I have been working with children for many years, I love playing a wide variety of games with them - both sports and educational. I always try to make children's leisure time fun and memorable, I carefully prepare for the event and think through everything to the smallest detail in order to avoid undesirable consequences. I have a huge arsenal of children's entertaining play activities.

JOKIC OLYMPICS

1. Long jump. Two teams compete in the long jump - the first participant stops at the place of his result, the second jumps further from this place, and so on for the whole team. General team jump longer length will be victorious.

2. Race walking. The first participants of the competing teams begin to move from the starting line and back, taking each step, placing the heel of one foot to the toe of the other. Having passed the baton, each team member moves in this way. Of all the slow moving ones, the fastest ones win.

3. Shooting. Participants line up 5 m from the basket, which will be the target. You need to shoot with junk or natural material(corks, cones...), throwing them into the basket. The first participants of two teams receive one item each. The team with the most items in their basket wins.

4. Cross-country skiing. We draw two parallel curved lines for each team - this is a ski track. The first participants are given relay sticks. Participants “ride” on skis in a sliding step in one direction, and run in the other, passing the baton to the next one. Instead of skis, you can use plastic bottles cut to insert legs.

5. Bobsled. The participants are divided into threes, two - “drivers” - hold the bag - sled - by the corners, the third is the rider. They go in one direction, run back and pass the baton to the next three.

6. Night orienteering. The first two participants of the competing teams are blindfolded and they must get to the start and back - running, without a blindfold. Teams can help “night pedestrians” by shouting “to the right”, “to the left”, “forward”, “back”.

7. Bicycle racing. Pairs of participants compete holding a plastic bottle - a bicycle - between their legs. One way - on a bicycle, the other - running, passing the baton next couple.

8. Tug of war. Teams compete standing with their backs to each other, and the rope is passed between their legs.

9. Siamese twins. Pairs of teams compete, clasping hands, with their backs to each other. They run sideways from start to finish and back.

10. Train. The first team member is the “locomotive” and runs to the finish line and back. At the start, they hitch the first “car” and the two of them move to the finish line and back, hooking the next car. The “train” that arrives at in full force to the start.

ZOOLOGICAL RACE

1. "Snake". The whole team lines up in one column, one after another, everyone puts their hands on the shoulders of those in front and squats together - the snake is ready. The team's task is to cover a given path there and back without uncoupling or getting up.

2. "Kangaroo". One participant per team covers a given distance, jumping back and forth in bags, passing the bag to the next participant.

3. "Frogs in the swamp." The first two team members are given “bumps” - sheets of cardboard. They move along the bumps in one direction and run in the other, passing the baton to the next player.

4. "Penguins". The first participants of the competing teams hold the ball with their knees and waddle forward, running back, passing the ball to the next participant.

5. "Crayfish." The first two participants run a given distance backwards back and forth. Then the next participant, until the whole team tries themselves in the role of cancer.

6. "Bactrian camel" Pairs of teams compete. Two participants stand behind each other, holding a hump ball on their back with one hand. Then, they lean forward, the second participant holds the first participant’s belt with his free hand. The balls should not fall during movement, the back should be bent. Pairs run back and forth, passing the balls to the next pair.

7. "Squirrels." We draw circles on the ground or place hoops - hollows (5 pieces), players of two teams compete in jumping from hollow to hollow with a ball - a nut in their hands - back and forth, passing the “nut” to the next “squirrel”.

8. "Spider". Four players compete, standing with their backs to each other and clasping their hands at the elbows. You need to run a given distance there and back.

9. "Monkeys on vines." Closed oval lines - vines - are drawn on the ground, one player - "monkey" from each team - covers their route in one direction, runs back, passing the baton to the next team member.

10. "Horse Cart". Three players from each team form a team of horses, standing in a hoop and holding it with their hands, and the fourth player controls it. The team covers a given distance back and forth by running, passing the baton to the next four.

FABULOUS RELAY RACES

1. "Alice the Fox and Basilio the Cat."

Pairs of participants compete. You need to cover a certain distance there and run back, while the Fox bends one leg at the knee and holds it with his hand - jumping on one leg, the cat is blindfolded. They move arm in arm, like in a fairy tale.

2. "Dragon".

Two teams compete. The participants of each team are divided into threes and stand next to each other. The middle participant wraps his arms around the necks of his neighbors and hangs on them. While moving, the extreme participants flap their wings - their arms, like the Serpent Gorynych during flight.

3. "Baba Yaga".

One participant per team competes. They put a stupa - a trash can - on one leg, and they take a mop - a broom - in their hand. With such equipment, Baba Yaga covers a certain distance and returns back, passing the baton to the next participant.

4. "Kolobok"

Participants of two teams roll the ball with their feet a certain distance and at the finish line, without using their hands, throw it into the basket - “the mouth of the fox.” Then they take the ball in their hands and run to the start - passing the baton to the next participant.

5. "Cinderella".

The teams are divided in half - one half is Cinderella, the other is stepmothers.

The stepmother scatters 5 objects on the site, and Cinderella collects one object at a time with a broom and passes the collected objects to the next stepmother. So the whole team fulfills these roles.

6. "Teremok".

6 people participate in the relay race. The mouse starts. She runs to the finish line, where the hoop lies, climbs through it and runs after the second participant. Having taken the second participant, the mouse runs with him to the finish line, they climb through the hoop, run to the start, and so on. The sixth participant is a bear, he climbs into the hoop along with everyone at the finish line and pulls the hoop to the start. The team that “tells” the story the fastest wins.

7. "The wolf and the seven Young goats".

From each team they select a wolf and 7 kids. The site is divided into 2 parts - one part is the home of some kids, the other is the home of others. The wolves change teams, i.e. they catch goat kids - opponents. At the signal, both wolves begin to salt the kids, and the participants who are caught are eliminated from the game. The team with the wolf that catches the kids the fastest wins.

Every time, preparing for a children's event in the open air, the question arises - what can children do to make it interesting and fun for them? To have somewhere to throw out your ebullient, irrepressible energy. A sports relay race under the code name “Fun Starts” could be an excellent solution.

The competition program, as a rule, includes various competitions, relay races and outdoor games. It is desirable that most of the relay races be different in different groups, but no more than 10-13 tasks in grades 1-3 and no more than 13-18 tasks in grades 4-6 and 7-9.

The following tasks and competitions are traditional:

Presentation of teams by captains (emblem, motto, uniform, greetings for the jury and opponents).
- warm-up (participants guess riddles, answer questions from the areas of “Physical Education”, “Sports”, “Healthy Lifestyle”).
- captain competition (captains compete in various physical exercises and answer questions about sports).
- competitions “The Strongest”, “The Most Accurate” (usually held in the middle of the competition, so that the participants can relax after the running relay races and cheer for their competition participants)
- “Team Drag” and “Fan Drag” competitions usually complete the “Fun Starts” program.

If desired, you can vary the number of commands. Staff them with a suitable number of people. These can be teams made up exclusively of girls or boys, or mixed versions. You can even include adults in teams in equal numbers.

Below we want to list the most famous relay competitions so that you can choose those that you think children will enjoy the most.

Night orienteering

At a distance of 10 meters from the start, a stool is placed and the first participants close their eyes. At the signal, they must walk or run to the stool, walk around it and, returning on command, pass the baton to the next participants, who are already standing blindfolded. And so does the whole team. While moving, the team can help its participants by shouting: “to the right,” “to the left,” “forward,” “backward.” And since all commands are shouting at the same time, the player must make out which calls apply specifically to him. When the last player returns to the starting line, it is “day” for the entire team. For whom the “day” comes earlier, they won.

Cheerful cooks

For this attraction you will need two chef's hats, two jackets or two white coats, and two aprons. Items are laid out on stools located on the starting line, on opposite stools they place a mug filled with water, a wide-necked kefir bottle, and a tablespoon. The competition participants are divided into two teams. They line up at the starting line. At the presenter’s signal, the first numbers run up to the stool, put on a cap, jacket and apron and run to the opposite stools. Then they take spoons, scoop water from a mug once and pour it into a bottle, after which they return to their team and undress, handing the second number an apron and cap. He quickly gets dressed and performs the same task, etc.

No worse than a kangaroo

You need to run, or rather, jump a certain distance, holding a tennis ball or matchbox between your knees. Time is recorded by clock. If the ball or box falls to the ground, the runner picks it up, pinches it again with his knees and continues running. The one who shows it wins best time.

Without deviating from the route

Players from both teams line up in chains behind each other's heads. A 5-6 m long line with a circle at the end is drawn against each team on the ground. At the leader’s signal, team members run one after another exactly along the line to the center of the circle. Having reached it, they raise their right hand and, looking up, begin to spin. Having made 5 full turns in place, they run back along the line, again trying not to leave it. The team that finishes the competition the fastest wins.

Hockey players

For esta-feta you will need plastic bottles of different sizes, empty and filled with water (6-7 pieces). Bottles of water are placed in a straight line every 1 meter. At the end of the path, gates are installed or marked. Two teams each get a stick. The first player’s task is to use a stick to bring an empty plastic bottle, skirting obstacles like a snake, to the goal (to score), then return to the team and pass the stick to the next hockey player. The fastest team wins.

Balloon relay

2-3 teams of 5-6 people can participate in the relay race. Relay stages:
1. The first stage is to carry the ball on your head. If you fall, stop, pick yourself up and continue moving again.
2. The second stage is to run or walk, and toss the ball through the air.
3. The third stage is to carry two balls, pressing them together, between your palms.
4. The fourth stage is to drive the ball along the floor, going around the towns arranged like a snake (skittles, toys).
5. The fifth stage is to go the distance with a ball tied with a meter-long thread to the ankle.
6. The sixth stage is to carry the ball on a table tennis racket or in a large spoon.
7. The seventh stage is to hold the ball between your knees and jump with it like a kangaroo.

Rhythm relay race

A relay race between two or more teams that line up in columns in front of the starting line. The first team members have gymnastic sticks in their hands. At the signal, the players run with them to the stand located 15 m from the starting line, run around it and return to their columns. Holding the stick by one end, they carry it along the column under the feet of the children, who, without moving from their place, jump over it. Once at the end of the column, the participant picks up the stick and passes it to the partner standing in front of him, who passes it to the next, and so on until the stick reaches the player leading the column. He runs forward with a stick, repeating the task. The game ends when all participants have run the distance.

From one to five

This is a fun competition with plastic balls of different sizes. To play you still need two plastic sticks. Two teams of five people compete. The first players must use a stick to move one ball about seven meters. There is a large mace at the finish line, and the participant must go around it and return to his team. The second player is already dribbling two plastic balls, the third – three, the fourth – four, the fifth – five. It's very difficult, but exciting. The winner is the team that manages to carry out larger number balls.

Mushroom pickers

A relay race in which two teams participate. At the finish line, three towns are placed for each team and covered with colored circles - these are “mushrooms”. The first player at the start also has three circles in his hands, but of a different color. The player runs to the finish line, changes the caps of the “mushrooms” and returns, passing the circles to the second player. If the “mushroom” has fallen, then the movement cannot be continued. The team that was faster and more careful wins.

Simple matter

Two teams line up at the starting line. The first player receives a bowl filled with water and, at a signal, begins to run, trying not to splash the water. At the finish line, 15-20 steps apart, there are three stools or benches at some distance from each other. The player places the plate on a stool, crawls under it (if a bench is used, then steps over it), rearranges the bowl, etc. Then, taking the plate, he returns back. The second player starts running. If a team finished the relay earlier, but there was less water in the bowl than their opponents, then the game ended in a draw.

Population census

Teams compete on a relay basis. Participants run to where there is a sheet of paper and a thick marker. The person who has reached the point writes down the name of any member of his team (except himself and those already written down) and, taking the marker, runs back and passes it to another participant. It's very funny how the last players struggle to remember whose name has not yet been written down. The game allows you to better remember the names in the new company.

Umbrella racing

Two teams take part in the relay. Two players run from each team at the same time, holding an open umbrella above them. The umbrella is passed to the next couple as a relay baton.

Waiters

Two teams are given a round tray and 15-20 empty ones plastic bottles different volumes. The first player takes the tray with one hand, places one bottle on it, puts the other hand behind his back and begins to move towards the table located at the opposite end of the room. Having reached the table, the “waiter” puts down the bottle and runs back to the team with the tray. The second player repeats these actions. It is prohibited to hold the bottle with your hand. When a bottle falls, the player returns to the team and takes another one. The team that serves their table the fastest wins.

Book races

The relay requires two small balls and two books. Two teams are formed and line up on the starting line. Each team player races with a ball between their knees and a book on their head. If the book falls, the racing participant stops, puts the book on his head and continues moving. The fastest team wins.

Potatoes in a spoon

You need to run a certain distance, holding a spoon with a large potato in your outstretched hand. They run in turns. The running time is recorded on the clock. If the potato falls, they put it back and continue running. You can't run without potatoes! The one with the best time wins. It will be more interesting if it is a team competition.

Postman on horseback

Two teams of postmen line up at the start, and on command they saddle a stick and hold a balloon between their knees (it turns out to be a “horse”), put on a hat and take a bag of “mail” in their hand. Trying not to drop anything, players move to the turning piece and return back to hand the mail to the next postman. If a player loses at least one attribute, he stops, equips himself, and only then continues moving. The team that delivers the mail the fastest wins.

Dive into the hoop

Relay race. Team players take turns pushing the hoop from start to finish and at the same time try to slip into it as often as possible, first on one side, then on the other. Each dive brings the team one point, but if the hoop falls, then this point is deducted, and the race continues from the place of the “accident”.

Join our group

Municipal state educational institution of the Kuybyshevsky district "Kaminskaya secondary comprehensive school»

Scenario “Fun Starts”

( for high school students )

Prepared by: teacher physical culture

Mugutdinov S.S.

teacher highest category

MKOU Kaminskaya secondary school

2014

village Kama

Scenario "Fun Starts"

Scenario "Fun Starts" , participating in which the guys must understand: in order to win, it is not enough to just be physically strong. It is necessary to have sufficient determination, willpower, be organized and collected, dexterous and resourceful.

Event plan

At the appointed time, before the start of the competition, the host greets the audience and invites the teams. To the sounds of solemn music and applause from spectators and fans, teams enter from opposite ends of the field and take pride of place in the front row.

Next, the presenter also invites the jury to take their places. To the accompaniment of welcoming applause, the jury members proceed to the places prepared in advance for them. The names of the jury members are being introduced.

Next - an introductory word of greeting from the chairman of the refereeing team. He also explains the rules of the competition, which members of both teams must strictly adhere to; explains on what scale and how the competition participants will be assessed, wishes the teams to show the maximum of their abilities and capabilities and win victory in a fair fight.

1. Warm-up: Each team defends its emblem with a motto and addresses the opponent with a brief greeting.Team: "Energy" Motto: “Only forward and only together. We have two hundred percent energy!”

“We wish you not to lose all your optimism as you approach the finish line!”

Team "Optimists"
Motto: “Our motto is simple - you can’t get around us, even by half a meter, but we are ahead!”

Greetings to the opposing team:

“There is two hundred energy when you are all together. But as soon as one drops out, all chances are reduced to zero. Don’t let your quantity outweigh your quality!..”

2. Personal acquaintance: the jury and all those present got acquainted with the emblems, mottos and greetings of the teams. There is just a little left: each team member must now introduce himself personally. He must do this in the following way: both teams in full strength go to the starting track. Ahead, about fifty meters away, stands an impromptu mountain. There is an inscription on it: “We were here...” Then the space is divided by a line.

Teams are given a bag. At the signal, the first team members must climb into their bag and jump to the “mountain”. Without getting out of the bag, write your name in the space provided with chalk or a felt-tip pen, already prepared in advance and located there, for example: “Kolya.” Next, leaving the chalk there, the competitor must turn around and quickly ride in the bag to his team, get out of the bag and pass it to the next player. He gets into the bag and jumps in it to the “mountain”, writes his name and returns in the same way.The first team to complete the “personal introduction procedure” wins.

While the jury sums up the results of the first two stages of the competition, the presenter asks each team riddles, which can fill the pause.

"Fun Starts" continue...

Riddles for the “Energy” team:

1. How will the beginning of a sports competition be called in the language of athletes? (Start.)

2. This horse doesn’t eat oats,Instead of legs there are two wheels.Sit on horseback and ride it,Just steer better... (Bicycle.)

3. We are nimble sisters,Craftswomen run fast.In the rain we lie down,We run into the snow,This is our regime... (Skis.)

Riddles for the Optimist team:

1. What is the end of a sports competition called in the language of athletes? (Finish.)

2. Guys, I haveTwo silver horses.I ride both at onceWhat kind of horses do I have? (Skates.)

3. Green meadow,A hundred benches aroundFrom gate to gatePeople are running briskly... (Stadium.)

The jury announces the results of the previous two tasks.

3. Collective centipede race – the upcoming race is unusual in that the whole team is participating in it. Having wrapped their arms around the waist of the player in front, they run after the leader to the designated place, for example, the same improvised mountain. They run around it and come back. It is very important not to clash heads with the opposing team and not to stumble and create a “heap of trouble.”

The team of centipedes that will go around the “mountain” without delay or hitch and return first back to its starting position is rightfully considered the winner.

The presenter, together with the fans, can encourage the lagging players with remarks like this:

Faster, faster, centipedes,There's still a little bit to go until the finish line!..

Or:

Centipede, move,One more push... pull yourself up!..

4. Captains competition is as follows: while the rest of the team members are resting from the tiring race, the captains are preparing for a new type of competition. A thirty-centimeter peg is driven in approximately two meters from the player. The player must place ten rings on the peg from his seat. The captains compete in turns. The order is determined by drawing lots. The one who achieves the least result in this type of competition loses.

5. “Rope Balls” – the task is as follows: at the signal, the players in front of the teams must jump with the ball held by their ankles to the finish line; exchange the ball for a jump rope and return to the team, moving by jumping over the jump rope. The next team players take the baton and jump rope to the finish line. Then they change it to a ball and return with the ball clamped between the ankles. The team that completes the task first wins.

The presenter signals the start of the competition with a quatrain, the last words of which indicate the start of the start:

One two three four five,We will play with youThe ball is cheerful, mischievous,Let's roll, don't stop!..

During the jury meeting and summing up the results of the competition, the resulting pause is filled by support groups. They demonstrate their prepared numbers. Their performances are judged by audience applause.

6. Ball relay – the competition is as follows: teams line up in a row. The first players pass the ball to the next until it reaches the last ones. The last players, each running around their own chain, become the heads of their teams and pass the ball to the players behind them. The ball again hits the last player in the chain, who must also run around it and become the head of the team, and so on.

The team whose players swapped places first wins.

7. Running relay – one of the players from each team holds a hoop standing vertically on the ground. At the signal, the rest of the team players must jump through the hoop. The team that completes the task faster is considered the winner.

8. " Homework» – team members must present three amateur performances on a sports theme to the jury and spectators. This could be, for example, a gymnastic sketch or a demonstration performance hand-to-hand combat; funny and mischievous ditties; poetry; puzzles; sports dancing, etc.

The jury evaluates the last task and sums up the overall result of the competition. The winners are announced. Those who distinguished themselves are awarded souvenirs, and incentives, for example, sweet prizes, are awarded to the rest of the competition participants. The jury members do not ignore the support groups and note the work of the counselors involved in the preparation and conduct of “Fun Starts”.

Scenario "Fun Starts" ends with upbeat, energetic music.

9. Summing up.

10. Awards.

Ministry of Education and Science

Republic of Kazakhstan

Extracurricular activity

for high school students

"Fun Starts"

Prepared by: physical education teacher Natalya Aleksandrovna Tyshchenko qualification category first.

2015-2016 academic year.

Extra-curricular event for high school students “Fun Starts”.

Target:

1. Improving the connection between family and school through the involvement of parents in school-wide events with their children.

2. Propaganda healthy image life.

3. Preserving and strengthening the health of students.

Tasks:

1. Introduction to systematic classes physical exercise and children's sports together with teachers and technical staff.

2. Promotion of physical culture.

3. Assistance physical development schoolchildren.

Expected result: the formation of children’s attitude with teachers and technical staff towards their health as the main factor of success in subsequent stages of life.

Materials and equipment:

Basketballs, volleyballs, hoops, gymnastic sticks, jump ropes. Music Center.

The hall is decorated with posters, sports newspapers and photographs of past sporting events, balloons, and flags.

Form: sports holiday.

Event plan: Three teams of six people (3 men + 3 women) participate in the competition. The jury includes teachers, high school students, and technical staff. They count the points, announce the results, sum up the results of the competition.

The public sports event “Fun Starts” includes 11 relay races and competitions of various types. These are relay races with elements of such sports as Athletics, gymnastics, sport games. Teams at each relay race or competition are awarded 3 points for 1st place, 2 points for 2nd place, 1 point for 3rd place. The winning team is determined by the highest amount of points scored.

At the beginning of the competition, during the summing up of the competition, spectators and participants are invited to perform a performance by amateur artists (duet). Also, during the competition, spectators will be offered the “Chance” competition, where they can help their team by answering questions related to the library. Music plays during the relay races.

Progress of the competition:

To make the room more fun

We invite guests

We can't live without them!

We welcome you, friends!

Children's performance with a comic song: Vysotsky V.S. " Morning exercises».

Leading: We are very pleased to see you in our hall today!

We are starting the most fun game– “Fun Starts”

Our participants will compete in speed, agility, strength, and ingenuity.

Leading: Now we will meet the participants sports festival. Five teams participate in the competition:

1. Team of 8th grade students

2. Team of 9th grade students

3. Team of 10th grade students

4. Team of teachers

5. Technical team

Our competitions are served by a jury consisting of... (full name). They give parting words competition participants.

Leading: We give the floor to the teams for greeting (it should be original, cheerful, laconic).

Leading: So, we met the teams, selected the jury, heard parting words - it’s time to start the competition.

1. Relay “With basketballs”

The participant holds two balls in his hands, runs to the hoop, runs through the hoop and returns back.

Note: in all relay races it is mandatory to run around the stops counterclockwise.

2. Relay race “With gymnastic sticks”

The first participant stands with a gymnastic stick on his outstretched arm, the other runs like a snake under his arm and stands next to him, holding his hand, etc., when all participants reach the line, the whole team returns back.

3. Relay "Cuttlefish"

One participant holds the girl by the arms, they run in a half-squat to the limit and back.

4. Relay “With a skipping rope”

The “strong” half jumps on two legs over a skipping rope, the girls run through a skipping rope.

5. Relay “Juggling”

Relay participants must dribble two balls around the posts.

6. Competition "Guess"

In 3 minutes, prepare and demonstrate a specific sport in static and dynamic poses. The jury must guess what sport it is.

7. Relay race “With a volleyball”

Men, leaning on their hands and feet, face up, kick a volleyball with their feet; girls jump on two legs, holding a ball between their knees.

8. Relay "Friendship"

Two participants hold a basketball in their chest and run to the limit and back.

9. Relay "Steam Locomotive"

The first participant runs and runs through the hoops, comes back, picks up the other participant, and both run through the hoops, etc.

10. Relay race “Caterpillar”

The teams are given balloons, the participants hold the balloons together, and the whole team walks at a signal. So that the balls don't fall. You can't hold it with your hands.

11.Amateur performance number

Each team performs an amateur performance number.

Presenter: While the results of the competition are being summed up, we present to your attention a competition with spectators. Now I invite you to answer the questions, and the team of spectators that gives the last correct answer will receive 1 point.

12. Competition: “Chance”.

1. An institution that collects and stores printed and written works for public use, as well as carries out reference and bibliographic work.

(library)

2. Scientific description and systematization of printed and written works, their identification and selection, compilation of their lists, indexes and information publications.

(bibliography)

3. Notes, literary memoirs about past events, made by a contemporary about past events or a participant in these events.

(memoirs)

4. Enterprises engaged in the preparation and production of printed materials: books, magazines, newspapers.

(publisher).

5.Elementary manual for communication on foreign language

(phrasebook)

Leading: The jury summarizes the results of the competition. The teams line up for the awards parade. Award ceremony (presenting certificates to winners and runners-up, awarding sweet prizes). Thank you for participating in the competition.

Practical implementation: the development is used not only in school, but also in organizations sporting events in schools in the area.

These competitions will help teachers and parents entertain their children. They can be carried out in classes, festive events, at home, on the street.

Firefighters

Turn out the sleeves of two jackets and hang them on the backs of chairs. Place the chairs at a distance of one meter with their backs facing each other. Place a two-meter long rope under the chairs. Both participants stand at their chairs. At the signal, they must take their jackets, turn out the sleeves, put them on, and fasten all the buttons. Then run around your opponent’s chair, sit on your chair and pull the string.

Who is faster

Children with skipping ropes in their hands stand in a line on one side of the playground so as not to interfere with each other. In 15 - 20 steps, a line is drawn or a cord with flags is laid down. Following the agreed signal, all children simultaneously jump in the direction of the placed cord. The one who gets near her first wins.

Hitting the ball on target

A pin or flag is placed at a distance of 8-10 m. Each team member gets the right to one throw, he must try to knock down the target. After each throw, the ball is returned to the team. If the target is shot down, it is replaced in its original place. The team with the most accurate hits wins.
- the ball does not fly, but rolls along the ground, launched by hand,
- players kick the ball,
- players throw the ball with both hands from behind their heads.

Ball in the ring

Teams are lined up in a single column, one at a time, in front of the basketball backboards at a distance of 2–3 meters. After the signal, the first number throws the ball around the ring, then puts the ball, and the second player also takes the ball and throws it into the ring, and so on. The team that hits the hoop the most wins.

Artists

In the center of the circle or stage are two easels with paper. The leader calls two groups of five people. At the signal from the leader, the first from the group take the coal and draw the beginning of the picture; at the signal, they pass the coal to the next one. The task is for all five competitors to draw a given drawing faster than their opponents. Everyone must participate in drawing.
The tasks are simple: draw a steam locomotive, a bicycle, a steamship, a truck, a tram, an airplane, etc.

Roll a ball

The players are divided into groups of 2 - 5 people. Each of them receives a task: within a set time (8 - 10 minutes) roll a snowball as much as possible larger size. The group that rolls the largest snowball by the specified time wins.

Three ball run

At the starting line, the first person conveniently takes 3 balls (football, volleyball and basketball). At the signal, he runs with them to the turning flag and places the balls near it. It comes back empty. The next participant runs empty to the lying balls, picks them up, returns with them back to the team and, not reaching 1 m, places them on the floor.
- instead of large balls, you can take 6 tennis balls,
— instead of running, jumping.

Chain

In the allotted time, make a chain using paper clips. Whose chain is longer wins the competition.

Blow up the balloon

For this competition you will need 8 balloons. 8 people are selected from the audience. They are given Balloons. At the leader’s command, the participants begin to inflate the balloons, but in such a way that the balloon does not burst when inflated. The one who completes the task first wins.

turnip

Two teams of 6 children each participate. This is grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. On each chair sits a turnip - a child wearing a hat with a picture of a turnip.
Grandfather starts the game. At a signal, he runs to the turnip, runs around it and returns, the grandmother clings to him (takes him by the waist), and they continue running together, again go around the turnip and run back, then the granddaughter joins them, etc. At the end of the game, The mouse is caught by a turnip. The team that pulled out the turnip the fastest wins.

Hoop relay

Two lines are drawn on the track at a distance of 20 - 25 m from one another. Each player must roll the hoop from the first to the second line, go back and pass the hoop to his friend. The team that completes the relay first wins.

Counter relay race with hoop and skipping rope

Teams line up as if in a relay race. The guide of the first subgroup has a gymnastic hoop, and the guide of the second subgroup has a jump rope. At the signal, the player with the hoop rushes forward, jumping through the hoop (like jumping rope). As soon as the player with the hoop crosses the starting line of the opposite column, the player with the jump rope starts and moves forward by jumping the rope. After completing the task, each participant passes the equipment to the next player in the column. This continues until the participants complete the task and change places in the columns. Jogging is prohibited.

Porters

4 players (2 from each team) stand on the starting line. Everyone gets 3 large balls. They must be carried to the final destination and returned back. It is very difficult to hold 3 balls in your hands, and picking up a fallen ball without outside help is also not easy. Therefore, porters have to move slowly and carefully (the distance should not be too great). The team that completes the task faster wins.

Ball race underfoot

Players are divided into 2 teams. The first player throws the ball back between the players' spread legs. The last player of each team bends down, catches the ball and runs forward with it along the column, stands at the beginning of the column and again sends the ball between his spread legs, etc. The team that finishes the relay the fastest wins.

Three jumps

Participants are divided into two teams. Place a jump rope and a hoop at a distance of 8-10 m from the starting line. After the signal, the first person, having reached the rope, takes it in his hands, makes three jumps on the spot, puts it down and runs back. The second person takes the hoop and makes three jumps through it and alternates between the jump rope and the hoop. The team that finishes it faster will win.

Hoop race

The players are divided into equal teams and lined up along the side lines of the court. On the right flank of each team there is a captain; he is wearing 10 gymnastic hoops. At the signal, the captain takes off the first hoop and passes it through himself from top to bottom, or vice versa and passes it to the next player. At the same time, the captain takes off the second hoop and passes it to his neighbor, who, having completed the task, passes the hoop on. Thus, each player, having passed the hoop to his neighbor, immediately receives a new hoop. The last player in the line puts all the hoops on himself. The team whose players complete the task faster receives a winning point. The team whose players win twice wins.

Quick threes

Players stand in a circle in threes, one after the other. The first numbers of each three join hands and form an inner circle. The second and third numbers, holding hands, form a large outer circle. At the signal, the guys standing in the inner circle run to the right with side steps, and those standing in the outer circle run to the left. At the second signal, the players release their hands and stand in their threes. Each time the circles move in a different direction. The three players who come together faster receive a winning point. The game lasts 4 - 5 minutes. The trio whose players score the most points wins.

Prohibited movement

The players and the leader stand in a circle. The leader takes a step forward to be more noticeable. If there are few players, then you can line them up and stand in front of them. The leader invites the children to perform all the movements after him, with the exception of those prohibited, which were previously established by him. For example, it is prohibited to perform the “hands on the belt” movement. The leader begins to make different movements to the music, and all the players repeat them. Unexpectedly, the leader performs a prohibited movement. The player repeating it takes a step forward and then continues to play.

Courtesy check

This competition is tricky and is only held once. Before the start of the boys' competition, a girl passes in front of them and, as if by accident, drops her handkerchief. The boy who guessed to pick up the scarf and politely return it to the girl wins. After this it is announced that this was the first competition.
Option: if the competition is between two teams, then the point is awarded to the one from which the most polite boy was.

Good fairy tale

The basis is a fairy tale with a sad ending (for example, the Snow Maiden, the Little Mermaid, etc.). And the children are given the task of thinking about how this fairy tale can be remade, using characters from other fairy tales, so that it ends happily. The winner is the team that plays out the fairy tale in the form of a mini-play in the most funny and cheerful way.

Train

The game participants are divided into two equal groups. The players of each group hold on to each other and form one chain with their arms bent at the elbows.
Stronger and more dexterous participants – “groovy” ones – become ahead of the chain. Standing opposite each other, the “clockwork” also takes each other’s arms bent at the elbows and each pulls in their own direction, trying to either break the opponent’s chain or pull it over the intended line.
Rule: start pulling exactly at the signal.

Story competition folk tales

Children are divided into two teams. The presenter says the first words from the title of folk tales; participants must say the entire title. The team that gives the most correct answers wins.
1. Ivan Tsarevich and the gray... (wolf)
2. Sister Alyonushka and brother... (Ivan)
3. Finist - Clear... (falcon)
4. Princess - ... (Toad)
5. Geese - ... (Swans)
6. By pike... (order)
7. Moroz... (Ivanovich)
8. Snow White and the seven... (dwarves)
9. Horse - ... (Humpbacked Little Humpback)

Speak without mistakes

Whoever pronounces these proverbs better will win:
Sasha walked along the highway and sucked on a dryer.
Karl stole corals from Clara, and Clara stole a clarinet from Karl.
The ships tacked and tacked, but did not tack.
He reported, but didn’t report enough, but when he began to report more, he reported.

Night travel

The presenter says that the driver will have to drive at night without lighting, so the player is blindfolded. But first, the driver is introduced to a freeway made from sports pins. Handing the steering wheel to the driver, the presenter offers to practice and drive so that not a single post is knocked down. The player is then blindfolded and brought to the steering wheel. The presenter gives a command - a hint where to turn to the driver, warns about danger. When the path has been completed, the leader unties the driver's eyes. Then the next participants in the game “go”. The one who knocks down the pins the least wins.

Sharp shooters

There is a target mounted on the wall. You can use small balls or darts.
Each player has three tries.
After the game, the host rewards the winners and encourages the losers.

Keep your balance

With their arms extended to the sides, the players, like tightrope walkers, walk along the very edge of the carpet.
The last one to leave the race wins.

Horror

The conditions are as follows: there are five eggs in the cassette. One of them is raw, the presenter warns. And the rest are boiled. You need to break an egg on your forehead. Whoever comes across something raw is the bravest one. (But in general, the eggs are all boiled, and the prize is simply awarded to the last participant - he consciously took the risk of becoming everyone’s laughing stock.)

Game "Merry Orchestra"

An unlimited number of people participate in the game. A conductor is selected, the remaining participants are divided into balalaika players, accordionists, trumpeters, violinists, etc., depending on the number of participants. At a signal from the conductor, who points to a group of musicians, they begin to “play” to the tune of any famous song: balalaika players - “Trem, shake”, violinists - “tili-tili”, trumpeters - “turu-ru”, accordionists - “tra- la-la." The difficulty of the task is that the pace of change of musicians is constantly increasing, the conductor points first to one group, then to the other, and if the conductor waves both hands, then the musicians must “play” all together. You can make the task more difficult: if the conductor waves his hand strongly, then the musicians must “play” loudly, and if he waves his hand a little, then the musicians “play” quietly.

Game "Collect a bouquet"

2 teams of 8 people each participate. 1 child in the team is a gardener, the rest are flowers. On the heads of the flower children are hats with images of flowers. Flower children squat in a column, one at a time, at a considerable distance from each other. At a signal, the gardeners run to the first flower, which grabs the gardener’s back. Already the two of them run to the next flower, etc. The team that runs to the finish line first wins.

ring

You will need a long cord and a ring. Thread the cord through the ring and tie the ends. Children sit in a circle and place a cord with a ring on their knees. In the center of the circle is the driver. Children, unnoticed by the driver, move the ring from one to another (not necessarily in one direction, you can move the ring in different directions). At the same time, music sounds, and the driver carefully monitors the movements of the ring. As soon as the music stops, the ring also stops. The driver must indicate who currently has the ring. If you guess right, you change places with the one who had the ring.

And I!

A game of attentiveness.
Rules of the game: the presenter tells a story about himself, preferably a fable. During the story, he pauses and raises his hand up. The rest should listen carefully and, when the leader raises his hand up, shout “and I” if the action mentioned in the story can be performed by a person or remain silent if the action is not suitable. For example, the presenter says:
“One day I went into the forest...
All: “Me too!”
I see a squirrel sitting on a tree...
-…?
The squirrel sits and gnaws nuts...
— ….
- She saw me and let’s throw nuts at me...
-…?
- I ran away from her...
-…?
- I went the other way...
— ….
- I’m walking through the forest, picking flowers...
— …
- I sing songs...
— ….
— I see a little goat nibbling the grass... -...? - As soon as I whistle...
— ….
— The little goat got scared and ran away...
-…?
- And I moved on...
— …
There are no winners in this game - the main thing is a cheerful mood.

Repeat

Children stand in one line. By lot or counting, I choose the first participant. He faces everyone and performs some movement, for example: clapping his hands, jumping on one leg, turning his head, raising his arms, etc. Then he stands in his place, and the next player takes his place. He repeats the movement of the first participant and adds his own.
The third player repeats the two previous gestures and adds his own, and so do the rest of the game participants in turn. When the whole team has finished showing, the game can go on for the second round. A player who fails to repeat any gesture is eliminated from the game. The winner is the last child standing.

Sparrows and crows

You can play together with a child, but better company. Agree in advance what the sparrows will do and what the crows will do. For example, with the command “Sparrows,” children will lie down on the floor. And when the Crows command, climb onto the bench. Now you can start the game. An adult slowly pronounces, syllable by syllable, “Vo - ro - ... ny!” Children must quickly perform the movement that was assigned to the crows. Whoever completed it last or got it wrong pays a forfeit.

Plucking feathers

You will need clothespins. Several children will be catchers. They are given clothespins, which they attach to their clothes. If the catcher catches one of the children, he attaches a clothespin to his clothes. The first catcher to free himself from his clothespins wins.

Looking for the ball

The participants of the game stand in a circle and close their eyes. The leader takes a small ball or any other small object and throws it further to the side. Everyone listens carefully, trying to guess by the sound where the ball fell. At the command “Look!” children run away different sides, looking for the ball. The winner is the one who finds it, quietly runs up to a pre-agreed place and knocks with a stick with the words “The ball is mine!” If other players guess who has the ball, they try to catch up with him and grab him. Then the ball goes to the player who caught up. Now he is running away from the others.

Glomerulus

Children are divided into pairs. Each pair is given a ball of thread and a thick pencil. At the leader’s signal, the children begin to rewind the ball onto a pencil. One of the children holds the ball, the second winds the thread around the pencil. The pair that completes the job the fastest wins. A second prize can be awarded for the neatest ball.

Two rams

This game can be played in pairs taking turns. Two children, with their legs spread wide apart, bend their torsos forward and rest their foreheads against each other. Hands clasped behind back. The task is to confront each other without budging for as long as possible. You can make the sounds “Bee-ee”.

Potato

Invite the children to test their attentiveness, observation and reaction speed. It's very easy to do. Let the guys answer any of your questions: “Potatoes.” Questions can be addressed to everyone, and sometimes it is better to ask one. For example: “What do you have in this place?” (pointing to his nose).
The reaction is not hard to imagine. Whoever makes a mistake leaves the game. Do not forget to forgive the most inattentive ones after the first two questions, otherwise you will have no one to continue the game with. Here are some questions you can ask:
— What did you have for lunch today?
-What would you like to eat for dinner?
- Who is this who is late and is entering the hall now?
— What did your mother bring you as a gift?
-What do you dream about at night?
— What is the name of your favorite dog? … and so on.
At the end of the game, give the winners - the most attentive guys - a comic prize - a potato.

Truckers

Plastic cups or small buckets of water filled to the brim are placed on children's trucks. Ropes of the same length (according to the child’s height) are tied to the cars. On command, you must quickly “carry the load” from start to finish, trying not to spill the water. The winner is the one who reaches the finish line the fastest and does not spill the water. You can make two prizes - for speed and for accuracy.

Crumple up the newspaper

You will need newspapers according to the number of participants. There is an unfolded newspaper on the floor in front of the players. The task is to crumple the newspaper at the presenter’s signal, trying to collect the entire sheet into a fist.
Whoever can do this first is the winner.

Clever janitor

To play, you need to prepare a broom and “leaves” (You can use small pieces of paper). A circle is drawn - this is the place of the “janitor.” The janitor is selected. The “janitor” stands in a circle with a broom. At the leader’s signal, the rest of the participants pretend to be the “wind,” that is, they throw pieces of paper into the circle, and the “janitor” sweeps out the trash. The “janitor” is considered the winner if after the agreed time (1-2 minutes) there is not a single piece of paper in the circle.

Self-portrait

Two slits for hands are made on a sheet of whatman paper or cardboard. Participants take each sheet of paper, insert their hands into the slots, and draw a portrait with a brush without looking. Whoever has the most successful “masterpiece” takes the prize.

"Monkey"

Children are divided into two teams. After which the players of the first team confer and think of a word for one of the players of the second team. His task is to show this word to his team members only with gestures, without using any sounds or words. When the word is guessed, the teams change places.
Depending on the age of the participants, the complexity of the hidden words may vary. Beginning with simple words and concepts, such as “car”, “house”, and ending with complex concepts, names of films, cartoons, books.

Snowflake

Each child is given a “snowflake”, i.e. a small ball of cotton wool. Children loosen their snowflakes and, at your signal, launch them into the air and begin to blow on them from below so that they stay in the air as long as possible. The most dexterous one wins.

Land - water

Participants of the competition stand in one line. When the leader says “land,” everyone jumps forward; when they say “water,” everyone jumps back. The competition is held at a fast pace. The presenter has the right to pronounce other words instead of the word “water,” for example: sea, river, bay, ocean; instead of the word “land” - shore, land, island. Those who jump at random are eliminated, the winner is the last player - the most attentive.

Drawing a portrait

Participants try to draw a portrait of any of those sitting opposite. Then the leaves are sent in a circle. Everyone on back side will try to write who he recognized in this portrait. When the leaves go around the circle and return to the author, he will count the number of votes of the participants who recognized the one drawn. The best artist wins.

Lock

Players are given a bunch of keys and a locked padlock. It is necessary to pick up the key from the bunch and open the lock as quickly as possible. You can put a lock on the cabinet where the prize is hidden.

Sniper

All players close their eyes and pull matches from the pile one at a time. You cannot show your match to your neighbor. One of the matches is broken, and the one who takes it out becomes a sniper. Then everyone opens their eyes and the day begins. A sniper can kill a player by looking into his eyes and winking. The “killed” person leaves the game and loses the right to vote.
If one of the players witnesses a “murder”, he has the right to say loudly about it, at this moment the game stops (that is, the sniper cannot kill anyone), and the players find out if there are any more witnesses. If not, the game continues, and if there is, the angry players lynch the suspect, taking the match away from him and thus finding out whether they made a mistake. The sniper's task is to shoot everyone before he is exposed, the task of everyone else is to expose the sniper before he shoots everyone.

Chinese football

The players stand in a circle facing outward, with their feet shoulder-width apart, so that each foot stands close to the symmetrical leg of its neighbor. Inside the circle there is a ball, which the players try to score into each other’s goal (that is, roll the ball between their legs with their hands). The one between whose legs the ball rolls removes one hand, after the second goal - the second, and after the third - leaves the game.

Aram-shim-shim

The players stand in a circle, alternating by gender (that is, boy-girl-boy-girl, and so on), with the driver in the center. The players rhythmically clap their hands and say the following words in chorus: “Aram-shim-shim, aram-shim-shim, Arameya-Zufiya, point to me!” And again! And two! And three!”, at this time the driver, closing his eyes and pointing his hands forward, rotates in place, and when the text ends, he stops and opens his eyes. The representative of the opposite sex closest in the direction of rotation to the place shown to them also goes to the center, where they stand back to back. Then everyone else claps their hands again, saying in unison: “And once! And two! And three!". On the count of three, those standing in the center turn their heads to the sides. If they looked in different directions, then the driver kisses (usually on the cheek) the one who came out, if in one direction, they shake hands. After which the driver stands in a circle, and the one who leaves becomes the driver.
There is also a version of the game in which for the representatives of the stronger sex spinning in the center the words “Aram-shim-shim, ...” are replaced with “Wider, wider, wider circle! He has seven hundred girlfriends! This one, this one, this one, this one, and my favorite one is this one!”, although in general it doesn’t matter.
While playing the game younger age, it makes sense to replace kisses with scary faces that the two in the center make at each other.

And I'm going

The players stand in a circle facing inward. One of the seats remains free. The one standing to the right of the free space says loudly, “And I’m coming!” and goes over to him. The next one (that is, the one who is now standing to the right of the empty seat) loudly says “Me too!” and moves on to him, the next one says “And I’m a hare!” and also takes place on the right. The next one, moving on, says “And I’m with...” and names someone from those standing in the circle. The task of the one who was named is to run to an empty place. In this game, you can add a driver who will wedge into an empty seat when someone is thinking too long.

Game "Lanterns"

This game involves 2 teams. Each team has 3 yellow balls. At the command of the presenter, the audience begins to pass the balls from hand to hand from the first row to the last. You need to pass the balls (fire) with your hands raised and return them back in the same way, without extinguishing the fire (i.e. without bursting the ball).

Competition "Who can collect coins faster"

The competition is open to 2 people (more is possible). Game coins made of thick paper are scattered around the site. The participants' task is to collect money blindfolded. The one who is faster and wins will collect more coins This competition can be repeated 2 - 3 times.

Rain

The players are free to sit in the room. When the text begins, everyone performs voluntary movements. WITH the last word“stopped” all movements stop, the participants in the game seem to freeze. The presenter, passing by them, notices the one who moved. He leaves the game. A wide variety of movements can be used, but always while standing still. At the end of the game, the presenter also marks those who performed the most beautiful or complex movements.
Text:
Rain, rain, drop,
Water Saber,
I cut a puddle, I cut a puddle,
Cut, cut, didn't cut
And he got tired and stopped!

Surprise

A rope is stretched across the room, to which the
various small prizes. The children are blindfolded one by one and given
scissors and them eyes closed cut off a prize for themselves. (Be
Be careful, do not leave children alone while playing this game!).

Cockroach race

For this game you will need 4 matchboxes and 2 threads (for two participants). The thread is tied to the belt in front, and a matchbox is tied to the other end of the thread so that it hangs between the legs. The second box is placed on the floor. Swinging boxes between their legs like a pendulum, participants must push boxes lying on the floor. Whoever covers the pre-determined distance faster is considered the winner.

Fishing

A deep plate is placed on a chair, participants must take turns throwing a button or a bottle cap into it from a distance of 2-3 meters, trying to hit it so that the button remains in the plate.
This simple game It really captivates and captivates the kids.

Watchman

The guys sit on chairs so that a circle is formed. There must be a player behind each person sitting on a chair, and one chair must be free. The player standing behind him must discreetly wink at any of those sitting in the circle. All seated participants must face the player with an empty chair. A sitting participant, seeing that he has been winked at, must quickly take an empty seat. The functions of the players standing behind those sitting are to prevent their players from getting to free seats. To do this, they just have to put their hand on the shoulder of the person sitting. If the “guard” does not release the “fugitive”, they change places.

One - knee, two - knee

Everyone sits down on chairs again in a tight circle. Then everyone should place their hand on the right knee of the person on their left. Did you put it in? So, now, starting with the counselor, a light hand clap should pass clockwise across all knees in turn. At first - right hand counselor, then left hand his neighbor on the right, then the right hand of the neighbor on the left, then the left hand of the counselor, etc.
The first round is held so that the guys understand how to act. After this the game begins. The one who made a mistake during the game removes the hand that either delayed its clap or made it earlier. If a player removes both hands, he leaves the circle and the game continues. To complicate the task, the counselor gives the count faster and faster, under which the clap should be made. The last three players standing win. and receive a certificate for certification?