Card file of outdoor games senior group. Card file on physical education (senior group) on the topic: Card file of outdoor games in the senior group

Card file of outdoor games

senior group (5-6 years old)

Outdoor games

With running. "Traps", "Corners", "Pairs running", "Mousetrap", "We are funny guys", "Geese-swans", "Make a figure", "Crucians and pike", "Running", "Cunning Fox", " Oncoming dashes”, “Empty place”, “Entertainers”, “Homeless hare”. "Carousel", "Winter and Summer", "Frost-Red Nose", "Kite and mother hen", "Traps", "Paints".

With jumps. " Don't stay on the floor", "Who will jump better?", "Rod", "From bump to bump", "Who will make fewer jumps?", "Classes".

With climbing and crawling. “Who will get to the flag sooner?”, “The bear and the bees”, “Firefighters for training”, “Squirrels in the forest”.

With throwing. "Hunters and hares", "Throw the flag", "Get in the hoop", "Knock the ball", "Knock down the pin", "Ball to the driver", "Ball school", "Serso", "Toss-catch", "Catch the ball ”,“ A ball from a hill ”

Relays. "Relay race in pairs", "Carry the ball without hitting the pin", "Throw the ball into the ring", "Obstacle track".

With elements of competition. “Who is more likely to crawl through the hoop to the flag?”, “Who is faster?”, “Who is higher?”.

Folk games . "Burn, burn bright!"

"We are funny guys"

Purpose: to teach children to act on a signal, to run from one side of the playground to the other quickly with dodging. Develop dexterity, speed, orientation in space.

Game progress:

Children stand on one side of the playground beyond the line. The second line is also drawn on the opposite side. Loviska is in the center of the site. The players say in unison:

"We are funny guys,

We love to run and jump

Well, try to catch up with us.

One, two, three, catch!"

After the word "catch" the children run to the other side of the playground, and Lovishka catches them. The one whom the Trap manages to pin down before he crosses the line is considered to be caught, steps aside and misses one dash.

Option 2.

Children walk in a circle and pronounce the text. Trap in the center. Scatter different

types of running.

"Mousetrap"

Purpose: to teach children to run under clasped hands in and out of a circle, without bumping into each other, to act on a signal. Develop dexterity, speed, orientation in space.

Game progress:

Players are divided into two unequal groups, the smaller one forms a circle - a mousetrap, the rest represent mice and are outside the circle. Children depicting a mousetrap, hold hands, walk in a circle and say:

“Oh, how tired the mice are,

divorced their just passion.

They ate everything, they ate everything,

Everywhere they climb here to attack.

Beware the cheats

We will get to you.

Here we put mousetraps,

Let's catch everyone at once!

At the end of the words, the children stop and raise their clasped hands up. Mice run into the mousetrap and immediately run out the other side. At the signal of the teacher “clap!” The children standing in a circle lower their hands and squat - the mousetrap is slammed shut. Mice that did not have time to run out of the circle are considered to be caught, they become in a circle

"Carousel"

Purpose: to teach children to walk and run with acceleration and deceleration in a circle in accordance with the text. Develop the ability to move in a circle clockwise and in the opposite direction.

Game progress:

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

"Barely, barely, barely, barely,

carousel spinning,

and then around, around,

run, run, run!”

after the children run 2-3 circles, the teacher stops them and gives a signal to change the direction of movement. The players turn around and, having intercepted the cord with the other hand, continue to walk and run. Then the teacher, together with the children, says;

"Hush, hush, don't rush!

Stop the carousel!

One-two, one-two

The game is over!"

The movement of the carousel gradually slows down. At the words “Here the game is over!” The children stop, put a cord on the ground and disperse throughout the site.

Option 2.

Children hold hands, walk in a circle in one direction, then in another.

"Traps - dashes"

Purpose: to teach children to run from one side of the playground to the other with dodging, to form the ability to act on a signal. Develop speed and agility.

Game progress:

Children stand behind the line on one side of the playground. A line is also drawn on the second side. Lovishka stands on the side. To the words of the teacher: “One, two, three - run!” - the children run across to the other side of the playground, and Lovishka catches them. After 2-3 runs, the trap is chosen from the most dexterous and fastest children who have not been caught.

Option 2.

Children run across different types of running.

"Carp and pike"

Purpose: to teach children to walk and run in all directions, on a signal to hide behind the pebbles, squatting down. Develop dexterity, speed, orientation in space.

Game progress:

One child is chosen as a pike, the rest are divided into two groups. One of them forms a circle - these are pebbles, the other - crucian carp that swim inside the circle. The pike is outside the circle. At the signal of the teacher - a pike - she quickly runs into the circle, trying to catch carp. Carp rush to take a place behind someone playing and sit down at the pebbles. Caught crucians leave the circle and are counted. The game is repeated with another pike.

Option 2

crucian carp swim not only in a circle but also between stones, pike is on the sidelines. You can choose two pike.

"Sly Fox"

Purpose: to teach children to run without bumping into each other, to act on a signal, to navigate the playground. Develop agility and speed.

Game progress:

Players stand in a circle, one step apart from each other. The teacher ask everyone to close their eyes. The children close their eyes, and the teacher goes around the circle - behind the backs of the children and touches one of the children, who becomes a cunning fox. Then the teacher offers to open his eyes and carefully look at which of them is a fox - if she will give herself away with something.

Players ask three times at short intervals - first quietly, then louder: "Cunning fox, where are you?" while everyone is looking at each other.

When all the players, including the fox, say for the third time - sly fox, where are you? The cunning fox jumps into the center of the circle, raises his hand up and says, "I'm here!" all players scatter around the court, and the fox catches them. Those caught move away. The game is repeated.

Option 2.

You can choose 2-4 foxes, and run around the site with different types of running.

"Homeless Bunny"

Purpose: to teach children to run fast, trying to occupy the house. Develop attention, speed of reaction to a signal.

Game progress:

A hunter and a homeless hare are chosen. The rest of the hares draw circles for themselves and each stands in his own. A homeless hare runs away from the hunter, he can escape from the hunter by running into any circle, then the hare standing in the circle should immediately run away, because he is now a homeless hare and the hunter will catch him. As soon as the hunter taunted the hare, he himself becomes a hare, and the former hare becomes a hunter.

Option 2.

Children form a circle holding hands for 3-4 children, and in the center of such a circle there are hares.

3 option

Children stand in circles drawn on the ground at the signal of the teacher, the hares change houses - they run from one to another, and the hunter occupies any vacant house, who is left without a house becomes a hunter.

"Make a Shape"

Purpose: to teach children to run loosely around the hall, area. To teach to change movement on a signal, to develop balance, the ability to keep motionless prose.

Game progress:

At the signal of the teacher, all the children scatter around the room. On the next signal (hitting a tambourine), all the players stop at the place where the team found them and take a pose. The teacher notes those whose figures turned out to be more interesting, the most successful.

Option 2.

You can choose a driver who will determine whose figure is more interesting, those who come up with new figures every time.

"Corners"

Purpose: to teach children to run from place to place quickly, unnoticed by the leader. Develop dexterity, speed of movement, orientation in space.

Game progress:

Children stand near trees or in circles drawn on the ground. One of the players remaining in the middle comes up to someone and says "Mouse, mouse, sell me your corner." She refuses. The driver goes with the same words to another. At this time, the rest of the children change places, and the driver in the middle tries to take the place of one of the running ones. If he succeeds, the one left without a corner stands in the middle.

Option 2.

If the driver fails to take a seat for a long time, the teacher says: “Cat!” all children change places at the same time, the driver manages to take a corner. You can't stand in your corner for long.

"Entertainers"

Purpose: to teach children to walk in a circle, holding hands to the right, to the left. Repeat the movements for the driver. Develop attention, memory, creativity.

Game progress:

A driver is chosen - an entertainer who stands in the center of the circle formed by the children. Holding hands, the children walk in a circle and say:

"In an even circle one after another

we go step by step.

Stand still 1 together

Let's do this…”

The children stop, lower their hands, and the entertainer shows some kind of movement and everyone must repeat it. The game is repeated with another entertainer.

"Swan geese"

Purpose: to teach children to run from one side of the playground to the other so as not to stain. Develop the ability to act on a signal, dexterity, speed.

Game progress:

On one edge of the hall, a house is indicated in which there are geese, on the opposite side of the hall there is a shepherd. To the side of the house is a lair in which a wolf lives, the rest is a meadow. Children are chosen to play the role of a wolf, a shepherd, the rest of the children portray geese. The shepherd drives the geese out into the meadow, they graze and fly.

Shepherd: geese, geese!

Geese: stop and answer in chorus: ha-ha-ha.

Shepherd: you want to eat!

Geese: yes, yes, yes!

Shepherd: so fly home.

Geese: we can’t, the gray wolf under the mountain doesn’t let us go home, it sharpens its teeth and wants to eat us.

Shepherd: so fly as you want, just take care of your wings!

The geese, spreading their wings, fly home through the meadow, and the wolf, running out of the lair, tries to catch the geese. Then, after 2-3 runs, a new shepherd and a wolf are selected.

"Traps" (with ribbons)

Purpose: to teach children to run in all directions, without bumping into each other, to act quickly on a signal. Develop orientation in space, the ability to change direction.

Game progress:

Children are built in a circle, each has a colored ribbon tucked into the back of the belt. Lovishka stands in the center of the circle. At the signal of the teacher: "One, two, three - catch!" children run around the playground. The trap is trying to pull the ribbon. On a signal: "One, two, three in a circle, run quickly - all the children are built in a circle." After counting those caught, the game is repeated.

Option 2

a circle is drawn in the center stands Lovishka. At the signal “One, two, three catch,” the children run across the circle, and Trap tries to grab the tape.

"Winter and Summer"

Purpose: to teach children to build in 2 lines with their backs to each other, run fast, catch their mate. Develop attention, speed of reaction.

Game progress:

Children standing in two lines turn their backs to each other. One line is winter, the other is summer. At the signal "Winter!" - the players of this team turn around and each catch their pair. Also on a signal - "Summer!"

Option 2

Each child has a ball of small diameter, on a signal, the children turn and throw the ball at their pair.

"Frost - red nose"

Purpose: to teach children to run in loose from one side of the site to the other, dodging the trap, act on a signal, maintain a motionless posture. Develop endurance, attention. To fix the run with an overlap of the lower leg, a side gallop.

Game progress:

On opposite sides of the site, two houses are indicated, in one of them there are players. In the middle of the site, the leader becomes facing them - Frost is a red nose, he says:

“I am frost – red nose.

Which one of you decides

Set off on the path?

Children answer in chorus:

After that, they run across the site to another house, the frost catches up with them and tries to freeze them. The frozen ones stop at the place where the frost overtook them, and stand like that until the end of the run. Frost counts how many players managed to freeze at the same time, it is taken into account that the players who ran out of the house before the signal or remained after the signal are also considered frozen.

Option 2.

The game proceeds in the same way as the previous one, but there are two frosts (Frost-Red Nose and Frost-Blue Nose). Standing in the middle of the playground facing the children, they say:

We are two young brothers, I am Frost-Blue Nose.

Two distant frosts, which of you will decide

I'm Frost-Red Nose, To set off on a path?

After answer:

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

all the children run to another house, and both frosts try to freeze them.

"The kite and the mother hen"

Purpose: to teach children to move in a column, holding on to each other tightly, without breaking the clutch. Develop the ability to act in concert, dexterity.

Game progress:

8-10 children participate in the game, one of the players is chosen as a kite, the other as a mother hen. The rest of the children are chickens, they stand behind the hen, forming a column. Everyone hold on to each other. Aside is a kite's nest. On a signal, he flies out of the nest and tries to catch the last chick in the column. The mother hen, stretching her arms to the sides, does not allow the kite to grab the chicken. All chickens follow the movements of the kite and quickly move after the hen. The caught chick goes to the kite's nest.

Option 2.

If there are many children, you can play in two groups.

"Oncoming Runs"

Purpose: to teach children to run from one side of the playground to the other at a fast pace. Develop attention, speed of movement.

Game progress:

Two groups of children with an equal number of players stand on opposite sides of the playground behind the lines in lines. (the distance between children in the line is at least 1 meter). Each group of children has ribbons of their own color on their hands - blue, yellow. At the signal of the educator: "Blue"! - children with blue ribbons run to the opposite side, those standing opposite stretch their hands forward and wait for those running to touch them with their hands. The one who was touched runs to the other side, turns and raises his hand up.

Option 2.

You can add two more colors - red, green.

"Empty place"

Purpose: to teach children to run fast in opposite directions. Develop speed of reaction, attention.

Game progress:

The players become around, putting their hands on their belts - windows are obtained. The leader is chosen. He walks outside the circle and says:

"I walk around the house,

and I look in the windows

I will go to one

and knock softly."

After the words I knock, the driver stops, looks out the window and says: knock, knock, knock. The one in front asks: “Who has come?” the leader says his name. The one standing in the circle asks: “Why did you come?” the driver replies: “We run in a race” - and both run around the players in different directions. There is an empty space in the circle. The one who reaches him first remains in the circle, the latecomer becomes the driver, and the game continues.

Option 2.

The driver simply walks around the circle and puts his hand on someone's shoulder, and they run with him in different directions, trying to take an empty place.

"Traps"

Purpose: to teach to run around the site in all directions with dodging. Develop the ability to act on a signal, agility, speed of movement.

Game progress:

The children are on the playground, Lovishka is in the middle of the playground. On a signal - one, two, three - catch1 - all the children scatter around the playground, dodging the trap. The one whom Lovishka has stained steps aside.

Option 2.

The trap cannot catch the one who managed to sit down.

3 option.

You can not catch someone who managed to stop and stand on one leg.

4 option.

The trap must hit the fleeing with the ball.

"Pair run"

Purpose: to teach children to run in pairs, without disengaging their hands, to bend around objects. Develop dexterity, attention.

Game progress:

Children stand in columns in pairs on one side of the playground beyond the line. On the other side of the site, objects (skittles, cubes, etc.) are placed, according to the number of links. At the signal of the teacher, the first couples of children, holding hands, run to the objects, go around them and return to the end of their column. At the next signal, the second couples run. The pair that separates hands is considered the loser.

Option 2.

Run with an overhang of the shin. Running between objects with a snake to a landmark.

"Paints"

Purpose: to teach children to run, trying not to catch up, jump on one leg, landing on the toe of a half-bent leg. Develop agility, speed of movement, the ability to change direction while running.

Game progress:

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

Here! Here!

Who's there?

Buyer.

Why did you come?

For paint.

For what?

For blue.

If there is no blue paint, the owner says: “Go along the blue path, find blue boots, wear it and bring it back!” if the buyer guessed the color of the paint, then he takes the paint for himself. There is a second buyer, the conversation with the owner is repeated. And so they come in turn and take apart the paints. The buyer with the most paint wins. The owner can come up with a task that is more difficult, for example: jump on one leg along the red carpet.

Option 2.

The conversation is repeated, if the buyer has guessed the paint, the seller says how much it costs and the buyer slaps the seller on his outstretched palm so many times. With the last clap, the child depicting paint runs away and the buyer catches up with him and, having caught him, takes him to the agreed place.

"Who will make fewer jumps"

Purpose: to teach children to long jump, making a strong swing with their hands, pushing off and landing on both feet. Develop pushing power, strengthen leg muscles.

Game progress:

Two lines are marked on the site at a distance of 5-6 meters. Several children stand up to the first line and, on a signal, jump to the second line, trying to reach it in fewer jumps. Feet slightly apart and land softly on both feet.

Option 2.

Increase the distance to 10m. (this is an average of 8-10 jumps)

"From bump to bump"

Purpose: to teach children to move from one side of the playground to the other by jumping from bump to bump on two or one leg. Develop pushing power, the ability to maintain balance on a bump, agility.

Game progress:

Two lines are drawn on the ground - two banks, between which there is a swamp. The players are distributed in pairs on one side and the other. The teacher draws flat rings on the swamp of bumps) at different distances from each other: 30, 40, 50, 60, 70, 80, 90 cm. two children, on a signal, jump from bump to bump, pushing off with two legs or one, without standing between the bumps. trying to get to the beach. The one who stumbled remains in the swamp. The next couple comes out. When everyone completes the task, the teacher assigns someone to take the children out of the swamp. He gives the bogged child a hand and shows by jumping the way out of the swamp.

Option 2.

Competition: "Who will quickly get over the swamp."

"Fishing rod"

Purpose: to teach children to jump on two legs while standing still, landing on toes, half-bent legs. Develop dexterity, speed, eye.

Game progress:

Children stand in a circle in the center of the teacher. He is holding a rope at the end of which is tied a bag of sand. The teacher rotates the rope just above the floor, the children jump up on two legs so that the bag does not touch their legs. Having described 2-3 circles, a pause is made and the caught ones are counted.

Option 2.

Those children who are caught are out of the game until the most dexterous remain.

"Don't Stay on the Floor"

Purpose: to teach children to run around the hall in all directions, jump on cubes, benches without the help of hands, jump off them easily on toes with half-bent legs. Strengthen the ability to act on a signal. Develop agility and speed.

Game progress:

Trap is chosen, who runs around the hall with the children. As soon as the teacher says, “Catch!” - everyone runs away from the trap and climbs on objects - benches, cubes, stumps. The trap tries to overpower the fleeing. Children touched by Lovishka go to a designated place.

Option 2.

2 traps are selected, they run different types of running, use a musical signal.

"Firemen in training"

Purpose: to teach children to climb the gymnastic wall in a convenient way, without skipping the rails and without jumping off. Develop coordinated work of arms and legs, speed, agility.

Game progress:

Children are built in 3-4 columns facing the gymnastic wall - these are firefighters.

On each span, bells are hung at the same height. At the signal of the teacher - a blow to the tambourine or the words "March!" the children standing in the column are the first to run to the wall, climb it, ring the bell, go down, then return to their column and stand at its end. The teacher marks those who complete the task the fastest. Then, at a signal, the second standing in the column run. Make sure that the children do not miss the rails, do not jump off.

"Bears and bees"

Purpose: to teach children to climb the gymnastic wall, climb benches, cubes without the help of hands, jump on toes on bent legs, run in all directions. Develop dexterity, courage, speed.

Game progress:

Children are divided into two equal groups, one is bees, the other is bears. On the gymnastic wall, bench, cubes there is a beehive, on the other side there is a meadow, in the direction of the bears' lair. at a prearranged signal, the bees fly out of the hive, buzz and fly to the meadow for honey. As soon as the bees fly to the meadow for honey, the bears run out of the den, climb into the hive and feast on honey. The teacher gives a signal: “Bears!” bees fly to the hives, trying to sting the bears, they run away to the den, the stung bears miss one game. After 2-3 repetitions, the children change roles.

Follow up with the gymnast. The walls need to get off without jumping off, without missing the rails. From the benches, jump on toes with half-bent legs.

"Who is more likely to the flag"

Purpose: to teach children to act on a signal, to jump on two legs moving forward, to crawl under the arc in a convenient way, to run for distillation. Develop the ability to compete, pass the baton.

Game progress:

Children are divided into three columns equally. At a distance of 2m from the starting line, arcs or hoops are placed, you can pull the cord, then at a distance of 3m. flags are placed on the stand. The task is given: at the signal of the teacher, crawl under the arc, then jump on two legs to the flag, go around it and run back to the end of your column.

Option 2

A complication is introduced: the rope is pulled at a height of 60 cm, the children must crawl under the cord without touching the floor with their hands.

"Squirrels in the Forest"

Purpose: to teach children to climb the gymnastic wall without missing the rails, without jumping off. Develop and strengthen the muscles of the shoulder girdle. Cultivate interest in outdoor games.

Game progress:

A hunter is chosen, all the other children are squirrels, they sit on "trees" - a gymnastic wall, benches, boards laid on large cubes. At the signal of the teacher: "Beware!" or by hitting a tambourine, all the squirrels change places: they quickly get off, jump off the devices and climb onto others, at this time the hunter touches them with his hand. Squirrels tagged by the hunter are considered caught, as well as those that remained in their original places, they go to the hunter's house.

Option 2.

The hunter spots the squirrels with a ball, you can choose 2-3 hunters.

"The ball to the driver"

Purpose: to teach children to catch the ball thrown by the driving hands without pressing it to the chest. Throw the ball with both hands from the chest. Develop the eye, motor skills of the hands, speed, accuracy of the throw.

Game progress:

Children are divided into 2-3 groups and line up in a circle, in the center of each circle there is a leader with a ball in his hands. At the signal of the teacher, the drivers alternately throw the ball to the children with both hands from the chest and get it back. When the ball goes around all the players, he raises it above his head and says: “Done!”

Option 2.

The driver throws the ball not in order, but in discord, the group that never drops the ball wins.

"Hunters and Hares"

Purpose: to teach children to jump on two legs with forward movement in all directions, to act on a signal. Strengthen the ability to throw the ball trying to hit the hares. Develop dexterity, eye.

Game progress:

A hunter is chosen, the rest of the children are hares. On one side of the site there is a place for a hunter, on the other a house for hares. The hunter walks around the hall, pretending to be looking for traces of hares, and then returns to himself. Hares jump out on two legs or to the right on the left alternately in different directions. At the signal: "Hunter!" - hares run into the house, and the hunter throws a ball at them. Those he hits are considered shot, and he takes them to his house.

Option 2.

There can be 2-3 hunters, and the hares do not have a home, they just dodge the ball.

"Knock down the pin"

Purpose: to teach children to roll the ball, trying to knock down the pin from a distance of 1.5-2m, run after the ball, betraying other children. Develop an eye, the strength of the throw.

Game progress:

On one side of the hall, 3-4 circles are drawn, skittles are placed in them. At a distance of 1.5-2m, a line is drawn from them. 3-4 children come to the line and stand opposite the pins, take the ball and roll, trying to knock down the pin. Then they run, put the skittles, take the balls and bring them to the next children.

Option 2.

Throw the ball with the right, left hand, push off with the foot.

"School of the ball"

Purpose: to consolidate the ability of children to perform different actions with the ball. Develop coordination of movements, eye, dexterity.

Game progress.

  • Throw the ball up and catch it with one hand.
  • Hit the ball on the ground and catch with one hand.
  • Throw up, clap your hands and catch it with both hands.
  • Hit the wall and catch it with one hand.
  • Hit the wall, catch him with one hand after he hits the ground.
  • Hit the ball against the wall, clap your hands and catch with one hand.
  • Hit the ball against the wall so that it bounces at an angle towards a partner who must catch it.
  • Hit the ball against the wall by throwing it from behind, from behind the head, from under the foot and catch it.

"Toss - Catch"

Purpose: to teach children to toss a tennis ball and catch it, roll it to a friend. Develop eye, dexterity, coordination of movements.

Game progress:

Children stand in two lines, at a distance of -3m. everyone has balls in one line. On a signal, the children simultaneously toss the ball up and catch it with both hands, then roll it to the person standing opposite. They do the same.

Option 2.

Complication: when tossing the ball, perform clapping, turn around, throw with one hand and catch with the other.

"Hunters and Beasts"

Purpose: to teach children to throw a small ball, trying to hit the animals, to perform imitation movements, depicting forest animals. Develop dexterity, eye.

Game progress:

Children form a circle holding hands. Calculated on the first second are divided into hunters and animals. The hunters remain in their places in the circle, and the animals go to the middle of the circle. The hunters throw the ball to each other and try to hit them at the feet of the fleeing and dodging animals. The one who is hit by the ball is considered shot out of the circle. Then the players change roles.

Option 2

balls can be 2-3.

"Ball Over the Net"

Purpose: to teach children to throw the ball over the net with both hands from the chest and behind the head and catch it. Develop dexterity, accuracy of the throw, eye.

Game progress:

Children (2-4) stand on both sides of the net at a distance of 1.5m, the net is stretched 15cm. above the raised hand of the child. Children throw the ball over the net to each other from behind the head with both hands, from the chest with both hands. If four people play, then one child throws the ball over the net to the other side, the one who catches the ball throws it to his neighbor, and he throws it again over the net.

Option 2.

You can enter the score into the game. On which side the ball hit the floor less, that side won.

"Get in the Hoop"

Purpose: to teach children to throw sandbags at a horizontal target, aiming with their right left hand. Develop an eye, the accuracy of the throw.

Game progress:

Children stand in a circle with a diameter of 8-10m. through one in the hands of a bag of sand. There is a hoop in the center of the circle. At the signal of the teacher, the children who have bags in their hands pass them to their comrades on the right or left by agreement. Having received the bags, the children throw them trying to get into the hoop. Then the children pick up the bags and return to their places in the circle. The signal sounds again, and the children pass the bags to their neighbors - the second numbers, etc.

Option 2.

Throw bags with two one hand from behind the head, sitting, kneeling.

"Serso"

Purpose: to teach children to throw wooden rings, trying to throw them on a "cue" (wooden stick), to develop dexterity, an eye.

Game progress:

Two are playing. One throws wooden rings with a cue, and the other catches them on a cue, you can first toss them with your hand and catch them on your hand, and then use the cue. The one who catches the most rings wins.

Option 2

With a large number of players, children are divided into pairs and stand opposite each other at a distance of 3-4m.

"Throw the flag"

Purpose: to teach children to throw bags to give with the right, with the left hand from behind the head, try to make the bag fly as far as possible. Develop throwing power, eye. Strengthen the muscles of the shoulder girdle.

Game progress:

Children stand in two lines one after another, in the hands of the first line sandbags. Ahead at a distance of 4-5m. several flags are at the same level. Children simultaneously throw bags from behind their heads with both hands or with one hand, trying to throw them over the line of flags. Then the children pick up the bags, run and pass them to their couple. Throws the next rank, the results are compared.

Option 2.

You can transfer bags to your pair by throwing.

"The ball from the hill"

Purpose: to teach children to roll table tennis balls from a hill and run after him, pass the baton.

Game progress:

2-3 slides are arranged from cubes and planks. Children stand in columns in front of slides of 5-6 people. Those standing in front take a ball, at the signal of the teacher they roll the ball down the hill and run after them. Having caught up with them, they return, pass the ball to the next player, and they themselves run to the end of the column. The team that completes the task the fastest wins.

"Catch the ball"

Purpose: to teach children to catch the ball on the fly, bouncing up. Develop dexterity, speed of movement, endurance.

Game progress:

Three children are involved in the game. Two people stand at a distance of at least 3 m from each other and throw the ball. The third is between them and tries to catch the ball flying over them. If he managed to catch the ball, then he takes the place of the child who threw the ball, and he takes the place of the driver.

Option 2.

More children can play, then they become in a circle and the leader is in the center. The game continues as in option 1.

"Ring Throwers"

Purpose: to teach children to throw rings on pegs, trying to throw as many rings as possible. Develop eye, dexterity, endurance.

Game progress:

The children agree on how many rings each will throw, stand in order of priority for the first line, throw the rings on the pegs. After all the players complete the task, they count who threw the most rings on the pegs.

Option 2.

Children stand at the second line and throw rings from there.

3 option.

Ring throwers can be desktop, small sizes.


P / and "Mousetrap"

Purpose of the game : Improve movement coordination and agility.

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

Oh, how tired the mice are,

They ate everything, they ate everything,

Beware, cheaters

We will get to you.

Here we put mousetraps,

Let's get everyone now!

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

m/p "Who has the ball?"

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

Game progress:

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

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

p / and "Lovishka" (with ribbons)

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

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

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

p / and "Figures"

Target:Cultivate creativity.

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

m/p "Find and keep silent"

Target:Develop attention in children.

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

p / and "We are funny guys"

Target: .

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

We are funny guys

We love to run and jump.

Well, try to catch up with us.

One, two, three - catch!

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

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

p / and "Fishing rod"

Target:Improve coordination abilities, strengthen leg muscles.

Game progress:The players stand in a circle, the teacher will stand in the center of the circle. He holds a rope in his hands, at the end of which is tied a bag of sand. The teacher rotates the rope with the bag in a circle just above the floor (ground), and the children jump up on two legs, trying to prevent the bag from touching their legs. Having described 2-3 circles with a bag, the teacher pauses, counts the number of those who hit the bag and gives instructions on how to perform jumps.

p / and "Quickly take it"

goal:Improve signal responsiveness.

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

p / and "Empty place"

Target:Develop the ability to navigate in space and speed

Run.

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

And I look through the windows

I will go to one

And I'll knock softly.

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

m/p "Classes"

Target:Teach kids to jump.

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

p / and "Don't get caught"

Target:Develop dexterity and coordination of movement.

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

p / and "Bird flight"

Target:To fix climbing on the gymnastic ladder.

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

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

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

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

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

p / and "The ball to the driver"

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

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

p / and "Geese - swans"

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

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

SHEPHERD: Geese, geese!

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

SHEPHERD: Do you want to eat?

GOOSIE: Yes, yes, yes!

SHEPHERD: So fly!

Geese: We can't:

Gray wolf under the mountain

He won't let us go home.

SHEPHERD: So fly as you like,

Just take care of your wings!

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

m/n "Flies - does not fly"

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

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

p / and "Entertainers"

Target:Develop motor activity of children.

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

In an even circle one after another

We go step by step.

Stay where you are! together

Let's do this………..

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

p / and "Firefighters in training"

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

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

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

Target:Develop mindfulness, activity of sensory systems.

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

p / and "Frost Red Nose"

Target: Cultivate speed and agility

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

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

I'm Frost Red Nose.

Which one of you decides

On the way - to start the path?

The players respond in unison:

We are not afraid of threats

And we are not afraid of frost.

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

p / and "Hunters and hares"

Target : Cultivate dexterity

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

p/i "Brave Sparrows"

Target : Cultivate speed and agility

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

p / and "Sly fox"

Target: Cultivate speed and agility

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

m/p "School of the ball"

Target : development of dexterity, quick reaction, attention

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

p / and "Bears and bees"

Target: Cultivate speed and agility

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

p / and "Owl"

Target: Build creative imagination

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

p / and "Pair running"

Target: Learn to run in pairs

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

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

Target: improve crawling skills

on all fours and the ability to navigate

in space

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

p / and "Burn, burn clearly!"

Target: Develop speed and agility

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

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

Look at the sky, the birds are flying

The bells are ringing!

One, two, three - run!

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

m / and "Get in the hoop"

Target: Develop eye and accuracy of motor actions

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

p / and "Homeless Hare"

Target: Improve the speed of response to a sound signal

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

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

p / and "Carousel"

Target:to develop in children the rhythm of movements and

The ability to coordinate them with words

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

Barely, barely, barely, barely

The carousels spin

And then around, around, around,

Everyone run, run, run.

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

Hush, hush, don't rush!

Stop the carousel!

One, two, one, two

Here the game is over.

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

m/p "Knock down the skittle"

Target: Train accuracy, strengthen arm muscles

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

p / and "From bump to bump"

Target: develop the ability to jump on two legs with

moving forward

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

p / and "Oncoming dashes"

Target: Strengthen the ability of children to run for distillation

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

p/i "Serso"

Target: Develop attention, eye, coordination

movement, accuracy

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

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

p / and "K&

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

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

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

Cultivate purposefulness, a positive emotional attitude.

1. Preparation: Prepare illustrations for fairy tales.

Pick up a rhyme to choose a wolf.

Prepare the wolf mask.

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

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

3rd place holding: gym.

4. Getting to know the rules:

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

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

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

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

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

Geese answer - ha, ha, ha!

Shepherd. Do you want to eat?

geese. Yes Yes Yes!

Shepherd. So fly!

geese. We can not,

Gray ox under the mountain

He won't let us go home...

Shepherd. So fly how you want

Just take care of your wings!

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

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

7. Guidance games:

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

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

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

9. End games: easy walking.

10. Summarizing.

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

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

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

Can I play this game while walking?

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

Target:

Tasks:

Equipment:

Stove, apple tree with pictograms of emotions (apples), planks, fabric-river, hut, audio recording with the voice of the stove, apple trees, rivers, tape recorder, apple treats for children.

Lesson progress:

Sounds like a melody from a fairy tale.

Q: There are no miracles in the world today

For those who do not believe in miracles!

There is no Koshchei - even children know this!

And fairy tales live here and there.

This is a saying, not a fairy tale

The story is ahead.

Ps: Let's join hands and say the words:

(at this time, put a chair with a doll Masha)

Get in the circle soon

Hold on tight to your hands

One, two, three, four, five

Let's start the story.

Masha runs in, crying. (Doll voiced by a teacher-psychologist)

M: Hello guys! It's good that I met you. Help me, please, the swan geese took away Ivanushka, went to look for him and did not find him.

Q: Guys, what fairy tale did Masha come running to us from?

D: From the fairy tale "Geese-swans"

Q: Let's help Masha find her brother? And you, Masha, go home and wait for your parents. Come on guys.

Q: P / game "On a flat path"

On the pebbles, on the pebbles

Over bumps, over bumps

We went to the stove.

B: Guys, look, there is a stove on our way. Masha also met the stove, but she did not help her. Why do you think?

D:————-

Q: How did Masha turn to the stove? What words did she use and in what voice?

D:—————

Q: How did you have to ask for a stove?

(children demonstrate how to turn to the stove)

(The teacher opens the stove)

Ps. P / game "On a flat path"

On a flat path, on a flat path

Our feet are walking, our feet are walking

On the pebbles, on the pebbles

Over bumps, over bumps

We came to the apple tree.

Ps: guys, look what a beautiful apple tree, but the apples on it are not simple, but magical. Unravel the magic, we can move on.

Emotional study

Guys, how hard it is for our apple tree. Why do you think? Because in addition to joyful apples, evil and sad ones hang on it. Let's help the apple tree get rid of bad, negative emotions? (Children show emotions)

Come one by one and shoot an angry or sad emotion, show it, please. So there were only joyful emotions left, our apple tree became easy and fun. (Children show emotion of joy)

Look how easy it has become for our apple tree.

Finger gymnastics "Yablonka"

There is an apple tree by the road Weave hands above your head, fingers unclenched

An apple is hanging on a branch. Put your wrists together

I shook the branch strongly, Hands over head, moving back and forth

Here we have an apple. L adoni in front of the chest, imitate holding an apple

I'll drink into a sweet apple, Connect the wrists, spread the palms

Ps. Guys, the swan geese have flown. (We go in a circle to the center, the teacher comes up and conducts a physical education session)

Physical education "Geese"

The geese have arrived flapping their wings

They sat down near the sea

The geese wanted to swim in the blue sea Swimming movements

The paws were washed Rubbing hands alternately with palms

Wings rinsed Mahi below with hands

And the geese did not drink salty water Turning the head to the side

Let's fly to the house to the native shore. Mahi hands

Q: Look, we have a hut in front of us, where the swan geese took Ivanushka.

And on our way the river overflowed.

Who knows how to get to the other side?

D: —————

Q: We will build our own Bridge of Polite Words . Each of you will take a tablet and, before putting it down, will say a polite word or expression.

The children are building a bridge.

V: And here is Vanya, we found a brother, it's time to return home.

(Going in a circle to the center)

P / game "On a flat path"

On a flat path, on a flat path

Our feet are walking, our feet are walking

On the pebbles, on the pebbles

Over bumps, over bumps

We approached the house.

Meets Masha. (Doll, voiced by a psychologist)

M: Thank you very much!

Why did the stove, the apple tree and the river help you, but not me?

D:————-

M: Mom and dad returned from the fair and give you gifts for your kind hearts!

PS: It's time for us to go back to kindergarten.

Exit from the fairy tale.

We are funny guys

We are preschoolers

Everyone worked hard today

We found ourselves in the group again!

Ending.

Thank you! Let's clap our hands and pat ourselves on the head. What good fellows we are.

Video lessons

Introspection of the teacher

Target: Through game, problem situations, to educate children in positive relationships, responsiveness, a sense of empathy.

Tasks:

1. consolidate children's ideas about emotional states: joy, anger, sadness;

2. lead to the ability to intonate the characters' lines in problem situations (request);

3. enrich and activate the dictionary of polite words;

4. develop coordination of movements, general and fine motor skills;

5. contribute to the removal of psycho-emotional stress;

6. to cultivate the ability to listen to the speaker, not to interrupt, to empathize with the heroes of the fairy tale.

Form of organization of the lesson: group

Conduct form: travel game.

With the help of the "entry into a fairy tale" method, the pupils were included in educational activities.

Game technologies were used to solve the tasks. Introduction to the game, fairy-tale situation activated the attention of children, increased interest in the lesson.

To activate attention, surprise moments were used (the appearance of fairy-tale heroes);

- to maintain the interest of children, there were technical means (recording of voices);

- for satisfactory physical activity of children, pupils made a transition from one group zone to another, accompanied by a poetic text, a physical education session was held;

- finger gymnastics was used to develop fine motor skills;

To introduce children to emotions - a pantomimic sketch and pictograms. The emotional background at the lesson was positive.

Through a problematic situation, the children developed the ability to intonate the characters' replicas, politely make a request to the characters, the children's dialogic speech developed and the dictionary of polite words was enriched.

As a result, the goals were achieved, the tasks were solved.

Tasks: Exercise in running with dodging, in catching. Strengthen the ability to perform the actions of the role taken on. Coordinate words with game actions.
To develop in children dexterity, ingenuity, speed of reaction.
Cultivate purposefulness, a positive emotional attitude.
1. Preparation: Prepare illustrations for fairy tales.
Pick up a rhyme to choose a wolf.
Prepare the wolf mask.
Activate the words in the children's speech: shepherd, den.
2. Inventory and equipment: Illustrations based on fairy tales, wolf mask.
3. Venue: sports hall.
4. Getting to know the rules:
The geese "fly" home without being caught by the wolf, the wolf catches the geese. The one who is touched by the wolf is considered to be caught. Enough to touch, no need to grab hands.
5. Beginning of the game: You can seat the children on the bench (so they will not be distracted).
6. Game progress: Guys, you probably know a lot of fairy tales. Tell me what fairy tales do you know? (Answers of children).
Could you recognize the story from the illustration? (I show an illustration from the fairy tale "Geese-swans"). Who remembers the name of this story? (Children call). And who remembers what happened in this fairy tale? (Answers of children). Who stole Vanya? (Children answer). Why do you think this happened? (Answers of children). That's right, sister Alyonushka did not follow. And tell me, can such a story happen to geese? Who can steal them? (Answers of children). Do you want us to compose your own fairy tale? (Answers of children). Let's imagine that you and I are geese, here (one side of the hall) is our house, and here (at the other end of the hall) is a shepherd. A shepherd is a person who watches over the geese and guards them. For example, it will be Daniel. And here, there will be a lair, a wolf. The lair is the home of the wolf. Roma will be the wolf.
The shepherd is a covenant, home of the geese. Saying the words: Geese, geese!
Geese answer - ha, ha, ha!
Shepherd. Do you want to eat?
Geese. Yes Yes Yes!
Shepherd. So fly!
Geese. We can not,
Gray ox under the mountain
He won't let us go home...
Shepherd. So fly how you want
Just take care of your wings!
The geese, stretching their arms to the sides, fly home, and the wolf runs out and tries to catch (feel) the geese.
After two times of the game, a new wolf and a shepherd are selected, with a counting rhyme.
7. Management of the game:
Directions: Run arms to the sides (geese fly).
The wolf, maybe, only touch it, and not grab it with his hands.
8. What to do with retiring players: I attach some to the shepherd (they repeat his words with him), others to the wolf (if the “wolf” is a weak child, but wanted to be a wolf).
9. End of the game: calm walking.
10. Summing up.
Guys, did you like the story that we made up and played?
What do you think needs to be done so that the wolf does not catch you. (Answers of children).

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

Can I play this game while walking?

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

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