Card file on physical education (senior group) on the topic: Card file of outdoor games in the senior group. Plan_4.doc - Mobile game "Geese-swans


SWAN GEESE

Have you noticed, guys, how many Russian fairy tales about animals exist? I can tell you that there were a lot of such games too. Animals, birds, fish, and even one reptile crawled into this small book.
This is explained by the fact that fairy tales, like games, were not invented just like that, out of nothing, but they reflected the life of the people, their way of life and customs, and, of course, the surrounding nature. In the old days, most Russian people lived in rural areas, even by the end of the eighteenth century, when many cities had already appeared, 96% of the population lived in villages. But Russia is a forest country, and from childhood, the guys heard talk about wolves and bears, foxes and hares. Yes, and they themselves saw animals more often than you and I, and even sometimes heard a mournful wolf howl outside the outskirts of the winter. And pets generally lived nearby. Therefore, the habits of animals were very accurately reflected in the games. And since in fairy tales animals often talked to people, there were similar conversations in games. "Geese swans" is one of these conversational games. As far as I was able to find out from old books, this game called "Grey Wolf" existed already at the beginning of the last century. And the conversations were the same, only at the very beginning I added a few words from memory. Apparently, the guys came up with them later, but in the thirties of our century we already played like that.
This game is suitable even for preschoolers from the age of five. You can play from six to twenty people; however, more is possible - up to thirty, but here the geese will not be so interesting.
“Swan Geese” is a summer game, and it is most pleasant to play it outdoors - in the yard, on the lawn or other flat place where you can run. And it is desirable that there be grass on which geese always graze.
The size of this "field" is forty paces long and not less than twenty paces wide. But if you are already ten years old or when a lot of players gather, then choose a larger place for the game - fifty steps long and twenty-five steps wide,
Before the game, at one end of the field, it is necessary to outline a “house” where the hostess lives with her geese. Separate this place from the field with a line drawn on the ground. Then twenty-five steps from the house, that is, a little further than the middle of the field, on its edge under an imaginary "mountain", mark the "lair" where the wolf will sit. And then, about ten paces from the lair to the end of the field, there will be a pasture for geese. Obviously, it can not be outlined, but simply placed along the edges of the field along a stone or stuck on a stick. Part of the field behind them will be a pasture. The whole field between the house and the pasture must be level so that it can be run without fear. However, you can do it even easier: walk as far as you need, marking the house, lair and pasture with any three objects, and immediately play.

Now let's get to the game itself.
To begin with, we will count and choose the main characters - the wolf and the hostess. If more than ten people gather for the game, then to save time, let the first one come out to be a wolf, and the second one to be the mistress (or owner) of the geese. All who remain will be "swan geese".
The hostess leads the geese into the house, and the wolf goes "downhill" to his lair and sits there for the time being.
Then the conversations begin.

The hostess asks:

Geese, geese?

The geese answer in unison:

Ha-ha-ha.
Do you want to eat?

Here the geese already switch to human language and begin to speak:

Yes Yes Yes!
Well, fly ... -

The hostess allows and, waving a twig, drives the geese into the field.
Geese, flapping their wings, joyfully run past the wolf to the pasture. The hostess returns home.
Geese scatter around the pasture and graze for some time, shouting, talking among themselves: “Ha-ha? Ha-ha-ha?" - and cautiously glancing at the wolf sitting in the den.
After about a minute, the hostess calls them:

Geese-swans, home!

The geese stop and answer:

We fear!
Why?
Gray wolf under the mountain!
What is he doing?
Geese sting.
What?
Gray and white ones.

Here the hostess begins to get angry with the timid geese and strictly orders:

Geese-swans, home!

There is nothing to do, and the geese, spreading their wings, fly to the house. But the wolf, having heard the words of the hostess, immediately jumps out of the lair and rushes to intercept - to catch the geese.
Usually he fails to grab more than one goose, and the rest safely run home.

The wolf takes the prey to its lair and stays there. And the hostess again starts a conversation with the geese, sends them to graze, then calls them home. So time after time the wolf catches the geese and drags them to him.
How long does the game last and how does it end?
It all depends on how many guys are involved in the game. If you are only seven or eight people, then the wolf should catch all the geese. And when there are a lot of players, then you should agree in advance how many geese the wolf will catch - for example, five or seven. Older guys, of course, are able to catch even more, but then the first geese caught will be bored of sitting in the wolf's lair for a long time without taking part in the game. Therefore, the appetite of the wolf must be limited. The younger guys usually catch only three geese.
As I said, the wolf is selected according to the rhyme, and it may turn out that the not very agile or even the smallest of you will become a wolf. But still let him play. Only if he, having run out to catch three times, does not catch anyone, then to continue the game he should change places with the hostess. Well, when the wolf is strong, let him first chase the older guys, and not catch some kids.
The game ends when the wolf catches the agreed number of geese.
If you have not played enough yet and want to repeat the game, then the first goose caught becomes a wolf, and the former wolf becomes the mistress so that he can rest. Let the mistress become a goose and run.
The game is simple and there are no tricks here. And the rules are also simple, although there are quite a few of them - as many as six turned out.
First. Until the mistress says the word “home”, the geese should not leave the pasture, much less start running towards the house. You can only stand on the edge of the pasture and get ready. The wolf also has no right to prematurely run out of the den.
Second. After the word “home”, all geese should immediately run to the house, because the wolf can catch geese even in the pasture.
Third. When the geese come running home, that is, they cross the line of the house, it is no longer possible to catch them. But since no side lines are indicated here, both the geese and the wolf can run a little to the right and to the left. But in general, there is no need to run there.
Fourth. Whom the wolf grabbed, should not break out; and the clothes of the targets will not be torn.
Fifth. No matter how much the hostess “cheers” for her geese, she is not allowed to leave the house during the wolf hunt. Let the wolf chase prey without interference.
Sixth. Each can only be a wolf once per game. That is, if the former wolf, having become a goose, is again caught first, then the second caught goose becomes a wolf.
However, I was a little cunning when I wrote that there are no tricks. There are no common ones for everyone. But for some one goose, one was small. Before running home, the geese usually congregate on the edge of the pasture away from the wolf. And one of them slowly takes a position at the edge where the wolf sits. What for? But why: when the geese run home, the wolf will rush across to the other side of the field to catch in their very thick. And this cunning goose will run to the house past the empty wolf lair without any trouble.

Well, now I'll tell you a little more about antiquity.
Previously, it was more difficult for a wolf to play, he always had to catch all the geese. But in the Olonets province (this is a forest region, where Lake Onega and the Onega River) the game has not yet ended. The guys there had such a sweet and sympathetic end to the game that I really want to quote it here verbatim: “When he catches everyone, then the owner heats the bath for the wolf, bringing wood chips, stones and the like for this. Then he asks the wolf to take a bath. The wolf goes and in the bath shows the appearance that he knows how to bathe, and wash, and so on. Upon leaving the bath, the owner takes a stone or a stick and, showing them to the wolf, says: “Wolf! I'll throw you a cow!" - throws a stone or a stick, the wolf runs after the abandoned one, and the swan geese at this time run away to the owner.
Is it really interesting? If you liked it, play it too, as the guys in the Russian North used to play a long time ago...
Material copied from the site.

Swan geese

The game involves children of senior preschool and primary school age, from 5 to 40 people. It is carried out independently, as well as in organized classes in kindergarten, at school. You can play without any inventory or use it to complicate the game.

Description. On one side of the site (hall) a line is drawn separating the "goose house", on the other side - a line behind which there is a "pasture". From the players choose "shepherd" and "wolf". The rest are "geese" and "swans". They stand in a row in the goose. "Shepherd" is located on the side of the "geese", "wolf" - in the middle of the site. Shepherd says:

Geese-swans, walk until the wolf is seen!

All "geese" and "swans" "fly to the pasture", imitating birds. As soon as the "shepherd" says loudly: "Geese-swans, go home, the gray wolf behind the mountain!" - they run away from the "pasture" to the "goose house", and the "wolf" catches them to the line of their "goose house". Those caught are counted and released into their "herd" or they go to the "wolf's lair" and remain there until he is replaced. They play with one "wolf" 2-3 times, then choose a new "wolf" and "shepherd" from those not caught. In conclusion, the best "geese" (never caught by the "wolf") and the best "wolf" (who managed to catch more "geese") are noted. If there are few participants, then they play until all the “geese” are caught.

Rules.

  1. The "geese" are allowed to run out and return to the "goose house" only after the words spoken by the "shepherd". Whoever runs away first is considered to be caught.
  2. "Wolf" can only catch after the words "under the mountain" and only up to the line of the "goose".

Children love to have a conversation in this game between the “shepherd” and the “geese”: after the words “gray wolf behind the mountain”, the “geese” ask:

What is he doing there?

The “shepherd” replies: “The geese are pinching!”

Gray and white.

After the last words, the "geese" run home to the "goose house".

This game can be complicated by introducing a second “wolf” into it, placing obstacles in the form of benches (“road”) on the way of movement of the “geese” and “swans”, along which you need to run or step over; pull the rope low, and put mats (“mountain”) behind it so that the “geese” jump over the rope, sinking onto the mats; put pins between which you need to run, etc.

CARD FILE

MOBILE GAMES

FOR KIDS

SENIOR PRESCHOOL

AGE

Mobile game "Two Frosts"

Purpose: to teach children to play by the rules, to be hardy.

Equipment: Santa Claus masks of different colors.

Game progress:

On opposite sides of the hall with hoops

There are two houses. The players are located in

one of the houses. Two drivers: Frost - Red nose and

Frost - Blue nose.

Frost says:

We are two young brothers

Two Frosts are removed.

I am frost - Red nose,

I am frost - Blue nose,

Which one of you decide

Take the path to the path?

Children:

We are not afraid of threats

And we are not afraid of frost!

After that, they run to another house, and the frosts

try to freeze them (touch with a hand).

The frozen ones stop where they are

Frost hit. They stay like that until the end of the run. Frosts count how many they managed to freeze the guys.

Mobile game "Burners"

Purpose: to consolidate the ability to act on a signal. Develop dexterity.

Game progress:

The players become pairs. ahead of the columns

A line is drawn at a distance of 2-3 steps. One of the players - the catcher stands on this line. All

standing in a column say:

Burn, burn bright

To not go out.

Look at the sky, the birds are flying

The bells are ringing!

One, two, three - run!

After the word "run", the children standing in the last pair run

Along the column (one on the right, the other on the left), trying to meet, and join hands. The catcher is trying

catch one of the couple before the kids have time

Join hands. If the catcher succeeds in doing this, then

he forms a new pair with the caught, and becomes

ahead of the column, and the one left without a pair becomes catching. If the catcher fails

No one to catch, he remains in the same role. The game

Ends when all players run one at a time

Once.

Mobile game "Geese - swans"

Purpose: Development of communication skills with peers. Development of agility, endurance, ability to run.

Game progress:

The participants in the game choose the wolf and the owner, the rest - geese - swans. On one side of the site they draw a house where the owner and geese live, on the other - the wolf lives under the mountain. The owner releases the geese into the field for a walk, to pinch the green grass. Geese go quite far from home. After a while, the owner calls the geese. There is a roll call between the owner and the geese:

Geese - geese! -

Ha-ha-ha.

Do you want to eat? -

Yes Yes Yes!

Swan geese! Home!

Gray wolf under the mountain

He won't let us go home!

He sharpens his teeth, he wants to eat us!

Well, fly as you like, just take care of your wings!

The geese fly to their house, and the wolf runs out of his lair and tries to slap one of the fleeing ones. Having caught 2-3 players, they choose a new wolf and owner.

Mobile game "Birds and a cat"

Purpose: to consolidate the ability to act on a signal, improve running in different directions, develop attention, dexterity.

Game progress:

The circle is marked. In the center is the driver, he depicts a cat. The rest of the children are outside the circle - they are birds. The cat falls asleep, and the birds fly into the circle and peck at the grains. The cat wakes up, stretches and starts catching birds, trying to tarnish someone. The birds are in a hurry to fly out of the circle. The one whom the cat caught remains in the circle. He is considered caught. When the cat catches 2-3 birds, another driver is selected.

Mobile game "Traps"

Purpose: To promote the development of speed of movement, to consolidate the ability to run in all directions.

Game progress:

Children are built in a circle. Each has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. At the signal of the teacher - "One, two, three - catch!" children run around the playground. The trap runs after the players, trying to pull the ribbon from someone. At the signal of the teacher, “One, two, three - run in a circle!” everyone is in a circle. The caught ribbons are counted.

Mobile game "Wolf in the ditch"

Purpose: to develop dexterity, attention. Learn to act on a signal.

Game progress:

A moat is marked across the hall by two parallel lines at a distance of about 100 cm from one another. There is a driver in it - a wolf. The rest of the children are goats. They live in a house (hoops) on the opposite side of the hall. To the words of the teacher “Goats, in the field, the wolf in the ditch!” children run from the house into the field and jump over the ditch along the road. The wolf runs in the moat, trying to overpower the jumping goats. Salted goes to the side. The teacher says: “Goats, go home!”. Goats run home jumping over the moat. After 2-3 runs, another driver is selected.

Mobile game "Fishing Rod"

Purpose: to improve jumping on two legs, to develop speed of movement, attention, dexterity.

Game progress:

The players stand in a circle. In the center is the teacher. He holds a rope in his hands, at the end of which is tied a bag of sand. The teacher rotates the rope with the bag in a circle above the ground, and the children jump up on two legs, trying to prevent the bag from touching their legs. Having described 2-3 circles with a bag, the teacher pauses, during which the number of those who hit the bag is counted.

Mobile game "Paints".

Purpose: To develop a cognitive interest in knowledge, the desire to apply knowledge in practice. Formation of a positive attitude to work, education of diligence, efficiency. Armed with a variety of labor skills and abilities.

Game progress:

Participants of the game choose the owner and two buyers. The rest of the players are paints. Each paint comes up with a color for itself and quietly calls it to the owner. When all the paints have chosen a color for themselves and named it to the owner, he invites one of the buyers. Buyer knocks:

Knock Knock!

Who's there?

I am a monk in blue pants.

Why did you come?

For paint.

For what?

For blue (or any other color)

Paint with this color comes out and the buyer must catch up with it. If he catches up, he takes it for himself. Then the second customer comes in. The situation is repeating itself. The buyer who "buys" more colors wins.

Mobile game "Bees and swallows"

The purpose of the game is to expand and deepen the process of interaction between children and people around them. Development of dexterity, endurance.

Game progress:

Children - bees fly across the clearing and sing:

The bees are flying

Collecting honey!

Zoom, zoom, zoom!

Zoom, zoom, zoom!

The swallow sits in her nest and listens to their song. At the end of the song, the swallow says:The swallow will rise and catch the bee". With the last words, she flies out of the nest and catches bees. Caught playing becomes a swallow, the game is repeated.

Bees fly all over the place.

Mobile game "Wolf and sheep"

The purpose of the game: the development of communication skills with peers, the ability to run. Develop agility and endurance.

Game progress:

All players are sheep. They ask the wolf to let them go for a walk in the forest:Allow us, wolf, to take a walk in your forest.

The wolf replies: Walk, walk, but only do not pinch the grass, otherwise I will have nothing to sleep on.

Sheep at first only walk in the forest, but soon forget the promise, nibble the grass and sing:

We pinch, we pinch the grass,

green ant,

Grandma on mittens

Grandfather on a caftan,

Gray wolf -

Mud on the shovel!

The wolf runs across the clearing and catches the sheep. Caught becomes a wolf. The game is restarted.

Move hot game "Shaggy Dog"

Purpose of the game: to consolidate the ability to act on a signal, to cultivate the speed of reaction.

Game progress:

One of the children portrays a dog. It is located in the center of the hall - lies on the floor. The rest of the players quietly approach him as the text is pronounced.

Here lies the shaggy dog,

In the paws of his buried nose.

Quietly, quietly he lies,

Not dozing, not sleeping.

Let's go to him, let's wake him up.

And we'll see if something happens.

Children begin to wake up the dog, leaning towards him, pronounce his nickname (for example, Sharik). Suddenly the dog rises and barks loudly. The children run away, and the dog chases after them, trying to catch someone. When all the children run away to their house, the dog returns to its place.

Mobile game "Mini-football"

Purpose of the game: to exercise the ability to move in the "Spider" position. Mastering the ability to pass the ball to the players: commensurate with the force of impact and direction; develop dexterity, endurance, endurance, the ability to follow the rules; cultivate honesty in relation to the opponent.

Rules:

  1. Do not touch the ball with your hands.
  2. Do not go beyond the boundaries of the site.
  3. Do not push a player from the other team.
  4. As the game progresses, the goalkeeper changes.

Game progress:

Children are divided into 2 teams of no more than five people in each. Choose a goalkeeper. The rest of the children play the role of defenders and attackers. You can move around the site only in the “spider” position: relying on your arms and legs, without touching the floor with your hips. Players pass the ball to each other only with their feet and try to score the ball into the opponent's goal. The team that scores more goals wins.

Mobile game "One, two, three ..."

Purpose: To teach children to act one by one and together with others, to develop the organizational abilities of children, to develop the attention of children, their orientation in space, speed of reactions; exercise in counting and in basic movements.

Game progress:

To the music, children move around the playground in different directions, using vigorous walking, running, jumping, depending on the nature of the music. With the end of the music, the teacher calls the first number. Children should line up in accordance with the named number in pairs, triplets, etc., standing in a circle or in a line and raising their hands up.

Mobile game "The sea is worried"

Purpose: development of attention, dexterity, imagination, ingenuity.

Game progress:

A leader is chosen from among the players. According to the number of players, chairs are placed in two rows so that the back of one chair is in contact with the back of another chair. Each player must firmly remember the chair on which he sits. After everyone is seated, the driver shouts: “Ocean is shaking!". All the players jump up from their seats and run around the chairs until the driver seizes a minute when everyone runs far from his chair and suddenly shouts: “ The sea has calmed down! . After that, everyone must take their place, and since the driver has taken one of the chairs, the players begin to capture the places that they come across. The player left without a place becomes the driver.

Mobile game "Hit the ball in the hoop"

Purpose: to improve ball throws at several horizontal targets,

Lying on the ground, far and accurately, having previously thrown the ball over the volleyball net.

Game progress:

Children are divided into 2 teams of 6 people in a column. It is necessary to throw one by one through the net, getting into one hoop as often as possible. This earns the team an additional two points. The game consists of three games. The team that wins two games out of three is the winner.


Jamila Kurbanova
Abstract of the outdoor game "Geese-swans" with children of the senior group

Tasks: Exercise in running with dodging, in catching. Strengthen the ability to perform the actions of the role taken on. Coordinate words with game actions.

To develop in children dexterity, ingenuity, speed of reaction.

Cultivate purposefulness, a positive emotional attitude.

1. Preparation: Prepare illustrations for fairy tales.

Pick up a rhyme to choose a wolf.

Prepare the wolf mask.

Activate in the speech of children the words: shepherd, lair.

2. Inventory and equipment: Illustrations based on fairy tales, wolf mask.

3rd place holding: gym.

4. Getting to know the rules:

geese"arrive" home, without being caught by the wolf, the wolf catches the geese. The one who is touched by the wolf is considered to be caught. Enough to touch, no need to grab hands.

5. Start games: You can seat the children on the bench (so they don't get distracted).

6. Move games: Guys, you probably know a lot of fairy tales. Tell me what fairy tales do you know? (children's answers).

Could you recognize the story from the illustration? (showing an illustration from a fairy tale « Swan geese» ). Who remembers the name of this story? (Children call). And who remembers what happened in this fairy tale? (children's answers). Who stole Vanya? (Children answer). Why do you think this happened? (children's answers). That's right, sister Alyonushka did not follow. And tell me, can such a story happen to geese? Who can steal them? (children's answers). Do you want us to compose your own fairy tale? (children's answers). Let's pretend that we are geese, here (one side of the room) our house, and here (at the other end of the hall) stands, shepherd. A shepherd is a person who watches over the geese and guards them. For example, it will be Daniel. And here, there will be a lair, a wolf. The lair is the home of the wolf. Roma will be the wolf.

The shepherd is a covenant, home of the geese. talking the words: geese, geese!

Geese answer - ha, ha, ha!

Shepherd. Do you want to eat?

geese. Yes Yes Yes!

Shepherd. So fly!

geese. We can not,

Gray ox under the mountain

He won't let us go home...

Shepherd. So fly how you want

Just take care of your wings!

geese, stretching their arms to the sides, they fly home, and the wolf runs out and trying to catch(to touch) geese.

After two times games, a new wolf and a shepherd are selected, a counting rhyme.

7. Guidance games:

Directions: run arms to the sides (geese fly) .

The wolf, maybe, only touch it, and not grab it with his hands.

8. What to do with dropouts players: I attach some to the shepherd (they repeat his words with him, others to the wolf (if "wolf"- a weak child, but wanted to be a wolf).

9. End games: easy walking.

10. Summarizing.

Guys, did you like the story that we made up and played?

What do you think needs to be done so that the wolf does not catch you. (children's answers).

Tell me, which of the wolves was the fastest and most agile, and caught the most geese? (children's answers).

Can I play this game while walking?

Conclusion of the teacher: Guys, I really liked your participation in the game.

P / and "Mousetrap"

Purpose of the game : Improve movement coordination and agility.

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

Oh, how tired the mice are,

They ate everything, they ate everything,

Beware, cheaters

We will get to you.

Here we put mousetraps,

Let's get everyone now!

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

m/p "Who has the ball?"

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

Game progress:

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

The teacher gives someone a ball (6-8 cm in diameter), and the children pass it around behind their backs. The driver tries to guess who has the ball. He says: "Hands!" - and the one who is being addressed should put both hands up, palms up, as if showing that he does not have the ball. If the driver has guessed correctly, he takes the ball and stands in a circle, and the player who has the ball is found starts to drive. The game is repeated.

p / and "Lovishka" (with ribbons)

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

Game progress:The players are built in a circle, each receives a ribbon, which he lays behind the belt or behind the collar. In the center of the circle is a trap. At the signal “One, two, three - catch,” the children scatter, and the trap seeks to pull the ribbon from someone. The one who has lost the ribbon steps aside. At the signal “One, two, three - quickly run into a circle!”, The children are built in a circle. The teacher offers to raise their hands to those who have lost the ribbon, that is, lost, and counts them. The trap returns the ribbons to the children. The game starts with a new driver.

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

p / and "Figures"

Target:Cultivate creativity.

Game progress:At the signal of the teacher, all the children scatter around the playground (hall). On the next signal, all the players stop at the place where the team found them and take some kind of pose. The teacher notes those whose figures turned out to be the most successful.

m/p "Find and keep silent"

Target:Develop attention in children.

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

p / and "We are funny guys"

Target: .

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

We are funny guys

We love to run and jump.

Well, try to catch up with us.

One, two, three - catch!

After the word “catch”, the children run to the other side of the playground, and the trap catches up with the runners, catches them. The one whom the trap manages to touch before the evader crosses the line is considered to be caught. He steps aside. After 2-3 runs, another trap is selected. The game is repeated 3-4 times.

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

p / and "Fishing rod"

Target:Improve coordination abilities, strengthen leg muscles.

Game progress:The players stand in a circle, the teacher will stand in the center of the circle. He holds a rope in his hands, at the end of which is tied a bag of sand. The teacher rotates the rope with the bag in a circle above the floor (ground), and the children jump up on two legs, trying not to touch the bag with their legs. Having described 2-3 circles with a bag, the teacher pauses, counts the number of those who hit the bag and gives instructions on how to perform jumps.

p / and "Quickly take it"

goal:Improve signal responsiveness.

Game progress: Children form a circle and, at the signal of the teacher, walk or run around objects (cubes, cones, pebbles), which should be one or two less than children. On the signal: “Quickly take it!” - Each player must take an object and raise it above his head. The one who did not have time to pick up the item is considered the loser.

p / and "Empty place"

Target:Develop the ability to navigate in space and speed

Run.

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

And I look through the windows

I will go to one

And I'll knock softly.

After the word “I’ll knock,” the driver stops, looks into the window against which he stopped, and says: “Knock-knock-knock.” The one in front asks: "Who came?" The leader says his name. Standing in a circle asks: "Why did you come?". The driver replies: “We run to the races,” and both run around the players in different directions. There is an empty space in the circle. The one who reaches it first remains in the circle; the latecomer becomes the driver, and the game continues.

m/p "Classes"

Target:Teach kids to jump.

Game progress:Classics (5 - 6) are painted on the asphalt.
The child takes a flat stone and throws it into the first class. Then he jumps on two legs to the first class, picks up a stone and jumps back. He throws a pebble into the second class, and he himself jumps first into the first class, and from it to the second. Just the same raises a stone and jumps through the first class. Then he throws into the third class and so on until he goes beyond the class line. After that, the rest of the children begin to jump. When the turn comes again to the first child, he takes his pebble and throws it into the class that he did not get into before. So all the children take turns playing. The child from the group who passes all classes first wins.

p / and "Don't get caught"

Target:Develop dexterity and coordination of movement.

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

p / and "Bird flight"

Target:To fix climbing on the gymnastic ladder.

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

At the signal of the teacher: “The birds are flying away!” - children, waving their arms like wings, scatter around the hall; to the signal: "Storm!" - run to the hills and hide there. When the teacher says “The storm has stopped!”, the children descend from the hill and again scatter around the hall (“the birds continue their flight”). During the game, the teacher without fail provides insurance for children, especially when descending from the gymnastic wall.

m/p "Don't Stay on the Floor"

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

Game progress:A driver is selected - a trap that runs with the children throughout the hall (platform). As soon as the teacher said: “Catch!” - everyone runs away from the trap and tries to climb onto some kind of elevation (bench, cube, stump, etc.). The trap tries to pin down the escaping before they have time to stand on the dais. Children touched by the trap step aside. At the end of the game, the number of caught players is counted and another driver is chosen. The game is restarted.

p / and "The ball to the driver"

Target:Develop dexterity and speed of reaction, the ability to play in a team.

Game progress:The players are divided into 2-3 teams. Each team is built in a circle, in the center of each circle is the leader with the ball in his hands. The drivers throw the ball to the players of their circle in turn and get it back. When the ball goes around all the players, the driver raises it above his head and says “Done!”. Whose team is faster.

p / and "Geese - swans"

Target:to educate children in endurance, the ability to perform movements on a signal. Practice running with dodge.

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

SHEPHERD: Geese, geese!

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

SHEPHERD: Do you want to eat?

GOOSIE: Yes, yes, yes!

SHEPHERD: So fly!

Geese: We can't:

Gray wolf under the mountain

He won't let us go home.

SHEPHERD: So fly as you like,

Just take care of your wings!

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

m/n "Flies - does not fly"

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

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

p / and "Entertainers"

Target:Develop motor activity of children.

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

In an even circle one after another

We go step by step.

Stay where you are! together

Let's do this………..

Children stop, lower their hands; the entertainer shows some movement, and all players must repeat it.

p / and "Firefighters in training"

Target:To consolidate the ability to climb the gymnastic wall without missing the rails.

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

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

Target:Develop mindfulness, activity of sensory systems.

Hodge games:The players stand in a circle, in the center of the circle is the driver blindfolded. One of the children approaches the driver, the driver must recognize his friend by touch. The game continues 5-6 times, each time a new driver is chosen.

p / and "Frost Red Nose"

Target: Cultivate speed and agility

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

In one of the houses. Leading - Frost Red Nose becomes in the middle of the site facing the players and says:

I'm Frost Red Nose.

Which one of you decides

On the way - to start the path?

The players respond in unison:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost”, the children run across the playground to another house, and the driver catches up with them and tries to touch them with his hand, “freeze”. "Frozen" stop at the place where they were touched, and until the end of the dash they stand without moving. The teacher, together with Frost, counts the number of "frozen". After each dash, a new Frost is chosen. At the end of the game, they compare which Frost froze more players.

p / and "Hunters and hares"

Target : Cultivate dexterity

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

p/i "Brave Sparrows"

Target : Cultivate speed and agility

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

p / and "Sly fox"

Target: Cultivate speed and agility

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

m/p "School of the ball"

Target : development of dexterity, quick reaction, attention

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

p / and "Bears and bees"

Target: Cultivate speed and agility

Stroke:On one side of the hall is a beehive, and on the opposite side is a meadow. To the side is a bear den. At a prearranged signal from the teacher, the bees fly out of the hive (get off the hill (it can be a gymnastic bench, wall, etc.)) fly to the meadow for honey and buzz. The bees fly away, and the bears run out of the den and climb into the hive (fly up the hill) and feast on honey. As soon as the teacher gives a signal: “Bears!”, the bees fly to the hives, and the bears run away to the den. The bees that did not have time to hide sting (touching it with their hand). The stung bears miss one game. The game resumes, and after it is repeated, the children change roles.

p / and "Owl"

Target: Build creative imagination

Stroke:On one side of the hall, an owl's nest is indicated. A driver is placed in the nest - an owl. The rest of the children depict birds, butterflies, beetles - they fly around the hall. After a while, the teacher says: “Night!” - and all the players stop on the spot in those positions in which the night caught. The owl flies out of its nest, flaps its wings and looks at who is moving. The one who moved, the owl takes him to his nest. The teacher says: "Day!" - and butterflies, bugs, birds come to life and again begin to fly, spin. After two sorties of an owl for hunting, the number of those caught is counted and a new driver is selected.

p / and "Pair running"

Target: Learn to run in pairs

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

m/n "Who will get to the flag sooner"

Target: improve crawling skills

on all fours and the ability to navigate

in space

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

p / and "Burn, burn clearly!"

Target: Develop speed and agility

Stroke:The players stand in a column of two, holding hands, in front of the column is the leader. The children say in chorus:

Burn, burn brightly so that it does not go out.

Look at the sky, the birds are flying

The bells are ringing!

One, two, three - run!

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

m / and "Get in the hoop"

Target: Develop eye and accuracy of motor actions

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

p / and "Homeless Hare"

Target: Improve the speed of response to a sound signal

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

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

p / and "Carousel"

Target:to develop in children the rhythm of movements and

The ability to coordinate them with words

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

Barely, barely, barely, barely

The carousels spin

And then around, around, around,

Everyone run, run, run.

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

Hush, hush, don't rush!

Stop the carousel!

One, two, one, two

Here the game is over.

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

m/p "Knock down the skittle"

Target: Train accuracy, strengthen arm muscles

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

p / and "From bump to bump"

Target: develop the ability to jump on two legs with

moving forward

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

p / and "Oncoming dashes"

Target: Strengthen the ability of children to run for distillation

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

p/i "Serso"

Target: Develop attention, eye, coordination

movement, accuracy

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

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

p / and "K&

Similar posts