy tale will often die, perish, disappear;
o fairy tale heroes can actually become existing people, members of the team, and sometimes the teachers themselves conducting this game;
o probably the frequent appearance of negative characters who will confuse the whole action and do all sorts of nasty things;
o some episodes of the tale will contradict each other;
o children can think about their episode of a fairy tale for a long time;
o some children will refuse to participate in writing, and some, on the contrary, will intervene even before they are given the floor, etc.
In order to avoid such developments, the teacher needs to take control of the sequence.
It makes sense to play the game several times over 2-3 days. Then the interaction of children becomes more harmonious, purposeful, the content of the fairy tale is kinder, and the plot is more logical.

THE SWAN FLYED

All children form a circle, facing the center. The circle should be quite wide, so you need to stand so that you are at a distance of 30-40 cm from each other. Arms are extended forward, the palms of each participant lie on the palms of the person standing next to them or support them.
One of the players begins a children's rhyme: “A swan was flying across the blue sky, he thought of a number...”. Each of the guys says only one word from the counting rhyme. The one who needs to name the number calls it, and the next ones start counting. At the same time, everyone makes a clap on the neighbor’s palm.
The one who received the final number must not miss it and remove his palm from under his neighbor’s clap in time.

Knead, knead the dough

Participants stand in a circle, holding hands, and unanimously repeat the words: “Knead, knead the dough, knead, knead the dough,” while coming together as tightly as possible. Under the words: “Inflate the bubble, but don’t burst, inflate the bubble, but don’t burst!” disperse as widely as possible, trying to break the circle. Two people whose knot has broken stand in the center of the circle, and they are already “kneaded”. Those in the circle have the right to help “break” the “bubble” with their backs. The strongest and most dexterous ones win.

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