Indoor games. Card file (senior group) on the topic: indoor games with children

March 28th, 2011

Preschool children 4-5 years old will enjoy playing not only outdoor games, but also those that require thinking. It is recommended that the emphasis in games be on developing observation, memorization, logic, imagination and speech skills, and in outdoor games - on improving coordination, speed, dexterity and attentiveness.

Here are some suitable games:

  1. Cat and mouse

Active game. Develops agility, speed, and attentiveness. Can be successfully performed among a group of different ages. Suitable for indoor and outdoor use.
There are two variants of this game.
First. All but three players join hands and stand in an open circle. There is a “mouse” and two “cats” running around inside. The "cats" must catch up with the mouse, but it's not so easy, because... she can calmly run between the players in a circle, but they cannot. Afterwards, all three of them stand in a circle and new cat and mouse are selected.
Second option. In one corner there is a cat’s house, in another there is a mouse hole, in the third there is a pantry where small objects representing supplies are located. The cat falls asleep in the house, and the mice run from the hole to the pantry. When the presenter claps (or after the words of the rhyme), the cat wakes up and begins to catch mice that are trying to run to the hole. At first, the cat is played by one of the adults, who pretends to catch it, but allows the mice to escape. You can add verbal accompaniment to the game:
The cat guards the mice
Pretended to be asleep.
Now he hears - the mice have come out,
Slowly, closer, closer,
They are crawling out of all the cracks.
Scratch - scratch! Catch it quickly!

  1. Carousels

A calm and active round dance game. Develops coordination and synchronization of movements, dexterity, and attentiveness. Ability to control the power of your voice. Suitable for indoor and outdoor use.
The presenter and the children stand in a circle and everyone begins to slowly and quietly say the text:
Barely, barely
The carousels began to spin.
(At the same time, the players begin to move slowly in a circle)
And then, then, then
Everybody run, run, run.
(Both the tempo and strength of the voice increases, at the same time the speed of movement increases. The players start running) The next part is pronounced with a decrease in the tempo and strength of the voice:
Hush hush! Do not hurry!
Stop the carousel!
(With these words everyone stops).

  1. Kangaroo

Active game. Develops dexterity and speed in movements. Can be successfully performed among a group of different ages. Suitable for indoor and outdoor use.
Two teams compete. Holding a matchbox (or similar object) between your feet, you need to jump like a kangaroo to the opposite wall (or chair), stop and say loudly: “I am a kangaroo!” (this statement is also assessed by the presenter). Then you need to jump back and pass the box to your teammate. The winning team will receive prizes.

  1. Superfluous word

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

  1. Sweets

Quiet game. Teaches communication, the ability to formulate questions and answers. Suitable for indoor and outdoor use.
Good game to start the holiday, allowing children to relax. Any candy or jelly beans will be required. Each child is offered to take as many candies as he wants. Then the plate with the treat is passed around. Then the host announces the rules of the game: each guest must answer a number of questions from others equal to the number of candies he took.

  1. Hot ball

Quiet game. Develops agility, speed and attentiveness. Suitable for indoor and outdoor use.
Gambling game: everyone stands in a circle and passes a ball to each other to the music. When the music stops, the player who did not have time to pass the ball and remained with it in his hands is eliminated (you can be seated as an honorary spectator, you can take forfeits). Wins last participant, left without a ball.

  1. Missing numbers


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

  1. Pushinka

Quiet game. Develops discipline. Suitable for home.
An ancient Russian game. The teams stand opposite each other, between them there is a line that cannot be crossed (for example, a ribbon). The presenter throws a feather (you can use a fluffy piece of cotton wool) over the heads of the participants. The task: to blow it over to the enemy’s side. Attention, the team that stands over the ribbon or touches the feather with its hands is considered defeated.

  1. Chamomile

Quiet game. Allows you to relax. Suitable for home.
Suitable for the beginning of the holiday if guests feel constrained. For the game, a chamomile is prepared in advance from paper. The number of petals should be equal to the number of guests. On the back of each there are written easy funny tasks, for example, to crow, jump like a frog or on one leg, repeat a tongue twister, crawl on all fours, etc. Children tear off a petal and complete the task. If children do not yet know how to read, the task can be depicted in the form of a drawing or read to the presenter.

  1. Hedgehogs

Active game. Develops speed fine motor skills. Suitable for outdoor and indoor use.
Team game. It requires a 1.5 m rope and 30 multi-colored clothespins attached to it. Adults act as hedgehogs. Players run up to the stretched rope one at a time, as in a relay race, remove one clothespin at a time, run to the “hedgehogs” sitting on chairs and attach it to any place on their clothing or hairstyle. It’s good if the distance from the rope to the hedgehogs is 10 meters. The team whose hedgehog bristles better wins, i.e. which will have more clothespins - needles. The second team can be given a prize for the most original/cutest/fun hedgehog (depending on the circumstances).

  1. I'm coming, I'm coming

Active game. Develops speed and attention. Suitable for indoor and outdoor use.
A fun, emotional game that brings a lot of pleasure to young children. Children line up behind the leader in a chain. He walks and says the following words: “I’m walking, walking, walking, leading the children with me (an arbitrary number of times), and as soon as I turn around, I’ll immediately catch everyone.” Hearing the word “catch,” the children run to a pre-agreed location. safe place, and the leader catches them (for kids it’s better to pretend, letting them run away). The game is well suited for the home, when the leader leads from room to room, repeating the first lines. When the cherished “I’ll catch you” is said, the children, screaming, rush through the entire apartment to the saving place.

  1. Spider and flies

Flickering game. Teaches children to run in different directions without colliding, and to freeze when given a signal. Develops coordination and attention. Suitable for indoor and outdoor use.
In one corner of the room (area) there is a web in which the “spider” sits. The rest of the children pretend to be flies: they run, circle around the room, and buzz. At the presenter's signal: "Spider!" the flies freeze in the place where the signal caught them. The spider comes out of the web and carefully looks to see who is moving. He takes the one who moves into his web.

  1. Who am I?

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

  1. Seasons?

Quiet game. Develops attention, logic, broadens horizons. Suitable for indoor and outdoor use.
The host chooses any season and calls it to the players. Then he begins to list the phenomena and objects associated with this time of year. From time to time he says the wrong words. When children hear a word that is not related to this time of year, they should clap their hands.

  1. Edible - inedible?

Quiet game. Develops attention and logic. Suitable for indoor and outdoor use.
The presenter throws the ball to one of the players and says a word. The player must catch the ball if the word denotes an edible item, or throw it away if the item is inedible. The most attentive one wins. You can take forfeits from those who make mistakes, which are then used in secret to assign funny tasks.

  1. Obedient Shadow or Mirror

Quiet game. Develops attention. Suitable for indoor and outdoor use.
Two players are selected (for example, using a counting rhyme), one is the shadow of the other. The “Shadow” should repeat the actions of the other player, synchronously if possible. If within a minute the player does not make a single mistake, he becomes the main player and chooses a shadow from among other players.

  1. Treasure search

Quiet game. Develops the ability to navigate in space, logic, attention, the ability to compare parts, and assemble a mosaic. Suitable for indoor and outdoor use.
A map of the place where the treasures are hidden (apartments or streets) is drawn up in advance, cut into pieces, each of which is obtained by the players as a reward for correctly guessing a riddle or completing a task. Having made a map like a puzzle, all those invited look for the treasure and discover something tasty or interesting. Before this game, it is better to practice and draw up a similar plan with the children, talking through how and what is indicated. It is important to draw children’s attention to the fact that the plan is like a view from above. If there is any difficulty in finding the treasure, the leader will help, directing the children in the right direction.

  1. Hot and cold

Quiet game. Develops logic. Suitable for home.
It will be suitable for the beginning of the holiday if you hide various souvenirs and trinkets in the room in advance. The arriving guest begins to look for the hidden prize, and the others tell him whether he is on the right track. If he approaches a hidden object, they shout “Warm,” if he is very close, “Hot,” if he moves away, “Cool” or completely “Cold.”

  1. Missing numbers

Quiet game. Develops attention and counting skills. Suitable for indoor and outdoor use.
The presenter counts, deliberately making mistakes or missing numbers. Players must clap their hands when they notice a mistake and correct it.

  1. Hurry up

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

  1. We won’t tell you where we were, we’ll show you what we did.

Quiet game. Develops motor skills, imagination, attention, broadens horizons. Suitable for indoor and outdoor use.
The presenter quietly tells the player the profession, so that others do not hear. The player says, “We won’t tell you where we were, what we did, we’ll show you,” and tries to show without words what people in this profession do. The rest are guessing. The player who guessed correctly shows next.

  1. In an old closet

Quiet game. Develops speech and the ability to distinguish parts of objects, broadens one's horizons. Suitable for indoor and outdoor use.
The presenter says together with the players:
In an old closet, at Grandma Anya's,
Where did I go -
Many miracles...
But they are all “without”...
Next, the presenter names the item, and the player to whom he points must say what part of the item may be missing. For example: a table without a leg, a dress without a pocket, etc.

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.
To keep children entertained during bad weather, there are plenty of fun indoor games that will lift children's spirits and leave them with happy 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.

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Jumping sparrows

Players age: From six years old

The game develops: Attention, Coordination, Dexterity, Reaction

Mobility game: Outdoor games

Number of players: Three or more

Place of game: Doesn't matter

Game description

A circle with a diameter of 4 m is drawn on the floor or ground. The leading “cat” stands in the middle of the circle, the rest of the participants in the game are “sparrows”. They are outside the circle. At the teacher’s signal, the “sparrows” begin to jump in and out of the circle. The caught one is in the center. When all the "sparrows" are found, it is chosen new cat. The winner is the cat that can catch all the sparrows faster than others.

Rules of the game

1. Draw a circle with a diameter of 4 m on the floor or ground. The leading “cat” stands in the middle of the circle, the rest of the participants in the game are “sparrows”. They are outside the circle.

2. At the teacher’s signal, the “sparrows” begin to jump in and out of the circle. The caught one is in the center.

3. When all the “sparrows” are caught, a new cat is chosen. The winner is the cat that can catch all the sparrows faster than others.

Boots - walkers

Players age: From six years old

The game develops: Coordination, Strength

Mobility game: Outdoor games

Number of players: Two

Place of game: Doesn't matter

Game description

Two opponents are given very large adult felt boots. Children drown in them, and they really look like little boys in the boots of the Ogre. There are chairs in front of them at a distance of 3 - 5 meters. At the leader’s command, they must run to the chairs, go around them and run back. The first one to arrive wins.

Rules of the game

1. Two opponents are given very large adult felt boots. Children drown in them, and they really look like little boys in the boots of the Ogre.

2. There are chairs in front of them at a distance of 3 - 5 meters.

3. At the leader’s command, they must run to the chairs, go around them and run back. The first one to arrive wins.

Game note

This competition can also be held as a team relay race. Then each player, when he comes running, must take off his “walking boots”, and the next one must put them on. Only then can he set off on his journey.

Confusion

The game develops: Attention, Logic, Thinking

Mobility game: Outdoor games

Number of players: Four or more

Game location: Indoors

Game description

Children stand in a circle and hold hands. The driver turns away, and the players begin to get confused, climbing over each other as soon as possible. Then the driver must unravel this tangle without breaking the circle.

Rules of the game

1. Children stand in a circle and hold hands.

2. The driver turns away, and the players begin to get confused, climbing over each other as soon as possible.

3. Then the driver must unravel this tangle without breaking the circle.

"Dwarfs" and "giants"

Players age: From six years old

The game develops: Attention, Coordination

Mobility game: Outdoor games

Number of players: Four or more

Place of game: Doesn't matter

Game description

The children stand around the leader, who tells that there are very small people in the world - dwarfs, and there are huge ones - giants. When the presenter says: “Dwarfs!”, he sits down on all fours, lowers his hands, showing with all his appearance what little people they are. He even pronounces the word “dwarfs” in a thin voice - they are so tiny.

And when he says “Giants!”, his voice becomes rougher, the presenter stands up to his full height, and even stretches his arms up - they are so huge. The children really like this game of the leader, they laugh and also stretch out to their full height - “giants” and sit on all fours - “dwarfs”.

When the guys have learned to carry out commands correctly, the presenter warns that now he will see who is the most attentive.

Presenter: Remember, children, the correct commands: “Dwarves!” and “Giants!” All my other commands do not need to be executed. The one who makes a mistake is out of the game.

First, the presenter gives the correct commands, and then replaces the words “dwarfs” and “giants” with similar ones. The one who makes the least mistakes wins.

Rules of the game

1. Children stand around the leader, who tells that there are very small people in the world - dwarfs, and there are huge ones - giants.

2. When the presenter says: “Dwarves!”, he sits down on all fours, lowers his hands, showing with all his appearance what little people they are. He even pronounces the word “dwarfs” in a thin voice - they are so tiny.

4. The children really like this game of the leader, they laugh and also stretch out to their full height - “giants” and sit on all fours - “dwarfs”.

5. When the guys have learned to carry out commands correctly, the presenter warns that now he will see who is the most attentive.

6. Presenter: Remember, children, the correct commands: “Dwarfs!” and “Giants!” All my other commands do not need to be executed. The one who makes a mistake is out of the game.

7. First, the leader gives the correct commands, and then replaces the words “dwarfs” and “giants” with similar ones.

8. The one who makes the least mistakes wins.

Alphabetically

Players age: From six years old

The game develops : Attention, Coordination

Mobility game: Outdoor games

Number of players: Five or more

Place of play: Indoors

Game description

To make the names better remembered, to train attention and the ability to quickly switch from one task to another, you can play a game like this in a campaign with up to 15 people. The presenter invites the guys to change places in a certain amount of time (10, 15 or 20 seconds) like this:

Rules of the game

1. The presenter invites the children to change places in a certain amount of time (10, 15 or 20 seconds):

  • so that all names are arranged in alphabetical order;
  • so that everyone stands by hair color (on the left - brunettes, on the right - blondes);
  • so that everyone stands according to their height (small ones on the left, big ones on the right).

Note

These exercises can be even more fun if there are wide benches, sofas, or very stable, sturdy chairs. Then the guys must complete the tasks while standing on the benches and move without stepping on the floor.

Push-pull

The game develops your child's coordination very well.

Players age: From six years old

The game develops : Endurance, Coordination, Thinking, Strength

Mobility game: Outdoor games

Number of players: Four or more

Place of game: Doesn't matter

Game description

Children are divided into pairs. Each couple stands with their backs to each other and clasps their hands at the elbows. In this position, children must run 20-30 meters to the finish line and, without turning around, return to the start. Thus, each player runs forward with his face in one direction, and with his back in the other.

Rules of the game

1. Children are divided into pairs.

2. Each pair stands with their backs to each other and clasps their hands at the elbows.

3. In this position, children should run 20-30 meters to the finish line and, without turning around, return to the start. Thus, each player runs forward with his face in one direction, and with his back in the other.

Tightrope walker

Players age: From six years old

The game develops: Coordination

Mobility game: Outdoor games

Number of players: One

Game location: Indoors

Items needed: Tape, Rope

Game description

A line of tape or tape is drawn around the room. At first the line goes straight, then with turns. The child must walk exactly along this line.

Rules of the game

The tape or tape is passed along the floor of the room, starting straight, then making turns and zigzags.

The adult goes first. In order to show the child how to play.

Then the child, having understood the rules of the game, goes on his own.

Note

If a child is not doing well and begins to be capricious, a line should be drawn near the wall so that the child can lean on it.

Top ten!

Top ten! - an active children's game to develop hand-eye coordination and general motor skills of the child.

Players age: From six years old

The game develops : Coordination, Dexterity, Hand motor skills

Mobility game: Outdoor games

Number of players: One

Place of play: Indoors

Things needed : Ball, Cardboard box

Game description

Take several small balls, maybe from table tennis. The adult holds the box at a distance from the child, and the child must hit these balls into the box.

Rules of the game

1. Collect balls, tennis balls/just small ones.

2. Give balls to the child.

3. The adult takes the box and moves some distance away from the child.

4. The boxes are held at the height of the child.

5. The child must throw the balls into the box and hit it.

6. To have a game more interesting for a child The adult must move the box so that it is easier for the child to get into it.

7. The game continues until all the balls are in the box.

White bears

Polar bears - an active group game for younger children school age. Develops active creative motor actions motivated by the plot of the game.

Age of players : From four years, From six years

The game develops : Agility, Reaction, Fantasy

Mobility game: Outdoor games

Number of players: Seven or more

Place of game: Doesn't matter

Game description

At the edge of the area, which represents the sea, a small place is outlined - an ice floe. The driver stands on it - “ polar bear" The remaining “cubs” will be randomly placed throughout the site.

“The Bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught one “bear cub”, he takes it to the ice floe, then catches another. After this, the two caught “bear cubs” join hands and begin to catch the rest of the players. At this time, the “bear” retreats to the ice floe. Having overtaken someone, two “bear cubs” join their free hands so that the caught one ends up between the hands, and shout: “Bear, help!” The “bear” runs up, greases the caught one and takes him to the ice floe. The next two caught also join hands and catch the rest of the “cubs”. The game continues until all the cubs are caught.

The last player caught wins and becomes the “polar bear”.

Rules of the game

1. On the edge of the area, which represents the sea, a small place is outlined - an ice floe, on which the driver stands - a “polar bear”

2. The remaining “cubs” will be randomly placed throughout the site

3. “The Bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”

4. Having caught one “bear cub”, he takes it to the ice floe, then catches another

5. Two caught “bear cubs” join hands and begin to catch the rest of the players, “bear”

6. Having caught someone, two “bear cubs” join their free hands so that the caught one ends up between their hands, and shout: “Bear, help!”

7. The “bear” runs up, greases the caught one and takes him to the ice floe

8. The next two caught also join hands and catch the rest of the “cubs”

9. When all the “cubs” are caught, the game ends

10 The last player caught wins and becomes a “polar bear”

Note

A caught “bear cub” cannot slip out from under the hands of the couple surrounding it until the “bear” insults it.

When catching, it is forbidden to grab players by their clothes, and for those running away to run outside the boundaries of the area

Empty place

Players age: From six years old

The game develops: Reaction

Mobility game: Outdoor games

Number of players: Seven or more

Place of game: Doesn't matter

Game description

The participants of the game stand in a circle, and the driver remains behind the circle. The driver walks around the circle and touches one of the players, touching the shoulder or arm. This means that he challenges this player to a competition. The driver runs around the circle in one direction, and the called person runs in the opposite direction. Having met, they greet each other and continue to run further, trying to race to take the free place (left by the called player). The one who managed to take this place remains there, and the one left without a place becomes the driver, and the game continues.

Rules of the game

1. The players stand in a circle, and the driver remains behind the circle

2. The driver walks around the circle and touches one of the players, touching the shoulder or arm - this means that he challenges this player to a competition

3. The driver runs around the circle in one direction, and the called person runs in the opposite direction.

4. Having met, they greet each other and continue to run further, trying to race to take an empty seat.

6. Whoever succeeds first remains in this place, and the second becomes the driver

Watch

Clock is a fun, active game with a skipping rope. Develops endurance and attention.

Players age: From six years old

The game develops : Attention, Endurance

Mobility game: Outdoor games

Number of players: Seven or more

Place of game: Doesn't matter

Items needed: Jump rope

Game description

10-15 people play. Everyone says in unison: “Tick-tock, tick-tock.” Two pre-selected players twirl the rope in the same rhythm, the rest line up. The first player jumps the rope once and stands at the end of the line, the second - twice, etc.

If a player makes a mistake while jumping or makes a mistake in counting, he changes with one of those holding the rope. In this case, the counting starts all over again.

The players' task is to jump as long as possible without losing their way.

Rules of the game

1. Everyone says in unison: “Tick-tock, tick-tock”

2. Choose two players who will twirl the rope in the same rhythm

3. The others take turns jumping rope

4. The first one jumps once and gets to the end of the line, the second one jumps twice, etc.

5. A player who makes a mistake while jumping or makes a mistake in counting changes with one of the players spinning the rope.

Salads “Tea-tea-help out!”

Salads “Tea-tea-help out!” - Very fun game For small company, in which everyone can show how fast and dexterous they are. Teaches mutual assistance, instills the ability to live in a team.

Players age: From six years old

The game develops : Agility, Reflex

Mobility game: Outdoor games

Number of players: Four or more

Place of game: Doesn't matter

Game description

First, the boundary of the playing area is determined, beyond which you cannot run.

The rules of the game differ from ordinary tag in that when the driver catches up and hits a player, he does not become a tag, but freezes in place and shouts: “Tea-tea-help out!” until he is rescued.

Any of the participants, except, of course, the driver, can help him out by simply touching him. At the same time, the tag task becomes very difficult, since he will be able to transfer his role to another only when he catches up with all the other players, and provided that no one helps them out. Otherwise the game may never end.

Rules of the game

1. Players determine the boundaries of the playing area; they cannot run beyond them.

2. The one who was insulted must stop and shout: “Tea-tea-help out!” until he is rescued.

3. Any of the participants can help out by simply touching the victim.

4. Salka can transfer her role to another only when she catches up with all the participants and no one helps them out.

dragon tail

Dragon's Tail is a fun and active game for children aged five years and older, developing attention, reaction and dexterity. It is played mainly indoors - in a large room, gym or locker room.

The number of players is at least 4 people (but the more, the more interesting and fun).

Players age: From six years old

The game develops

Mobility game: Outdoor games

Number of players: Four or more

Place of game: Doesn't matter

Game description

The players stand one after another, holding the person in front by the waist (as if forming a dragon/snake). The one in front is the dragon's head, the one in the back is the tail.

The “head” of the dragon tries to catch its “tail”, and the “tail” must dodge the “head”, while all other links of the dragon/snake must not disengage.

When the front player catches the back player, the one caught becomes the head. The rest can be swapped at will.

Game continues.

Rules of the game

1. Players line up one after another, holding the waist of the person in front, forming a dragon.

2 The first player - the “head” - tries to catch the last one - the “tail”, while the others should not disengage.

3. When the first player catches the last one, the one caught becomes the “head”.

4. The rest change places at will.

5. The game starts over.

Note

The game has no definite ending and no winners.

Dangling carriage

Dangling Car is a dynamic, fun game that promotes the development of reaction and coordination of movements.

Players age: From six years old

The game develops : Coordination, Reaction

Mobility game: Outdoor games

Number of players: Seven or more

Place of game: Doesn't matter

Game description

Participants are divided into groups of three or more people - “trains”. Two people are left without groups - “dangling carriages”. The trains begin to run in circles, preventing the “dangling cars” from clinging to themselves with sharp turns. The goal of the "cars" is to attach themselves to the tail of the "train". After the "dangling carriage" manages to attach itself to the "train", the first player (the head of the "train") himself becomes a "dangling carriage".

Rules of the game

1. Participants are divided into groups of three or more people - “trains”.

2. Two people remain and become “dangling carriages”.

3. "Dangling carriages" try to cling to the train.

4. The “train”, making sharp turns, prevents the “dangling carriage” from clinging to itself.

5. If the “dangling carriage” is attached, the “head of the train” player takes its place.

Liberation action

Liberation Action is a dynamic game that well develops hearing, attentiveness, coordination and reaction in the leading player and dexterity and reaction in the other players.

Players age: From six years old

The game develops : Attention, Coordination, Dexterity, Senses, Reaction

Mobility game: Outdoor games

Number of players: Five or more

Place of play: Indoors

Items needed: Chair

Game description

Form a circle of chairs to limit the movement of players.

Participant with hands tied and with his feet (the captive) sits in the center of a circle formed from chairs. Next to him is a blindfolded player (guard). The remaining participants in the game (liberators) try to free the prisoner, that is, they try to untie him. The guard must interfere. By touching any participant, he takes him out of the game, he must go beyond the circle of chairs. The player who manages to free the prisoner without being caught becomes the guard himself the next time.

Rules of the game

1. A circle is formed from chairs.

2. A guard (with his eyes tied) and a prisoner (with his hands and feet tied) sit in the center of the circle.

3. Players must take turns trying to untie the prisoner without the guard noticing anything.

4. If the guard touches the releaser, he goes behind the circle of chairs (out of the game for this round).

5. The one who was able to untie (free) the prisoner becomes a guard himself.

Waves in a circle

Waves in a circle is a dynamic, fun game. Good for developing reactions and utilizing excess energy in children

Players age: From six years old

The game develops : Attention, Dexterity, Reaction

Mobility game: Outdoor games

Number of players: Five or more

Place of play: Indoors

Items needed: Chair

Game description

The chairs are placed close to each other in a circle. There are as many chairs as there are players. One of the players (the driver) stands in the center of the circle. The remaining players sit on chairs, and one of the chairs remains free. The driver must have time to sit on an empty chair while others move back and forth, disturbing him. When the driver manages to take a place on the chair, the player who did not have time to interfere with him becomes the new driver.

The driver can give commands to the participants “Right” (players must move clockwise one space), “Left” (players must move counterclockwise one space) or the command “Chaos”. With the command “Chaos”, the participants must quickly change places, the leader tries to sit on any free chair. The player who occupied the chair that was previously free before the “Chaos” command becomes the driver.

Rules of the game

1. Chairs are placed in a circle in the room, equal to the number of players.

2. The driver stands in the center of the circle.

3. The driver must sit on an empty chair, and the rest of the players must interfere with him, moving left and right, covering this place.

4. The leader can give commands “Right”, “Left”, “Chaos”.

5. With the command “Left,” each player moves to the adjacent chair counterclockwise.

6. With the command “Right”, each player moves to the adjacent chair clockwise.

7. With the “Chaos” command, all players change their position randomly.

8. If the driver took the chair, then the player who did not have time to interfere with him becomes the new driver.

9. With the command “Chaos”, the driver becomes the player who sat on the chair that was free before the command.

Notes

You can make the game more difficult by turning the chairs outward. At the same time, the driver runs outside the circle and is prohibited from the “Chaos” command.

Caterpillar

Players age: From six years old

The game develops : Attention, Coordination, Looseness

Mobility game: Outdoor games

Number of players: Five or more

Place of game: Doesn't matter

Things needed: Music

Game description

The players form a chain (stand behind each other) - a “caterpillar”. The first player is the “head”, the last one is the “tail”.

The music turns on and the caterpillar begins to move forward, while the head shows various dance movements (arms, body, legs, head), and the rest of the players try to repeat these movements.

When the “head” gets tired, he turns to the player next to him, strokes his head, and moves to the tail of the caterpillar.

This game continues with a new leader and new movements, as long as the music continues.

Rules of the game

1. Players stand in a chain behind each other, forming a caterpillar.

2. The player at the head of the caterpillar begins to move forward to the music with various dance moves.

3. The other players try to exactly repeat all the movements of this player.

4. When the “head” gets tired, he turns to the player from behind, strokes him on the head and stands at the tail of the caterpillar.

5. The stroked player becomes the leader and the whole game is repeated with a new head and new movements.

6. The game continues as long as the music plays.

Notes

The game has no losers or winners.

Snow fight-2

Required equipment: paper.

◈ An active game for a large group of noisy children. Need a spacious room. Divide the room in half (you can use long Christmas tree tinsel) and divide into two teams. Give each team the same number of sheets of snowball paper.

◈ On command, start throwing snowballs. As soon as the command “Stop!” Each team begins counting snowballs in their half of the room. The team with the fewest snowballs wins.


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 “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 for playing in 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. At the last words, the presenters abruptly 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 you can play during after-school walks or during lessons. physical culture 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, splinters and anything that could interfere with children’s play and create a dangerous environment - unfortunately, not only on the street, but also on the school playground or kindergarten you can find a lot of garbage.

  • 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 walks in preschool educational institutions and public schools.

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

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 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. One of the players who fell on last words(but preferably not the one with whom the object is hidden) 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.

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