Card file (middle group) on the topic: Card file of didactic games for the middle group. Sedentary games for children of the younger and middle group of kindergarten in the federal state educational institution

What is planted in the garden?

The purpose of the game. To teach children to classify objects according to certain characteristics (according to their place of growth, according to their application), to develop speed of thinking, auditory attention.
Game progress. The teacher asks: “Children, do you know what they plant in the garden? Let's play this game: I will name different objects, and you listen carefully. If I name what is planted in the garden, you will answer “yes”, but if what does not grow in the garden, you will say “no”. Whoever makes a mistake loses."
- Carrot.
-Yes!
- Cucumbers.
-Yes!
- Beet.
-Yes 1
- Plums.
- Not!
If someone is in a hurry and answers incorrectly, the teacher can say: “Hurry, you will make people laugh. Be careful!" You can also play games: “Let's set the table for guests” (the teacher calls the tableware), “Let's plant a garden”, “Furniture”, “Clothes”, etc.

What season

The purpose of the game. To teach children to correlate the description of nature in poetry or prose with a certain time of the year, to develop auditory attention, speed of thinking.
Game progress. The educator has written short texts on the cards about different seasons. The texts are mixed. The teacher asks: “Who knows when this happens?” - and, opening the card, reads the text. Children guess.

Puzzles
I have a lot of things to do - I cover the whole earth with a white blanket, I clean the rivers with ice, I whiten the fields, houses My name is ...
(Winter)
I open the buds, I dress the trees in green leaves, I water the crops, I am full of movement. My name is...
(Spring)
I am woven from heat, I carry warmth with me. I warm the rivers, "Swim!" - I invite. And you all love me for it. I...
(Summer)
I bring the harvest, I sow the fields again, I send the birds to the south, I undress the trees. But I do not touch the pines And fir trees. I...
(Autumn)

What did they give Natasha?

The purpose of the game. Encourage children to consider objects, remember the qualities of those objects that the child does not currently see.
Game progress. The teacher says: “Grandma sent Natasha a gift. Natasha looks: there is something round, smooth, green in the basket, and red on one side, bite it off - delicious juicy. Grows on a tree. "I forgot what it's called," thought Natasha. Children, who will help her remember the name of what her grandmother sent her?
Another variant. The teacher recalls: “Once a guest came to the kindergarten. He was dressed in a beautiful fur coat, hat, felt boots. He had a long white hair (yes, a white mustache, eyebrows. Kind eyes. He held a bag in his hands. Who do you think was our guest? What did the guest have in the bag? What was the holiday in kindergarten?
The educator can lead such conversations-riddles about different objects and phenomena.

Add a word

The purpose of the game. Exercise children in the correct designation of the position of the object in relation to themselves, develop orientation in space.
Game progress. The teacher says to the children: “Let's remember where our right hand is. Pick her up. All the objects that you see in the side where the right hand is on the right. Who knows where are the objects that you see on the side where the left hand is? Do you know what the words "in front of me" and "behind me" mean? (Clarifies these concepts as well.) And now we will play. (Children sit down at the table.) I will start a sentence, name different objects in our room, and you will add the words: “right”, “left”, “behind”, “in front” - answer where this object is located. The teacher starts:
- The table is standing ... (calls the name of the child).
- Behind
- A shelf with flowers hangs ...
- On right.
- Door from us...
- Left.
If the child made a mistake, the teacher offers to stand up, raise his hand and point with this hand to the object.
- Which hand is closer to the window?
- Right.
- So, where is the window from you?
-- On right.
You can play this game as well. The teacher pronounces the words: “left”, “right”, “in front”, “behind”, and the children say which objects are in the named direction.
To conduct this game, children should not be seated in a circle, it is better to seat them on one side of the table, so that the objects in relation to them are located in the same way. In older groups, children can be planted in a circle. This complicates the solution of the game task, but the children successfully cope with the task, as they are already well oriented in space.

And then what?

The purpose of the game. To consolidate the knowledge of children about the parts of the day, about the activities of children at different times of the day.
Game progress. Children sit in a semicircle. The teacher explains the rules of the game: “Remember, we talked in class, what do we do in kindergarten all day long? Now let's play and see if you remember everything. We will talk in order about what we have been doing in kindergarten since the morning. Whoever makes a mistake will sit on the last chair, and everyone else will move.” You can enter such a game moment. The teacher sings a song: “I have a pebble. To whom to give? To whom to give? He will answer."
The teacher begins: “We came to kindergarten. Played in the field. What happened next? Passes a pebble to one of the players. “We did gymnastics,” the child answers. "And then?" (The teacher passes the pebble to another child.) Etc.
The game continues until the children name the last thing - going home.
Note. It is advisable to use a pebble in such games, since it is not the one who wants to answer, but the one who gets the pebble. This forces all children to be attentive and ready to respond.
The game is played at the end of the year.

When does it happen?

The purpose of the game. Clarify and deepen children's knowledge of the seasons.
Game progress. The teacher asks the children if they know when they pick vegetables, fruits, when there are a lot of yellow leaves, etc. The children's answers show the extent to which they correlate certain phenomena and human labor with the season. “And now I will name the time of the year, and you will answer what happens at this time and what people do. For example, I will say: “Spring” - and I will put a pebble to Vova, Vova will quickly remember and say what happens in spring. For example: "Snow melts in spring." Then he will pass the pebble to the person sitting next to him and he will remember something else about spring. When all the children have learned the rules, you can start the game. If someone cannot answer, the teacher helps him with questions.

What is wide (long, high, low, narrow)?

The purpose of the game. Clarify children's ideas about the size of objects, teach them to classify objects according to a certain attribute (size, color, shape), develop the speed of thinking.
Game progress. Children sit in a circle. The teacher says: “Children, the objects that surround us are of different sizes: large, small, long, short, low, high, narrow, wide. In the classroom and on walks, we saw many objects of different sizes. Now I will name one word, and you will list what objects can be called with this one word. In the hands of the teacher is a pebble. He gives it to the child who has to answer.
- Long, - says the teacher and gives a pebble
sitting next to him.
- The road, - he answers and passes the pebble to the neighbor.
“A dress, a rope, a day, a fur coat,” the children recall.
- Wide, - the teacher offers the following
word.
Children call: road, street, river, tape, etc.
This game is played with children at the end of the year, when they have gained knowledge about the size of objects.
The game is also conducted with the aim of improving the ability of children to classify objects by color, shape. The teacher says:
- Red.
Children take turns answering: a flag, a ball, a berry, an asterisk, etc. Or:
- Round.
Children answer: ball, sun, apple, wheel, etc. Those children who named more words should be praised.

Target.
Improve the skills of crawling on all fours between objects - in the forward direction, along the board, along the inclined board.
Develop the ability to coordinate movements with words, crawl one after another without pushing.
Formation of skills of safe behavior in an outdoor game.
Develop orientation in space, visual perception of landmarks.

Equipment: cubes, bricks, boards, cords.

Description. The teacher reads a poem, and the children crawl and walk, portraying scouts.

We are brave guys
Dexterous, skillful.
Crawl here and there - on the roads (forward)
On bridges (on the board)
We will climb the mountain high (on an inclined board)
We can see it is far away.
And then we'll find a path
And let's walk along it a little (walking along the winding "path" marked with cords).

    "Puppy"

Target. Cultivate a desire to help.
Exercise in climbing the gymnastic wall, climbing from one span to another, be careful, do not drown, act on a signal.
Formation of safe behavior skills on the gymnastic wall.
To form a visual perception of objects of the surrounding reality.

Equipment: gymnastic wall, toy - dog.

Description.
A puppy climbed a fence
And I couldn't get down.
We are not afraid of heights
And we are trying to help him.
The teacher offers the children to help the Puppy go down, but for this you need to climb the gymnastic wall. Children take turns climbing in and touching the Puppy, thus saving him.

    "Hares"

Target. Cultivate the ability to obey the rules of the game.
Develop speed of reaction, dexterity, speed, attention.
Develop rhythmic, expressive speech and coordination of movements.

Description. The teacher chooses one child with a counting rhyme, who will play the role of the Wolf. The rest of the children are Bunnies. Children go to the Wolf's lair, saying:
We. Bunnies are brave
We are not afraid of the wolf.
Sleeping toothy gray wolf
Under a tall tree. (the wolf wakes up and tries to catch the rabbits)
We hares are not simple:
They ran under the bushes. (children run for chairs)

    "Brook"

Target.
Develop the ability to crawl between objects, crawl under obstacles (height - 50 cm.), Without hitting objects.
Develop orientation in space, visual perception of objects of the surrounding reality.

Description. Children are built in a column and imitate a stream and pronounce the words:

The brook flows, murmuring,
The stones go around
So the water of the key
It gets into the river.

    "Shepherd and Blood"

Target. Cultivate endurance and discipline.
Improve crawling skills on all fours.
Develop orientation in space.

Description. The teacher is a Shepherd, the children are cows. Children crawl on all fours to the Shepherd, who at this time says:

cute cows,
White heads!
An evil sorcerer has been here
And bewitched the cows.
On the green in the meadow
I will help the cows.
All cows will be
Cheerful, healthy.
Children depict cows, lowing. They approach the Shepherd. He touches them with his hand, disenchanting, after which the children dance.

    "Horses"

Target. Cultivate a friendly attitude towards the participants of the game.
Develop running skills at an average pace.
Practice the pronunciation of the sound - c.
Develop orientation in space.

Description: Children run around the playground, depicting horses.

Tsk, tsk, tsk -
Hooves clatter.
horses run,
They would drink water.
Top, top, top -
They went into a gallop.
They quickly ran to the river,
Fun neighing!
Whoa!

    "Sharp arrows"

Target. Cultivate endurance and discipline.
Improve skills in throwing the ball at a vertical target.

Equipment: balls according to the number of children.

Description. The children are given balls. The teacher together with the children says:

Strong hands, eye marks.
It is difficult for the army without us.
We throw balls at the target -
We hit right.

    "Salute"

Target. Cultivate independence.
Exercise children in tossing the ball from the bottom up and the ability to catch it with both hands.
Develop oculomotor functions, fixing the gaze.

Equipment: balls according to the number of children.

Description. Children are given balls of different colors. The teacher together with the children says:
These are not crackers:
The guns fired.
People dance and sing.
Fireworks in the sky!

    "Crocodiles"

Target. Cultivate a friendly attitude towards the participants of the game.
Develop the ability to climb into a hoop, climb an inclined ladder, act in accordance with the words of the text.

Equipment: rope, hoop, ladder.

Description. The children are doing the exercises.

Lived in the Nile Valley
Three big crocodiles.
They were called like this:
Mick, Mock, Mack.
Mick loved to crawl like any crocodile

Curious Mock
Went where I could

A clever Mac
Wandered through the mountains
Such a daredevil
This one was a crocodile.

10. "Sly fox"

Target. Cultivate a friendly attitude towards the participants of the game.
Exercise in climbing on the gymnastic wall.
Strengthen the ability to coordinate movements with words.
Formation of caution and prudence on the gymnastic wall.

Equipment: gymnastic wall, hats of chickens and foxes.

Description. Children perform movements by pronouncing the words:

In the garden, in the yard
The chickens were walking.
The grains pecked
They were looking for a worm. (children walk, imitating the movements of chickens)

Suddenly out of nowhere
A sly fox appeared.
Chickens quickly n roost!
Otherwise, he will eat all of you! (children run and climb the gymnastic wall).

11. "Harvest"

Target. Cultivate endurance and discipline.
Practice throwing the ball at a horizontal target with your left and right hands.
Develop the eye, oculomotor functions, fixation of the gaze.

Equipment: baskets, small balls of two colors.

Description. At a distance of 2 m from the children there are baskets, next to the children are small balls of two colors. The teacher explains to the children that they are hares, and the balls are vegetables that need to be collected in baskets.

Will collect hares deftly
Juicy carrots from the beds
And crispy cabbage.
The garden will be empty.

In turn, the children throw the balls "vegetables" into the basket: with the left hand - "carrot", and with the right - "cabbage".

12. "Hunters and Ducks"

Target. To cultivate organization, attention, the ability to control their movements.
Exercise children in throwing a ball at a moving target.
Develop the eye, oculomotor functions, fixation of the gaze.

Description. The players of one “hunters” team stand behind the circle line _ (around the lake), and the players of the other “ducks” team are located in the circle (on the lake). Hunters shoot "ducks" (throw small balls). Ducks move within a circle. The padded "duck" leaves the lake. The game continues until all the "ducks" are knocked out. After that, the teams switch roles.

13. "Hfind your color"

Description: The teacher divides the children into 4 groups and gives them flags of different colors: yellow, red, blue and green. Each group goes to their designated area. Then the teacher sets one flag of the same colors as the children's in opposite corners.

The signal “go for a walk” is given, after which the children disperse around the room and walk. As soon as they hear the command “find your color”, everyone immediately runs up to their flag, which matches the color of the flag in their hand. At this time, the teacher carefully observes which group has gathered the fastest near the corresponding flag. The first ones are the winners.

The duration of the game should be no more than 5 minutes.

14. "Birds and chicks"

Description: Before the start of the game, the teacher draws circles on the floor. These will be the "nests" for the chicks. One "nest" for one group only. Children are divided into 3-4 groups and disperse to their "nests". In each group, a "bird - mother" is selected. The teacher gives the command "fly". "Chicks" come out of their houses and "fly" (waving their arms, imitating wings, and walking). “Mother birds” also “fly out” of their nests, but stay away from other children. They depict the search for food, i.e. worms. The signal "home" sounds. The mother birds return to their nests and call their chicks. They again sit down in the "nests" and the mother bird begins to feed her children. The game is repeated again and so 3-4 times.

fifteen. " Colored cars»

Description: Children are seated along the wall on chairs. They are called "cars". Everyone is given flags of different colors. The teacher stands in front of the children and holds in his hand one flag of the same colors as the children. The teacher raises any flag, for example, red. This is a signal for "cars" that it's time to leave their "garages". Children who have a red flag get up and walk around the room, while buzzing, depicting a car. The teacher lowers the flag. "Cars" immediately stop and do not move. The command "it's time to go home" sounds. "Cars" are dispersed each to its place. The teacher raises the flag again, but in a different color and the game continues - other “cars” drive out. This game can be played for no more than 6 minutes!

16. "Tram"

Description: Children stand along the wall in pairs in one column and hold hands. With free hands (one child with the left hand, the other child with the right) hold on to the rope, the ends of which are tied. It turned out "tram". The teacher moves away from the children and picks up three flags of red, green and yellow. The teacher raises the green flag and the "tram" goes. Children run and watch the flags at the teacher. As soon as the green flag is lowered, and instead of it the yellow or red “tram” is raised, it stops and waits for a signal for a new movement, that is, until the green flag rises.

17. "Sparrows and a cat"

Description: Children are "sparrows", the teacher is a "cat". "Sparrows" sit on the "roof" (on chairs or on a bench). The command "sparrows flew" is given. "Sparrows" jump off the "roof" and begin to "fly", that is, run and flap their arms like wings. While the children are running around, the "cat" is sleeping. She then suddenly wakes up and meows "Meow, meow." This is a signal that the cat is on the hunt. "Sparrows" immediately scatter to their places on the "roof", and the "cat" catches them and takes them to his "house".

eighteen. "Catch a mosquito"

Description: The teacher stands in the center of the circle that the children have formed, and holds a twig with a cord at the end in his hands. A toy mosquito is tied to a cord. The teacher circles the mosquito over the children's heads, and they bounce on both legs and try to catch it. Whoever manages to catch a mosquito shouts "I caught it." Then the game continues again until 5 minutes have passed.

19. "Mice in the pantry"

Description: Children are “mice”. The teacher seats the children on a bench that stands along the wall of the room. The bench plays the role of a "mink". On the opposite side of the children, a rope is stretched so that the children can crawl under it. The space behind the rope is a "pantry" for mice. Not far from the mice, the “cat”, that is, the educator, is sleeping. While the cat is sleeping, the mice run out of their holes and run into the pantry. There they depict as if they are nibbling something, for example, a cracker. Suddenly, the cat wakes up and starts catching mice. The mice, frightened, scatter in their minks. Catching no one, the cat returns to its place and falls asleep again. The mice again run to the "pantry". This mobile game can be played no more than 5 times!

twenty. " Rabbits»

Description: On one side of the room, circles are drawn with chalk. They will be "rabbit cages". Chairs with hoops tied in a vertical position are placed in front of the circles. Instead of hoops, you can simply stretch the rope. A chair is installed at the opposite wall - “the house for the watchman”. The teacher, who plays the role of a "watchman", sits on a chair. The gap between the "cells" and the "watchman's house" is denoted by the "meadow".

After all the preparations, the teacher divides the children into small groups of 3-4 people and seats each group of rabbits in their "cages". At the command “rabbits in a cage”, the children squat down. Then the "watchman" releases the "rabbits" from the cage (children, climbing through the hoop, leave the outlined circle and start running and jumping around the room). The command “rabbits home” is given and the children run back to their “cages”, again climbing through the hoops. After a while the game starts again.

21. "Bring the ball"

Description: Players sit on chairs along the wall. Not far from them, at a distance of 3-4 steps, a line is drawn in chalk. 5-6 children stand behind this line and turn their backs to the sitting children. Near the standing children, a teacher stands with a box of small balls. The number of balls should be the same as behind the line of children. The teacher says "one, two, three - run!" and with these words he throws all the balls out of the box. The children who were standing run after the balls and try to catch them, and having caught them, they bring them back to the teacher and sit on the chairs. The game continues until all the children have brought their balls. Then the group changes. Who stood to sit down, and who sat - gets up.

22. "What is hidden?"

Description: Children sit on chairs or on the floor. The teacher lays out several objects in front of them and asks the children to try to remember them. After that, the children stand up and turn away to face the wall. While no one sees, the teacher hides some object and allows the children to turn around. Players must remember what is missing, but do not speak out loud about their guess. The teacher approaches everyone and they already tell in their ear what is missing. When most of the children answer correctly, the teacher speaks loudly about the loss and the game continues again.

23. "Get in the circle"

Description: Children stand in a circle in the center of which a circle with a diameter of no more than 2 meters is outlined in chalk. Each player is given a bag of sand. Task: on the command "throw" you need to throw your bag into the drawn circle. When everyone throws, the command "take the bag" is given. Children collect each of their bags and again stand in their places.

24. "Take what you want"

Description: Children sit on chairs or on a bench. The teacher calls several children and puts them close to the outlined line on the floor or ground. Each player is given their own bag of a certain color, for example, one blue bag and the other red. At the signal “throw it”, the children throw the bags into the distance. And at the signal “collect the bags”, they run after their bags and bring them to the teacher. The teacher pays attention to who threw his bag further. Then the children change. Those who threw, sit on a bench, and others take their place. The game ends only when all the children have thrown their bags.

25. Chanterelle in the hut

Description: On one side of the site, benches (20–25 cm high) are placed in front of the drawn line. This is a hut. On the opposite side of the site, a mink for a fox is marked. The middle of the site is a yard. Among the children, they choose a "chanterelle", the rest of the children - "hens". They walk around the yard, pretending to be looking for something to eat. On a certain signal of the educator "fox!" chickens run away to the chicken coop, hide from the fox and take off (stand on the bench). The fox catches the chickens. The game ends when the fox catches one or two chickens (by agreement). When the game is repeated, another fox is chosen.

26. "Through the brook»

Description: Two ribbons are laid in the length of the platform at a distance of 1.5 - 2 m from one another - this is a "brook". In four places of the stream, square boards are laid at a distance of 15 - 25 cm from one another. These are "pebbles". The children marked by the teacher (3 - 4) come to the stream and each stand opposite the pebble. At the teacher’s signal: “Cross the stream,” the children jump from board to board. The rest of the children sit on chairs and watch. Who stumbled and "wet his feet", he goes to his place "to dry". After all the children cross the stream, the game ends. The winner is the one who has never hit a brook with his foot.

27. "Who should roll the ball?"

Description: Children are divided into four groups. Each group is assigned a specific color: red, green, blue, yellow. A line is drawn in the middle of the playground, on which there are balls, two for each child. At a distance of one meter from this line, a second, parallel line is drawn, on which the cubes stand (at a distance of 10 - 20 cm from one another). On the flag raised by the educator, for example, red, the children, to whom the educator has determined the red color, take the balls in their right hand and stand in front of their cubes. At the teacher's signal "one", the children roll the balls in the direction of the cubes, at the signal "two" they roll with their left hand. The teacher marks the children, they hit the cube. Children collect the balls and put them on the line, then sit down in their places. On a raised flag of a different color, for example, green, children who have green color go out, and the game continues. The game ends when all groups of children roll the balls to the cubes. The teacher marks the group of children who had more hits and knocked down cubes.

28. "The little ball catches up with the big one"

Description: Children stand in a circle. The teacher stands next to them and gives a big ball to the child who is standing on the right side. Children pass the ball around. When the ball is approximately in the fifth child, the teacher gives the children a ball, but already small. The children also pass it in a circle. The game ends only when the teacher has both balls. The teacher marks the children who correctly and quickly passed the ball. When the game is repeated, the teacher gives balls from the left side.

29. "Two balls"

Description: Children stand in a circle at arm's length from one another. The teacher gives two balls to the children who are standing nearby. On the “one” command, the children begin to pass the balls, one on the right side of themselves, and the other on the left. When the balls meet at the children who are standing nearby, these children go to the middle of the circle, throw the ball up 2-3 times, catch it, and then come up to the children who are standing in a circle nearby and give them the ball, and they themselves stand on their own. places. The game continues. The teacher marks the children for whom the ball has never fallen when passed to another.

30. "Hit the object"

Description: Children sit across the room. A circle is drawn in the center of the room (diameter (1.5 - 2 m). Place a box (40 cm high) in the middle of the circle. Put two balls or two bags (filled with squeak) in the box for each child. The teacher takes 4 - 5 children , who approach the box, take two balls and stand on the circle line at a distance of 1 m from the box and at a certain distance from one another.
At the “one” signal, the children all together throw the balls with their right hand into the box (target). At the signal "two" - they throw the balls with their left hand. The game ends when the children throw two balls each.

31. Get into the hoop!

Description: Divide the children into columns and plant them at opposite ends along the room. Place two targets (vertical) in the middle of the room. Before each target, place two bags (weighing 150 g) on ​​the line. The distance from the target to the line is 1.5 - 2 m. Children from two columns come to the line, take the bags in their right hand and, at a certain signal from the teacher "one", throw the bags at the target. Then they take the bags in the left hand and, on a repeated “one” signal, throw the bags at the target with the left hand. Then the bags are collected and placed on the line, sit down in their places. The teacher notes which of the children got into the hoop. Then the rest of the children from both columns go to throw, etc. The game ends when all the children throw the balls at the goal.
Outdoor games for children in the middle group, where climbing prevails

32. Take and play!

Description: Not far from the chairs where the children sit, a rope is stretched (at a height of 60 - 40 cm). Behind the rope (at a distance of 2 - 3 m) 2 - 3 toys lie (ball, doll, car or bear). Invite 3-4 children to stand near the stretched rope, crawl under the rope at the signal "one", choose their favorite toy and play with it. The game ends when all the children have played with the toys.

33. Don't call!

Description: Children sit on chairs. At some distance, a rope is stretched (at a height of 60 - 40 cm), to which bells are tied. Behind the rope (at a distance of 2 - 3 m) different toys are placed, one per child. Children of 3 - 4 people approach the rope and climb under it so as not to touch the bells, each chooses a toy for himself, so that later he can play with it.

34. Train

Description: Children stand in a column according to their height. The first child in the column is a "locomotive", the rest are "carriages". The locomotive, after the teacher's signal, buzzes: "u-u-u", at this time the children bend their arms at the elbows. After the whistle of the locomotive, the children stretch their hands forward and say: "chu", with their hands they depict the movement of the wheels. They repeat this 3-4 times. To the words of the teacher: "The wheels are knocking," the children take a step in place, to the signal "let's go" - they go, gradually accelerating their step, then on the run. To the words of the educator: "bridge", "tunnel" or "downhill" the train goes slowly, and "from the mountain" it goes faster again. When the teacher raises the red flag, the train stops; when green - moves on. The train approaches the station slowly and stops. The locomotive releases steam: "psh - sh ...".

35. Find a mate!

Description: Children become in pairs, whoever wants with whom. At a certain signal from the teacher (for example, hitting a tambourine), the children disperse or scatter throughout the site. On another signal - two blows to the tambourine or the words: "Find yourself a mate!" again they rush to pair up with the one with whom they stood before. To the one who is looking for a couple for a long time, the children say: "Galya, Galya (they name the child), hurry up, choose a couple faster!" The game is repeated.

36. For a walk

Description: Children are divided into two equal groups. Each group sits on chairs that are placed at opposite ends of the site in front of the drawn lines. The teacher first approaches one group of children and says: "Well, guys, get ready for a walk as soon as possible!" The children get up and follow the teacher one by one. The teacher, together with the children of the first group, approaches the second group, and all together with the same words invite them for a walk. The children of the second group stand behind the children of the first group and walk together. The teacher takes them as far as possible from their seats.
Suddenly, the teacher says: "Go to your seats!", and the children run to their places. Whose group completes the task faster is considered the winner.

37. Whose column will gather faster?

Description: Children stand in two columns opposite the teacher. At a certain signal, the children walk in columns one after the other or in their column they are arranged in pairs and walk in pairs. Then they scatter all over the place. To the word of the educator: "Stop!" everyone stops and closes their eyes. The teacher changes place and says: "One, two, three, quickly line up in columns near me!" The teacher notes whose column will gather faster.
Then the game is repeated.

38. Planes

Description: Children - pilots stand behind a line drawn on the ground. To the words of the educator: "The planes flew," the children take their hands to the sides and run in different directions. To the words: "The planes crouched down," the children squat, their hands are lowered down. To the words "Airplanes in place!" children return behind the line and stand straight. The one who first ran to his place wins.

39. Butterflies

Description: Children - "butterflies" stand on the edge of the playground, wherever they want. To the music or to the words of the teacher: "butterflies, butterflies flew into the garden," the children take their hands to the sides, run in different directions, running around one another.
The teacher continues: "everyone quietly sat down on the little white flower." Children squat near the flowers of the named color.
At the teacher's signal: "oooo", which means howling wind, storms, butterflies run away from the garden to the edge of the site. The game is repeated on the words: "butterflies, butterflies, flew into the field." The teacher constantly notes the children who easily and quietly ran and squatted.

40. Change the cube!

Description: Children, divided into 2 equal groups, sit on chairs, at opposite ends of the site, facing the center. At a distance of a meter from the chairs, draw lines and put the cubes on one side of the site, and the hoops on the other. The teacher chooses a group of children (4-5) from one side of the playground, they stand in front of the cubes. At the teacher's signal "one", they bend down and take the cubes, and on "two" they run with them to the opposite end of the site, there they change the cubes for hoops and return to their places, lift them up. The teacher checks whether all the children changed the cubes correctly, and praises those who did not make a mistake and were the first to return to their place.
The second group does the same, while the first group observes and rests.

41. Bear and children

Description: Children stand behind the line on one side of the playground. Among the children choose a bear. The bear sits in its den on the playground, away from the children. To the words of the teacher "children are walking in the forest", the children scatter around the playground, run, jump. At the words of the teacher "bear!", The children suddenly freeze in one place. The bear approaches the one who has moved and takes him away. The game is repeated with another bear.

42. Geese - swans

Description: On one side of the site, a place is determined for the goose where the geese live, and on the opposite side, the field where they graze. Between the field and the goose house, a place for a wolf is a wolf rookery.
One child is chosen as a wolf. The wolf is sitting in the rookery, and the geese are in the goose. The teacher starts the game with the words: "Geese - swans, on the field!". Geese fly out flapping their wings. After a while, the teacher calls the geese: "Geese - geese, caterpillars!" or "Geese - swans, home, gray wolf under the mountain!". The children stop and ask together: "What is he doing there?" - "The geese are pinching," the teacher answers. - "What?", the children ask again. - "Gray and white ones. Run home faster!" Geese run to their goose house (behind the line), and the wolf runs out and catches them. Those caught are taken to the lair. After 2 exits of geese, a new wolf is selected in the field. The game is repeated.

43. Cat and mice

Description: From the children you need to choose a "cat" and put it on the side of the site. The rest of the children - "mice", sit in minks (on high chairs set in a semicircle). In each mink, 3-5 mice (for the number of chairs). When it is quiet on the site, there is no cat, mice come out of their minks, run, gather in a circle, dance.
At the words of the teacher "cat", the mice rush to their minks. The cat catches them. The teacher notes the most dexterous. When the game is repeated, a new cat is chosen.

44. Who is faster?

Description: Children sit on chairs facing in the middle. Chairs are placed in a circle, one from the other at a distance of one step. The teacher calls two children who are sitting next to each other. The named children go outside the circle and stand near their chairs, with their backs to one another. The rest of the children, together with the teacher, loudly say "one, two, three, run!". The couple behind the chairs are running: one child in one direction, the other in the other. The child who runs to his chair first wins.

45. Carp and pike

Description: At opposite ends of the site, two "streams" are drawn with lines, where crucian carp live. The distance between the inlets is approximately 10-12 paces. Among the children, a "pike" is selected, which becomes in the middle of the site - the river. All children "carp" stand in a line at one end of the playground. To the words of the teacher "one, two, three!" all crucians swim across to the opposite shore, to another creek. The pike catches them. When repeating, choose another child "pike".

46. ​​Who will run to the flag faster?

Description: On one side of the playground, children sit on chairs in front of a drawn line. 3-4 children come out to the line and stand in front of the chairs. At the other end of the site are flags.
At the teacher's signal "one!" or "run!" children run to the flags, take them and lift them up, then put them back in place. The teacher notes who raised the flags first. Then all the children who took part go and sit down in their places. The next three or four children enter the line. The game ends when all the children raise their flags up. The game can be repeated 2-3 times.

47. Seekers

Description: Children get up from their seats and turn to the wall, close their eyes. The teacher on the other side of the site lays out the flags so that they are not visible. At the agreed signal, the children open their eyes and go looking for the flags. Who found it, he sits on his chair with the found flag.
When all the flags are found, the children get up and walk around the playground with the teacher's song. The first in the column is the one who found the flag first. Children go around the playground once and sit in their seats. The game is repeated.

Description: Children sit in a circle. One child stands or sits in the center of the circle and closes their eyes. The teacher, without naming the child, points to one of the children who are sitting behind his back. The one pointed to stands up and loudly calls out the name of the child who is sitting in the middle of the circle. If the child guessed who called him, he opens his eyes, and they change places with the one who called his name. If the teacher did not guess correctly, he suggests that he not open his eyes, but once again listen to who calls his name. The game is repeated 2-3 times.

49. Pass the hoops!

Description: Children stand in a circle facing the center. The teacher takes the hoops and the word "one!" gives the hoop to the child on the right, and on - "two" - to the child on the left. Children take the hoops for free places and, turning the body, transfer the hoops to the outstretched arms forward, to the other side, pass it on. The child who has two hoops goes to the middle and performs different movements with the hoops. To the words of the teacher: "Tolya, get up in a circle, pass the hoops!" Tolya gets up where he wants and on the agreed signal "one" passes one hoop to the right side, on the signal "two" he passes the hoop to the left side. The game is repeated 3-4 times.

50. Raise your hands!

Description: Children stand in a circle. The teacher warns the children that when he calls the birds, then you need to raise your hands up, and when he calls something else, then do not raise your hands. Whoever makes a mistake loses.

51. Fox in the chicken coop

Target: Develop, attention, dexterity, performing movements on a signal. Practice running. Description: A chicken coop is outlined on one side of the site. On the opposite side is a fox hole. The rest of the place is a yard. One of the players is appointed as a fox, the rest of the chickens are chickens. At the signal of the teacher, the hens walk and run around the yard, peck grains, flap their wings. At the signal of the teacher "Fox!" - chickens run away to the chicken coop, and the fox tries to drag the chicken, which did not have time to escape, into the hole. The duration of the game is 4 - 5 times.

Target: To develop in children the ability to act on a signal. Exercise in throwing away with your right and left hands, in running, in color recognition. Description: Children sit along the walls or on the sides of the playground. Several children, named by the teacher, stand on the same line in front of the rope laid on the floor. Children receive bags of 3 - 4 different colors. At the signal of the teacher "throw", the children throw the bag into the distance. The teacher draws the attention of the children to whose bag fell further, and says: “Pick up the bags.” Children run after their bags, pick them up and sit down. The teacher calls other children. The game is repeated 3-4 times.

53. Hares and wolf

Target: To develop in children coordination of movement, orientation in space. Practice running and jumping. Description: One of the players is chosen as a wolf. The rest of the children portray hares. On one site, the hares are in their houses, the wolf is at the other end of the site. The teacher says: Bunnies are jumping, lope, lope, lope,

To the green meadow

Grass is pinched, eaten,

Listen carefully -

Is the wolf coming?

Hares jump out of the houses and scatter around the site. They then jump, then sit down and look around. When the teacher says the last word, the wolf comes out of the ravine and runs after the hares, trying to catch them. The rabbits run away. The wolf takes the caught hares to the ravine. The duration of the game is 5 - 6 times.

54. Flight of birds

Target: to develop in children endurance, the ability to move on a signal. Practice running, climbing.

Game description: children stand scattered at one end of the site - “birds”. At the other end is a climbing tower or gymnastic wall with several spans. At the signal “birds fly away”, the birds fly with their wings spread. At the signal “storm”, the birds fly to the tower - they hide from the storm. At the signal "the storm has stopped", the birds fly. Duration 5-7 minutes

55. Burn, burn bright!

Target: develop in children endurance, orientation in space. Practice running fast.

Game description: The players line up in pairs. A line is drawn in front of the column at a distance of 2-3 steps. "Catching" stands on this line. Everyone says:

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!

After the word “run”, the children standing in the last pair run along the column (one on the left, the other on the right), trying to grab the hands in front of the catcher, who tries to catch one of the pair before the children have time to meet and join hands. If the catcher manages to do this, then he forms a pair and stands in front of the column, and the rest is the catcher.

56. Two frosts

Target: to develop in children inhibition, observation, the ability to perform movements on a signal. Practice running

Game description: the players are located on both sides of the site, two drivers stand in the middle (Frost - Red Nose and Frost - Blue Nose) and say:

We are two young brothers

Two frosts removed:

I am frost - Red nose,

I am Frost - Blue nose,

Which one of you decides

On the way - to start the path?

All the chorus players respond:

We are not afraid of threats, And we are not afraid of frost.

After the word “frost”, all the players run into the house on the opposite side of the site, and the frosts try to “freeze” them (touch them with their hands). Game duration 5-7 minutes

57. Frogs and Heron

Target: to develop in children the ability to act on a signal, dexterity. Practice high jump

Game description: a square is outlined - a “swamp”, where “frogs” live. In the corners, pegs are driven in or cubes are placed. Height 10 - 15 cm. A rope is stretched along the sides of the square. Outside the "heron's nest" square. At the signal "heron", she, raising her legs, goes to the swamp and steps over the rope. Frogs jump out of the swamp, jumping over a rope, pushing off with two legs. Stepping over the rope, the heron catches the frogs. Duration 5-7 minutes

58. Wolf in the ditch

Target: to develop courage and dexterity, the ability to act on a signal. Practice running long jump.

Game description: two parallel straight lines are drawn on the site at a distance of 80 - 100 cm - a "ditch". A “house of goats” is outlined along the edges of the site. The teacher appoints one playing "wolf", the rest - "goats". All goats are located on one side of the site. The wolf gets into the ditch. At the teacher’s signal “wolf in the ditch”, the goats run to the opposite side of the site, jumping over the ditch, and the wolf tries to catch (touch) them. Those caught are taken to the corner of the moat. Game duration 5-7 minutes

59. Homeless Bunny

Target: develop children's orientation in space. Practice fast running

Game description: a hunter and a homeless hare are selected from among the players. The rest of the players - hares draw circles for themselves - "their own house." The homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle; then the hare standing in the circle becomes a homeless hare. If the hunter catches, then they switch roles. Game duration 5-7 minutes

60. Firemen on drill

Target: to develop in children a sense of collectivism, the ability to perform movements on a signal. Exercise in climbing and in building in a column.

Game description: children are built facing the gymnastic wall at a distance of 5-6 steps in 3-4 columns. A bell is hung against each column at the same height. At the signal “1, 2, 3 - run,” the children standing first run to the wall, climb in and ring the bell. Then they descend and stand at the end of their column. Repeat the game 6-8 times.

61. Fishermen and fish

Target: to develop in children dexterity, ingenuity, the ability to act on a signal. Exercise in fast running with dodging and in catching.

Game description: platform - "pond". A fisherman walks along the site, and his assistant is on the opposite side. In the hands of a senior fisherman is a “net” (rope), at the end is a bag of sand. The senior fisherman says to the assistant: “Catch!”, And throws him the end of the rope with a load, then the fishermen surround the fish with a rope that did not have time to swim away to a deep place (a marked place on the site). at the signal "fish, swim" the fish again swim out of the deep place. The duration of the game is 6 - 8 minutes.

The number of participating children can be arbitrarily large. Having gathered in a spacious courtyard or in a large room, they choose one of the participants, who is given the nickname lame fox.

At the place chosen for the game, a rather large circle is drawn, which includes all the children, except for the lame fox. At this signal, the children rush in a circle, and at that time the lame fox jumps on one leg and tries at all costs to tarnish one of the runners, that is, to touch him with his hand.

As soon as she succeeds, she enters the circle and joins the rest of the fleeing comrades, while the victim takes on the role of a lame fox.

The children play until everyone is the lame fox; the game, however, can be stopped earlier, at the first appearance of signs of fatigue.

For the correct conduct of the game, the following conditions must be observed: the children who entered the circle must run only in it and not go beyond the outlined line, in addition, the participant chosen by the lame fox must run only on one leg. The main elements of this game are running and jumping.

63. Hawk

Children gather, up to 16 or more, in the yard, in the garden or in a spacious room and cast lots among themselves. The one chosen by lot represents the hawk. The rest of the children join hands and become pairs, forming several rows.

A hawk is placed in front of everyone, which can only look ahead and does not dare to look back. At this signal, the pairs suddenly separate from each other and rush in a run in different directions, at this time the hawk catches up with them, trying to catch someone.
The victim, i.e., found himself in the claws of a hawk, changes roles with him.

Children while running tend to throw a handkerchief or a folded tourniquet at the hawk - if they fall into it, it is considered killed and another from among the children is chosen to take its place.

64. Dragonfly

Children gather in the yard, in the garden or in a spacious room, squat down, hands on their sides and vying with each other, overtaking each other, trying to jump to the opposite end of the place designated for the game.

Which of the children will be the first to reach the designated place in this way is considered the winner, and the one who stumbles along the road is punished by excluding him from the number of players. This simple game gives children great pleasure and develops their physical strength.

65. Stick - knocker
On one side of the playground, plant the children, dividing them into identical columns. At a distance of 1 - 2 steps from them, draw a line from which the children will run to the opposite end of the site where the chair is. There is a wand under the chair. One from each column goes to the line and the word "one" or "run" is boogut. Whoever pulls out the stick faster, he knocks and says: "One, two, three, stick - knocker, knock!", puts the stick in place and sits down in his place. The column in which the child won receives a flag. Then comes the second, third pair, etc. At the end of the game, flags are counted. The column with the most flags wins.

    We are brave guys

  1. Shepherd and cows

  2. Sharp arrows

    crocodiles

    Cunning fox

    Harvest

    Hunters and ducks

    Find your color

    Birds and chicks

    colored cars

  3. Sparrows and cat

    Catch a mosquito

    Mice in the pantry

  4. Bring the ball

    What is hidden?

    Get in the circle

    Take what you want

    Fox in the hut

    Through the stream

    Who should roll the ball?

    The small ball catches up with the big one

  5. Hit the subject

    Get into the hoop

    Take and play

    Do not call!

    Find yourself a mate

    To walk

    Whose column will gather faster?

    Aircraft

  6. Change cube!

    Bear and children

    Swan geese

    cat and mice

    Who quickly?

    Carp and pike

    Who will reach the flag faster?

    Pass the hoops!

    Raise your hands!

    Hares and wolf

    flight of birds

    Burn, burn bright!

    Two Frosts

    Frogs and heron

    Wolf in the ditch

    homeless hare

    Firefighters on training

    Fishermen and fish

    lame fox

  7. Dragonfly

    wand

Card file of didactic games on speech development in the middle group

"Who's talking?"

Target: expansion of vocabulary, development of speed of reaction.

move : the teacher alternately throws the ball to the children, naming the animals. Children, returning the ball, must answer how this or that animal gives a voice: The cow mooes The tiger growls The snake hisses The mosquito squeaks The dog barks The wolf howls The duck quacks The pig grunts Option 2. The speech therapist throws the ball and asks: “Who is growling?”, “And who mooing?”, “Who is barking?”, “Who is cuckooing?” etc.

"Who lives where?"

Target : consolidating children's knowledge about the dwellings of animals, insects. Consolidation of the use in the speech of children of the grammatical form of the prepositional case with the preposition "in".

move : Throwing the ball to each child in turn, the teacher asks a question, and the child, returning the ball, answers. Option 1. teacher: - Children: Who lives in a hollow? - Squirrel. Who lives in a birdhouse? - Starlings. Who lives in the nest? - Birds. Who lives in a booth? - A dog. Who lives in the hive? -Bees Who lives in the hole? -Fox. Who lives in the lair? -Wolf. Who lives in a den? - Bear. Option 2. teacher: - Children: Where does the bear live? - In the den. Where does the wolf live? - In the den. Option 3. Work on the correct construction of the proposal. Children are invited to give a full answer: "The bear lives in a den."

"Give me a word"

Target: development of thinking, speed of reaction.

Stroke: the teacher, throwing the ball to each child in turn, asks: - The crow is croaking, but the magpie? The child, returning the ball, must answer: - Magpie chirps. Sample questions: - The owl flies, but the rabbit? - The cow eats hay, and the fox? - The mole digs minks, and the magpie? - The rooster crows, and the hen? - The frog croaks, and the horse? - A cow has a calf, and a sheep? - The bear cub's mother is a bear, and the squirrel's mother?

"Who is moving?"

Target: enrichment of the verbal dictionary of children, development of thinking, attention, imagination, dexterity.

Stroke: the teacher, throwing the ball to each child, calls an animal, and the child, returning the ball, pronounces a verb that can be attributed to the named animal. teacher: -Children: The dog stands, sits, lies, walks, sleeps, barks, serves (cat, mouse ...)

"Hot Cold"

Target : fixing in the representation and vocabulary of the child opposite signs of objects or antonyms.

move : the teacher, throwing the ball to the child, pronounces one adjective, and the child, returning the ball, calls another - with the opposite meaning. teacher:-Children: Hot-cold Good-bad Smart-stupid Cheerful-sad Sharp-blunt Smooth-rough

"What happens in nature?"

Purpose: to consolidate the use of verbs in speech, agreement of words in a sentence.

Move: the teacher, throwing the ball to the child, asks a question, and the child, returning the ball, must answer the question asked. It is desirable to play the game by topic. Example: Theme "Spring" teacher: -Children: The sun - what does it do? - Shines, warms. Brooks - what do they do? - Run, murmur. Snow - what does it do? - It's getting dark, it's melting. Birds - what are they doing? - They fly in, build nests, sing songs. Kapel - what does he do? - Ringing, dripping. The bear - what it does - Wakes up, crawls out of the den.

"Who can perform these actions?"

Purpose: activation of the verbal vocabulary of children, development of imagination, memory, dexterity. Move: the teacher, throwing the ball to the child, calls the verb, and the child, returning the ball, calls the noun that matches the named verb. teacher: - Children: There is a man, an animal, a train, a steamboat, rain ... A stream runs, time, an animal, man, road ... A bird is flying, a butterfly, a dragonfly, a fly, a beetle, an airplane ... A fish is swimming, a whale, a dolphin, a boat, a ship, a man ...

"What is it made of?"

Purpose: to consolidate in the speech of children the use of relative adjectives and ways of their formation.

Move: the teacher, throwing the ball to the child, says: “Leather boots”, and the child, returning the ball, answers: “Leather”. wool-woolen

"Spread it out"

Purpose: orientation in space.

Move: Fyodor's character asks the guys to help her: put pots and pans on the lower shelf, plates, spoons, knives, forks on the higher shelf, and saucers and jugs on the topmost shelf.

"Who was who?"

Purpose: development of thinking, expansion of the dictionary, consolidation of case endings.

Move: the teacher, throwing the ball to one of the children, calls the object or animal, and the child, returning the ball to the speech therapist, answers the question of who (what) the previously named object was: Chicken - egg Bread - flour Horse - foal Wardrobe - board Cow - calf Bicycle - iron Dood - acorn Shirt - fabric Fish - caviar Boots - leather Apple tree - seed House - brick Frog - tadpole Strong - weak Butterfly - caterpillar Adult - child

"What vegetable?"

Purpose: development of tactile, visual and olfactory analyzers.

Progress: the teacher cuts the vegetables, the children smell and taste them. The teacher gives a sample: “The tomato is sweet, and the garlic is spicy”

"What does it sound like?"

Purpose: development of auditory attention and observation.

Progress: the teacher behind the screen plays various musical instruments (tambourine, bell, wooden spoons). Children must guess what it sounds like.

"What happens in autumn?"

Purpose: to teach the seasons, their sequence and main features.

Move: pictures depicting various seasonal phenomena are mixed on the table (it is snowing, a flowering meadow, an autumn forest, people in raincoats and with umbrellas, etc.). The child chooses pictures that show only autumn phenomena and names them.

"What's gone?"

Purpose: development of attention and observation.

Progress: the teacher lays out 4 vegetables on the table: “Children, look carefully at what is on the table. These are onion, cucumber, tomato, pepper. Look carefully and remember. Now close your eyes." Children close their eyes, and the teacher removes one vegetable. "What's gone?" Children remember and name a vegetable.

"Catch and throw - name the colors"

Purpose: selection of nouns for an adjective denoting color. Fixing the names of primary colors, the development of imagination in children.

Move: the teacher, throwing the ball to the child, calls the adjective denoting the color, and the child, returning the ball, names the noun that matches this adjective. teacher:-Children: Red - poppy, fire, flag Orange - orange, carrot, dawn Yellow - chicken, sun, turnip Green - cucumber, grass, forest Blue - sky, ice, forget-me-nots Blue - bell, sea, sky Purple - plum , lilac, dusk

"Whose head?"

Purpose: to expand the vocabulary of children through the use of possessive adjectives. Move: the teacher, throwing the ball to the child, says: "The crow has a head ...", and the child, throwing the ball back, finishes: "... the crow." For example: A lynx has a lynx head. Uryby - fish In a cat - cat In a magpie - magpie In a horse - horse In an eagle - aquiline In a camel - camel

"The Fourth Extra"

Purpose: to consolidate the ability of children to highlight a common feature in words, to develop the ability to generalize.

Move: the teacher, throwing the ball to the child, calls four words and asks to determine which word is superfluous. For example: blue, red, green, ripe. Zucchini, cucumber, pumpkin, lemon. Cloudy, cloudy, gloomy, clear.

"One is many"

Purpose: fixing in the speech of children of various types of endings of nouns.

Move: the teacher throws the ball to the children, naming the nouns in the singular. Children throw the ball back, naming plural nouns. Example: Table - tables chair - chairs Mountain - mountains leaf - leaves House - houses sock - socks Eye - eyes piece - pieces Day - days jump - jumping Sleep - dreams gosling - goslings Forehead - foreheads tiger cub - cubs

"Pick up the signs"

Purpose: activation of the verb dictionary.

Progress: the teacher asks the question “What can squirrels do?” Children answer the question and find a picture to the given question. Sample answers: Squirrels can jump from knot to knot. Squirrels can make warm nests.

"Animals and their babies"

Purpose: fixing the name of animal cubs in the speech of children, consolidating word-formation skills, developing dexterity, attention, memory.

Move: throwing the ball to the child, the teacher names an animal, and the child, returning the ball, names the cub of this animal. Words are grouped into three groups according to the way they are formed. The third group requires memorizing the names of the cubs. Group 1. The tiger has a cub, the lion has a lion cub, the elephant has a baby elephant, the deer has a deer, the elk has a calf, and the fox has a fox. Group 2. A bear has a bear cub, a camel has a camel cub, a hare has a hare, a rabbit has a rabbit, and a squirrel has a squirrel. Group 3. A cow has a calf, a horse has a foal, a pig has a piglet, a sheep has a lamb, a chicken has a chicken, and a dog has a puppy.

"What is round?"

Purpose: expanding the vocabulary of children through adjectives, developing imagination, memory, dexterity.

Move: the teacher, throwing the ball to the children, asks a question, the child who caught the ball must answer it and return the ball. - what happens round? (ball, ball, wheel, sun, moon, cherry, apple ...) - what is long? (road, river, rope, ribbon, cord, thread ...) - what is high? (mountain, tree, rock, person, pole, house, closet ...) - what is prickly? (hedgehog, rose, cactus, needles, tree, wire...)

"Choose a word"

Purpose: development of word formation skills, selection of related words. For example, a bee is a bee, bee, bee, beekeeper, bees, etc.

« Generalizing concepts»

Purpose: expansion of vocabulary through the use of generalizing words, development of attention and memory, the ability to correlate generic and specific concepts.

Option 1. Move: the teacher calls the general concept and throws the ball to each child in turn. The child, returning the ball, must name the objects related to that generalizing concept. teacher:-Children: Vegetables - potatoes, cabbage, tomato, cucumber, radish

Option 2. The teacher calls specific concepts, and the children - generalizing words. teacher: Children: Cucumber, tomato-Vegetables.

"Good bad"

Purpose: introducing children to the contradictions of the world around them, developing coherent speech, imagination.

Progress: the teacher sets the topic of discussion. Children, passing the ball in a circle, tell what, in their opinion, is good or bad in weather phenomena. Teacher: Rain. Children: Rain is good: it washes away dust from houses and trees, it is good for the earth and the future harvest, but it’s bad - it wets us, it can be cold. Teacher: City. Children: It's good that I live in the city: you can ride the subway, by bus, there are many good shops, it's bad - you won't see a live cow, a rooster, it's stuffy, dusty.

"Near Far"

Purpose: development of auditory attention, hearing acuity.

Move: the teacher behind the screen produces the sound of a large or small toy. Children determine the size of the toy by the strength of the sound (large or small)

"Call it sweetly"

Purpose: to consolidate the ability to form nouns with the help of diminutive suffixes, the development of dexterity, speed of reaction.

Move: the teacher, throwing the ball to the child, calls the first word (for example, ball), and the child, returning the ball, calls the second word (ball). Words can be grouped according to the similarity of endings. Table-table, key-key. Cap-hat, squirrel-squirrel. Book-book, spoon-spoon. Head-head, picture-picture. Soap-soap, mirror-mirror. Doll-chrysalis, beetroot-beetroot. Braid-pigtail, water-water. Beetle-beetle, oak-oak. Cherry-cherry, tower-turret. Dress-dress, chair-chair.

"Happy Account"

Purpose: to consolidate in the speech of children the agreement of nouns with numerals.

Move: the teacher throws the ball to the child and pronounces a combination of a noun with the numeral “one”, and the child, returning the ball, calls the same noun in response, but in combination with the numeral “five”, “six”, “seven”, “eight”. Example: One table - five tables One elephant - five elephants One crane - five cranes One swan - five swans One nut - five nuts One cone - five cones One gosling - five goslings One chicken - five chickens One hare - five hares One hat - five hats One can - five cans.

"Guess who called?"

Purpose: to distinguish the maximum abbreviated sound complexes by timbre.

Move: the driver turns his back to the children and determines who called him by the “pee-pee” sound complex. The driver is called by the child pointed to by the teacher.

Preview:

Card file of didactic games on cognitive development in the middle group.


1. Didactic game "Find the mistake"

Goals:

Game progress : The teacher shows a toy and calls a deliberately wrong action that this animal allegedly performs. Children must answer whether this is correct or not, and then list the actions that this animal can actually perform. For example: “The dog is reading. Can a dog read? Children answer: "No." What can a dog do? Children list. Then other animals are named.

2. Didactic game "Tell the word"

Goals: learn to clearly pronounce polysyllabic words loudly, develop auditory attention.

Game progress: The teacher pronounces the phrase, but does not finish the syllable in the last word. Children must complete this word.

Ra-ra-ra - the game begins ....

Ry-ry-ry - the boy has a sha ...

Ro-ro-ro - we have a new w...

Ru-ru-ru - we continue to play ..

Re-re-re - there is a house on th...

Ri-ri-ri - snow on the branches ...

Ar-ar-ar - our self is boiling ....

Ry-ry-ry - he has many children ...

3. Didactic game "It happens or not"

Goals: to teach to notice inconsistency in judgments, to develop logical thinking.

Game progress : The teacher explains the rules of the game:

  • I will tell a story in which you should notice what does not happen.

“In the summer, when the sun was shining brightly, the guys and I went for a walk. We made a snowman out of snow and started sledding.” "Spring has come. All the birds have flown to warmer climes. The bear climbed into his lair and decided to sleep through the whole spring ... "

4. Didactic game "What time of year?"

Goals: to learn to correlate the description of nature in poetry or prose with a certain season; develop auditory attention, speed of thinking.

Game progress: The children are sitting on the bench. The teacher asks the question “When does this happen?” and reads a text or a riddle about the different seasons.

5. Didactic game "Where can I do what?"

Goals: activation in speech of verbs used in a particular situation.

Game progress: The teacher asks questions, the children answer them.

What can you do in the forest? (Walk; pick berries, mushrooms; hunt; listen to birdsong; relax).

What can you do on the river? What are they doing in the hospital?

6. Didactic game "What, what, what?"

Goals: to teach to select definitions corresponding to a given example, phenomenon; activate previously learned words.

Game progress: The teacher calls a word, and the players take turns calling as many features as possible that correspond to this subject. Squirrel - red, nimble, big, small, beautiful .....

Coat - warm, winter, new, old ... ..

Mom is kind, affectionate, gentle, beloved, dear ...

House - wooden, stone, new, panel ...

  1. Didactic game "Finish the sentence"

Goals: learn to complete sentences with a word of the opposite meaning, develop attention.

Game progress : The teacher starts the sentence, and the children finish it, they only say words with the opposite meaning.

Sugar is sweet. and pepper is... (bitter).

In summer, the leaves are green, and in autumn .... (yellow).

The road is wide, and the path .... (narrow).

  1. Didactic game "Find out whose sheet"

Goals: learn to recognize a plant by a leaf (name a plant by a leaf and find it in nature), develop attention.

Game progress : On a walk, collect fallen leaves from trees, shrubs. Show the children, offer to find out from which tree and find similarities with not fallen leaves.

9. Didactic game "Guess what kind of plant"

Goals: learn to describe an object and recognize it by description, develop memory, attention.

Game progress : The teacher invites one child to describe a plant or make a riddle about it. Other children have to guess what kind of plant it is.

10. Didactic game "Who am I?"

Goals: learn to name a plant, develop memory, attention.

Game progress : The teacher quickly points to the plant. The one who first names the plant and its shape (tree, shrub, herbaceous plant) gets a token.

11. Didactic game "Who has who"

Goals : consolidate knowledge about animals, develop attention, memory.

Game progress: The teacher names the animal, and the children call the cub in the singular and plural. The child who correctly names the cub receives a token.

12. Didactic game "Who (what) flies?"

Goals: consolidate knowledge about animals, insects, birds, develop attention, memory.

Game progress: Children stand in a circle. The selected child names some object or animal, and raises both hands up and says: "Flies."

When an object that flies is called, all children raise both hands up and say “Flies”, if not, do not raise their hands. If one of the children makes a mistake, he leaves the game.

13 . Didactic game "What kind of insect?"

Goals : clarify and expand ideas about the life of insects in the fall, learn to describe insects according to characteristic features, cultivate a caring attitude towards all living things, develop attention.

Game progress : Children are divided into 2 subgroups. One subgroup describes the insect, and the other must guess who it is. You can use riddles. Then another subgroup asks their questions.

14. Didactic game "Hide and Seek"

Goals: learn to find a tree according to the description, consolidate the ability to use prepositions in speech: for, about, in front of, next to, because of, between, on; develop auditory attention.

Game progress: On the instructions of the teacher, some of the children hide behind trees and bushes. The leader, according to the instructions of the teacher, is looking for (find who is hiding behind a tall tree, low, thick, thin).

15. Didactic game "Who will name more actions?"

Goals: learn to select verbs denoting actions, develop memory, attention.

Game progress : The teacher asks questions, the children answer with verbs. For each correct answer, the children receive a token.

  • What can you do with flowers? (tear, sniff, watch, water, give, plant)
  • What does a janitor do? (sweeps, cleans, waters, cleans the paths from snow)

16. Didactic game "What happens?"

Goals: learn to classify objects by color, shape, quality, material, compare, contrast, select as many items as possible that fit this definition; develop attention.

Game progress: Tell what happens:

Green - cucumber, crocodile, leaf, apple, dress, tree ....

Wide - river, road, tape, street ...

The one with the most words wins.

17. Didactic game "What kind of bird is this?"

Goals: clarify and expand ideas about the life of birds in the fall, learn to describe birds according to their characteristic features; develop memory; cultivate a caring attitude towards birds.

Game progress: Children are divided into 2 subgroups. Children of one subgroup describe the bird, and the other one must guess what kind of bird it is. You can use riddles. Then another subgroup asks their questions.

18. Didactic game "Guess, we will guess"

Goals: to consolidate knowledge about the plants of the garden and vegetable garden; the ability to name their signs, describe and find them according to the description, develop attention.

Game progress: Children describe any plant in the following order: shape, color, taste. The driver from the description should recognize the plant.

19. Didactic game "It happens - it doesn't happen" (with a ball)

Goals: develop memory, attention, thinking, speed of reaction.

Game progress : The teacher pronounces phrases and throws the ball, and the children must quickly answer.

Snow in winter ... (occurs) Frost in summer ... (does not happen)

Hoarfrost in summer ... (does not happen) drops in summer ... (does not happen)

20. Didactic game "Third extra" (plants)

Goals: consolidate children's knowledge about the diversity of plants, develop memory, speed of reaction.

Game progress: The teacher names 3 plants (trees and shrubs), one of which is “extra”. For example, maple, linden, lilac. Children must determine which of them is “extra” and clap their hands.

(Maple, linden - trees, lilac - shrub)

21. Didactic game "Riddle game"

Goals: expand the stock of nouns in the active dictionary.

Game progress: The children are sitting on the bench. The teacher makes riddles. The child who guesses the riddle comes out and guesses the riddle himself. For guessing the riddle, he receives one chip. The one with the most chips wins.

22. Didactic game "Do you know ..."

Goals: enrich the vocabulary of children with the names of animals, consolidate knowledge of models, develop memory, attention.

Game progress: You need to prepare the chips in advance. The teacher lays out in the first row - images of animals, in the second - birds, in the third - fish, in the fourth - insects. The players alternately call the animals first, then the birds, etc. And lay out the chip in a row with the correct answer. The one with the most chips wins.

23. Didactic game "When does it happen?"

Goals: consolidate children's knowledge of the parts of the day, develop speech, memory.

Game progress: The teacher lays out pictures depicting the life of children in kindergarten: morning exercises, breakfast, classes, etc. Children choose any picture for themselves, look at it. On the word “morning”, all children raise a picture associated with the morning and explain their choice. Then day, evening, night. For each correct answer, the children receive a token.

24. Didactic game "And then what?"

Goals: to consolidate the knowledge of children about the parts of the day, about the activities of children at different times of the day; develop speech, memory.

Game progress: Children sit in a semicircle. The teacher explains the rules of the game:

  • Remember, we talked about what we do in kindergarten throughout the day? And now let's play and find out if you remember everything. We will talk about that in order. What do we do in kindergarten in the morning. Whoever makes a mistake will sit on the last chair, and everyone else will move.

You can introduce such a game moment: the teacher sings the song “I have a pebble. To whom to give? To whom to give? He will answer."

The teacher begins: “We came to kindergarten. Played in the field. What happened next? Passes a pebble to one of the players. He replies: “We did gymnastics” - “And then?” Passes the pebble to another child.

The game continues until the children name the last one - going home.

Note. It is advisable to use a pebble or other object, since it is not the one who wants to answer, but the one who gets it. This forces all children to be attentive and ready to respond.

25. Didactic game "When do you do it?"

Target : to consolidate cultural and hygienic skills and knowledge of the parts of the day, to develop attention, memory, speech.

Game progress: The teacher names one child. Then he imitates some action, for example, washing his hands, brushing his teeth, brushing his shoes, combing his hair, etc., and asks: “When do you do this?” if the child answers that he brushes his teeth in the morning, the children correct: "In the morning and in the evening." One of the children can be the leader.

26. Didactic game "Select the word"

Goals : to teach children to clearly pronounce polysyllabic words loudly, to develop auditory attention.

Game progress : The teacher pronounces the words and invites the children to clap their hands when they hear words that have the sound “z” (mosquito song). (Bunny, mouse, cat, castle, goat, car, book, call)

The teacher should pronounce the words slowly, pause after each word so that the children can think.

27. Didactic game "Tree, shrub, flower"

Goals: consolidate knowledge of plants, expand the horizons of children, develop speech, memory.

Game progress: The leader pronounces the words "Tree, shrub, flower ..." and walks around the children. Stopping, he points to the child and counts to three, the child must quickly name what the leader stopped on. If the child did not have time or called incorrectly, he is out of the game. The game continues until one player remains.

28. Didactic game "Where what grows?"

Goals: learn to understand the processes occurring in nature; give an idea of ​​the purpose of plants; show the dependence of all life on earth on the state of the vegetation cover; develop speech.

Game progress: The teacher names different plants and shrubs, and the children choose only those that grow with us. If children grow up, they clap their hands or jump in one place (you can choose any movement), if not, they are silent.

Apple tree, pear, raspberry, mimosa, spruce, saxaul, sea buckthorn, birch, cherry, sweet cherry, lemon, orange, linden, maple, baobab, tangerine.

If the children did well, you can enumerate the trees faster:

plum, aspen, chestnut, coffee. Rowan, plane tree. Oak, cypress \. Cherry plum, poplar, pine.

At the end of the game, a result is summed up who knows the trees the most.

29. Didactic game "Who will be who (what)?"

Target : develop speech activity, thinking.

Game progress: Children answer the question of an adult: “Who will be (or what will be) ... an egg, a chicken, a boy, an acorn, a seed, an egg, a caterpillar, flour, iron, brick, fabric, etc.?”. If the children come up with several options, for example, from an egg - a chicken, a duckling, a chick, a crocodile. Then they get additional forfeits.

Or the teacher asks: “Who was the chick (egg), bread (flour), car (metal) before.

30. Didactic game "Summer or autumn"

Target: consolidate knowledge of the signs of autumn, differentiating them from the signs of summer; develop memory, speech; dexterity education.

Game progress : The teacher and the children stand in a circle. Educator. If the leaves turn yellow, this is ... (and throws the ball to one of the children. The child catches the ball and says, throwing it back to the teacher: “Autumn”).

Educator. If the birds fly away - this is ... .. Etc.

31. Didactic game "Be careful"

Target: differentiation of winter and summer clothes; develop auditory attention, speech hearing; increase in vocabulary.

Listen carefully to the verses about clothes, so that later you can list all the names that will be found in these verses. Name summer first. And then winter.

32. Didactic game "Take - do not take"

Target : differentiation of forest and garden berries; increase in vocabulary on the topic "Berries"; develop auditory attention.

Game progress : Children stand in a circle. The teacher explains that he will pronounce the name of forest and garden berries. If the children hear the name of a wild berry, they should sit down, and if they hear the name of a garden berry, stretch, raising their hands up.

Strawberries, blackberries, gooseberries, cranberries, red currants, strawberries, black currants, cranberries, raspberries.

33. Didactic game "What is planted in the garden?"

Target : to teach to classify objects according to certain characteristics (according to the place of their growth, according to their application); develop the speed of thinking,
auditory attention.

Game progress: Children, do you know what they plant in the garden? Let's play this game: I will name different objects, and you listen carefully. If I name what is planted in the garden, you will answer “Yes”, but if what does not grow in the garden, you will say “No”. Whoever makes a mistake is out of the game.

  • Carrot (yes), cucumber (yes), plum (no), beetroot (yes), etc.

34. Didactic game "Who will collect sooner?"

Target: teach children to group vegetables and fruits; to cultivate the speed of reaction to the words of the educator, endurance and discipline.

Game progress : Children are divided into two teams: "Gardeners" and "Gardeners". On the ground are dummies of vegetables and fruits and two baskets. At the command of the educator, the teams begin to collect vegetables and fruits, each in their own basket. Whoever collected first raises the basket up and is considered the winner.

35. Didactic game "Who needs what?"

Target : exercise in the classification of objects, the ability to name things necessary for people of a certain profession; develop attention.

Educator: - Let's remember what people of different professions need to work. I will name the profession, and you will say what he needs for work.

The teacher names the profession, the children say what is needed for work. And then in the second part of the game, the teacher names the subject, and the children say what profession it can be useful for.

  1. Didactic game "Do not make a mistake"

Target: consolidate children's knowledge about different sports, develop resourcefulness, quick wit, attention; cultivate a desire to play sports.

Game progress : The teacher lays out cut pictures depicting various sports: football, hockey, volleyball, gymnastics, rowing. In the middle of the picture is an athlete, you need to pick up everything he needs for the game.

According to this principle, you can make a game in which children will select tools for various professions. For example, a builder: he needs tools - a shovel, a trowel, a paint brush, a bucket; machines that facilitate the builder's work - a crane, an excavator, a dump truck, etc. In the pictures - people of those professions that children are introduced to throughout the year: a cook, a janitor, a postman, a salesman, a doctor, a teacher, a tractor driver, a mechanic, etc. they select images of the objects of their labor. The correctness of the execution is controlled by the picture itself: from small pictures, a large, whole one should turn out.

37. Didactic game "Guess it!"

Target: to teach to describe an object without looking at it, to highlight essential features in it, to recognize an object from the description; develop memory, speech.

Game progress : At the signal of the teacher, the child who received the chip gets up and makes a description of any object from memory, and then passes the chip to the one who will guess. Having guessed, the child describes his object, passes the chip to the next, etc.

38. Didactic game "Finish the sentence"

Target

Game progress : The teacher starts the sentence, and the children finish it, they only say words that are opposite in meaning.

39. Didactic game "Where is what lies?"

Target: to teach to single out words with a given sound from a group of words, from a speech stream; fix the correct pronunciation of certain sounds in words; develop attention.

Game progress: The teacher names the object and invites the children to answer where it can be put. For example:

- “Mom brought bread and put it in ... (bread box).

  • Masha poured sugar ... Where to? (to the sugar bowl)
  • Vova washed his hands and put the soap...Where? (Into the soap dish)

40. Didactic game "Catch up with your shadow"

Target: introduce the concept of light and shadow; develop speech.

Game progress : Educator: Who will guess the riddle?

I go - she goes

I stand - she stands,

Run, she runs. Shadow

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

41. Didactic game "Finish the sentence"

Target : learn to complete sentences with a word of the opposite meaning; develop memory, speech.

Game progress: The teacher starts the sentence, and the children finish it, they only say words that are opposite in meaning.

Sugar is sweet, and pepper is .... (bitter)

In summer, the leaves are green, and in autumn - ... .. (yellow)

The road is wide and the path is... (narrow)

The ice is thin, and the trunk is ... (thick)

42. Didactic game "Who has what color?"

Target: to teach children to recognize colors, to consolidate the ability to identify objects by color, to develop speech, attention.

Game progress : The teacher shows, for example, a green square of paper. Children do not name a color, but an object of the same color: grass, sweater, hat, etc.

43. Didactic game "What subject"

Target: to teach to classify objects according to a certain attribute (size, color, shape), to consolidate children's knowledge about the size of objects; develop speed of thought.

Game progress: Children sit in a circle. The teacher says:

  • Children, the objects that surround us are of different sizes: large, small, long, short, low, high, wide, narrow. In the classroom and on walks, we saw many objects of different sizes. Now I will name one word, and you will list what objects can be called one word.

In the hands of the teacher is a pebble. He gives it to the child who has to answer.

  • Long, - the teacher says and passes the pebble to the neighbor.
  • A dress, a rope, a day, a fur coat, - the children recall.
  • Wide, - the teacher offers the next word.

Children call: road, street, river, tape, etc.

The game is also conducted with the aim of improving the ability of children to classify objects by color, shape. The teacher says:

  • Red.

Children take turns answering: a berry, a ball, a flag, an asterisk, a car, etc.

Round (ball, sun, apple, wheel, etc.)

44. Didactic game "What can animals do?"

Target: learn to create a wide variety of word combinations; expand in the mind the semantic content of the word; develop memory.

Game progress : Children turn into "beasts". Everyone should tell what he can do, what he eats, how he moves. The one who told correctly receives a picture with the image of an animal.

  • I am a red squirrel. I jump from branch to branch. I make supplies for the winter: I collect nuts, dry mushrooms.
  • I am a dog, cat, bear, fish, etc.

45. Didactic game "Think of another word"

Target: Expand words knowledge; develop attention.

Game progress : The teacher says “Come up with another, similar word from one word. You can say: a bottle of milk, but you can say a milk bottle. Cranberry jelly (cranberry jelly); vegetable soup (vegetable soup); mashed potatoes (mashed potatoes).

46. ​​Didactic game "Pick up similar words"

Target: teach children to clearly pronounce polysyllabic words loudly; develop memory attention.

Game progress : The teacher pronounces words similar in sound: a spoon is a cat, ears are guns. Then he pronounces one word and invites the children to choose others that are similar in sound to him: spoon (cat, leg, window), gun (fly, drying, cuckoo), bunny (boy, finger), etc.

47. Didactic game "Who will remember more?"

Target: enrich the vocabulary of children with verbs denoting the actions of objects; develop memory, speech.

Game progress: Carlson asks to look at the pictures and tell what they do, what else they can do.

Blizzard - sweeps, vyuzhit, purzhit.

Rain - pours, drizzles, drips, drips, starts, whips, ...

Crow - flies, croaks, sits, eats, sits down, drinks, viet, etc.

48. Didactic game "What else are they talking about?"

Target: consolidate and clarify the meaning of polysemantic words; to cultivate a sensitive attitude to the compatibility of words in meaning, to develop speech.

Game progress : Tell Carlson what else can be said like this:

It's raining: it's snowing, winter, boy, dog, smoke.

Playing - girl, radio, ...

Bitter - pepper, medicine, .. etc.

49. Didactic game "Think up yourself"

Target : to teach to see in various objects possible substitutes for other objects suitable for a particular game; to form the ability to use the same object as a substitute for other objects and vice versa; develop speech, imagination.

Game progress : The teacher suggests that each child choose one object (a cube, a cone, a leaf, a pebble, a strip of paper, a lid) and dream up: “How can I play with these objects?” Each child names an object, what it looks like and how you can play with it.

50. Didactic game "Who hears what?"

Target: to teach children to designate and name sounds with a word (ringing, rustling, playing, cracking, etc.); cultivate auditory attention; develop ingenuity, endurance.

Game progress : On the teacher's table there are various objects, during the action of which a sound is made: a bell rings; the rustle of a book being leafed through; a pipe plays, a piano sounds, a harp, etc., that is, everything that sounds in a group can be used in the game.

One child is invited behind the screen, who plays there, for example, on a pipe. The children, having heard the sound, guess, and the one who played comes out from behind the screen with a pipe in his hands. The guys are convinced that they are not mistaken. Another child, chosen by the first participant in the game, will play with another instrument. For example, he leafs through a book. Children guess. If it is difficult to immediately answer, the teacher asks to repeat the action, and listen to all the players more carefully. “The book is leafing through, the leaves are rustling,” the children guess. The player comes out from behind the screen and shows how he acted.

This game can also be played while walking. The teacher draws the attention of the children to the sounds: the tractor is working, the birds are singing, the car is honking, the leaves are rustling, etc.

Preview:

Card file of games on physical development in the middle group.


"We are brave guys"


Improve the skills of crawling on all fours between objects - in the forward direction, along the board, along the inclined board.
Develop the ability to coordinate movements with words, crawl one after another without pushing.
Formation of skills of safe behavior in an outdoor game.
Develop orientation in space, visual perception of landmarks.

Equipment: cubes, bricks, boards, cords.

Description. The teacher reads a poem, and the children crawl and walk, portraying scouts.

We are brave guys
Dexterous, skillful.
Crawl here and there - on the roads (forward)
On bridges (on the board)
We will climb the mountain high (on an inclined board)
We can see it is far away.
And then we'll find a path
And let's walk along it a little (walking along the winding "path" marked with cords).

"Puppy"

Target. Cultivate a desire to help.
Exercise in climbing the gymnastic wall, climbing from one span to another, be careful, do not drown, act on a signal.
Formation of safe behavior skills on the gymnastic wall.
To form a visual perception of objects of the surrounding reality.

Equipment: gymnastic wall, dog toy.

Description.
A puppy climbed a fence
And I couldn't get down.
We are not afraid of heights
And we are trying to help him.
The teacher offers the children to help the Puppy go down, but for this you need to climb the gymnastic wall. Children take turns climbing in and touching the Puppy, thus saving him.

"Hares"

Target. Cultivate the ability to obey the rules of the game.
Develop speed of reaction, dexterity, speed, attention.
Develop rhythmic, expressive speech and coordination of movements.

Description. The teacher chooses one child with a counting rhyme, who will play the role of the Wolf. The rest of the children are Bunnies. Children go to the Wolf's lair, saying:
We. Bunnies are brave
We are not afraid of the wolf.
Sleeping toothy gray wolf
Under a tall tree. (the wolf wakes up and tries to catch the rabbits)
We hares are not simple:
They ran under the bushes. (children run for chairs)

"Brook"


Develop the ability to crawl between objects, crawl under obstacles (height - 50 cm.), Without hitting objects.
Develop orientation in space, visual perception of objects of the surrounding reality.

Description. Children are built in a column and imitate a stream and pronounce the words:

The brook flows, murmuring,
The stones go around
So the water of the key
It gets into the river.

"Shepherd and Blood"

Target. Cultivate endurance and discipline.
Improve crawling skills on all fours.
Develop orientation in space.

Description. The teacher is a Shepherd, the children are cows. Children crawl on all fours to the Shepherd, who at this time says:

cute cows,
White heads!
An evil sorcerer has been here
And bewitched the cows.
On the green in the meadow
I will help the cows.
All cows will be
Cheerful, healthy.
Children depict cows, lowing. They approach the Shepherd. He touches them with his hand, disenchanting, after which the children dance.

"Horses"

Target. Cultivate a friendly attitude towards the participants of the game.
Develop running skills at an average pace.
Practice the pronunciation of the sound - "c".
Develop orientation in space.

Description: Children run around the playground, depicting horses.

Tsk, tsk, tsk -
Hooves clatter.
horses run,
They would drink water.
Top, top, top -
They went into a gallop.
They quickly ran to the river,
Fun neighing!
Whoa!

"Sharp arrows"

Target. Cultivate endurance and discipline.
Improve skills in throwing the ball at a vertical target.

Description. The children are given balls. The teacher together with the children says:

Strong hands, eye marks.
It is difficult for the army without us.
We throw balls at the target -
We hit right.

"Salute"

Target. Cultivate independence.
Exercise children in tossing the ball from the bottom up and the ability to catch it with both hands.
Develop oculomotor functions, fixing the gaze.

Equipment: balls according to the number of children.

Description. Children are given balls of different colors. The teacher together with the children says:
These are not crackers:
The guns fired.
People dance and sing.
Fireworks in the sky!

"Crocodiles"

Target. Cultivate a friendly attitude towards the participants of the game.
Develop the ability to climb into a hoop, climb an inclined ladder, act in accordance with the words of the text.

Equipment: rope, hoop, ladder.

Description. The children are doing the exercises.

Lived in the Nile Valley
Three big crocodiles.
They were called like this:
Mick, Mock, Mack.
Mick loved to crawl like any crocodile

Curious Mock
Went where I could

A clever Mac
Wandered through the mountains
Such a daredevil
This one was a crocodile.

"Cunning fox"

Target. Cultivate a friendly attitude towards the participants of the game.
Exercise in climbing on the gymnastic wall.
Strengthen the ability to coordinate movements with words.
Formation of caution and prudence on the gymnastic wall.

Equipment: gymnastic wall, hats of chickens and foxes.

Description. Children perform movements by pronouncing the words:

In the garden, in the yard
The chickens were walking.
The grains pecked
They were looking for a worm. (children walk, imitating the movements of chickens)

Suddenly out of nowhere
A sly fox appeared.
Chickens quickly n roost!
Otherwise, he will eat all of you! (children run and climb the gymnastic wall).

"Harvesting"

Target. Cultivate endurance and discipline.
Practice throwing the ball at a horizontal target with your left and right hands.
Develop the eye, oculomotor functions, fixation of the gaze.

Equipment: baskets, small balls of two colors.

Description. At a distance of 2 m from the children there are baskets, next to the children are small balls of two colors. The teacher explains to the children that they are hares, and the balls are vegetables that need to be collected in baskets.

Will collect hares deftly
Juicy carrots from the beds
And crispy cabbage.
The garden will be empty.

In turn, the children throw the balls "vegetables" into the basket: with the left hand - "carrot", and with the right - "cabbage".

"Hunters and Ducks"

Target. To cultivate organization, attention, the ability to control their movements.
Exercise children in throwing a ball at a moving target.
Develop the eye, oculomotor functions, fixation of the gaze.

Description. The players of one “hunters” team stand behind the circle line _ (around the lake), and the players of the other “ducks” team are located in the circle (on the lake). Hunters shoot "ducks" (throw small balls). Ducks move within a circle. The padded "duck" leaves the lake. The game continues until all the "ducks" are knocked out. After that, the teams switch roles.

"Find Your Color"

Description: The teacher divides the children into 4 groups and gives them flags of different colors: yellow, red, blue and green. Each group goes to their designated area. Then the teacher sets one flag of the same colors as the children's in opposite corners.

The signal “go for a walk” is given, after which the children disperse around the room and walk. As soon as they hear the command “find your color”, everyone immediately runs up to their flag, which matches the color of the flag in their hand. At this time, the teacher carefully observes which group has gathered the fastest near the corresponding flag. The first ones are the winners.

The duration of the game should be no more than 5 minutes.

"Birds and chicks"

Description: Before the game begins, the teacher draws circles on the floor. These will be the "nests" for the chicks. One "nest" for one group only. Children are divided into 3-4 groups and disperse to their "nests". In each group, a "bird - mother" is selected. The teacher gives the command "fly". "Chicks" come out of their houses and "fly" (waving their arms, imitating wings, and walking). “Mother birds” also “fly out” of their nests, but stay away from other children. They depict the search for food, i.e. worms. The signal "home" sounds. The mother birds return to their nests and call their chicks. They again sit down in the "nests" and the mother bird begins to feed her children. The game is repeated again and so 3-4 times.

"Colored Cars"

Description: Children are seated along the wall on chairs. They are called "cars". Everyone is given flags of different colors. The teacher stands in front of the children and holds in his hand one flag of the same colors as the children. The teacher raises any flag, for example, red. This is a signal for "cars" that it's time to leave their "garages". Children who have a red flag get up and walk around the room, while buzzing, depicting a car. The teacher lowers the flag. "Cars" immediately stop and do not move. The command "it's time to go home" sounds. "Cars" are dispersed each to its place. The teacher raises the flag again, but in a different color and the game continues - other “cars” drive out. This game can be played for no more than 6 minutes!

"Tram"

Description: Children stand along the wall in pairs in one column and hold hands. With free hands (one child with the left hand, the other child with the right) hold on to the rope, the ends of which are tied. It turned out "tram". The teacher moves away from the children and picks up three flags of red, green and yellow. The teacher raises the green flag and the "tram" goes. Children run and watch the flags at the teacher. As soon as the green flag is lowered, and instead of it the yellow or red “tram” is raised, it stops and waits for a signal for a new movement, that is, until the green flag rises.

"Sparrows and a cat"

Description: Children are “sparrows”, the teacher is a “cat”. "Sparrows" sit on the "roof" (on chairs or on a bench). The command "sparrows flew" is given. "Sparrows" jump off the "roof" and begin to "fly", that is, run and flap their arms like wings. While the children are running around, the "cat" is sleeping. She then suddenly wakes up and meows "Meow, meow." This is a signal that the cat is on the hunt. "Sparrows" immediately scatter to their places on the "roof", and the "cat" catches them and takes them to his "house".

"Catch a Mosquito"

Description: The teacher stands in the center of the circle formed by the children and holds a twig with a cord at the end in his hands. A toy mosquito is tied to a cord. The teacher circles the mosquito over the children's heads, and they bounce on both legs and try to catch it. Whoever manages to catch a mosquito shouts "I caught it." Then the game continues again until 5 minutes have passed.

"Mice in the pantry"

Description: Children are mice. The teacher seats the children on a bench that stands along the wall of the room. The bench plays the role of a "mink". On the opposite side of the children, a rope is stretched so that the children can crawl under it. The space behind the rope is a "pantry" for mice. Not far from the mice, the “cat”, that is, the educator, is sleeping. While the cat is sleeping, the mice run out of their holes and run into the pantry. There they depict as if they are nibbling something, for example, a cracker. Suddenly, the cat wakes up and starts catching mice. The mice, frightened, scatter in their minks. Catching no one, the cat returns to its place and falls asleep again. The mice again run to the "pantry". This mobile game can be played no more than 5 times!

"Rabbits"

Description: On one side of the room, circles are drawn with chalk. They will be "rabbit cages". Chairs with hoops tied in a vertical position are placed in front of the circles. Instead of hoops, you can simply stretch the rope. A chair is installed at the opposite wall - “the house for the watchman”. The teacher, who plays the role of a "watchman", sits on a chair. The gap between the "cells" and the "watchman's house" is denoted by the "meadow".

After all the preparations, the teacher divides the children into small groups of 3-4 people and seats each group of rabbits in their "cages". At the command “rabbits in a cage”, the children squat down. Then the "watchman" releases the "rabbits" from the cage (children, climbing through the hoop, leave the outlined circle and start running and jumping around the room). The command “rabbits home” is given and the children run back to their “cages”, again climbing through the hoops. After a while the game starts again.

"Bring the ball"

Description: Players sit on chairs along the wall. Not far from them, at a distance of 3-4 steps, a line is drawn in chalk. 5-6 children stand behind this line and turn their backs to the sitting children. Near the standing children, a teacher stands with a box of small balls. The number of balls should be the same as behind the line of children. The teacher says "one, two, three - run!" and with these words he throws all the balls out of the box. The children who were standing run after the balls and try to catch them, and having caught them, they bring them back to the teacher and sit on the chairs. The game continues until all the children have brought their balls. Then the group changes. Who stood to sit down, and who sat - gets up.

"What is hidden?"

Description: Children sit on chairs or on the floor. The teacher lays out several objects in front of them and asks the children to try to remember them. After that, the children stand up and turn away to face the wall. While no one sees, the teacher hides some object and allows the children to turn around. Players must remember what is missing, but do not speak out loud about their guess. The teacher approaches everyone and they already tell in their ear what is missing. When most of the children answer correctly, the teacher speaks loudly about the loss and the game continues again.

"Get in the circle"

Description: Children stand in a circle in the center of which a circle with a diameter of no more than 2 meters is outlined in chalk. Each player is given a bag of sand. Task: on the command "throw" you need to throw your bag into the drawn circle. When everyone throws, the command "take the bag" is given. Children collect each of their bags and again stand in their places.

"Take What You Want"

Description: Children sit on chairs or on a bench. The teacher calls several children and puts them close to the outlined line on the floor or ground. Each player is given their own bag of a certain color, for example, one blue bag and the other red. At the signal “throw it”, the children throw the bags into the distance. And at the signal “collect the bags”, they run after their bags and bring them to the teacher. The teacher pays attention to who threw his bag further. Then the children change. Those who threw, sit on a bench, and others take their place. The game ends only when all the children have thrown their bags.

"Fox in the hut"

Description: On one side of the site, benches (20 - 25 cm high) are placed in front of the drawn line. This is a hut. On the opposite side of the site, a mink for a fox is marked. The middle of the site is a yard. Among the children, they choose a "chanterelle", the rest of the children - "hens". They walk around the yard, pretending to be looking for something to eat. On a certain signal of the educator "fox!" chickens run away to the chicken coop, hide from the fox and take off (stand on the bench). The fox catches the chickens. The game ends when the fox catches one or two chickens (by agreement). When the game is repeated, another fox is chosen.

"Through the Brook"

Description: Two ribbons are laid along the platform at a distance of 1.5 - 2 m from one another - this is a "brook". In four places of the stream, square boards are laid at a distance of 15 - 25 cm from one another. These are "pebbles". The children marked by the teacher (3 - 4) come to the stream and each stand opposite the pebble. At the teacher’s signal: “Cross the stream,” the children jump from board to board. The rest of the children sit on chairs and watch. Who stumbled and "wet his feet", he goes to his place "to dry". After all the children cross the stream, the game ends. The winner is the one who has never hit a brook with his foot.

"Who should roll the ball?"

Description: Children are divided into four groups. Each group is assigned a specific color: red, green, blue, yellow. A line is drawn in the middle of the playground, on which there are balls, two for each child. At a distance of one meter from this line, a second, parallel line is drawn, on which the cubes stand (at a distance of 10 - 20 cm from one another). On the flag raised by the educator, for example, red, the children, to whom the educator has determined the red color, take the balls in their right hand and stand in front of their cubes. At the teacher's signal "one", the children roll the balls in the direction of the cubes, at the signal "two" they roll with their left hand. The teacher marks the children, they hit the cube. Children collect the balls and put them on the line, then sit down in their places. On a raised flag of a different color, for example, green, children who have green color go out, and the game continues. The game ends when all groups of children roll the balls to the cubes. The teacher marks the group of children who had more hits and knocked down cubes.

"The little ball catches up with the big one"

Description: Children stand in a circle. The teacher stands next to them and gives a big ball to the child who is standing on the right side. Children pass the ball around. When the ball is approximately in the fifth child, the teacher gives the children a ball, but already small. The children also pass it in a circle. The game ends only when the teacher has both balls. The teacher marks the children who correctly and quickly passed the ball. When the game is repeated, the teacher gives balls from the left side.

"Two balls"

Description: Children stand in a circle at arm's length from one another. The teacher gives two balls to the children who are standing nearby. On the “one” command, the children begin to pass the balls, one on the right side of themselves, and the other on the left. When the balls meet at the children who are standing nearby, these children go to the middle of the circle, throw the ball up 2-3 times, catch it, and then come up to the children who are standing in a circle nearby and give them the ball, and they themselves stand on their own. places. The game continues. The teacher marks the children for whom the ball has never fallen when passed to another.

"Hit the Object"

Description: Children sit along the room. A circle is drawn in the center of the room (diameter (1.5 - 2 m). Place a box (40 cm high) in the middle of the circle. Put two balls or two bags (filled with squeak) in the box for each child. The teacher takes 4 - 5 children , who approach the box, take two balls and stand on the circle line at a distance of 1 m from the box and at a certain distance from one another.
At the “one” signal, the children all together throw the balls with their right hand into the box (target). At the signal "two" - they throw the balls with their left hand. The game ends when the children throw two balls each.

"Get in the Hoop"

Description: Divide the children into columns and plant them at opposite ends along the room. Place two targets (vertical) in the middle of the room. Before each target, place two bags (weighing 150 g) on ​​the line. The distance from the target to the line is 1.5 - 2 m. Children from two columns come to the line, take the bags in their right hand and, at a certain signal from the teacher "one", throw the bags at the target. Then they take the bags in the left hand and, on a repeated “one” signal, throw the bags at the target with the left hand. Then the bags are collected and placed on the line, sit down in their places. The teacher notes which of the children got into the hoop. Then the rest of the children from both columns go to throw, etc. The game ends when all the children throw the balls at the goal.
Outdoor games for children in the middle group, where climbing prevails

"Take it and play"

Description: Not far from the chairs where the children sit, a rope is stretched (at a height of 60 - 40 cm). Behind the rope (at a distance of 2 - 3 m) 2 - 3 toys lie (ball, doll, car or bear). Invite 3-4 children to stand near the stretched rope, crawl under the rope at the signal "one", choose their favorite toy and play with it. The game ends when all the children have played with the toys.

"Do not call"

Description: Children sit on chairs. At some distance, a rope is stretched (at a height of 60 - 40 cm), to which bells are tied. Behind the rope (at a distance of 2 - 3 m) different toys are placed, one per child. Children of 3 - 4 people approach the rope and climb under it so as not to touch the bells, each chooses a toy for himself, so that later he can play with it.

"Train"

Description: Children stand in a column according to their height. The first child in the column is a "locomotive", the rest are "carriages". The locomotive, after the teacher's signal, buzzes: "u-u-u", at this time the children bend their arms at the elbows. After the whistle of the locomotive, the children stretch their hands forward and say: "chu", with their hands they depict the movement of the wheels. They repeat this 3-4 times. To the words of the teacher: "The wheels are knocking," the children take a step in place, to the signal "let's go" - they go, gradually accelerating their step, then on the run. To the words of the educator: "bridge", "tunnel" or "downhill" the train goes slowly, and "from the mountain" it goes faster again. When the teacher raises the red flag, the train stops; when green - moves on. The train approaches the station slowly and stops. The locomotive releases steam: "psh - sh ...".

Find yourself a mate!

Description: Children pair up with whoever they want. At a certain signal from the teacher (for example, hitting a tambourine), the children disperse or scatter throughout the site. On another signal - two blows to the tambourine or the words: "Find yourself a mate!" again they rush to pair up with the one with whom they stood before. To the one who is looking for a couple for a long time, the children say: "Galya, Galya (they name the child), hurry up, choose a couple faster!" The game is repeated.

"To walk"

Description: Children are divided into two identical groups. Each group sits on chairs that are placed at opposite ends of the site in front of the drawn lines. The teacher first approaches one group of children and says: "Well, guys, get ready for a walk as soon as possible!" The children get up and follow the teacher one by one. The teacher, together with the children of the first group, approaches the second group, and all together with the same words invite them for a walk. The children of the second group stand behind the children of the first group and walk together. The teacher takes them as far as possible from their seats.
Suddenly, the teacher says: "Go to your seats!", and the children run to their places. Whose group completes the task faster is considered the winner.

"Whose column will gather faster"

Description: Children stand in two columns opposite the teacher. At a certain signal, the children walk in columns one after the other or in their column they are arranged in pairs and walk in pairs. Then they scatter all over the place. To the word of the educator: "Stop!" everyone stops and closes their eyes. The teacher changes place and says: "One, two, three, quickly line up in columns near me!" The teacher notes whose column will gather faster.
Then the game is repeated.

"Aircraft"

Description: Children - pilots stand behind a line drawn on the ground. To the words of the educator: "The planes flew," the children take their hands to the sides and run in different directions. To the words: "The planes crouched down," the children squat, their hands are lowered down. To the words "Airplanes in place!" children return behind the line and stand straight. The one who first ran to his place wins.

"Butterflies"

Description: Children - "butterflies" stand on the edge of the playground, wherever they want. To the music or to the words of the teacher: "butterflies, butterflies flew into the garden," the children take their hands to the sides, run in different directions, running around one another.
The teacher continues: "everyone quietly sat down on the little white flower." Children squat near the flowers of the named color.
At the teacher's signal: "oooo", which means howling wind, storms, butterflies run away from the garden to the edge of the site. The game is repeated on the words: "butterflies, butterflies, flew into the field." The teacher constantly notes the children who easily and quietly ran and squatted.

"Change the Cube"

Description: Children, divided into 2 equal groups, sit on chairs, at opposite ends of the playground, facing the center. At a distance of a meter from the chairs, draw lines and put the cubes on one side of the site, and the hoops on the other. The teacher chooses a group of children (4-5) from one side of the playground, they stand in front of the cubes. At the teacher's signal "one", they bend down and take the cubes, and on "two" they run with them to the opposite end of the site, there they change the cubes for hoops and return to their places, lift them up. The teacher checks whether all the children changed the cubes correctly, and praises those who did not make a mistake and were the first to return to their place.
The second group does the same, while the first group observes and rests.

"Bear and Children"

Description: Children stand behind the line on one side of the playground. Among the children choose a bear. The bear sits in its den on the playground, away from the children. To the words of the teacher "children are walking in the forest", the children scatter around the playground, run, jump. At the words of the teacher "bear!", The children suddenly freeze in one place. The bear approaches the one who has moved and takes him away. The game is repeated with another bear.

"Swan geese"

Description: On one side of the site, a place for a goose house is determined, where geese live, and on the opposite side, a field where they graze. Between the field and the goose house, a place for a wolf is a wolf rookery.
One child is chosen as a wolf. The wolf is sitting in the rookery, and the geese are in the goose. The teacher starts the game with the words: "Geese - swans, on the field!". Geese fly out flapping their wings. After a while, the teacher calls the geese: "Geese - geese, caterpillars!" or "Geese - swans, home, gray wolf under the mountain!". The children stop and ask together: "What is he doing there?" - "The geese are pinching," the teacher answers. - "What?", the children ask again. - "Gray and white ones. Run home faster!" Geese run to their goose house (behind the line), and the wolf runs out and catches them. Those caught are taken to the lair. After 2 exits of geese, a new wolf is selected in the field. The game is repeated.

"Cat and Mice"

Description: From the children you need to choose a "cat" and put it on the side of the site. The rest of the children - "mice", sit in minks (on high chairs set in a semicircle). In each mink, 3-5 mice (for the number of chairs). When it is quiet on the site, there is no cat, mice come out of their minks, run, gather in a circle, dance.
At the words of the teacher "cat", the mice rush to their minks. The cat catches them. The teacher notes the most dexterous. When the game is repeated, a new cat is chosen.

"Who quickly"

Description: Children sit on chairs facing the middle. Chairs are placed in a circle, one from the other at a distance of one step. The teacher calls two children who are sitting next to each other. The named children go outside the circle and stand near their chairs, with their backs to one another. The rest of the children, together with the teacher, loudly say "one, two, three, run!". The couple behind the chairs are running: one child in one direction, the other in the other. The child who runs to his chair first wins.

"Carp and pike"

Description: At opposite ends of the site, two "streams" are drawn with lines, where crucian carp live. The distance between the inlets is approximately 10-12 paces. Among the children, a "pike" is selected, which becomes in the middle of the site - the river. All children "carp" stand in a line at one end of the playground. To the words of the teacher "one, two, three!" all crucians swim across to the opposite shore, to another creek. The pike catches them. When repeating, choose another child "pike".

"Who will run to the flag faster"

Description: On one side of the playground, children sit on chairs in front of a drawn line. 3-4 children come out to the line and stand in front of the chairs. At the other end of the site are flags.
At the teacher's signal "one!" or "run!" children run to the flags, take them and lift them up, then put them back in place. The teacher notes who raised the flags first. Then all the children who took part go and sit down in their places. The next three or four children enter the line. The game ends when all the children raise their flags up. The game can be repeated 2-3 times.

"Searchers"

Description: Children get up from their seats and turn to the wall, close their eyes. The teacher on the other side of the site lays out the flags so that they are not visible. At the agreed signal, the children open their eyes and go looking for the flags. Who found it, he sits on his chair with the found flag.
When all the flags are found, the children get up and walk around the playground with the teacher's song. The first in the column is the one who found the flag first. Children go around the playground once and sit in their seats. The game is repeated.

Description: Children sit in a circle. One child stands or sits in the center of the circle and closes their eyes. The teacher, without naming the child, points to one of the children who are sitting behind his back. The one pointed to stands up and loudly calls out the name of the child who is sitting in the middle of the circle. If the child guessed who called him, he opens his eyes, and they change places with the one who called his name. If the teacher did not guess correctly, he suggests that he not open his eyes, but once again listen to who calls his name. The game is repeated 2-3 times.

"Pass the Hoops"

Description: Children stand in a circle facing the center. The teacher takes the hoops and the word "one!" gives the hoop to the child on the right, and on - "two" - to the child on the left. Children take the hoops for free places and, turning the body, transfer the hoops to the outstretched arms forward, to the other side, pass it on. The child who has two hoops goes to the middle and performs different movements with the hoops. To the words of the teacher: "Tolya, get up in a circle, pass the hoops!" Tolya gets up where he wants and on the agreed signal "one" passes one hoop to the right side, on the signal "two" he passes the hoop to the left side. The game is repeated 3-4 times.

"Raise your hands"

Description: Children stand in a circle. The teacher warns the children that when he calls the birds, then you need to raise your hands up, and when he calls something else, then do not raise your hands. Whoever makes a mistake loses.

"Fox in the chicken coop"

Purpose: To develop, attention, dexterity, performing movements on a signal. Practice running.

Description: A chicken coop is outlined on one side of the site. On the opposite side is a fox hole. The rest of the place is a yard. One of the players is appointed as a fox, the rest of the chickens are chickens. At the signal of the teacher, the hens walk and run around the yard, peck grains, flap their wings. At the signal of the teacher "Fox!" - chickens run away to the chicken coop, and the fox tries to drag the chicken, which did not have time to escape, into the hole. The duration of the game is 4 - 5 times.

Purpose: To develop in children the ability to act on a signal. Exercise in throwing away with your right and left hands, in running, in color recognition. Description: Children sit along the walls or on the sides of the playground. Several children, named by the teacher, stand on the same line in front of the rope laid on the floor. Children receive bags of 3 - 4 different colors. At the signal of the teacher "throw", the children throw the bag into the distance. The teacher draws the attention of the children to whose bag fell further, and says: “Pick up the bags.” Children run after their bags, pick them up and sit down. The teacher calls other children. The game is repeated 3-4 times.

"Hares and the wolf"

Purpose: To develop in children coordination of movement, orientation in space. Practice running and jumping. Description: One of the players is chosen as a wolf. The rest of the children portray hares. On one site, the hares are in their houses, the wolf is at the other end of the site. The teacher says: Bunnies are jumping, lope, lope, lope,

To the green meadow

Grass is pinched, eaten,

Listen carefully -

Is the wolf coming?

Hares jump out of the houses and scatter around the site. They then jump, then sit down and look around. When the teacher says the last word, the wolf comes out of the ravine and runs after the hares, trying to catch them. The rabbits run away. The wolf takes the caught hares to the ravine. The duration of the game is 5 - 6 times.

"Bird Flight"

Purpose: to develop endurance in children, the ability to move on a signal. Practice running, climbing.

Description of the game: children stand scattered at one end of the playground - “birds”. At the other end is a climbing tower or gymnastic wall with several spans. At the signal “birds fly away”, the birds fly with their wings spread. At the signal “storm”, the birds fly to the tower - they hide from the storm. At the signal "the storm has stopped", the birds fly. Duration 5-7 minutes

"Burn, burn bright"

Purpose: to develop in children endurance, orientation in space. Practice running fast.

Description of the game: the players line up in pairs. A line is drawn in front of the column at a distance of 2-3 steps. "Catching" stands on this line. Everyone says:

Burn, burn bright, What would 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 left, the other on the right), trying to grab the hands in front of the catcher, who tries to catch one of the pair before the children have time to meet and join hands. If the catcher manages to do this, then he forms a pair and stands in front of the column, and the rest is the catcher.

"Two Frosts"

Purpose: to develop in children inhibition, observation, the ability to perform movements on a signal. Practice running

Description of the game: the players are located on two sides of the site, two drivers stand in the middle (Frost - Red Nose and Frost - Blue Nose) and say:

We are two young brothers

Two frosts removed:

I am frost - Red nose,

I am Frost - Blue nose,

Which one of you decides

On the way - to start the path?

All the chorus players respond:

We are not afraid of threats, And we are not afraid of frost.

After the word “frost”, all the players run into the house on the opposite side of the site, and the frosts try to “freeze” them (touch them with their hands). Game duration 5-7 minutes

"The Frogs and the Heron"

Purpose: to develop in children the ability to act on a signal, dexterity. Practice high jump

Description of the game: a square is outlined - a "swamp" where "frogs" live. In the corners, pegs are driven in or cubes are placed. Height 10 - 15 cm. A rope is stretched along the sides of the square. Outside the "heron's nest" square. At the signal "heron", she, raising her legs, goes to the swamp and steps over the rope. Frogs jump out of the swamp, jumping over a rope, pushing off with two legs. Stepping over the rope, the heron catches the frogs. Duration 5-7 minutes

"Wolf in the Den"

Purpose: to develop courage and dexterity, the ability to act on a signal. Practice running long jump.

Description of the game: two parallel straight lines are drawn on the court at a distance of 80 - 100 cm - a "ditch". A “house of goats” is outlined along the edges of the site. The teacher appoints one playing "wolf", the rest - "goats". All goats are located on one side of the site. The wolf gets into the ditch. At the teacher’s signal “wolf in the ditch”, the goats run to the opposite side of the site, jumping over the ditch, and the wolf tries to catch (touch) them. Those caught are taken to the corner of the moat. Game duration 5-7 minutes

"Homeless Bunny"

Purpose: to develop orientation in space in children. Practice fast running

Description of the game: a hunter and a homeless hare are selected from among the players. The rest of the players - hares draw circles for themselves - "their own house." The homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle; then the hare standing in the circle becomes a homeless hare. If the hunter catches, then they switch roles. Game duration 5-7 minutes

"Firefighters in training"

Purpose: to develop in children a sense of collectivism, the ability to perform movements on a signal. Exercise in climbing and in building in a column.

Description of the game: children are built facing the gymnastic wall at a distance of 5 - 6 steps in 3 - 4 columns. A bell is hung against each column at the same height. At the signal “1, 2, 3 - run,” the children standing first run to the wall, climb in and ring the bell. Then they descend and stand at the end of their column. Repeat the game 6-8 times.

"Fishermen and Fish"

Purpose: to develop in children dexterity, ingenuity, the ability to act on a signal. Exercise in fast running with dodging and in catching.

Description of the game: playground - "pond". A fisherman walks along the site, and his assistant is on the opposite side. In the hands of a senior fisherman is a “net” (rope), at the end is a bag of sand. The senior fisherman says to the assistant: “Catch!”, And throws him the end of the rope with a load, then the fishermen surround the fish with a rope that did not have time to swim away to a deep place (a marked place on the site). at the signal "fish, swim" the fish again swim out of the deep place. The duration of the game is 6 - 8 minutes.

"Lame Fox"

The number of participating children can be arbitrarily large. Having gathered in a spacious courtyard or in a large room, they choose one of the participants, who is given the nickname lame fox.

At the place chosen for the game, a rather large circle is drawn, which includes all the children, except for the lame fox. At this signal, the children rush in a circle, and at that time the lame fox jumps on one leg and tries at all costs to tarnish one of the runners, that is, to touch him with his hand.

As soon as she succeeds, she enters the circle and joins the rest of the fleeing comrades, while the victim takes on the role of a lame fox.

The children play until everyone is the lame fox; the game, however, can be stopped earlier, at the first appearance of signs of fatigue.

For the correct conduct of the game, the following conditions must be observed: the children who entered the circle must run only in it and not go beyond the outlined line, in addition, the participant chosen by the lame fox must run only on one leg. The main elements of this game are running and jumping.

"Hawk"

Children gather, up to 16 or more, in the yard, in the garden or in a spacious room and cast lots among themselves. The one chosen by lot represents the hawk. The rest of the children join hands and become pairs, forming several rows.


A hawk is placed in front of everyone, which can only look ahead and does not dare to look back. At this signal, the pairs suddenly separate from each other and rush in a run in different directions, at this time the hawk catches up with them, trying to catch someone.
The victim, i.e., found himself in the claws of a hawk, changes roles with him.


Children while running tend to throw a handkerchief or a folded tourniquet at the hawk - if they fall into it, it is considered killed and another from among the children is chosen to take its place.

"Dragonfly"

Children gather in the yard, in the garden or in a spacious room, squat down, hands on their sides and vying with each other, overtaking each other, trying to jump to the opposite end of the place designated for the game.


Which of the children will be the first to reach the designated place in this way is considered the winner, and the one who stumbles along the road is punished by excluding him from the number of players. This simple game gives children great pleasure and develops their physical strength.

The child is offered to introduce himself by calling his name the way he likes best, how he would like to be called in the group.

"Call it kindly."

Target: to cultivate a friendly attitude of children towards each other.

The child is offered to throw the ball or pass the toy to his favorite peer (optional) affectionately calling him by name.

"Magic Chair"

Target: to cultivate the ability to be affectionate, to activate gentle, affectionate words in the speech of children.

One child sits in the center on the “magic chair”, and the rest say kind, affectionate words about him.

"Magic wand".

Target : continue to cultivate the ability to be affectionate.

Children stand in a circle. One child passes the wand to the person standing next to him and affectionately calls him.

Freeze.

Target: develop listening skills, develop organization.

The meaning of the game is in the simple command of the educator "Freeze", which can be heard at the moments of children's activity, in a variety of situations.

"Brook"

Target: develop the ability to work together and learn to trust and help those with whom you communicate.

Before the game, the teacher talks with the children about friendship and mutual assistance, about how any obstacles can be overcome. The children stand one after another and hold on to the shoulders of the person in front. In this position, they overcome any obstacles.

Go around the lake, crawl under the table, etc.

"Magic wand".

Target: the formation of ideas about the capabilities of one's own and peers.

One names the fairy tale, the other its characters, and so on.

"Polite Word Store"

Target: develop goodwill, the ability to establish contact with peers.

Educator: I have polite words on the shelf in my store: greetings (hello, good morning, good afternoon, etc.); affectionate appeals (dear mother, dear mother, etc.).

I will offer you various situations, and you buy the right words from me.

Situation. Mom brought apples from the store. You really want to, but mom said that you need to wait for dinner.

How do you ask her to give you an apple after all?

"Body".

Target: continue to reinforce polite words.

The children sit around a table with a basket on it. The teacher addresses the child: "Here's a box for you, put a polite word in it."

"That's what a grandmother"

Purpose: to develop respect for elders, to consolidate affectionate words.

Each child in turn tells the name of the grandmother, how affectionately she can be called.

"Wonderful bag"

Target : expansion of the volume of the dictionary, development of tactile perception and ideas about the features of objects.

Children alternately recognize the object by touch, name it and take it out of the bag.

"Good words".

Target : develop the ability to use kind words in speech.

Children choose kind words. Show the children a picture where the children are working. How can you call children who work? (Hardworking, active, kind, noble, etc.)

"Rug of Reconciliation".

Target: develop communication and conflict resolution skills.

Arriving from a walk, the teacher informs the children that two boys quarreled over toys. He invites you to sit down opposite each other on the "mat of reconciliation" to find out the cause of the contention and find a way to peacefully resolve the problem. Discuss how to share a toy.

"How to be, what to do?"

Target: awaken initiative, independence, quick wits, responsiveness of children, readiness to look for the right solution.

Create a situation: there are no paints of individual colors, there is not enough plasticine for modeling. Children are looking for solutions on their own.

"Package"

Target: expansion of the vocabulary, development of coherent speech.

The child receives a parcel from Santa Claus and begins to describe his gift without naming or showing it. The item is presented after it is guessed by the children.

"That's what Santa Claus"

Target: develop respect, reinforce affectionate words.

The child tells what gifts Santa Claus brought, how he thanked him, how you can affectionately call him.

"Without a mask"

Target: develop the ability to share their feelings, experiences, build unfinished sentences.

The teacher says the beginning of the sentence, the children must finish.

What I really want is………….

I especially like it when…………………………

One day I was very scared that ………………..

"Day Night"

Target: develop the ability to cooperate, to achieve the desired result.

After the words "The day is coming - everything comes to life" The participants in the game move randomly, jump. When the teacher says: “The night is coming, everything freezes,” the children freeze in bizarre poses.

"Listen outside the window, behind the door"

Target: develop auditory attention.

On the instructions of the teacher, all children focus their attention on the sounds and rustles of the corridor. Then they take turns listing and explaining what they heard.

"Who will praise better"

Target: be able to name the signs of animals according to the model of an adult, develop attention, the ability to describe.

The teacher takes a bear for himself, and gives the child a bunny.

And starts: "I have a bear." Child: "And I have a hare." etc.

"Who am I talking about"

Target: develop observation, the ability to focus on the main features of the described object.

The teacher describes the child sitting in front of him, naming his details of clothing and appearance. For example: “This is a girl, she is wearing a skirt and a blouse, her hair is blond, the bow is red. She loves to play with the doll Tanya.”

"That's what dad."

Target : develop respect for dad, reinforce affectionate words.

The child tells what his father's name is, how he plays with him, how he affectionately calls him.

"Describe a friend."

Target: develop attentiveness and the ability to describe what you saw.

Children stand with their backs to each other and take turns describing the hairstyle, clothes, face of their partner. Then the description is compared with the original and a conclusion is made about how accurate the child was.

"That's what mom is."

Target: develop love for mom, consolidate affectionate words.

Each child in turn tells the name of his mother, how she takes care of him, how she can be affectionately called.

"What changed?".

Target:attentiveness and observation necessary for effective communication.

The leader leaves the group. During his absence, several changes are made in the group (in the hair of children, in clothes, you can move to another place), but no more than two or three changes.

"Gift for all"

Target:develop a sense of team, the ability to make friends, make the right choice to cooperate with peers.

The children are given the task: “If you were a magician and could work miracles, what would you give now to all of us together?”.

"Why".

Target: to develop the ability to be friends, to be polite.

If you accidentally pushed, then…………...

You were given a toy, then……………

"Play out the transformation"

Target: to cultivate trust in each other, a sense of responsibility for the other.

The teacher in a circle passes the object (ball, cube), calling them by conventional names. Children act with them as if they were objects named by an adult. For example, a ball is passed around in a circle. The host calls it "Apple" - the children "wash", "eat", "sniff", etc.

"Living Toys"

Target:to form a culture of communication in children.

Educator. You have probably been told or read fairy tales about how toys come to life at night. Please close your eyes and imagine your favorite toy, imagine what it does at night when it wakes up. Represented? Then I suggest you play the role of your favorite toy. And we will try to guess what kind of toy you portrayed.

"Edible - inedible"

Target: development of auditory attention, development of the ability to highlight the essential features of an object (edibility, animation).

The leader pronounces the word and throws a ball to one of the children and names the object. If edible, the player catches the ball, and if inedible, dodges the ball.

"Magic wand".

Target:the formation of ideas about the capabilities of one's own and peers, to consolidate the signs of spring.

Children pass the wand and name the signs of spring.

"Let's say hello."

Target:create a psychologically relaxed atmosphere in the group.

The teacher and children talk about different ways of greeting, real and comic. Children are invited to greet with their shoulder, back, hand, nose, cheek and come up with their own way of greeting.

"What can happen?".

Target:develop imagination, consolidate the ability to complete a sentence, the ability to listen to each other.

What can happen if……….

Target:To consolidate children's knowledge about folk toys, as one of the forms of folk arts and crafts; to recognize the toy from the image, to be able to explain your choice, to highlight the elements of the painting, its color and composition of the pattern on the product. Develop aesthetic taste.

"Gorodets patterns"

Target:To consolidate the ability of children to make Gorodets patterns, recognize the elements of painting, remember the order in which the pattern is made, choose their own color and shade for it, develop their imagination, the ability to use the knowledge gained to compose a composition.

"Paint a handkerchief for mom"

Target:

"Artistic crafts"

Target:To consolidate the knowledge of children about folk art crafts; find the right fishery among others and justify your choice.

"Collect the Gzhel rose"

Target:To consolidate the ability of children to make a Gzhel rose using the application method based on the Gzhel painting, to maintain interest in the Gzhel craft.

"Collect the Matryoshka"

Target:

"Draw the Pattern"

Target:

Game progress:

"Find friends among the colors"

Target:

Game progress:silhouettes of objects are drawn on sheets of paper. The teacher gives the task to find yellow, green, blue, red colors among the "friends". Children find objects that match a certain color, paint them.

"Make a Still Life"

Target:

Game progress:

"Finish the picture"

Target:to detect the level of formation of perception and definition of an object behind its parts, to be able to finish it; develop fantasy, imagination.

Game progress:the pictures are partially drawn objects (bunny, Christmas tree.). You need to find out the subject, finish the parts that are missing, and colorize.

"Let's prepare the table for the holiday"

Target:develop the ability to select shades for primary colors, make a beautiful color scheme.

Game progress:in front of the children are cut out paper tablecloths of different colors (red, yellow, blue, green) and 4-5 shades of paper utensils of each color. The task is to match the main color with its shades. Choose dishes so that the color is in harmony with the tablecloth.

Board game "Domino"

Target:To consolidate the knowledge of children about arts and crafts - a toy; the ability to find the right toy and justify your choice. To consolidate knowledge about the manufacture of folk toys and the features of each. Cultivate love for beauty.

"Paint a handkerchief for mom"

Target:To consolidate children's knowledge about the art of the Russian shawl. To develop aesthetic taste in children, to teach how to make simple patterns from various decorative elements (flowers, leaves, buds, twigs, etc.), the ability to select the color scheme of the pattern.

"Artistic crafts"

Target: To consolidate the knowledge of children about folk art crafts; find the right fishery among others and justify your choice.

"Collect the Gzhel rose"

Target: To consolidate the ability of children to make a Gzhel rose using the application method based on the Gzhel painting, to maintain interest in the Gzhel craft.

"Collect the Matryoshka"

Target:To consolidate children's knowledge about the folk toy - matryoshka; the ability to assemble a nested doll from parts according to the mosaic method. Highlight decoration items. To cultivate respect and love for folk art.

"Draw the Pattern"

Target:the game is aimed at developing children's attention and memory, developing a sense of symmetry, followed by painting.

Game progress:the beginning of the pattern is drawn on a piece of paper. Children need to extend the pattern further and color.

"Find among the colors of friends"

Target:discover the level of knowledge of children in the choice of paint that matches the color of the object; draw in color

Game progress:silhouettes of objects are drawn on sheets of paper. The teacher gives the task to find “friends” of yellow, green, blue, red colors among the objects. Children find objects that match a certain color, paint them.

"Make a Still Life"

Target:improve compositional skills, the ability to create a composition on a specific topic (still life), highlight the main thing, establish a connection, placing the image in space.

Game progress:the envelope contains images of various vegetables, fruits, as well as various vases, plates, dishes, baskets. Children need to choose objects and create their own still life.


The leading activity of preschool children is play activity. The didactic game is a verbose, complex, pedagogical phenomenon: it is both a game method of teaching preschool children, and a form of teaching children, and with independent play activities, and a means of comprehensive education of the child.

Card file of didactic games for the middle group

1. Didactic game "Find the mistake"

Goals: develop auditory attention.

Game progress: The teacher shows a toy and calls a deliberately wrong action that this animal allegedly performs. Children must answer whether this is correct or not, and then list the actions that this animal can actually perform. For example: “The dog is reading. Can a dog read? Children answer: "No." What can a dog do? Children list. Then other animals are named.

2. Didactic game "Tell the word"

Goals: learn to clearly pronounce polysyllabic words loudly, develop auditory attention.

Game progress: The teacher says the phrase, but does not finish the syllable in the last word. Children must complete this word.

Ra-ra-ra - the game begins ....

Ry-ry-ry - the boy has a sha ...

Ro-ro-ro - we have a new w...

Ru-ru-ru - we continue to play ..

Re-re-re - there is a house on th...

Ri-ri-ri - snow on the branches ...

Ar-ar-ar - our self is boiling ....

Ry-ry-ry - he has many children ...

3. Didactic game "It happens or not"

Goals: learn to notice inconsistency in judgments, develop logical thinking.

Game progress: The teacher explains the rules of the game:

  • I will tell a story in which you should notice what does not happen.

“In the summer, when the sun was shining brightly, the guys and I went for a walk. We made a snowman out of snow and started sledding.” "Spring has come. All the birds have flown to warmer climes. The bear climbed into his lair and decided to sleep through the whole spring ... "

4. Didactic game "What time of year?"

Goals: to learn to correlate the description of nature in poetry or prose with a certain season; develop auditory attention, speed of thinking.

Game progress: The children are sitting on the bench. The teacher asks the question “When does this happen?” and reads a text or a riddle about the different seasons.

5. Didactic game "Where can I do what?"

Goals: activation in speech of verbs used in a particular situation.

Game progress: The teacher asks questions, the children answer them.

What can you do in the forest? ( Walk; pick berries, mushrooms; hunts; listen to birdsong; rest).

What can you do on the river? What are they doing in the hospital?

6. Didactic game "What, what, what?"

Goals: to teach to select definitions corresponding to a given example, phenomenon; activate previously learned words.

Game progress: The teacher calls a word, and the players take turns calling as many features as possible that correspond to this subject. Squirrel - redhead, nimble, big, small, beautiful.....

Coat - warm, winter, new, old ... ..

Mother - kind, affectionate, gentle, beloved, dear ...

House - wooden, stone, new, panel ...

  1. Didactic game "Finish the sentence"

Goals: learn to complete sentences with words of the opposite meaning, develop attention.

Game progress: The teacher starts the sentence, and the children finish it, they only say words with the opposite meaning.

Sugar is sweet. and pepper is... (bitter).

In summer, the leaves are green, and in autumn .... (yellow).

The road is wide, and the path .... (narrow).

  1. Didactic game "Find out whose sheet"

Goals: learn to recognize a plant by a leaf (name a plant by a leaf and find it in nature), develop attention.

Game progress: On a walk, collect fallen leaves from trees, shrubs. Show the children, offer to find out from which tree and find similarities with not fallen leaves.

9. Didactic game "Guess what kind of plant"

Goals: learn to describe an object and recognize it by description, develop memory, attention.

Game progress: The teacher invites one child to describe the plant or make a riddle about it. Other children have to guess what kind of plant it is.

10. Didactic game "Who am I?"

Goals: learn to name a plant develop memory, attention.

Game progress: The teacher quickly points to the plant. The one who first names the plant and its shape (tree, shrub, herbaceous plant) gets a token.

11. Didactic game "Who has who"

Goals: consolidate knowledge about animals, develop attention, memory.

Game progress: The teacher names the animal, and the children call the cub in the singular and plural. The child who correctly names the cub receives a token.

12. Didactic game "Who (what) flies?"

Goals: consolidate knowledge about animals, insects, birds, develop attention, memory.

Game progress: Children stand in a circle. The selected child names some object or animal, and raises both hands up and says: "Flies."

When an object that flies is called, all children raise both hands up and say “Flying”, if not, do not raise their hands. If one of the children makes a mistake, he leaves the game.

13. Didactic game "What kind of insect?"

Goals: clarify and expand ideas about the life of insects in the fall, learn to describe insects according to characteristic features, cultivate a caring attitude towards all living things, develop attention.

Game progress: Children are divided into 2 subgroups. One subgroup describes the insect, and the other must guess who it is. You can use riddles. Then another subgroup asks their questions.

14. Didactic game "Hide and Seek"

Goals: learn to find a tree according to the description, consolidate the ability to use prepositions in speech: behind, about, in front of, next to, because of, between, on; develop auditory attention.

Game progress: On the instructions of the teacher, some of the children hide behind trees and bushes. The leader, according to the instructions of the teacher, is looking for (find who is hiding behind a tall tree, low, thick, thin).

15. Didactic game "Who will name more actions?"

Goals: learn to choose verbs denoting actions, develop memory, attention.

Game progress: The teacher asks questions, the children answer with verbs. For each correct answer, the children receive a token.

  • What can you do with flowers? (tear, sniff, watch, water, give, plant)
  • What does a janitor do? (sweeps, cleans, waters, cleans the paths from snow)

16. Didactic game "What happens?"

Goals: learn to classify objects by color, shape, quality, material, compare, contrast, select as many items as possible that fit this definition; develop attention.

Game progress: Tell what happens:

green - cucumber, crocodile, leaf, apple, dress, tree….

wide - river, road, tape, street ...

The one with the most words wins.

17. Didactic game "What kind of bird is this?"

Goals: clarify and expand ideas about the life of birds in the fall, learn to describe birds according to their characteristic features; develop memory; cultivate a caring attitude towards birds.

Game progress: Children are divided into 2 subgroups. Children of one subgroup describe the bird, and the other one must guess what kind of bird it is. You can use riddles. Then another subgroup asks their questions.

18. Didactic game "Guess, we will guess"

Goals: to consolidate knowledge about the plants of the garden and vegetable garden; the ability to name their signs, describe and find them by description, develop attention.

Game progress: Children describe any plant in the following order: shape, color, taste. The driver from the description should recognize the plant.

19. Didactic game "It happens - it doesn't happen" (with a ball)

Goals: develop memory, attention, thinking, speed of reaction.

Game progress: The teacher pronounces phrases and throws the ball, and the children must quickly answer.

Snow in winter ... (occurs) Frost in summer ... (does not happen)

Hoarfrost in summer ... (does not happen) drops in summer ... (does not happen)

20. Didactic game "Third extra" (plants)

Goals: consolidate children's knowledge about the diversity of plants, develop memory, speed of reaction.

Game progress: The teacher names 3 plants (trees and shrubs), one of which is “extra”. For example, maple, linden, lilac. Children must determine which of them is “extra” and clap their hands.

(Maple, linden - trees, lilac - shrub)

21. Didactic game "Riddle game"

Goals: expand the stock of nouns in the active dictionary.

Game progress: The children are sitting on the bench. The teacher makes riddles. The child who guesses the riddle comes out and guesses the riddle himself. For guessing the riddle, he receives one chip. The one with the most chips wins.

22. Didactic game "Do you know ..."

Goals: enrich the vocabulary of children with the names of animals, consolidate knowledge of models, develop memory, attention.

Game progress: You need to prepare chips in advance. The teacher lays out in the first row - images of animals, in the second - birds, in the third - fish, in the fourth - insects. The players alternately call the animals first, then the birds, etc. And lay out the chip in a row with the correct answer. The one with the most chips wins.

23. Didactic game "When does it happen?"

Goals: consolidate children's knowledge of the parts of the day, develop speech, memory.

Game progress: The teacher lays out pictures depicting the life of children in kindergarten: morning exercises, breakfast, classes, etc. Children choose any picture for themselves, look at it. On the word “morning”, all children raise a picture associated with the morning and explain their choice. Then day, evening, night. For each correct answer, the children receive a token.

24. Didactic game "And then what?"

Goals: to consolidate the knowledge of children about the parts of the day, about the activities of children at different times of the day; develop speech, memory.

Game progress: Children sit in a semicircle. The teacher explains the rules of the game:

  • Remember, we talked about what we do in kindergarten throughout the day? And now let's play and find out if you remember everything. We will talk about that in order. What do we do in kindergarten in the morning. Whoever makes a mistake will sit on the last chair, and everyone else will move.

You can introduce such a game moment: the teacher sings the song “I have a pebble. To whom to give? To whom to give? He will answer."

The teacher begins: “We came to kindergarten. Played in the field. What happened next? Passes a pebble to one of the players. He replies: “We did gymnastics” - “And then?” Passes the pebble to another child.

The game continues until the children name the last one - going home.

Note. It is advisable to use a pebble or other object, since it is not the one who wants to answer, but the one who gets it. This forces all children to be attentive and ready to respond.

25. Didactic game "When do you do it?"

Target: to consolidate cultural and hygienic skills and knowledge of the parts of the day, to develop attention, memory, speech.

Game progress: The teacher names one child. Then he imitates some action, for example, washing his hands, brushing his teeth, brushing his shoes, combing his hair, etc., and asks: “When do you do this?” if the child answers that he brushes his teeth in the morning, the children correct: "In the morning and in the evening." One of the children can be the leader.

26. Didactic game "Select the word"

Goals: teach children to clearly pronounce polysyllabic words loudly, develop auditory attention.

Game progress: The teacher pronounces the words and invites the children to clap their hands when they hear words that have the sound “z” (mosquito song). (Bunny, mouse, cat, castle, goat, car, book, call)

The teacher should pronounce the words slowly, pause after each word so that the children can think.

27. Didactic game "Tree, shrub, flower"

Goals: consolidate knowledge of plants, expand the horizons of children, develop speech, memory.

Game progress: The host pronounces the words “Tree, shrub, flower ...” and walks around the children. Stopping, he points to the child and counts to three, the child must quickly name what the leader stopped on. If the child did not have time or called incorrectly, he is out of the game. The game continues until one player remains.

28. Didactic game "Where what grows?"

Goals: learn to understand the processes occurring in nature; give an idea of ​​the purpose of plants; show the dependence of all life on earth on the state of the vegetation cover; develop speech.

Game progress: The teacher names different plants and shrubs, and the children choose only those that grow with us. If children grow up, they clap their hands or jump in one place (you can choose any movement), if not, they are silent.

Apple tree, pear, raspberry, mimosa, spruce, saxaul, sea buckthorn, birch, cherry, cherry, lemon, orange, linden, maple, baobab, tangerine.

If the children did well, you can enumerate the trees faster:

plum, aspen, chestnut, coffee. Rowan, plane tree. Oak, cypress \. Cherry plum, poplar, pine.

At the end of the game, a result is summed up who knows the trees the most.

29. Didactic game "Who will be who (what)?"

Target: develop speech activity, thinking.

Game progress: Children answer the question of an adult: “Who will be (or what will be) ... an egg, a chicken, a boy, an acorn, a seed, an egg, a caterpillar, flour, iron, brick, fabric, etc.?”. If the children come up with several options, for example, from an egg - a chicken, a duckling, a chick, a crocodile. Then they get additional forfeits.

Or the teacher asks: “Who was the chick (egg), bread (flour), car (metal) before.

30. Didactic game "Summer or autumn"

Target: consolidate knowledge of the signs of autumn, differentiating them from the signs of summer; develop memory, speech; dexterity education.

Game progress:

The teacher and children stand in a circle.

caregiver. If the leaves turn yellow, this is ... (and throws the ball to one of the children. The child catches the ball and says, throwing it back to the teacher: “Autumn”).

Educator. If the birds fly away - this is ... .. Etc.

31. Didactic game "Be careful"

Target: differentiation of winter and summer clothes; develop auditory attention, speech hearing; increase in vocabulary.

Listen carefully to the verses about clothes, so that later you can list all the names that will be found in these verses. Name summer first. And then winter.

32. Didactic game "Take - do not take"

Target: differentiation of forest and garden berries; increase in vocabulary on the topic "Berries"; develop auditory attention.

Game progress: Children stand in a circle. The teacher explains that he will pronounce the name of forest and garden berries. If the children hear the name of a wild berry, they should sit down, and if they hear the name of a garden berry, stretch, raising their hands up.

Strawberries, blackberries, gooseberries, cranberries, red currants, strawberries, black currants, cranberries, raspberries.

33. Didactic game "What is planted in the garden?"

Target: to teach to classify objects according to certain characteristics (according to the place of their growth, according to their application); develop the speed of thinking,
auditory attention.

Game progress: Children, do you know what they plant in the garden? Let's play this game: I will name different objects, and you listen carefully. If I name what is planted in the garden, you will answer “Yes”, but if what does not grow in the garden, you will say “No”. Whoever makes a mistake is out of the game.

  • Carrot (yes), cucumber (yes), plum (no), beetroot (yes), etc.

34. Didactic game "Who will collect sooner?"

Target: teach children to group vegetables and fruits; to cultivate the speed of reaction to the words of the educator, endurance and discipline.

Game progress: Children are divided into two teams: "Gardeners" and "Gardeners". On the ground are dummies of vegetables and fruits and two baskets. At the command of the educator, the teams begin to collect vegetables and fruits, each in their own basket. Whoever collected first raises the basket up and is considered the winner.

35. Didactic game "Who needs what?"

Target: exercise in the classification of objects, the ability to name things necessary for people of a certain profession; develop attention.

Educator: - Let's remember what people of different professions need to work. I will name the profession, and you will say what he needs for work.

The teacher names the profession, the children say what is needed for work. And then in the second part of the game, the teacher names the subject, and the children say what profession it can be useful for.

  1. Didactic game "Do not make a mistake"

Target: consolidate children's knowledge about different sports, develop resourcefulness, quick wit, attention; cultivate a desire to play sports.

Game progress: The teacher lays out cut pictures depicting various sports: football, hockey, volleyball, gymnastics, rowing. In the middle of the picture is an athlete, you need to pick up everything he needs for the game.

According to this principle, you can make a game in which children will select tools for various professions. For example, a builder: he needs tools - a shovel, a trowel, a paint brush, a bucket; machines that facilitate the builder's work - a crane, an excavator, a dump truck, etc. In the pictures - people of those professions that children are introduced to throughout the year: a cook, a janitor, a postman, a salesman, a doctor, a teacher, a tractor driver, a mechanic, etc. they select images of the objects of their labor. The correctness of the execution is controlled by the picture itself: from small pictures, a large, whole one should turn out.

37. Didactic game "Guess it!"

Target: to teach to describe an object without looking at it, to highlight essential features in it, to recognize an object from the description; develop memory, speech.

Game progress: At the signal of the teacher, the child who received the chip gets up and makes a description of any object from memory, and then passes the chip to the one who will guess. Having guessed, the child describes his object, passes the chip to the next, etc.

38. Didactic game "Finish the sentence"

Target:

Game progress

Sugar is sweet, and pepper is .... (bitter)

(yellow)

narrow)

The ice is thin, and the trunk is ... ( thick)

39. Didactic game "Where is what lies?"

Target: to teach to single out words with a given sound from a group of words, from a speech stream; fix the correct pronunciation of certain sounds in words; develop attention.

Game progress: The teacher names the item and invites the children to answer where it can be put. For example:

- “Mom brought bread and put it in ... (bread box).

  • Masha poured sugar ... Where to? ( Into the sugar bowl)
  • Vova washed his hands and put the soap...Where? ( Into the soap dish)

40. Didactic game "Catch up with your shadow"

Target: introduce the concept of light and shadow; develop speech.

Game progress: Educator: Who will guess the riddle?

I go - she goes

I stand - she stands,

Run, she runs. Shadow

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

41. Didactic game "Finish the sentence"

Target: learn to complete sentences with a word of the opposite meaning; develop memory, speech.

Game progress: The teacher starts the sentence, and the children finish it, they only say words that are opposite in meaning.

Sugar is sweet, and pepper is .... (bitter)

Leaves are green in summer and green in autumn... (yellow)

The road is wide and the path is... ( narrow)

The ice is thin, and the trunk is ... ( thick)

42. Didactic game "Who has what color?"

Target: teach children to recognize colors, consolidate the ability to identify objects by color, develop speech, attention.

Game progress: The teacher shows, for example, a green square of paper. Children do not name a color, but an object of the same color: grass, sweater, hat, etc.

43. Didactic game "What subject"

Target: to teach to classify objects according to a certain attribute (size, color, shape), to consolidate children's knowledge about the size of objects; develop speed of thought.

Game progress: Children sit in a circle. The teacher says:

  • Children, the objects that surround us are of different sizes: large, small, long, short, low, high, wide, narrow. In the classroom and on walks, we saw many objects of different sizes. Now I will name one word, and you will list what objects can be called one word.

In the hands of the teacher is a pebble. He gives it to the child who has to answer.

  • Long, - the teacher says and passes the pebble to the neighbor.
  • A dress, a rope, a day, a fur coat, - the children recall.
  • Wide, - the teacher offers the next word.

Children call: road, street, river, tape, etc.

The game is also conducted with the aim of improving the ability of children to classify objects by color, shape. The teacher says:

  • Red.

Children take turns answering: a berry, a ball, a flag, an asterisk, a car, etc.

Round ( ball, sun, apple, wheel, etc.)

44. Didactic game "What can animals do?"

Target: learn to create a wide variety of word combinations; expand in the mind the semantic content of the word; develop memory.

Game progress: Children turn into "beasts". Everyone should tell what he can do, what he eats, how he moves. The one who told correctly receives a picture with the image of an animal.

  • I am a red squirrel. I jump from branch to branch. I make supplies for the winter: I collect nuts, dry mushrooms.
  • I am a dog, cat, bear, fish, etc.

45. Didactic game "Think of another word"

Target: Expand words knowledge; develop attention.

Game progress: The teacher says “Come up with another, similar word from one word. You can say: a bottle of milk, but you can say a milk bottle. Kissel from cranberries (cranberry jelly); vegetable soup ( vegetable soup); mashed potatoes ( mashed potatoes).

46. ​​Didactic game "Pick up similar words"

Target: teach children to clearly pronounce polysyllabic words loudly; develop memory attention.

Game progress: The teacher pronounces words similar in sound: a spoon is a cat, ears are guns. Then he pronounces one word and invites the children to choose others that are close in sound to him: spoon ( cat, leg, window), a gun ( fly, drying, cuckoo), bunny ( boy, finger) etc.

47. Didactic game "Who will remember more?"

Target: enrich the vocabulary of children with verbs denoting the actions of objects; develop memory, speech.

Game progress: Carlson asks to look at the pictures and tell what they do, what else they can do.

Blizzard - sweeps, vyuzhit, purzhit.

Rain - pours, drizzles, drips, drips, starts, gushing,

Crow- flies, croaks, sits, eats, sits down, drinks, viet, etc.

48. Didactic game "What else are they talking about?"

Target: consolidate and clarify the meaning of polysemantic words; to cultivate a sensitive attitude to the compatibility of words in meaning, to develop speech.

Game progress: Tell Carlson what else can be said like this:

It's raining: it's raining snow, winter, boy, dog, smoke.

Playing - girl, radio, …

Bitter - pepper, medicine, .. etc.

49. Didactic game "Think up yourself"

Target: to teach to see in various objects possible substitutes for other objects suitable for a particular game; to form the ability to use the same object as a substitute for other objects and vice versa; develop speech, imagination.

Game progress: The teacher suggests that each child choose one object (a cube, a cone, a leaf, a pebble, a strip of paper, a lid) and dream up: “How can I play with these objects?” Each child names an object, what it looks like and how you can play with it.

50. Didactic game "Who hears what?"

Target: to teach children to designate and name sounds with a word (ringing, rustling, playing, cracking, etc.); cultivate auditory attention; develop ingenuity, endurance.

Game progress: On the teacher's table there are various objects, during the action of which a sound is made: a bell rings; the rustle of a book being leafed through; a pipe plays, a piano sounds, a harp, etc., that is, everything that sounds in a group can be used in the game.

One child is invited behind the screen, who plays there, for example, on a pipe. The children, having heard the sound, guess, and the one who played comes out from behind the screen with a pipe in his hands. The guys are convinced that they are not mistaken. Another child, chosen by the first participant in the game, will play with another instrument. For example, he leafs through a book. Children guess. If it is difficult to immediately answer, the teacher asks to repeat the action, and listen to all the players more carefully. “The book is leafing through, the leaves are rustling,” the children guess. The player comes out from behind the screen and shows how he acted.

This game can also be played while walking. The teacher draws the attention of the children to the sounds: the tractor is working, the birds are singing, the car is honking, the leaves are rustling, etc.


Find your place!

Purpose: to develop dexterity, attention, the ability to quickly respond to a signal, to form spatial orientation skills.

Each player chooses a house for himself - a hoop with any geometric figure lying in it. At the signal of the teacher: "Let's go for a walk!" The guys come out of their houses and walk. The teacher, meanwhile, swaps the figures. To the signal "Find your place!" children find their home. Reward those guys who found their house first.

flight of birds

Purpose: to exercise in running, climbing on the gymnastic wall.

Children are birds, they are on one side of the playground and imitate their actions: they look for food, swim, chirp, clean feathers, etc. At the signal of the teacher: “Birds, fly!” - children fly (run across the playground), spreading their wings (raising their arms to the sides). At the signal: "Storm!" - at the expense of an adult “Fly home! One two Three!" birds fly to the "nests": they climb onto the gymnastic ladder. At the signal of an adult, “The storm is over. The sun came out ”the birds descend from their shelters and again fly to the feeding place. The loser is the one who does not have time, at the signal “One-two-three”, to take his place on the gymnastic ladder during a storm.
Attention: the teacher insures the children when climbing and dismounting from the gymnastic ladder. Children should not be allowed to jump off its upper slats.

In places!

Purpose: to develop attention, the ability to act on a signal, to form skills of orientation in space.

The players form circles. In the center of each circle lies an object (cube, bag, skittle). At the signal of the teacher, everyone scatters around the room in different directions. To the signal "In places!" all players must quickly stand in a circle around their subject. Those guys who are the first to stand in a circle win.

Sly Fox

Purpose: to develop attention, the ability to act on a signal, to form skills of orientation in space. Develop patience and observation in children. Exercise in fast running, in building in a circle, in catching.

The players stand in a circle. The distance between children is one step. The teacher invites the children to close their eyes, goes around the circle behind them and touches one child - he becomes a fox. The players open their eyes and carefully look at each other, guessing which of them is a cunning fox, if she will give herself away with something. Children ask in chorus, first quietly, then louder: “Cunning fox, where are you? "After saying these words three times, the cunning fox comes to the middle of the circle, raises his hand and says:" I'm here! Everyone scatters around the site, and the fox catches them. She takes the caught children to her house (a predetermined place). When the fox catches 2-3 children, the teacher says: “In a circle!”. All players stand in a circle, and the game resumes.

The game "Do not hurt!"

Purpose: to exercise children in walking and running with a snake, to enrich motor experience, to develop coordination of movements, orientation in space.

The teacher places the skittles at a distance of 40-50 cm from each other. The players snake between the pins, trying not to hit them. After the children have completed the task, invite them to walk along the path, limited by skittles on both sides, 40-50 cm wide with closed (blindfolded) eyes.

Frogs and herons

Purpose: to develop in children the ability to act on a signal, dexterity. Practice jumping forward.

Determine with the children the boundaries of the swamp, in the corner of which is the nest of the "heron". At the signal of the teacher, the "frogs" begin to move in the direction of the "swamp", moving only by jumping on both legs. As soon as the “frogs” cross the border of the “swamp” and enter its territory, the “heron” can begin to catch them. Having caught the “frog”, the “heron” takes it to the nest. It is important to fulfill the condition of the game: frogs move only by jumping!

Wolf in the ditch

Purpose: to develop courage and dexterity, the ability to act on a signal. Practice running long jump.

On the floor, the boundaries of the "lawn" are marked, on which the "goats" will have fun and jump. In the middle, a "ditch" about a meter wide is indicated - two parallel lines. The ditch runs across the entire lawn. Put one participant in the ditch - he plays the role of a "wolf". The rest become "goats". Before the start of the game, they stand outside the "lawn". The host commands: “Goats are in the field! Wolf in the ditch! "Goats" jump out into the clearing, have fun, try to jump over the moat. "Wolf" at this moment should try to knock down one of the participants. A “goat” is considered a loser if it was touched by a “wolf” or if it could not jump over the ditch without hitting the lines. The loser is out of the game. At the command of the leader “Goats, go home!”, The “goats” return to their original position. The losers again become "goats" and enter the game. The wolf is replaced every 2-3 dashes.

homeless hare

Purpose: to develop dexterity, speed, the ability to respond to a signal, to enrich motor experience, to form spatial orientation skills.

A hunter and a homeless hare are selected from among the players. The rest of the players - hares - take their places in hoops lying on the floor - houses. At a signal, the hares run out of their houses and play on the grass. As soon as the host says: “The hunter is coming!”, The hares run away to their houses. And a homeless hare escapes from a hunter by running into any house; then the hare, which did not have enough house, becomes a homeless hare.

Fishermen and fish

Purpose: to develop in children dexterity, ingenuity, the ability to act on a signal.

On the floor lies a cord in the shape of a circle - this is a net. In the center of the circle are three children - fishermen, the rest of the players are fish. Fish children run all over the site and run into a circle. The fishermen catch them. You can catch fish children only in a circle. The fish must run into the circle (net) and run out of it so that the fishermen do not catch them. Whoever catches the most fish is the best fisherman.

Find the figure

Purpose: to develop dexterity, speed, attention, the ability to respond to a signal, to enrich motor experience, to form spatial orientation skills.

The teacher distributes geometric shapes to the children: squares, rectangles, circles, triangles. On the floor in different corners of the site, one of the same geometric figure is laid out. After the words of the teacher “Go for a walk,” the children disperse in different directions. When the teacher says "Find your figure!" children gather in the appropriate corner of the playground. You can use the musical accompaniment of the game. Then at the end of the music, the children should find their figure.

Through the stream

Purpose: to develop dexterity in children, exercise in jumping on both legs, in balance.

All players sit on chairs, 2 cords are placed 6 steps from them, the distance between them is 2 meters - this is a stream. Children should use the “pebbles” - planks to cross to the other side without getting their feet wet. The planks are placed in such a way that children can jump from one pebble to another. By the word "Let's go!" the children begin to cross the stream. The one who stumbled steps aside - "dry shoes."

Snipers

Purpose: to develop dexterity, eye, coordination of movements, accuracy.

The guys are invited to knock down the skittles from a distance of 2 meters from a sitting position, lying down. As you complete the task, the distance to the pins increases.

Fishing rod

Purpose: to develop agility, speed, coordination of movements, the ability to quickly respond to changing situations, exercise in high jumps.

The players stand in a circle with the teacher in the center. 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 itself (floor), and the children jump up on two legs, trying to prevent the bag from touching their legs. “Caught on the bait” are those players who did not have time to jump and the bag touched their legs.

Get in the circle

Purpose: to develop in children the ability to act on a signal. Exercise in throwing with the right and left hand.

Children stand in a circle at a distance of 2-3 steps from a large hoop lying in the center or a circle of rope with a diameter of 1-1.5 m. Children have sandbags or other objects for throwing in their hands. On a signal, they throw objects into the circle with their right and left hands; on another signal, they take them out of the circle. The teacher notes those who managed to get in.

Train

Purpose: to develop attention, the ability to respond to a signal, to enrich motor experience.

Children stand in a column according to their height. The first child in the column is a "locomotive", the rest are "carriages". The locomotive, after the teacher's signal, buzzes: "u-u-u", at this time the children bend their arms at the elbows. After the whistle of the locomotive, the children stretch their hands forward and say: "chu", with their hands they depict the movement of the wheels. They repeat this 3-4 times. To the words of the teacher: "The wheels are knocking," the children take a step in place, to the signal "let's go" - they go, gradually accelerating their step, then on the run. To the words of the educator: "bridge", "tunnel" or "downhill" the train goes slowly, and "from the mountain" it goes faster again. When the teacher raises the red flag, the train stops; when green - moves on. The train approaches the station slowly and stops. The locomotive releases steam: "psh - sh ...".

The cook and the kittens

Purpose: to develop dexterity, speed, attention.

According to the counting rhyme, a cook is selected who guards the objects lying in the hoop - “sausages”. The cook walks around the hoop - the "kitchen". Children - kittens go in a circle, performing various types of walking, running, pronouncing the text:

Pussy crying in the hallway
Kittens have great grief:
Tricky cook poor pussies
Doesn't let you grab sausages.

With the last word, "kittens" run into the "kitchen", trying to grab a sausage. The cook is trying to knock down the players who have run in. Defeated players are out of the game. The game continues until all the sausages have been stolen from the cook. The winning kitten becomes the chef.
You can not run into a circle ahead of time. The cook is not allowed to grab the kittens, only salt, he is not allowed to go outside the circle. It is forbidden to take 2 or more items at the same time.

Wreath

Purpose: to develop the ability to stand in a circle, respond to a signal, enrich the motor experience of children. Practice running.

Children stand in a circle leading the circle.

Leading:

I walk in the garden
And I pick flowers.
I will weave a wreath out of them -
Catch me, friend!

With these words, the host puts a wreath on the head of any child. He himself runs away, and a child with a wreath catches up with him. The game continues until all the children are in the role of leader.

Cow

Purpose: to develop auditory perception.

Children in a circle leading blindfolded in the center of the circle.
Children: Cow, cow, give us milk!
Leading: I will give milk to someone I can guess.
The teacher gives a sign to one of the children. He, trying to change his voice, says "Moo".

networks

Purpose: to develop dexterity, ingenuity, orientation in space, the ability to follow the rules of the game.

An adult marks a circle with a diameter of 4-4.5 m on the floor. Two children are chosen from among the players who will be fishermen. They join hands, forming a fishing net. The rest of the participants are fish. They swim in the lake - they run inside the circle. Fish cannot run out of the circle.
At the command of the leader, the fishermen run into the lake, trying to catch the fish, they run in pairs without disengaging their hands. Caught fish stand between the fishermen. Thus, with each participant caught, the net expands, and the fish become smaller and smaller. When the net becomes large enough, the fishermen have the opportunity to surround the fish. If the fishermen hold hands, forming a circle, then the fish inside the circle are considered to be caught.
Fish can break out of the net if one of the fishermen (they are always on the edges of the net) releases the hand of the player next to him while moving. The fisherman must, as soon as possible, take the hand of the player who has not yet unhooked from the net. The game continues until the fishermen have caught all the fish. The last player caught is the winner.
At the end of the game, the extreme participants of the network join hands, and the children begin to dance, sing any cheerful song.

salute (with ball)

Purpose: to exercise in catching and tossing the ball.

Children take balls of different colors and freely position themselves around the room. An adult with children says:

These are not crackers:
The guns fired.
People dance and sing.
Fireworks in the sky! (children throw balls and catch them).

At the signal of an adult: “The fireworks are over!” children stop throwing balls up.
You can throw the ball up only after the command "Salute".

Hit the target (with the ball)

Purpose: to develop accuracy.

Children have to throw the ball into the distance into a basket or box located at a distance of at least 2-3 m.

Mousetrap

Purpose: to exercise in building in a circle. To develop in children endurance, the ability to coordinate movements with words, dexterity.

The players are divided into two unequal teams, the large one forms a circle - a “mousetrap”, the rest are mice. The words:

Oh, how tired the mice are,
Everyone ate, everyone ate.
Beware the cheats
We will get to you.
Let's set up mousetraps
Let's get everyone now!

Then the children put their hands down, and the "mice" remaining in the circle stand in a circle and the mousetrap increases.

Carp and pike

Purpose: to develop the ability to navigate in space, act on a signal.

They choose a driver - a pike. Children are divided into two groups. The first group is carp, the second is pebbles. "Pebbles" squat loosely at a distance of one or more steps from each other. Behind them hide "carp". "Karasiki" on a signal emerge from shelters - they run around the site in different directions. At the signal "Pike!" a pike swims up, and crucian carp hide behind pebbles. One crucian should hide behind one pebble. A pike has the right to grab a crucian that has not found a shelter for itself or the one who hid behind a stone second.

Governor

Purpose: to exercise children in rolling, throwing and catching the ball, in the ability to coordinate movement with the word, develop attention, dexterity. Cultivate endurance and discipline.

The players roll the ball from one to the other in a circle, saying:

An apple rolls into a round dance circle,
Whoever raised it is the governor ...

The child who has the ball at this moment is the governor. He says:

Today I am a warlord.
I'm running from the round dance.

Runs around the circle, puts the ball on the floor between two players. The children say in chorus:

One, two, do not crow
And run like fire!

Players run in a circle in opposite directions, trying to grab the ball before their partner. The one who runs first and grabs the ball rolls it in a circle. The game continues.
Roll or throw the ball only to a nearby player. You can not interfere with a player running around the circle. The one who first touched the ball won.

We are brave guys

Purpose: to develop the ability to coordinate movements with the text of the poem.
The teacher reads a poem, and the children crawl and walk, portraying scouts.

We are brave guys
Dexterous, skillful.
Crawl here and there - on the roads (forward)
On bridges (on the board)
We will climb the mountain high (on an inclined board)
We can see it is far away.
And then we'll find a path
And let's walk along it a little (walking along the winding "path" marked with cords).

Hunters and ducks

Purpose: to train children in throwing a ball at a moving target. Develop the eye, oculomotor functions, fixation of the gaze.

All participants are divided into 2 teams. One team is the hunters and the other is the ducks. On the site, a large circle is laid out of the cord. Ducks stand inside the circle, and the hunters behind the circle.
On the “Start” command, the hunters try to hit the ducks with the ball. Duck members must dodge the ball. They are only allowed to run inside the circle.
If the ball touches a duck, then this player (duck) is out of the game and leaves the circle, and the game continues.
The game can be continued until all the ducks are "killed". When all the ducks are killed, then the teams can change - the hunters become ducks, and the ducks become hunters.

Puppy

Purpose: to exercise climbing on the gymnastic wall, climbing from one span to another, to teach to be attentive, not to drown, to act on a signal. Formation of safe behavior skills on the gymnastic wall.

A puppy climbed a fence
And I couldn't get down.
We are not afraid of heights
And we are trying to help him.
The teacher offers the children to help the Puppy go down, but for this you need to climb the gymnastic wall. Children take turns climbing in and touching the Puppy, thus saving him.

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