OUTDOOR GAMES FOR PRESCHOOL CHILDREN

CAT AND MICE (II junior group)

Tasks: To develop in children the ability to perform movements on a signal. Practice running in different directions.

Description: Children - “mice” sit in holes (on chairs along the wall). In one of the corners of the playground sits a “cat” - a teacher. The cat falls asleep and the mice scatter around the room. The cat wakes up, meows, and begins to catch mice, which run into their holes and take their places. When all the mice return to their holes, the cat walks through the hall again, then returns to its place and falls asleep.

Rules:

  1. The teacher makes sure that all children run out of their holes.
  2. The teacher can use a cat toy in the game.

Options : Mice jump over a stream, overcome obstacles, walk along a bridge.

Artistic word: The cat didn’t find any mice and went to his room to sleep,

As soon as the cat falls asleep, all the mice run out!

BIRDS AND CAT (II junior group)

Tasks:

Description: A circle is drawn on the ground (diameter - 7 m) or a cord is placed, the ends of which are tied. The teacher chooses one player to stand in the center of the circle. It's a cat. The rest of the children, the birds, are outside the circle. The cat is sleeping. Birds fly into a circle for grains. The cat wakes up, sees the birds and catches them. All the birds are in a hurry to fly out of the circle, the one who was touched by the cat while he was in the circle is considered caught and goes to the middle of the circle. When the cat catches 2-3 birds, the teacher chooses a new cat. The previously caught birds join the players.

Rules:

  1. The cat can only touch the birds, but not grab them.

Options : Birds fly onto the gymnastics wall; the second cat is introduced, the cat crawls under the collar, arch.

HEAN AND CHICKENS (II junior group)

Tasks: To develop in children the ability to perform movements on a signal, to practice running in different directions and crawling.

Description: Children pretend to be chickens, and the teacher pretends to be a hen. On one side of the site there is a fenced area - a house where the chickens and the hen are located (a rope is stretched between the posts at a height of 50 cm from the floor). A “big bird” is placed on the side, to the side. The hen crawls under the rope and goes in search of food. She calls the chickens - “ko-ko-ko”. At a signal, all the chickens crawl under the rope, run to the hen and walk with her around the floor. The teacher says “big bird”, all the chickens run home.

Rules:

  1. At the call of the hen, all the chickens run out of the house, crawling under the rope.
  2. At the “big bird” signal, the chickens must return home

Options : Chickens climb onto a perch - a bench, 2 cords are pulled at a distance from each other, the role of the hen is entrusted to the children themselves.

CATCH A MOSQUITO (II junior group)

Tasks: Develop in children the ability to coordinate movements with a visual signal, exercise children in jumping (bouncing on the spot).

Description: The players stand in a circle, at arm's length, facing the center. The teacher is in the middle of the circle. He holds in his hands a rod 1-1.2 meters long with a cardboard mosquito tied to a cord. The length of the cord is 50 cm. The teacher circles the rod and “circles the mosquito”, slightly higher than the heads of the players. When a mosquito flies overhead, the child jumps, trying to catch it. The one who grabs the mosquito says “I caught it!” Then the teacher draws a circle with the rod again.

Rules:

  1. You can catch a mosquito only with both hands and jumping on two legs.
  2. You need to catch a mosquito without leaving your spot.

Options : You can run ahead, holding a rod with a mosquito in your hands, the children run to catch up with it.

BRING THE BALL (II junior group)

Tasks: To develop in children the ability to perform movements on a signal (according to the word of the teacher), observation, and intelligence (choose the ball that is more convenient to take). Train children to run in a certain direction.

Description: Children sit on chairs along the wall. At a distance of 3-4 steps from the seated people, a line is drawn, beyond which, as directed by the teacher, 5-6 children stand with their backs to the seated people. The teacher stands next to them. In his hands he has a box with small balls, corresponding to the number of children standing. “One, two, three – run!” - says the teacher and throws all the balls from the box forward. Standing children run after the balls, each catches up with one of the balls, runs with it to the teacher and puts it in a box. Then the children sit down in their places, and another group stands behind the line. The game ends when all the children run after the ball.

Rules:

  1. You can only run after the ball after the word “run”.
  2. You only need to pick up and put one ball in the box.

Options: Who will bring the ball faster, overcoming an obstacle through a stuffed log.

MICE IN THE PANTRY (II junior group)

Tasks: To develop in children the ability to perform movements on cue. Practice climbing and running.

Description: Children - mice sit in holes, on benches. On the opposite side of the platform there is a rope stretched at a height of 50 cm. This is a storage room. A cat, the teacher, sits to the side of the players. The cat falls asleep, the mice run into the pantry. Penetrating into it, they bend down so as not to touch the rope. There they sit down and seem to be gnawing on crackers or other foods. The cat wakes up, meows and runs after the mice. The mice run into their holes. Returning to the place, the cat falls asleep and the game resumes.

Rules:

  1. Mice can only run into the pantry when the cat falls asleep.
  2. Mice can return to their burrows only after the cat wakes up and meows.

Options : The mice crawl under the arc, running into the holes, and a second cat is introduced.

SPARROWS AND A CAR (II junior group)

Tasks: To develop in children the ability to perform movements on cue. Practice running in different directions and jumping.

Description: The boundaries of the site are marked with flags. At one end of the site there are sparrows on the benches. At the other end there is a place for a car - a garage. The car is a teacher. “The sparrows are flying out of the nest!” - says the teacher, and the children begin to run in different directions, raising their arms to the sides. A car appears. The sparrows get scared and fly away to their nests. The car returns to the garage.

Rules:

  1. You cannot run outside the boundaries of the site
  2. Fly out of the nest only upon a signal from the teacher.
  3. Return to the nests when a car appears.

Options : Give children who pretend to be cars in the game a steering wheel or flags. Sparrows can be placed in nests - circles drawn on the ground. Sparrows can stand on benches and jump off them.

MY FUNNY, SOUNDING BALL (II junior group)

Tasks: To develop in children the ability to jump rhythmically, in accordance with the text of the poem, and to perform movements on a signal. Practice running and jumping on 2 legs.

Description: Children sit on chairs placed in different places in the room. The teacher is in the center. He takes a large ball and begins to hit it with his hand on the ground, saying: “My cheerful, ringing ball...”. The teacher calls the children to him and invites them to jump like balls. Children jump at the same pace. The teacher puts the ball down and repeats the poem, moving his hand as if he were hitting the ball, and the children jump. Having finished the poem, the teacher says: “I’ll catch up!” The children run away.

Rules:

  1. You can run away only after the words: “I’ll catch up!”

Options : The teacher imitates hitting the movement of the ball, showing the children (they are balls, then they roll, run in different directions). You can put several children next to you, who will hit their balls with him, then catch those running away.

GUESS WHO'S SCREAMING (II junior group)

Tasks: To develop observation, attention, and activity in children.

Description: Children sit in a semicircle on chairs; a screen is placed in front of them at a distance of several steps. The teacher calls someone by name, and he goes behind the screen to agree on what animal or bird the child will portray. Behind the screen you can hear the mooing of a cow, the barking of a dog, etc. The teacher invites one of the children to guess who is screaming.

Rules:

  1. Only the child whom the teacher points to can guess the animals or birds.

Artistic word:This is such a beautiful house.

Who lives in the house?

Knock-knock, who lives in the house?

Options : Enable recording of animal voices.

FIND THE FLAG (II junior group)

Tasks: To develop children's powers of observation and self-control (do not open their eyes until the signal “it’s time”).

Description: Children sit on chairs, at the teacher’s word, the children stand up and turn to face the wall, the teacher hides the flags according to the number of children. "It's time!" - says the teacher. The children turn to face him and go looking for flags. The one who finds the flag sits down in his place. When all checkboxes are found. Children walk along the playground. Holding a flag in your hand. The one who first found the flag goes ahead of the column. At the signal “Get to your places!” children sit on chairs and the game begins again.

Rules:

  1. You can turn to face the teacher only after the word “it’s time!”

Options : Use a bell instead of verbal instructions. Whoever finds the flag first hides it. In the summer they hide the flag in the bushes, behind the trees.

RUN TO ME (II junior group)

Tasks: Teach children to act on cues. Practice walking and running in a straight direction.

Description: Children sit on chairs placed against one of the walls of the room. The teacher moves to the opposite wall and says “run to me!” Children run to the teacher. The teacher greets them warmly. Then he goes to the other side of the site and says “run to me!” To the teacher’s words “Run home!” children sit on chairs and relax.

Rules:

  1. Run to the teacher only after the words “Run to me!”
  2. Children run to the chairs and sit down only after the words “Run home!”

Options : At first, children can occupy any chair and then find their own place. Bring in the bell. Call, signal “Run!”

ON THE FLAT PATH (II junior group)

Tasks: To develop in children the ability to move rhythmically, coordinate movements with words, and find their place. Practice walking, jumping, squatting, running.

Description: The children sit on chairs, the teacher invites them to go for a walk. They get up, group freely or form a column. The teacher says “along the level path, our feet walk, one-two, one-two, over pebbles, over pebbles, into a hole - bang.” When the words “On a level path...” are said, the children walk at a pace. “On the pebbles” they jump on two legs, moving slightly forward. “Thump into the pit” - they squat down. They got out of the hole and the children got up. After 2-3 repetitions, the teacher says “our legs are tired along the level path, this is our home - that’s where we live.”

Rules:

  1. Movements must correspond to the text.
  2. Get up from your haunches after the words “We got out of the hole.”
  3. Run home only after the words “that’s where we live.”

Options : Walk along the benches placed along the wall. Jumping into the depths onto a soft path.

BUNNY (II junior group)

Tasks: To develop in children the ability to coordinate movement with words. Practice running. In hopping on two legs, finding your place. Promote speech development.

Description: On one side of the site the places of the hares are marked. Everyone falls into place. At the teacher’s signal “Run in a circle!” all the children gather in a circle, and one of the hares, whom the teacher appoints, stands in the middle. Children with a teacher recite poems and perform movements to the text:

The little white bunny sits and wiggles his ears, - the children stand in a circle,

That's it, that's how he moves his ears! – move their hands, raising them to the head.

It's cold for the bunny to sit, we need to warm his little paws,

Clap-clap, clap-clap, you need to warm your little paws - they clap their hands.

It's cold for the bunny to stand, the bunny needs to jump

Skok-skok, skok-skok, the bunny needs to jump - they jump on two legs in place.

Someone scared the bunny, the bunny jumped and galloped away! – the teacher claps his hands, the children run away to their homes.

Rules:

  1. Children run away only after the words “And he galloped away!”, and gather in a circle after the words “Run in a circle!”

Options : Place a cord with tied ends on the floor. At the signal they jump over the cord. You can put several birds with one stone in the middle.

BUBBLE (II junior group)

Tasks: To develop in children the ability to coordinate movements with words, to move rhythmically. Exercise children in squatting and forming in a circle, in running in different directions.

Description: Children stand close together in a circle, holding hands. Together with the teacher they say: “Blow up your bubble! Blow up big! Stay like this and don’t burst.” By reciting poems, children gradually expand the circle. When the teacher says, “The bubble has burst,” all the children lower their hands and say in unison, “Pop!” and squat down. The teacher offers to inflate a new bubble: the children stand up, form a small circle again, and the game resumes.

Rules:

Say in unison “Clap!” and squat down only after the words “The bubble burst.”

Options : Perform swinging movements with your arms, first a small ball, then a large one - wide swings of your arms. After the words “Don’t burst!” The teacher says, “The bubbles are flying!” The children run away wherever they want.

RUN TO THE FLAG (II junior group)

Tasks: To develop children's attention and ability to distinguish colors. Learn to act on a visual signal. Practice running and walking.

Description: Children receive flags of two colors - some red, others blue. The teacher stands on one side of the playground and holds a blue flag in one hand and a red flag in the other. Children with blue flags are grouped near blue, with red ones - near red. Then the teacher invites the children to take a walk. Children walk and run around the playground. The teacher goes to the other side and says: “One, two, three - run here quickly!” He stretches his arms to the sides, the children run to the teacher and group themselves near the flag of the corresponding color. When all the children have gathered, he suggests waving the flags.

Rules:

  1. You can disperse around the playground only when the teacher says, “Go for a walk!”
  2. You can gather around the teacher only after the words “One, two, three - run here quickly!”

Options : Take a ribbon or handkerchief instead of a flag, then dance with it. Enter 2 red and blue flags. The teacher can change the flags by moving them from one hand to the other. Turn on the additional signal “Stop!” (everyone closes their eyes).

SUN AND RAIN (II junior group)

Tasks: To develop in children the ability to perform movements at the teacher’s signal, to find their place on the playground. Practice walking and running.

Description: Children sit on chairs along the room, this is their “home”. The teacher looks out the window and says “What good weather, go for a walk!” Children get up and walk in any direction. “It’s raining, run home!” - says the teacher. Children run to the chairs and take their places. The teacher says “Drip – drip – drip!” Gradually the rain subsides and the teacher says, “Go for a walk. Rain stopped!".

Rules:

  1. Children leave home at the signal “Go for a walk!”
  2. They run home when the signal “it’s raining!”

Options : Children first occupy any chair, then only their own. Instead of a house, build a portable canopy to hide from the rain. During the walk they can pick “mushrooms and berries”. Walking can be replaced by dancing.

TRAIN (II junior group)

Tasks: To develop in children the ability to perform movements according to a sound signal, to consolidate the skill of forming a column. Practice walking and running after each other.

Description: Children line up in a column along one side of the playground. The first is a steam locomotive, the rest are carriages. The teacher blows the whistle, the children begin to move forward (without clutch). First slowly, then faster, gradually starting to run, saying “Choo-chu-chu!” “The train is approaching the station,” says the teacher. Children gradually slow down and stop. The teacher blows the whistle again, and train movement resumes.

Rules:

  1. You can move only after the beep, i.e. at the teacher's signal.

Options : Enter a stop. Children run out into the clearing. They collect “mushrooms and berries” and dance.

SPARROWS AND THE CAT (II junior group)

Tasks: To develop in children the ability to fit in space and move in a group without touching each other. Act on a signal, practice deep jumps, standing long jumps, and fast running.

Description: Children along the walls: on benches, on large cubes or in hoops. These are sparrows on the roof or in nests. A cat, the teacher, sits at a distance. “The sparrows have flown!” - says the teacher. Sparrows jump from the roof, spreading their wings - arms to the sides. They run scattered all over the room. "The cat is sleeping." He wakes up, says “meow - meow!”, runs to catch up with the sparrows, who are hiding, taking their places. The cat takes the caught sparrows to her house.

Rules:

  1. The sparrows jump off at the teacher’s signal “Sparrows, fly!”
  2. The sparrows return to their places. When a cat says “Meow!”

Options : Bring in a second cat. Sparrows peck the grains.

CATCH ME (II junior group)

Tasks: To develop in children the ability to perform movements at the teacher’s signal, to move in a group without pushing. Train children to run in a straight direction.

Description: Children sit on chairs on one side of the playground. "Catch up with me!" - the teacher suggests and runs to the opposite side of the playground. Children run after the teacher, trying to catch him. Then the teacher says “catch up with me!” and runs in the opposite direction. The children catch up with him again. After two times, the children sit on chairs and rest, then continue the game.

Rules:

  1. Run after the teacher only after the signal “Catch up with me!”

Options : Bring in a soft toy and chase it. Run away from the toy.

WHAT IS HIDDEN? (II junior group)

Tasks: Develop children's visual memory and attention.

Description: Children sit on chairs, on the floor, in one line. The teacher places three to five objects in the center of the circle and asks them to remember them. Then the players stand up and turn their backs to the center or to the wall and close their eyes. The teacher hides one object lying in the center of the circle and says “Look.” Children open their eyes, turn to face the cent and remember which object is missing. The teacher approaches the children and each of them tells him in his ear what is hidden. When the majority of players give the correct answer, the teacher loudly names the hidden object. After this, the game resumes.

Rules:

  1. When the teacher hides the object, the players turn their backs and close their eyes
  2. At the signal “Look!”, the players open their eyes and again turn to face the center of the circle.

Options : Consolidate knowledge of primary colors, take cubes or flags. Call one player. Remove 2 items at a time.

BIRDS AND CHICKS (II junior group)

Tasks: To develop in children the ability to perform movements at the teacher’s signal, remember their place, and practice running in different directions without touching each other.

Description: Children are divided into 3-4 groups of 5-6 people, each group has its own house - a nest. Children pretend to be chicks. Each group has a mother bird. According to the teacher’s words “Let’s fly!” - chicks fly out of the nest. They fly around the house, waving their arms - their wings. Mother birds fly away to get food. According to the teacher’s words “Home!” - mother birds return and call their chicks home. In the nest, the chicks sit in a circle and the mother bird feeds them imaginary worms.

Rules:

  1. Birds and chicks fly out when the teacher says “Let’s fly!”
  2. The chicks return home at the call of the mother bird.
  3. Mother birds return home at the teacher’s word “Home!”

Options : Invite the birds to fly to higher ground. Each bird has its own color of the house - nest. You can change houses.

FIND YOUR COLOR (II junior group)

Tasks: To develop children's attention, the ability to distinguish colors, and act on a signal. Exercise in running, walking.

Description: Children receive flags of 3-4 colors and are grouped in groups of 4-6 people in different corners of the room, in each corner the teacher places a colored flag on a stand. At the teacher’s signal “Go for a walk!” the children disperse around the playground. To the words “Find your color!” - children gather near the flag of the corresponding color. The teacher notes which group gathered faster.

Rules:

  1. You can leave the houses when the teacher signals “Go for a walk!”
  2. Run and gather near the flag of the corresponding color only after the words “Find your color!”

Options : Offer to close your eyes and rearrange the flags in the corners of the room.

TROLLEYBUS (II junior group)

Tasks: To develop in children the ability to distinguish the colors of a traffic light and act on a visual signal. Practice running and walking in a column. Familiarize yourself with traffic rules.

Description: Children stand along the wall in a column in pairs, holding each other's hands, with their free hands holding on to the cord, the ends of which are tied. The teacher is in one of the corners of the room, holding three colored flags (red, yellow, green). Raises the green flag - the children run (the trolleybus moves). Having reached the teacher, the children look to see if the color of the flag has changed. If it’s green, the movement continues, yellow or red, the children stop and wait for green to appear.

Rules:

You can only run to the green flag.

When yellow or red appears, the column stops.

Options : Arrange a stop where children sit and wait for the trolleybus to arrive. When the trolleybus approaches a stop, it slows down, some passengers get off, others get on.

ACTIVE GAMES FOR MIDDLE PRESCHOOL CHILDREN

FOX IN THE CHICKEN COOP (middle group)

Tasks: Develop in children dexterity and the ability to perform movements on a signal, practice running with dodging, catching, climbing, and deep jumping.

Description: A chicken coop is outlined on one side of the site. In the chicken coop, chickens are located on a roost (on benches), and children stand on benches. On the other side of the site there is a fox hole. The rest of the place is a yard. One of the players is assigned to be a fox, the rest are chickens - they walk and run around the yard, pecking grains, flapping their wings. At the signal “Fox,” the chickens run into the chicken coop, climb onto the perch, and the fox tries to drag away the chicken that did not have time to climb onto the perch. He takes her to his hole. The chickens jump off the roost and the game resumes.

Rules:

Options

HARES AND THE WOLF (middle group)

Tasks: To develop in children the ability to perform movements on a signal, to practice running, jumping on both legs, squatting, and catching.

Description: One of the players is designated a wolf, the rest portray hares. On one side of the site, the hares mark their places with cones and pebbles, from which they lay out circles or squares. At the beginning of the game, the hares stand in their places. The wolf is at the opposite end of the site - in the ravine. The teacher says: “The bunnies jump, hop - hop - hop, onto the green meadow. They nibble the grass and listen to see if a wolf is coming.” The hares jump out of the circles and scatter around the site. They jump on two legs, sit down, nibble the grass and look around in search of the wolf. The teacher says the word “Wolf”, the wolf comes out of the ravine and runs after the hares, trying to catch and touch them. The hares each run away to their own place, where the wolf can no longer overtake them. The wolf takes the caught hares to his ravine. After the wolf catches 2-3 hares, another wolf is chosen.

Rules:

Hares run out at the words - hares gallop.

You can return to your place only after the word “Wolf!”

Options : You cannot catch those hares to whom the mother hare gave her paw. Place stump cubes on the way, the hares run around them. Choose 2 wolves. The wolf has to jump over the obstacle - a stream.

AT THE BEAR IN THE FOREST (middle group)

Tasks: To develop in children endurance, the ability to perform movements on a signal, and the skill of collective movement. Practice running in a certain direction, dodging, and develop speech.

Description: A line is drawn on one side of the site - this is the edge of the forest. Beyond the line, at a distance of 2-3 steps, a place for a bear is outlined. On the opposite side is the children's house. The teacher appoints the bear, the rest of the children - at home. The teacher says: “Go for a walk!” Children head to the edge of the forest, picking berries and mushrooms, imitating movements and saying in chorus: “I take berries and mushrooms from a bear in the forest. And the bear sits and growls at us.” The bear is sitting in its place at this time. When the players say “Roars!” the bear gets up, the children run home. The bear tries to catch them - to touch them. The bear takes the caught one to his place. After 2-3 caught, a new bear is selected.

Rules:

The bear has the right to get up and catch, and the players have the right to run home only after the word “roars!”

The bear cannot catch children behind the house line.

Options : Enter 2 bears. Put obstacles in the way.

BIRDS AND CAT (middle group)

Tasks: Develop determination in children by practicing running and dodging.

Description: A circle is drawn on the ground or a cord with tied ends is placed. The teacher chooses a trap that becomes in the center of the circle. It's a cat. The rest are birds, located outside the circle. The cat is sleeping, the birds are flying into the circle for grains. The cat wakes up, sees the birds and catches them. All the birds fly out of the circle. The one touched by the cat is considered caught and goes to the middle of the circle. When 2-3 birds are caught, a new cat is chosen.

Rules:

The cat only catches birds in a circle.

The cat can touch the birds, but not grab them.

Options : If the cat cannot catch anyone for a long time, add another cat.

THROUGH THE STREET (middle group)

Tasks: Develop dexterity in children, practice jumping on both legs and balance.

Description: Everyone playing sits on chairs, 2 cords are placed 6 steps from them, the distance between them is 2 meters - this is a trickle. Children must use pebbles and planks to get to the other side without getting their feet wet. The planks are placed in such a way that children can jump with both feet from one pebble to another. According to the word “Let's go!” 5 children cross a stream. The one who stumbled steps aside to “dry his shoes.” All children must cross the stream.

Rules:

The loser is the one who steps foot into the stream.

You can only cross if there is a signal.

Options : Increase the distance between the cords, go around objects, moving to the other side. Jump on one leg.

CAT AND MOUSE (middle group)

Tasks: To develop in children the ability to quickly act on a signal, to walk while maintaining the shape of a circle. Practice running and catching.

Description: All players, except 2, stand in a circle, at arm's length, and join hands. The circle does not close in one place. This passage is called a gate. Two players are behind the circle, representing a mouse and a cat. The mouse runs outside the circle and in the circle, the cat follows it, trying to catch it. The mouse can run into the circle through the gate and crawl under the arms of those standing in the circle. The cat is only at the gate. The children walk in a circle and say: “Vaska is walking grey, his fluffy tail is white. Vaska the cat is walking. He sits down, washes himself, wipes himself with his paw, and sings songs. Vaska the cat will silently walk around the house and hide. Gray mice are waiting." After the words, the cat begins to catch the mouse.

Rules:

Those standing in a circle should not let the cat pass under their clasped hands.

The cat can catch the mouse around and in the circle.

The cat can catch and the mouse can run away after the word “waiting.”

Options : Arrange additional gates, introduce 2 mice, increase the number of cats.

HORSES (middle group)

Tasks: To develop in children the ability to act on a signal, coordinate movements with each other, and practice running and walking.

Description: Children are divided into 2 equal groups. One group depicts grooms, the other - horses. A stable is outlined on one side. On the other is a room for grooms, with a meadow between them. The teacher says: “Grooms, get up quickly and harness the horses!” The grooms, with the reins in their hands, run to the stables and harness the horses. When all the horses are harnessed, they line up one after another and, as directed by the teacher, walk or run. According to the teacher’s words “We have arrived!” grooms stop the horses. The teacher says “Go and rest!” Grooms unharness the horses and release them to graze in the meadow. They return to their places to rest. Horses calmly walk around the site, graze, and nibble grass. At the teacher’s signal, “Grooms, harness the horses!” The groom catches his horse, which runs away from him. When all the horses are caught and harnessed, everyone lines up behind each other. After 2-3 repetitions, the teacher says: “Take the horses to the stable!” The grooms take the horses to the stable, unharness them and give the reins to the teacher.

Rules:

The players change movements according to the teacher’s signal. At the signal “Go to rest,” the grooms return to their places.

Options : Include walking on a bridge - a board placed horizontally or inclined, suggest different goals for the trip.

RABBIT (middle group)

Tasks: To develop in children the ability to move in a team, to find their place on the playground. Practice crawling, running, and jumping on 2 legs.

Description: On one side of the site, circles are drawn - rabbit cages. Chairs are placed in front of them, hoops are tied vertically to them or a cord is stretched. A chair is placed on the opposite side - the watchman's house. Between the house and the rabbit cages is a meadow. The teacher divides the children into small groups of 3-4 people. Each group stands in a circle. “The rabbits are in cages!” - says the teacher. Children squat down - these are rabbits in cages. The teacher approaches the cages one by one and releases the rabbits onto the grass. The rabbits crawl through the hoop and begin to run and jump. The teacher says “Run to the cages!” The rabbits run home and return to their cage, crawling through the hoop again. Then the guard lets them out again.

Rules:

The rabbits do not run out until the guard opens the cages.

The rabbits return after the teacher’s signal “Get into the cages quickly!”

Options : Place a bench or chair in each cage according to the number of rabbits.

WHERE THEY CALLED (middle group)

Tasks: Develop children's hearing, attention and endurance.

Description: Children sit in a circle or along the wall. One of the players, as assigned by the teacher, stands in the center of the circle or in front of those sitting. At the teacher’s signal, he closes his eyes. The teacher gives one of the children a bell and invites them to call. The child, located in the center of the circle, must, without opening his eyes, point with his hand in the direction from which the sound is coming. If he points correctly, the teacher says “It’s time!” and the player opens his eyes. And the one who called – picks up and shows the call. If the driver makes a mistake, he closes his eyes again and guesses again. Then the teacher appoints another driver.

Rules:

The driver opens his eyes only after the teacher says “It’s time!”

Options : Unwind the driver; Instead of a bell, introduce a pipe or other musical instrument.

HIT THE BAG IN THE CIRCLE (middle group)

Tasks: Develop in children the ability to act on a signal. Practice throwing with your right and left hands.

Description: Children stand in a circle. In the center of the circle there is a circle made of rope, the ends of the rope are tied, the circle can be drawn. The diameter of the circle is 2 meters. Children are 1-2 steps away from the circle. There are bags of sand in their hands. According to the teacher’s word “Throw it!”, everyone throws their bags into the circle. “Pick up the bags!” - says the teacher. Children pick up the bags and stand in place. The teacher notes whose bag did not fall into the circle, the game continues. Children throw with the other hand.

Rules:

You need to throw the bag according to the teacher’s word “Throw it!”

Raise at the signal “Lift!”

Options : Instead of bags, throw cones; divide the children into subgroups, each throwing them into their own circle; increase distance.

Tasks: Develop in children the ability to act on a signal. Practice throwing far away with your right and left hands, running, and recognizing colors.

Description: Children stand along the wall. Several children, named by the teacher, stand on the same line in front of a rope placed on the floor. Children receive 3 bags different colors. According to the teacher’s words “Drop it!” children throw the bag into the distance. The teacher draws the children’s attention to whose bag fell further and says: “Pick up the bags!” Children run for their bags, pick them up and sit down. The teacher names other children who take the places of those who threw the bags. The game ends when all the children have thrown their bags.

Rules:

You can throw and pick up bags only at the word of the teacher.

Options : Set guidelines - who is next. Throw cones, balls, spears.

AIRPLANES (middle group)

Tasks: To develop children's orientation in space, to strengthen the skill of building in a column. Practice running.

Description: Children line up in 3-4 columns in different places on the site, which are marked with flags. The players portray pilots on airplanes. They are preparing to fly. At the teacher’s signal “Get ready for flight!” The children circle with their arms bent at the elbows and start the engine. "Fly!" - says the teacher. Children raise their arms to the sides and fly scattered in different directions. At the teacher’s signal “Landing!” - the planes find their seats and land, line up in columns and drop to one knee. The teacher notes which column was built first.

Rules:

The players must take off after the teacher’s signal “Fly!”

At the teacher’s signal “Landing!” - the players must return to their columns, to the places where their sign is posted (checked).

Options : While the planes are flying, swap the flags and take them to the opposite side. Change leaders in columns.

FIND YOURSELF A MATE (middle group)

Tasks: To develop in children the ability to perform movements according to a signal, according to a word, quickly forming pairs. Practice running and color recognition. Develop initiative and ingenuity.

Description: The players stand along the wall. The teacher gives each person one flag. At the teacher’s signal, the children scatter around the playground. At another signal, or at the word “Find yourself a pair!”, children with flags of the same color find a pair, each pair, using the flags, makes one or another figure. An odd number of children participate in the game; 1 must remain without a pair. The players say: “Vanya, Vanya - don’t yawn, quickly choose a pair!”

Rules:

The players get into pairs and scatter at the signal (word) of the teacher.

Each time players must have a pair.

Options : Use handkerchiefs instead of flags. To prevent children from running in pairs, introduce a limiter - a narrow path, jump over a stream.

COLORED CARS (middle group)

Tasks: Develop in childrenATTENTION, ABILITY TO DISTINGUISH COLORS AND ACT ON VISUAL SIGNALS.Exercise children in running and walking.

Description: Children sit along the wall, they are cars. Each person is given a flag of some color. The teacher stands facing the players, in the center. In your hand there are 3 colored flags, according to the colors of the traffic light. Raises the flag, children with a flag of this color run around the playground in any direction, honking their horn as they go, imitating a car. When the teacher lowers the flag, the children stop, and at the signal “The cars are coming back!” - they walk towards their garage. Then the teacher raises a flag of a different color, but can raise 2 or all 3 flags together, then all the cars leave the garage.

Rules:

You can leave the garages only with a signal from the teacher, and return to the garage also with a signal.

If the flag is omitted, the cars do not move.

Options : Place landmarks of different colors in the corners. At the signal “Cars are leaving”, at this time swap landmarks. Invite children to remember different brands of cars.

SHAGY DOG (middle group)

Tasks: Teach children to listen to the text and quickly respond to the signal.

Description: The child pretends to be a dog, he sits on a chair at one end of the area, and pretends to be sleeping. The rest of the children are at the other end of the room beyond the line - this is the house. They quietly approach the dog, the teacher says: “Here lies a shaggy dog, with his nose buried in his paws. Quietly, quietly, he lies - either dozing or sleeping. Let’s go up to him, wake him up, and see what will happen?” The dog wakes up, gets up and starts barking. The children run into the house (stand over the line). The role is transferred to another child. The game repeats itself.

Options : Put a barrier - benches in the way of children; in the way of the dog.

OUTDOOR GAMES FOR SENIOR PRESCHOOL CHILDREN

SMART FOX (senior group)

Tasks: To develop endurance and observation skills in children. Practice running quickly with dodging, lining up in a circle, and catching.

Description: The players stand in a circle at a distance of one step from each other. The fox's house is outlined outside the circle. The teacher invites the players to close their eyes, walks around the circle behind the children and says, “I’m going to look for a cunning and red fox!”, touches one of the players, who becomes a sly fox. Then the teacher invites the players to open their eyes and carefully look to see which of them is the sly fox, and whether she will give herself away in some way. The players ask in chorus 3 times, first quietly, and then louder, “Sly fox, where are you?” At the same time, everyone looks at each other. The sly fox quickly goes to the middle of the circle, raises his hand up, and says “I’m here.” All the players scatter around the site, and the fox catches them. The caught fox takes him home to his hole.

Rules:

The fox begins to catch the children only after the players ask in chorus 3 times and the fox says “I’m here!”

If the fox gave himself away earlier, the teacher appoints a new fox.

A player who runs out of bounds of the court is considered caught.

Options : 2 foxes are selected.

MOUSETRAP (senior group)

Tasks: To develop children's self-control, the ability to coordinate movements with words, and dexterity. Exercise in running, squatting, forming in a circle, walking in a circle. Promote speech development.

Description: The players are divided into 2 unequal groups. The smaller one forms a circle - a mousetrap. The rest are mice, they are outside the circle. The players pretending to be a mousetrap hold hands and begin to walk in a circle, saying, “Oh, how tired the mice are, they gnawed everything, ate everything. Beware of the cheat, we’ll get to you, we’ll set a mousetrap and we’ll catch everyone now.” Children stop and raise their clasped hands up to form a gate. The mice run into the mousetrap and run out of it, according to the teacher’s word “Slam”, the children standing in a circle lower their arms and squat - the mousetrap has slammed shut. Players who do not have time to run out of the circle are considered caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children change roles.

Rules:

The fox can catch chickens, and chickens can climb onto a perch only when the teacher gives the signal “Fox!”

Options : Increase the number of traps - 2 foxes. Chickens climb the gymnastic wall.


Card index

outdoor games

for preschoolers.

Prepared by teacher Antoshina K.V.

MADO D/s No. 1 "Success"

"Owl"

Target: learn to stand still for a while and listen carefully.

Progress of the game: The players are free to sit on the court. “Owl” sits or stands to the side (“in the hollow”). The teacher says:“The day comes - everything comes to life.”All players move freely around the site, performing various movements, imitating the flight of butterflies, dragonflies, etc. with their hands.

Suddenly he says:“Night comes, everything freezes, the owl flies out.”Everyone must immediately stop in the position in which these words found them and not move. The “Owl” slowly passes by the players and vigilantly examines them. Whoever moves or laughs is sent to his “hollow” by the “owl”. After some time, the game stops, and they count how many people the “owl” took to itself. After this, a new “owl” is chosen from those who did not get to it. The “owl” who has taken the largest number of players wins.

"Homeless Hare"

Target: run fast; navigate in space.

Progress of the game: A “hunter” and a “stray hare” are selected. The rest of the “hares” stand in hoops - “houses”. The “homeless hare” runs away, and the “hunter” catches up. The “hare” can stand in the house, then the “hare” standing there must run away. When the “hunter” catches the “hare,” he himself becomes the hare, and the “hare” becomes the “hunter.”

"Fox in the Chicken Coop"

Target: teach to jump gently, bending your knees; run without touching each other, dodge the catcher.

Progress of the game: On one side of the site a “chicken coop” is outlined. In it, “chickens” sit on a roost (on benches).

On the opposite side of the site there is a fox hole. The rest of the place is a yard. One of the players is designated as a “fox”, the rest are designated as “chickens”. At a signal, the “chickens” jump from their roost, walk and run around the yard, peck at grains, and flap their wings. On the signal: “Fox!” - the “chickens” run into the chicken coop and climb onto the roost, and the “fox” tries to drag away the “chicken”, who did not have time to escape, and takes her to her hole. The remaining "chickens" jump off the roost again and the game resumes. The game ends when the “fox” catches two or three “chickens”.

"Run Quietly"

Target: learn to move silently.

Progress of the game: Children are divided into groups of 4-5 people, divided into three groups and lined up behind the line. They choose a driver, he sits in the middle of the platform and closes his eyes. At the signal, one subgroup silently runs past the driver to the other end of the site. If the driver hears, he says “Stop!” and those running stop. Without opening his eyes, the driver says which group was running. If he correctly indicated the group, the children move aside. If you make a mistake, they return to their places. All groups run through this one by one. The group that ran quietly and that the driver could not detect wins.

"Aircraft"

Target: teach ease of movement, act after a signal.

Progress of the game: Before the game, all game movements must be demonstrated. Children stand on one side of the playground. The teacher says, “We are ready to fly. Start the engines! Children make rotational movements with their arms in front of their chest. After the signal “Let's fly!” spread their arms to the sides and run around the hall. At the signal “Landing!” The players go to their side of the court.

"Hares and the Wolf"

Target: learn to jump correctly on two legs; listen to the text and perform movements in accordance with the text.

Progress of the game: One of the players is chosen as a “wolf”. The rest are “hares”. At the beginning of the game, the “hares” stand in their houses, the wolf is on the opposite side. The “hares” come out of the houses, the teacher says:

Hares gallop, hop, hop, hop,

To the green meadow.

They pinch the grass, eat it,

They listen carefully to see if a wolf is coming.

Children jump and perform movements. After these words, the “wolf” comes out of the ravine and runs after the “hares”; they run away to their houses. The “wolf” takes the caught “hares” to his ravine.

"The Hunter and the Hares"

Target: learn to throw a ball at a moving target.

Progress of the game: On one side there is a “hunter”, on the other there are 2-3 “hares” in drawn circles. The “hunter” walks around the area, as if looking for traces of “hares,” then returns to his place. The teacher says: “The hares ran out into the clearing.” "Hares" jump on two legs, moving forward. At the word “hunter”, the “hares” stop, turn their backs to him, and he, without leaving his place, throws the ball at them. The “hare” that the “hunter” hit is considered shot, and the “hunter” takes it to himself.

"Blind Man's Bluff"

Target: learn to listen carefully to the text; develop coordination in space.

Progress of the game: The blind man's buff is selected using a counting rhyme. He is blindfolded, taken to the middle of the site, and turned around several times. Conversation with him:

- Cat, cat, what are you standing on?

On Bridge.

What's in your hands?

Kvass.

Catch the mice, not us!

The players run away, and the blind man's buff catches them. The blind man's buff must recognize the caught player and call him by name without removing the bandage. He becomes a blind man's buff.

"Fishing rod"

Target: learn how to jump correctly: push off and pick up your feet.

Progress of the game: Children stand in a circle, in the center is a teacher with a rope in his hands, at the end of which a bag is tied. The teacher twists the rope, and the children must jump over.

“Who’s quickest to the flag?”

Target:

Progress of the game: Children are divided into several teams. Flags are placed at a distance of 3 m from the starting line. At the teacher’s signal, you need to jump on two legs to the flag, go around it and run back to the end of your column.

"Birds and Cat"

Target: learn to move according to a signal, develop dexterity.

Progress of the game: A “cat” sits in a large circle, and “birds” sit behind the circle. The “cat” falls asleep, and the “birds” jump into the circle and fly there, sit down, and peck the grains. The “cat” wakes up and begins to catch the “birds”, and they run away outside the circle. The cat takes the caught “birds” to the middle of the circle. The teacher counts how many there are.

"Don't get caught!"

Target: learn to jump correctly on two legs; develop dexterity.

Progress of the game: The cord is laid in the form of a circle. All players stand behind him at a distance of half a step. The driver is selected. He stands inside the circle. The rest of the children jump in the circle and back. The driver runs in a circle, trying to touch the players while they are inside. After 30-40 seconds. The teacher stops the game.

"Traps"

Target:

Progress of the game: Using a counter, a trap is selected. He becomes in the center. The children stand to one side. At a signal, the children run to the other side, and the trap tries to catch them. The one who is caught becomes a trap. At the end of the game they say which trap is the smartest.

"Run to the named tree"

Goal: to train in quickly finding the named tree; fix the names of trees; develop fast running.

Progress of the game: the driver is selected. He names a tree, all children must listen carefully to which tree is named and, in accordance with this, run from one tree to another. The driver carefully monitors the children; whoever runs to the wrong tree is taken to the penalty bench.

“Find a leaf like on a tree”

Target: learn to classify plants according to a certain characteristic; develop observation skills.

Progress of the game: The teacher divides the group into several subgroups. Everyone is invited to take a good look at the leaves on one of the trees, and then find the same ones on the ground. The teacher says: “Let’s see which team finds the right leaves faster.” The children begin their search. Members of each team, having completed the task, gather near the tree whose leaves they were looking for. The team that gathers near the tree first, or the one that collects the most leaves, wins.

“Who will collect it sooner?”

Target: learn to group vegetables and fruits; cultivate quick response to words, endurance and discipline.

Progress of the game: Children are divided into two teams: “Gardeners” and “Gardeners”. On the ground there are models of vegetables and fruits and two baskets. At the command of the teacher, the teams begin to collect vegetables and fruits, each in their own basket. Whoever collects first raises the basket up and is considered the winner.

"Bees"

Target: learn to act on a verbal signal; develop speed and agility; practice dialogical speech.

Progress of the game: All children are bees, they run around the room, flapping their wings, buzzing: “Zh-zh-zh.” A bear (optional) appears and says:

Teddy bear is coming

It will take away the honey from the bees.

The bees answer:

This hive is our house.

Get away from us, bear,

W-w-w-w!

The bees flap their wings and buzz, chasing away the bear.

"Beetles"

Target: develop coordination of movements; develop orientation in space; practice rhythmic, expressive speech.

Progress of the game: Children-beetles sit in their houses (on a bench) and say: “I am a beetle, I live here, buzzing, buzzing: w-w-w.” At the signal from the teacher, the “bugs” fly to the clearing, bask in the sun and buzz, and at the signal “rain” they return to the houses.

"Find yourself a mate"

Target: learn to run fast without interfering with each other; fix the names of the colors.

Progress of the game: The teacher distributes colorful flags to the players. At the teacher’s signal, the children run, at the sound of a tambourine, they find a mate based on the color of the flag and join hands. An odd number of children must take part in the game so that one is left without a pair. He leaves the game.

“Such a leaf - fly to me”

Target: develop attention and observation; practice finding leaves by similarity; activate the dictionary.

Progress of the game: A teacher and children examine the leaves that have fallen from the trees. Describes them, says what tree they come from. After some time, he hands out leaves from different trees on the site to the children and asks them to listen carefully. Shows a leaf from a tree and says: “Whoever has the same leaf, run to me!”

"Wintering and migratory birds» (Russian traditional)

Target: develop motor skills; reinforce the idea of ​​bird behavior in winter.

Progress of the game: Children wear hats of birds (migratory and wintering). In the middle of the playground, at a distance from each other, there are two children wearing Sunny and Snowflake hats. “Birds” run in all directions saying:

Birds fly, grains are collected.

Little birds, little birds».

After these words, “migratory birds” run towards the Sun, and “wintering birds” run towards the snowflake. Whose circle completes the fastest wins.

"Bees and Swallow"(Russian traditional)

Target: develop dexterity and speed of reaction.

Progress of the game: Playing “bee” children are squatting. "Swallow" - in its nest. “Bees” (sitting in a clearing and humming):

The bees are flying and collecting honey!

Zoom, zoom, zoom! Zoom, zoom, zoom!

Martin: - The swallow flies and catches the bees.

He flies out and catches the “bees”. The one who is caught becomes a “swallow”.

"Dragonfly Song"

Target: develop coordination of movements; practice rhythmic, expressive speech.

Progress of the game: Children stand in a circle and say the words in chorus, accompanying them with movements:

I flew, I flew, I didn’t get tired.

(They wave their hands smoothly.)

She sat down, sat, and flew again.

(Go down on one knee.)

I found some friends, we had fun.

(Smooth hand waves.)

There was a round dance all around, the sun was shining.

(They lead a round dance.)

"Cat on the Roof"

Target: develop coordination of movements; develop rhythmic, expressive speech.

Progress of the game: Children stand in a circle. In the center is a “cat”. The rest of the children are “mice”. They quietly approach the “cat” and, shaking their fingers at each other, say in chorus in an undertone:

Quiet a mouse, quiet a mouse...

The cat is sitting on our roof.

Mouse, mouse, watch out.

And don't get caught by the cat!

After these words, the “cat” chases the mice, they run away. It is necessary to mark with a line the mouse’s house – a hole where the “cat” has no right to run.

"The Crane and the Frogs"

Target: develop attention and dexterity; learn to navigate by signal.

Progress of the game: A large rectangle is drawn on the ground - a river. At a distance of 50 cm from her, the “frog” children sit on the hummocks. Behind the children, a “crane” sits in its nest. The “frogs” sit down on the hummocks and begin their concert:

Here from a hatched rotten place

Frogs splashed into the water.

And, inflated like a bubble,

They began to croak from the water:

"Kwa, ke, ke,

Kwa, ke, ke.

It will rain on the river."

As soon as the frogs say their last words, the “crane” flies out of the nest and catches them. The “frogs” jump into the water, where the “crane” is not allowed to catch them. The caught “frog” remains on the hummock until the “crane” flies away and the “frogs” come out of the water.

"Hare Hunt"

Target: develop attention, dexterity, fast running.

Progress of the game: All the guys are “hares” and 2-3 “hunters”. The “hunters” are on the opposite side, where a house is drawn for them.

Educator: -

There's no one on the lawn.

Come out, brother bunnies,

Jump, somersault!..

Ride in the snow!..

The “hunters” run out of the house and hunt hares. The “hunters” take the caught “hares” into their house, and the game is repeated.

"Blind Man's Bluff with a Bell"

Target: entertain children, help create a good, joyful mood in them.

Progress of the game: One of the children is given a bell. The other two children are blind man's buff. They are blindfolded. The child with the bell runs away, and the blind man's buff catches up with him. If one of the children manages to catch the child with the bell, then they change roles.

"Sparrows"

Target:

Progress of the game: Children (sparrows) sit on a bench (in nests) and sleep. In the words of the teacher: “Sparrows live in the nest and everyone gets up early in the morning", the children open their eyes and say loudly:“Tweet-chik-chik, chirp-chik-chik! They sing so joyfully."After these words, the children scatter around the area. In the words of the teacher:« They flew to the nest!”- return to their places.

"Bunny"

Target: develop agility and fast running.

Progress of the game: 2 children are selected: “bunny” and “wolf”. Children form a circle holding hands. Behind the circle is a “bunny”. There is a “wolf” in the circle. Children lead a round dance and recite a poem. And the “bunny” jumps around:

A small bunny is jumping around the rubble,

The bunny is jumping quickly, catch him!

The “wolf” tries to run out of the circle and catch the “bunny”. When the "bunny" is caught, the game continues with other players.

"The Fox and the Hens"

Target: develop fast running and agility.

Progress of the game: At one end of the site there are chickens and roosters in a chicken coop. On the opposite side there is a fox. Hens and roosters (from three to five players) walk around the site, pretending to peck various insects, grains, etc. When a fox creeps up on them, the roosters cry: “Ku-ka-re-ku!” At this signal, everyone runs to the chicken coop, and the fox rushes after them, which tries to stain any of the players.

If the driver fails to stain any of the players, then he drives again.

"Hares and Bears"

Target: develop dexterity and the ability to transform.

Progress of the game: The “bear” child is squatting and dozing. Children-"hares" jump around and tease him:

Brown bear, brown bear,

Why are you so gloomy?

“Bear” gets up and answers:

I didn’t treat myself to honey

So I got angry at everyone.

1,2,3,4,5 – I start chasing everyone!

After this, the “bear” catches the “hares”.

"Where we were"

Target: develop motor skills and abilities; develop observation, attention, intelligence, breathing.

Progress of the game: The driver is selected by the reader. He goes outside the veranda. The remaining children agree on what movements they will make. Then they invite the driver. He says:"Hello children! Where were you, what were you doing? Children answer: “We won’t tell you where we were, but we’ll show you what we did!”If the driver guesses the movement performed by the children, then a new driver is selected. If he couldn’t guess, he drives again.

"By the Bear in the Forest"

Target: learn to navigate in space; develop attention.

Progress of the game: A line is drawn at one end of the site. This is the edge of the forest. Beyond the line, at a distance of 2-3 steps, a place for the bear is outlined. At the opposite end, the children's house is indicated by a line. The teacher appoints one of the players to be a bear (you can choose a counting rhyme). The rest of the players are children, they are at home. The teacher says: “Go for a walk.” Children head to the edge of the forest, pick mushrooms and berries, i.e., imitate the appropriate movements and speak: "By the bear in the forest,

I take mushrooms and berries, and the bear sits and growls at us.”

The bear gets up with a growl, the children run away. The bear tries to catch (touch) them. He takes the caught one to himself. The game resumes. After the bear catches 2-3 players, a new bear is appointed or selected. The game repeats itself.

"Migration of Birds"

Target: teach to move in one direction, to quickly run away after a signal.

Progress of the game: The children stand in one corner of the site - they are birds. In the other corner there are benches. At the teacher’s signal: “The birds are flying away!”, the children, raising their hands, run around the playground. At the signal: “Storm!”, they run to the benches and sit on them. At the adult’s signal: “The storm is over!”, the children get off the benches and continue running.

“Cucumber... cucumber...”

Target: develop the ability to jump on two legs in a straight direction; run without bumping into each other; perform game actions in accordance with the text.

Progress of the game: At one end of the hall there is a teacher, at the other there are children. They approach the trap by jumping on two legs. The teacher says:Cucumber, cucumber, don’t go to that end, the mouse lives there, it’ll bite your tail off.”After the end of the chant, the children run away to their house. The teacher pronounces the words in such a rhythm that the children can jump twice for each word. After the children have mastered the game, the role of the mouse can be assigned to the most active children.

“Trap, take the tape!”

Target: develop dexterity, cultivate honesty, fairness when assessing behavior in the game.

Progress of the game: The players stand in a circle and choose a trap. Everyone, except the catcher, takes a colored ribbon and places it in the back of the belt or behind the collar. The trap is placed in the center of the circle. At the teacher’s signal “Run!” children run around the playground. The trap catches up with them, trying to snatch a ribbon from someone. The one who has lost his ribbon temporarily moves aside. At the teacher’s signal” “One, two, three. Quickly run into the circle!” The children gather in a circle. The trap counts the number of ribbons and returns them to the children. The game resumes with a new trap.

"Colored Cars"

Target: teach to perform actions and navigate in space in accordance with the color of the flag.

Progress of the game: Children are placed at the edges of the site, they are cars. Each has its own colored circle. The teacher is in the center, holding three colored flags. He raises one, the children with a circle of this color scatter in different directions. When the teacher lowers the flag, the children stop. The teacher raises a flag of a different color, etc.

"Potato" (Russian folk game)

Target: introduce the folk game; learn to throw the ball.

Progress of the game: The players stand in a circle and throw the ball to each other without catching it. When a player drops the ball, he sits in a circle (becomes a “potato”). From the circle, jumping from a sitting position, the player tries to catch the ball. If he catches it, he goes back to the players, and the player who missed the ball becomes a potato.
The game continues until one player remains or until one gets bored.

"Birds and the Car"

Target: develop motor skills; develop auditory attention; the ability to move in accordance with the words of the poem.

Progress of the game: Children stand in a circle. These are “birds” in nests. On the opposite side is the teacher. It depicts a car. After the teacher’s words:

Birds jumped up, small birds,

They jumped merrily and pecked grains.

Children - “birds” fly and jump, waving their arms. At the teacher’s signal: “A car is running down the street, puffing, hurrying, the horn is blaring. Tra-ta-ta-ta, watch out, move aside." The "bird" children run away from the car.

"Mousetrap"

Target: develop dexterity, the ability to act after a signal.

Progress of the game: The players are divided into two unequal groups. A smaller group of children hold hands and form a circle. They represent a mousetrap. The remaining children (mice) are outside the circle. Those depicting a mousetrap begin to walk in a circle, saying:

Oh, how tired the mice are,

Their divorce was simply passion.

Everyone gnawed, everyone ate,

They are climbing everywhere - here is a misfortune.

Beware, you rascals,

We'll get to you.

Let's slam the mousetrap,

And we'll catch you right away!
Children stop, raise their clasped hands up, forming a gate. Mice run in and out of the mousetrap. At the teacher’s signal “Clap”, the children standing in a circle lower their hands, squat - the mousetrap slams shut. Mice that did not have time to run out of the circle (mouse trap) are considered caught. Those caught stand in a circle, the mousetrap increases. When most of the children are caught, the children change roles and the game resumes. The game is repeated 4-5 times. After the mousetrap has slammed shut, the mice must not crawl under the hands of those standing in a circle or try to break the clasped hands. The most dexterous children who have never fallen into a mousetrap should be noted.

"Run and don't hit me"

Target: develop dexterity of movement.

Progress of the game: A chain is made of large snowballs. The players' task is to run between the snowballs and not hit them.

"Snow Woman" (Russian folk game)

Target: develop motor activity.

Progress of the game: "Snow Woman" is selected. She squats down at the end of the platform. The children walk towards her, stamping their feet,

Baba Snow is standing

He dozes in the morning and sleeps during the day.

In the evenings he waits quietly,

At night he comes to scare everyone.

At these words, the “Snow Woman” wakes up and catches the children. Whoever he catches becomes the “Snow Woman”.

"Duck and Drake"(Russian folk game)

Target: introduce Russians folk games; develop speed of movement.

Progress of the game: Two players portray a Duck and a Drake. The rest form a circle and join hands. The Duck stands in a circle, and the Drake stands behind the circle. The Drake tries to slip into the circle and catch the Duck, while everyone sings:

Drake catches a duck
The young one catches a gray one.
Go home, little duck,
Go home, gray one.
You have seven children

Eighth drake.

"Hit the Hoop"

Target: develop accuracy and eye.

Progress of the game: Children throw snowballs into a hoop from a distance of 5-6 m.

"Snowballs and the Wind"

Target: develop motor skills.

Progress of the game: Children stand in a circle holding hands. At the teacher’s signal: “The wind blew strong, strong. Scatter, snowflakes! - run in different directions around the site, straighten their arms to the sides, sway, spin. The teacher says: “The wind has died down!” Come back, snowflakes in a circle!” - children run into a circle and hold hands.

"Be careful, I'll freeze you"

Target: develop dexterity.

Progress of the game: All the players gather on one side of the site, the teacher is with them. “Run away, be careful, I’ll catch up and freeze you,” says the teacher. The children run to the opposite side of the playground to hide in the house.

"Empty place"

Target: develop reaction speed, agility, speed, attention.

Progress of the game: Children holding on to a hoop right hand, and move clockwise, and the leader goes in the opposite direction with the words:

I walk around the house

And I stroke through the window,

I'll go to one

And I'll knock softly:

"Knock-Knock".

All the children stop. The player near whom the presenter stopped asks: “Who has arrived?” The presenter calls the child’s name and continues:

You have your back to me,

Let's run, you and I.

Which one of us is young?

Will he run home faster?

The leader and the child run in opposite directions. The first one to occupy an empty space near the circle wins.

"Shaggy Dog"

Goal: develop attention, fast running; learn to designate objects in different ways in the game.

How to play: Children stand on one side of the playground. The driver - the dog - is on the other side. The children quietly approach him and say:

Here lies a shaggy dog,

With your nose buried in your paws.

Quietly, quietly he lies,

He's either dozing or sleeping.

Let's go to him, wake him up,

And we'll see something happens!

After these words, the dog jumps up and barks loudly. The children run away, and the dog tries to catch them.

"We are funny guys"

Target: develop dexterity and attention.

Progress of the game: Children stand on one side of the playground outside the line. A line is also drawn on the opposite side - these are houses. There is a trap in the center of the site. The players say in chorus:

We are funny guys, we love to run and jump

Well, try to catch up with us.

1,2,3 – catch it!

After the word “Catch!” children run to the other side of the playground, and the trap tries to catch them. Anyone whom the trap manages to touch before the line is considered caught and moves aside, missing one run. After two runs, another trap is selected.

"Carousel"

Target: learn to move and speak at the same time, act quickly after a signal.

Progress of the game: The players stand in a circle. There is a rope on the ground, the ends of which are tied. They approach the rope, lift it from the ground and, holding it with their right (or left) hands, walk in a circle saying:

Barely, barely, barely, barely

The carousels are spinning

And then around, around

Everybody run, run, run.

The players move slowly at first, and after the word “run” they run.

At the leader’s command “Turn!” they quickly take the rope with their other hand and run in the opposite direction. In words:

Hush, hush, don't rush,

Stop the carousel

One and two, one and two,

So the game is over.

The movement of the carousel gradually slows down, and with last words stops. The players put the rope on the ground and run around the site. At the signal, they rush to sit on the carousel again, that is, grab the rope with their hand, and the game resumes. You can only take a seat on the carousel until the third bell (claps). Latecomers do not ride on the carousel.

"Kittens and Puppies"

Target: learn to move beautifully on your toes, connect movement with words; develop dexterity.

Progress of the game: The players are divided into two groups. Children of one group depict “kittens”, the other - “puppies”. “Kittens” are located near the bench; “puppies” are on the other side of the site. The teacher invites the “kittens” to run around easily and gently. To the words of the teacher: “Puppies!” - the second group of children climbs over the benches. They run after the “kittens” and bark: “Aw-aw-aw.” “Kittens,” meowing, quickly climb onto the bench. The teacher is nearby all the time. The “puppies” return to their houses. After 2-3 repetitions, the children change roles and the game continues.

"Bubble"

Target: teach children to form a circle, changing its size depending on game actions; develop the ability to coordinate actions with spoken words.

Progress of the game: Children, together with the teacher, holding hands, form a circle and pronounce the words:

Blow up the bubble, blow up big.

Stay like this and don't burst out.

The players, in accordance with the text, move back holding hands until the teacher says “The bubble has burst!” Then the players squat down and say “Clap!” And they go to the center of the circle with the sound “sh-sh-sh”. then they stand in a circle again.

"Vaska the Cat"

Target: develop attention and dexterity.

Progress of the game: Children dance in a round dance, with a cat “sleeping” in the middle.

Mice dance in circles
The cat is dozing on the bed.
Hush, mice, don't make noise,
Don't wake up Vaska the cat.
How Vaska the cat wakes up
Our round dance will be broken.

The cat wakes up and catches mice. The mice run away into the houses.

"Cabbage" (Russian folk game)

Target: develop dexterity of movements.

Progress of the game : The circle is a vegetable garden. Scarves are folded in the middle to represent cabbage. The “owner” sits down next to the cabbage and says:

I'm sitting on a pebble, playing with chalk pegs,

I'm making small pegs, I'm growing my garden.

So that the cabbage is not stolen, do not run into the garden

Wolves and tits, beavers and martens,

The hare is mustachioed, the bear is clubfooted.

Children try to run into the “garden”, grab the “cabbage” and run away. Whoever the “owner” catches is eliminated from the game.

"Who lives where"

Target: learn to group plants according to their structure; develop attention, memory, spatial orientation.

Progress of the game: Children are divided into two groups: “Squirrels” and “Bunnies”. “Squirrels” look for plants that they can hide behind, and “bunnies” look for plants that they can hide under. “Squirrels” hide behind trees, and “bunnies” hide behind bushes. They choose a driver - a “fox”. "Bunnies" and "squirrels" are running around the clearing. On the signal: “Danger is a fox!” - “squirrels” run to the tree, “hares” - to the bushes. Those who completed the task incorrectly are caught by the “fox”.

"Children and the Wolf"

Target: develop motor skills; learn to understand and use past tense verbs and imperative verbs in speech.

Progress of the game: On one side of the playground, children stand in front of the drawn line. On the opposite side, behind the “tree” (chair or post), sits the “wolf” - the leader. The teacher says:

The children were walking in the forest, picking strawberries,
There are a lot of berries everywhere - both on the hummocks and in the grass.

The children scatter around the playground and run around. The teacher continues:

But then the branches began to crack...

Children, children, don't yawn,
The wolf is behind the spruce - run away!

The children run away and the “wolf” catches them. The caught child becomes a “wolf” and the game starts all over again.

"Butterflies, Frogs and Herons"

Target: develop motor activity and attention.

Progress of the game: Children run freely on the playground. At the teacher’s signal, they begin to imitate the movements of butterflies (flapping their wings, spinning), frogs (go down on all fours and jump), and herons (freeze while standing on one leg). As soon as the teacher says: “Run again!”, they again begin to run around the playground in arbitrary directions.

"Pigeon"

Target: develop coordination of movements, orientation in space; practice pronouncing sounds.

Progress of the game: Children choose "hawk" and "mistress". The rest of the children are “pigeons”. The “hawk” stands aside, and the “mistress” chases the “pigeons”: “Shoo, shoo!” The "doves" fly away, and the "hawk" catches them. Then the “hostess” calls: “Guli-guli-guli” - and the “pigeons” flock to the “hostess”. The one whom the “hawk” caught becomes the “hawk,” and the former “hawk” becomes the “mistress.”

"Move the items"

Target: develop coordination in space, dexterity, speed of reaction.

Progress of the game: 2-4 circles are drawn on the ground on opposite sides. Various objects (skittles, cubes, toys) are placed in one circle, the other remains free. Children stand in two ranks (or one column) and, at the teacher’s signal, begin to transfer objects one at a time from another circle.

"Squat Traps"

Target: develop agility and speed.

Progress of the game: The players choose a driver and scatter around the court. The driver catches up with them, trying to stain them. The player who is being caught up by the driver can sit down and touch the ground with his hand. In this position it cannot be stained. However, the driver can stand two steps away from the crouched person and count to five. If the player does not run away when the count is “five,” the driver can spot him. The game is played within the boundaries of the court, the border of which is not allowed to leave. Anyone who breaks this rule becomes the driver. The winner is the one who has never played the role of driver.“Who has the ball?” With the help of a counting rhyme, a driver is selected, who stands in the center of the circle. Children stand in a circle tightly shoulder to each other, hands behind their backs. The driver must guess who has the ball. The instructor starts the game with a small ball in his hand. Walking in a circle, the instructor passes the ball into the hand of one of the players, and the children must pass this ball to one side or the other in a circle so that the driver does not notice."Find and keep silent"The physical education instructor starts the game. He shows the children some toy, the children remember it. The instructor invites everyone to squat down at the end of the playground, facing the wall, while he quickly hides the toy and warns the children that the one who finds the toy first should not point a finger at it or say out loud where it is hidden. At the instructor’s command: “We are looking. "" children get up, calmly walk and search. The one who found it first comes up to the instructor and speaks so that the others do not hear. The game continues until the majority of children find the toy. The most attentive and resourceful player who was the first to find the toy is noted He hides it next.The game is repeated 2 times."Make a figure" At a signal from the physical education instructor, the players take a figure or pose of some kind. fairy tale hero, animal, insect, etc. The music stops, the instructor notes the most interesting figure. The game is repeated 3-4 times."Fishing rod" The players stand in a circle, with the physical education instructor in the center. He holds a rope with a bag of sand tied to it. At the instructor’s command: “Let’s start!” "He begins to rotate the rope in a circle above the floor. As the rope approaches, the players jump over it with both feet together, jumping high so that the rope does not touch their feet. Having described 3-4 circles, the instructor stops and counts the number of players who touched the bag. The game continues 2-3 times."It flies, it doesn't fly"Children stand in a circle or in a line, the instructor stands so that everyone can clearly see and hear him. He begins to name animate and inanimate objects that fly and do not fly. Names the object and raises his hands up. Children should raise their hands up if a flying object is named, for example:

Physical education instructor:

Parachutist (raises his hands up).

Children raise their hands up.

Children raise their hands up.

Children raise their hands up.

"Take it quickly" The physical education instructor places cubes, balls, sandbags, small rubber toys, and cones throughout the playground, which should be 1-2 less than the number of children playing. To the music, children run around between objects. As soon as the music stops, the children take one object at a time and raise it above their heads. The one who did not manage to pick up any object is considered a loser. The game is repeated 2-3 times."Entertainers" With the help of a counting rhyme, an entertainer is selected, which stands in the center of the circle formed by the children. Holding hands, children walk in a circle to the right, then to the left and say:

In an even circle one after another

We are going step by step.

Stay where you are!

Together together

Let's do it like this.

The children stop, lower their hands, and the entertainer shows some kind of movement. Everyone must repeat it. The one who best repeats the movement becomes the new entertainer. The game is repeated 2-3 times."Don't get caught" From those playing, 2-3 drivers are selected using a counting rhyme, and they stand in the center of the circle. The rest of the children stand in a circle and, at the instructor’s signal, begin to jump in and out of it with both feet as the drivers approach. The fastest driver, who caught the most of all the players, and the clever player, who was never caught, are noted. The game is repeated with a change of drivers 2 times."Don't stay on the floor"With the help of a counting rhyme, a driver is selected, who runs with the children throughout the hall. As soon as the instructor says: “Catch! “, everyone runs away from the driver and, as he approaches, climbs onto some hill (a bench, cubes, stairs, chair, and the driver tries to catch those running. Those whom he touched move aside. At the end of the game, the caught players are counted. The game continues with a new driver, and the driver who caught the most is noted."Swan geese" On one side of the hall the house in which the “geese” are located is indicated. On the opposite side of the hall there is a “shepherd”. On the side of the site is the “wolf’s” lair. The rest of the place is meadow. With the help of a counting rhyme, “wolf” and “shepherd” are selected, the rest of the children are “geese”. The “shepherd” drives the “geese” out to the “meadow” for a walk and a run.

Shepherd: Geese, geese!

Geese (in unison): Ha - ha - ha!

Shepherd: Do you want to eat?

Geese (in unison): Yes, yes, yes!

Shepherd: So fly here!

Geese (in unison): We can’t! The gray wolf under the mountain does not let us go home.

Shepherd: So fly as you want, just take care of your wings.

The “geese” run home through the “wolf’s” den, and the “wolf” runs out of the den and tries to catch the “geese.” The “geese” that ran away from the “wolf” and returned home safely are noted. The game continues with another “shepherd” and “wolf”."It flies, it doesn't fly"Children stand in a circle or in a line, the physical education instructor stands so that everyone can clearly see and hear him. He begins to name animate and inanimate objects that fly and do not fly. Names the object and raises his hands up. Children should raise their hands up if they named a flying object, for example:

Physical education instructor: Parachutist (raises his hands up).

Children raise their hands up.

Physical education instructor: Airplane (raises hands up).

Children raise their hands up.

Physical education instructor: Helicopter (raises his hands up).

Children raise their hands up.

Physical education instructor: Dom (raises his hands up).

Children do not raise their hands up, etc.

At the end, the instructor counts those players who never made a mistake and were attentive.

"Firefighters in training"Children line up in two columns at the starting line at a distance of 4-5 m from the gymnastics ladder. There is a bell suspended at the top of the gymnastics ladder. At the instructor's command: “March! “The first children run, climb the stairs, ring the bell, go down, run back, passing the baton with a clap on the shoulder to the next “fireman.” The team of “firemen” that completes the task faster wins."Edible - inedible"Children stand in a circle or in a line. In the center of the circle or in front of the line stands a physical education instructor with a large ball in his hands. This game can also be played by one of the children. The driver throws the ball, naming what is edible or inedible, for example: Physical education instructor: Pasta with meat. The child catches the ball and throws it back. Physical education instructor: Cake. The child catches the ball and throws it back. Physical education instructor: Ice cream. The child catches the ball and throws it back. Physical education instructor: Home. The child does not catch the ball. Physical education instructor: TV. The child does not catch the ball. Physical education instructor: Car. The child does not catch the ball, etc."Third wheel" Children are divided into pairs, standing behind each other, forming a large circle. The two drivers remain outside the circle, and at the instructor’s command: “Run! “One catches up with the other, running in a circle after all the standing couples. In this case, the runner can stand in front of any pair at any time, and the third in this pair runs away from the catcher. If the one catching up catches the one running away, then they change roles."Tops, roots"Children stand in a circle or in a line. In the center of the circle or in front of the line, there is an instructor with a large ball in his hands. This game can also be played by one of the children. The driver throws the ball, calling the tops or roots, for example:

Physical education instructor: Eggplant.

Child; Vershki (catches the ball and throws it back).

Physical education instructor: Radish.

Child: Roots (catches the ball and throws it back).

Child: Roots (catches the ball and throws it back).

Physical education instructor: Strawberry.

Child: Vershki (catches the ball and throws it back).

Physical education instructor: Garlic.

Child: Roots (catches the ball and throws it back).

Child: Vershki (catches the ball and throws it back), etc.

Children who have never made a mistake are recognized.

"Frost - Red Nose"With the help of a counting rhyme, the driver is selected - “frost”, who stands in the center of the site, and his house is on the side. The remaining players stand on one side of the court as a line.

Frost: I am Frost - Red Nose, Which one of you decides to set off on the little path.

Children (in chorus): We are not afraid of threats and we are not afraid of frost!

After the words, the children must run to the opposite side of the playground beyond the line where the “frost” has no right to run. The distance from the starting line to the finish line is 3-4 m. Whoever the “frost” catches during the dash takes him to his home. Those “frosts” that caught the most players in one run are noted. The game is repeated with another “frost”."Vegetables and fruits"Children stand in a circle or in a line. In the center of the circle or in front of the line, there is an instructor with a large ball in his hands. This game can also be played by one of the children. The driver throws the ball, naming a vegetable or fruit, for example:

Physical education instructor: Carrots.

Physical education instructor: Cabbage.

Child: Vegetable (catches the ball and throws it back).

Physical education instructor: Orange.

Physical education instructor: Grapes.

Child: Fruit (catches the ball and throws it back).

Physical education instructor: Pineapple.

Child: Fruit (catches the ball and throws it back).

Physical education instructor: Cucumbers.

Child: Vegetables (catches the ball and throws it back).

Physical education instructor: Potatoes.

Child: Vegetable (catches the ball and throws it back).

Physical education instructor: Pear.

Child: Fruit (catches the ball and throws it back).

Children who have never made a mistake are recognized.

"Hunters and Hares"With the help of a counting rhyme, a “hunter” is selected, the rest of the children are “hares”. On one side of the hall is the house of the “hunter”, on the other is the house of the “hares”. As the music begins, the “hunter” comes out and looks for traces of the “hares”, then returns to his place. The “hares” jump out of their house and jump all over the clearing on two legs in different positions. At the instructor’s command: “Hunter! “The “hares” run away to their house, and the “hunter” throws small balls at the “hares”, as if shooting from a gun. The one whom the “hunter” hits with the ball is considered killed and goes to the “hunter’s” house. The game is repeated with a new “hunter”. The most accurate “hunter” is noted, with the most “hares” killed."Counting" Children to preparatory group know a lot counted-check. All the players stand in a circle, one of the guys - the driver, who stands behind the circle, begins to say a counting rhyme, pointing at each player in turn. Whoever the counting ends on becomes the next driver. The child who correctly divides words into syllables and who has good memory and who told a lot of rhymes. The funniest and most interesting counting rhyme is also noted.

Ahi-ahi-ahi-oh,

Grandma was sowing peas.

He was born thick,

We'll rush - you're empty!

A bunny is running along the road

Yes, my legs are very tired.

The bunny wanted to sleep,

Come out and look!

A heron walks through the swamp,

He won't find a job.

She sat down on a stump,

She ate five frogs at once.

One two three four five,

Come out and look!

Our Tom wanted to eat,

He reached into the refrigerator.

There is sour cream in the refrigerator,

Meat, fish, eggplant,

Cucumbers and grapes.

Zucchini and lemonade.

If you want to eat too,

So come out quickly!

Jerry lives happily

Jerry sings songs!

One two three four five,

Come on, Jerry, sing again!

"Witch" Using a counting rhyme, a “sorcerer” is selected, who stands in the center of the circle built by the other players. Players walk in a circle saying:

We are funny guys

We love to jump and gallop,

Well, try to catch up with us!

All the children run away. Anyone touched by the “sorcerer” is considered bewitched. The child who has been bewitched stands in place, feet shoulder-width apart. Other children can disenchant him if they crawl on all fours between the legs of the bewitched one. Bewitched children do not have the right to stand close to the wall. The game continues with the change of “sorcerer” 3 times. Those children who ran away from the “sorcerer” and those who bewitched the most children are noted.“Whoever is named, he catches”One driver is selected and stands in a hoop lying on the floor in the center of the site. At the instructor’s command: “Let’s start!” “Children run, jump, walk. The driver throws the ball up, loudly saying someone's name, for example Vasya, and runs away. Vasya runs, catches the ball, gets into the hoop, and also says his name. Throws the ball, runs away, etc."Mice and Houses"Using a counter, the driver is selected. The rest of the children stand in rings or circles drawn on the floor and take places in them - “mice in houses.” The driver comes up to some house and says: “Mouse, mouse, sell the house!” "She refuses. Then the driver goes to the other “mouse”. At this time, the “mouse”, who refused to sell the house, calls one of the players and changes places with him. The driver strives to take the place of one of those running across. If he succeeds, then the one left without a place becomes the driver. If he doesn't succeed, he goes from house to house asking him to sell the house. If the driver says: “The cat is coming!” “, then everyone must change places, and the driver strives to take someone’s house."Guess by touch"Using a counting rhyme, the driver is selected and stands in the center of the circle, blindfolded. The rest of the children stand in a circle. The instructor slowly turns the driver, who approaches the player and determines by touch who it is. The most attentive driver is noted. The game continues with another driver 3-4 times."Four forces" The players stand in a circle. The physical education instructor explains that there are 4 elements: water, air, earth, fire. For example, fish, frogs, crayfish live in water, people, animals, insects, etc. live on earth, but no one lives in fire. If the driver throws the ball and says: “Water”, “Earth” or “Air”, then the player to whom the ball was thrown must catch it, name the person who lives in this element, and throw the ball back to the driver. If the driver says: “Fire! ", then you cannot catch the ball. For an incorrect answer or catching the ball to the word “fire”, the player is eliminated from the game. They play until the last remaining participant."Crucian carp and pike" On opposite sides of the playground, the houses of the “crucian carp” are marked with lines. The driver is selected using the counting table - “pike”. All other children are “crucian carp”. The “carp” are divided into two teams and go to their homes, and the “pike” stands in the middle of the site. At the instructor’s signal, all the “crucians” run (swim) to the opposite side. The “pike” catches those running across. The one who is caught stands aside. After 2-3 runs, when there are 5-6 “crucians” caught, they form a net: they stand in one line in the middle of the site and hold each other’s hands. Now, at the instructor’s signal, the “crucian carp” run to the other side through the net (under the arms, and the “pike” stands behind the net and catches those running out of it. The caught “crucian carp” also join the net. The game ends when all the “crucian carp” are caught. Then a new driver is selected or the last caught “crucian carp” becomes the “pike.” The instructor can, after 2-3 runs, appoint one of the children as the “pike.”"Seasons, months and days of the week"Children stand in a large circle. The phase culture instructor, for example, gives Olya a large ball and asks her to name the months of summer. Olya takes the ball, goes to the center of the circle, hits it on the floor with both hands and calls it: June, July, August and passes the ball to whomever she wants, for example Andrey. The instructor asks him to name the days of the week. Yura - 4 seasons, Alina the months of spring, Katya - how many days in the week, Pavlik - what time of year it is, etc. Those who answer the question incorrectly or think for a long time are eliminated from the game. The one who remains last wins."Shander-mander" All players stand in a large circle. With the help of a counting rhyme, a driver is selected, who stands in the center of the circle with a large ball in his hands. The driver hits the “si” on the floor with two or one hand and says:

Shander-mander lippopander (children run and stop when they finish the words).

I spin, spin, whoever I want, It will be. (name of player)

The driver says loudly how many steps there are to the person he named, for example to Sasha. There are 3 giant steps before him (large, wide steps, 5 ordinary steps, 7 ant steps (mincing steps) and 2 hare steps (jumping on two legs). The driver performs these steps and reaches Sasha. Throws him the ball, Sasha catches it and starts the game again. If Sasha doesn’t catch, then the same child remains the driver.You can name 2 or 3 types of walking, or all 4."What changed?"The physical education instructor places small rubber toys in front of the children and asks them to look carefully and remember them. On command: “Close your eyes! “The children close their eyes, and the instructor quickly swaps toys or removes one. On command: “Open your eyes! “Children open their eyes and answer what has changed or what has disappeared. The most attentive children are recognized. The game is repeated 2-3 times."Defense of the fortification"Children stand in a circle. With the help of a counting rhyme, a defender is selected who protects the pin standing in a small drawn circle in the center of a large one. Players try to knock down the pin with a ball. The ball can be thrown, but the thrower cannot leave the general circle and change place. The one who manages to knock down the pin takes the place of the defender."Stream" Children become pairs, holding hands, stand next to each other and form a long “corridor”, raising their arms up. One child, left without a partner, begins to flow as a stream. He passes into the stream from the end of the “corridor” and goes to the beginning of the stream, taking the hand of a friend from the pair he wants. Unmarried child | away from the stream to the end of the “corridor”, then enters the stream, taking whoever he wants by the hand, etc. Thus, the stream flows slowly, moving forward."Horses and Runners"A 3x3 or 5x5 m playing area is outlined. Children are divided into two teams: horses and runners. On one side of the site is the horse house. Runners run around the playing area within its boundaries. The horses send one of their team to the field (to the site). The horse catches runners by jumping on one leg. The physical education instructor calls the horse: “Home! " He returns, and the next player in line jumps into the field instead. And so the horses change all the time. The caught runners are captured by the horses. The game ends when all players in the field are overfished. Then the teams change roles. The game repeats itself."Sweet words"Children stand in a circle and, passing the ball in any direction, say sweet words, for example, Sasha says: “Darling” and passes the ball to Katya, she says: “Sunny” and passes the ball to Christina, etc. Those whose words are repeated are considered losers and leave the game. The one who says the most kind words wins."Burners" Players stand in a column in pairs. A line is drawn in front of the column at a distance of 2-3 steps. Using a counting rhyme, a driver is selected, he stands on the line, with his back to the players and says:

Burn, burn clearly so that it doesn’t go out,

Look at the sky, the birds are flying, the bells are ringing.

One two, three - run!

With the end of the words, the children standing in the last pair scatter forward along the column and unite again before the driver catches one of the players. If the driver managed to do this, he forms a new pair, standing in front of the column. And the player left without a pair becomes the leader. The game continues until every pair has run."Paints"

Irina Matveeva
Card index of outdoor games for preschoolers

Outdoor game"Round dance"

Target: teach children how to dance in a round dance; practice squats.

The children pronounce the words behind the teacher. Holding hands, they walk in a circle.

Around rose bushes, among the grass and flowers

We circle and circle the round dance, oh, we are merry people!

We were so dizzy that we fell to the ground.

When pronouncing the last phrase, perform squats.

Outdoor game"Carousel"

Target: to develop children's balance in movement, running skills, and increase emotional tone.

Description. The teacher invites the children to ride the carousel. Holding a hoop in his hands (being in the middle of the hoop) with colorful ribbons tied to it. Children take hold of the ribbons, the teacher moves with the hoop. Children walk and then run in a circle. Educator speaks:

Barely, barely, barely the carousel spun,

And then, and then everything runs, runs, runs!

Hush, hush, don't run, stop the carousel,

One and two, one and two, the game is over!

The children stop.

Outdoor game"Sparrows and the car"

Target: to teach children to run in different directions without bumping into each other, to start moving and change it at the teacher’s signal, to find their place.

Description. Children - "sparrows" sit on the bench - "nests". The teacher pretends "automobile". After the words teacher: "Let's fly, sparrows, onto the path"- children get up and run around the playground, waving their arms - "wings". On signal teacher: “The car is moving, fly, little sparrows, to your nests!” - "automobile" leaves from "garage", "sparrows" fly to "nests" (sit on benches). "Automobile" returns to "garage".

Outdoor game“One, two, three – run!”

Target: to train children in the ability to act on a signal; develop running speed and coherence of collective actions.

Description. Children stand near the teacher and listen to what he says. If the teacher speaks: “One, two, three, run to the tree”, the children run to the tree and wait for the teacher. If the teacher will say: “One, two, three, run to the sandbox”, children run to the sandbox and wait for the teacher

Outdoor game"Shark and Fish"

Target: development of children’s ability to run in a certain direction; navigate in space.

Children - "fish" "float". On signal teacher: "Shark"- children are hiding, "float away" to the shelter (house made of rope).

Outdoor game"Sun and Rain"

Target: teach children to walk and run in all directions, without bumping into each other, teach them to act on the teacher’s signal.

Description. Children squat down behind the line designated by the teacher. Educator speaks: “The sun is in the sky! You can go for a walk". Children are running around the playground. On signal: “Rain! Hurry home!- run behind the marked line and squat down. The teacher again speaks: "Sun! Go for a walk", and the game repeats.

Outdoor game"Aircraft"

Target: teach children to run in different directions without bumping into each other; teach them to listen carefully to the signal and start moving according to the verbal signal.

Description. The teacher invites the children to prepare for "flight", having previously shown how "start up" motor and how "fly". Educator speaks: “Get ready for the flight. Start the engines!- children make rotational movements with their hands in front of their chest and say sound: "R-r-r". After the signal teacher: "Let's fly!"- children spread their arms to the sides (like the wings of an airplane) And "fly"- scatter in different sides. On signal teacher: “Landing!”- children sit on the bench.

Outdoor game"Bubble"

Target: teach children to stand in a circle, make it wider, then narrower, teach them to coordinate their movements with the spoken words.

Description. Children and their teacher join hands and form a small circle, standing close to each other. Educator pronounces:

Blow up, bubble, blow up, big,

Stay like this and don't burst out.

The players step back and hold hands until the teacher will say: “The bubble burst!”, then they lower their hands and squat down, speaking at this: "Pop!" You can also offer it to children after

words: "The bubble burst" move towards the center of the circle, still holding hands and saying sound: "Shhh" (air comes out). Then the children again "inflate" bubble - move back, forming a large circle.

Outdoor game"By the Bear in the Forest"

Target: development in children of the speed of reaction to a verbal signal, development of attention; exercise children in running.

From all the participants in the game, one driver is selected, who is appointed "bear". Two circles are drawn on the playing area. The first circle is a den "bear", the second is the house for all other participants in the game. The game begins and the children leave the house with words:

By the bear in the forest

I take mushrooms and berries.

But the bear doesn't sleep,

And he growls at us.

After the children say these words, "bear" runs out of the den and tries to catch one of the children. If someone does not have time to escape into the house and "bear" catches him, then he himself becomes a “bear”

Outdoor game"Snowflakes and the Wind"

Target: development of children’s imagination, attentiveness, ability to play in a team; practice running, doing turns around yourself, and squatting.

The teacher says words:

And now I'll look:

Who knows how to have fun

Who is not afraid of frost?

Educator – "wind" imitates the wind blowing, and children - "snowflakes" move around the site, depicting the flight of snowflakes. Children hide (sit down when the teacher stops blowing

Outdoor game"Hares and the Wolf"

Target: teach children to listen carefully to the teacher, perform jumps and other actions in accordance with the text; learn to navigate in space, find your place.

Description. Children - "hares" hiding behind bushes and trees. To the side, behind a bush, is "wolf". "Hares" they run out into the clearing, jump, nibble grass, and frolic. On signal teacher: “The wolf is coming!” - "hares" run away and hide behind bushes and trees. "Wolf" trying to catch up with them. You can use poetry in the game text:

Bunnies are jumping: skok, skok, skok –

To the green meadow.

They pinch the grass, eat it,

Listen carefully

Is there a wolf coming?

Children perform movements according to the text. When the text ends, it appears "wolf" and starts catching "hares". First time role "wolf" performed by the teacher.

Outdoor game"Shaggy Dog"

Target: teach children to move in accordance with the text, quickly change the direction of movement, run, trying not to get caught by the catcher and without pushing.

Description. Children stand on one side of the playground. One child on the opposite side depicts "dog". The children quietly approach him, and the teacher at this time pronounces:

Here lies a shaggy dog,

With your nose buried in your paws,

Quietly, quietly he lies,

He's either dozing or sleeping.

Let's go to him and wake him up

And we'll see: “Will something happen?”

Children approaching "dog". As soon as the teacher finishes reading the poem, "dog" jumps up and loud "barks". Children run away "dog" trying to catch someone. When all the children hide, "dog" returns to its place.

Outdoor game"Catch me"

Target: teach children to quickly act on a signal, navigate in space; develop dexterity.

Description. Children are sitting on a bench. The teacher invites them to catch up with him and runs in the direction opposite from the children. Children run after the teacher, trying to catch him. When they run up to him, the teacher stops and speaks: “Run away, run away, I’ll catch up!” The children run back to their places.

Instructions for carrying out. The teacher should not run away too quickly children: They are interested in catching him. You should also not run too quickly after children, as they may fall. At first, running is carried out in only one direction. When the children run up to the teacher, it should be noted that they can run fast. When repeating the game, the teacher can change direction, running away from the children.

Outdoor game"Chickens in the garden"

Target: develop coordination of movements, speed of reaction; practice running, squatting and climbing.

Description. In the middle of the site they limit small area"garden". Not far from him, on one side of the platform, a chair is placed - this "house" the guards, on the other hand, at the level of the child’s chest on the racks, strengthen the rail or tighten the tape - "house" for chickens Role "watchman" First, the teacher performs it, and then the more active children. The rest - "chickens". On signal teacher: “Go, chickens, for a walk”- children - "chickens" crawl under "fence"(rail, make their way into "garden", run, "searching" feed, "cackle". "Watchman" notices "chicken" and drives them out "vegetable garden"- claps his hands, sentencing: “Shoo, shoo!” Children - "chickens" run away, crawl under the rail and hide in "house". "Watchman" bypasses "garden" and sits down again. The game repeats itself. If the game is played for the first time, then the area "vegetable garden" not indicated. Children run around using the entire playground.

Outdoor game"Shepherd and Flock"

Target: strengthen children’s ability to play according to the rules of the game, practice walking and running.

Description. Children pretend "herd" (cows, calves, sheep). Choose "shepherd", give him a pipe and "whip" (jump rope). The teacher pronounces the words, the children perform movements text:

Early - early in the morning

Cowherd: "Tu-ru-ru-ru",

("The Shepherd Boy" plays the pipe.)

And cows suit him well

Tightened up: "Moo-moo-moo".

Children - "ladies" moo. Then "shepherd" drives "herd" in the field (on the designated lawn, everyone walks along it. After a while "shepherd" cracks a whip (jump rope, drives "herd" home. The game repeats itself.

Outdoor game"Chicken - Corydalis"

Target: train children to quickly respond to the teacher’s signal; exercise children in walking.

The teacher pretends "chicken", children - "chicks". One child (older)"cat". "Cat" sits on a chair to the side. "Hen" And "chickens" walk around the site. Educator speaks:

A hen came out - a crested chicken, with yellow chicks,

The chicken clucks: "Ko-ko, don't go far".

Approaching "cat", teacher speaks:

A cat lay down on a bench by the path and dozed...

The cat opens its eyes and catches up with the chickens.

"Cat" opens his eyes, meows and runs after "chickens", which run to a certain corner of the site - "house"- to the mother hen. Educator ( "chicken") protects "chicks", spreading his arms to the sides, and speaks at this: “Go away, cat, I won’t give you chickens!” When repeating the game, the role "cats" entrusted to another child.

Outdoor game"Mice in the Pantry"

Target: develop in children the ability to perform movements on a signal; Exercise children in climbing, running and squatting.

Children - "mice" are on one side of the site. On the opposite side there is a rope stretched at a height of 50 cm from ground level - this is "pantry". To the side of the players is "cat" (her role is played by the teacher). "Cat" falls asleep and "mice" slowly running into "pantry". Penetrating into "pantry", they bend down so as not to touch the rope. There they sit down and it’s as if "gnaw" crackers. "Cat" wakes up, meows and runs after "mice". They quickly run away into their burrows. The game resumes. In the future, as you master the rules of the game, the role "cats" can be performed by any of the children.

Outdoor game"Mice and Cat"

Target: teach children to run easily, on their toes, without bumping into each other; navigate in space, change movements at the teacher’s signal.

Children sitting on benches are "mice in holes". Sitting on the opposite side of the platform "cat", whose role is played by the teacher. "Cat" falls asleep (closes eyes, and "mice" scatter around the site. But here "cat" wakes up, stretches, meows and starts catching "mice". "Mice" quickly run away and hide in "minks" (take their seats). Caught "mice" "cat" takes him to himself. When the others "mice" hide in "minks", "cat" walks around the site one more time, then returns to his place and falls asleep. "Mice" can run out of "mink" then when "cat" closes his eyes and falls asleep, and returns to "minks"- When "cat" wakes up and meows. The teacher makes sure that everything "mice" ran out and scattered as far as possible from "mink". "Minks", in addition to benches, arches for climbing can serve, and then children - "mice"- crawl out of their "mink".

Outdoor game"Geese - geese"

Target: development in children of coordination of movements, speed of reaction, ability to play in a team.

The children stand against one wall of the room. Driver (adult) in the middle.

The presenter speaks: "Geese, geese".

Children: "Ha, ha, ha".

Leading: “Do you want something to eat?”

Children: "Yes Yes Yes".

Leading: “Well, fly if you want, just take care of your wings.”.Children run to the opposite wall (there is their house there), and the leader must have time to make as many children as possible.

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Card index of outdoor games for preschool children
Find your color
Goal: to form orientation in space, to teach to act according to
signal, develop dexterity and attention.
Progress of the game:
The teacher hands out flags of 34 colors to the children. Children with flags of one
colors are located in different places in the hall, near flags of a certain color.
After the teacher says “Go for a walk,” the children go to different places.
sides. When the teacher says “Find your color,” the children gather at
flag of the corresponding color.
The game may be accompanied by music. Like a complication
When the game is mastered by children, you can change the indicative flags
in places, placing them in different places in the gym.
Sunshine and rain
Goal: to develop the ability to walk and run in all directions without bumping into
Each other; teach to act on a signal.
Progress of the game:
Children sit on chairs. The teacher says “Sunny!” Children are walking
and run around the hall in different directions. After the owls “Rain!”, they run
to their places.
The game can be played with musical accompaniment. After
The game is well mastered, words can be replaced with sound signals.
Sparrows and car
Goal: to develop the ability to move in different directions, not
bumping into each other; improve the ability to respond to
signal, develop orientation in space.
Progress of the game:
Children sit on chairs on one side of the hall. These are the "sparrows" in
nests. On the opposite side is the teacher. He portrays
automobile. After the words of the teacher, “The little sparrows flew,” the children
rise from their chairs, run around the hall, waving their arms. On signal
teacher "Car", the children run away to their chairs.

After the game is mastered by children, instead of words you can use
sound signals.
Train
Goal: to develop the ability to walk and run after each other in small
in groups, first holding on to each other, then not holding on; accustom
start moving and stop at a signal.
Progress of the game:
First, a small group of children is involved in the game. first time
each child holds on to the clothes of the person in front, then freely
move one after another, moving their arms, imitating the movements of wheels. Role
The teacher performs the locomotive first. Only after repeated
repetitions, the role of leader is assigned to the most active child.

Cucumber... cucumber...
Goal: to develop the ability to jump on two legs in a straight direction;
run without bumping into each other; perform game actions in
according to the text.
Progress of the game:
At one end of the hall there is a teacher, at the other there are children. They are approaching
trap by jumping on two legs. The teacher says:
Cucumber, cucumber, don’t go to that end,
A mouse lives there and will bite your tail off.
After the end of the chant, the children run away to their house. teacher
pronounces words in such a rhythm that children can answer each word
jump twice.
After the game has been mastered by children, the role of the mouse can be assigned to the most
active children.
Mother hen and chicks
Goal: improve the ability to crawl under a rope without touching it;
develop dexterity and attention; act on a signal; bring up
mutual assistance, partnership.

Progress of the game:
Children depicting chickens together with a hen are behind a stretched
rope. The hen leaves the house and calls the chickens “kokoko”. At her call
chickens crawl under the rope and run towards it. To the words " Big bird»
the chickens quickly run away. When the chickens run into the house, you can raise
the rope is higher so that children do not touch it.
Run quietly
Goal: to cultivate endurance, patience, and the ability to move silently.
Progress of the game:
Children are divided into three groups and line up behind the line. Choose
The driver sits down in the middle of the platform and closes his eyes. On signal
one subgroup silently runs past the leader to the other end of the hall.
If the driver hears, he says “Stop!” and those running stop.
Without opening his eyes, the driver says which group was running. If he
correctly indicated the group, the children move aside. If you make a mistake, they
return to their places. All groups run through this one by one.
The winner is the group that ran quietly and whose driver did not
was able to detect.
Aircraft
Goal: to develop the ability to move in different directions
bumping into each other; teach to act on a signal.
Progress of the game:
Before the game, all game movements must be demonstrated. Children become
on one side of the site. The teacher says, “We are ready to fly.
Start the engines! Children make rotational movements with their hands in front of
chest. After the signal “Let's fly!” spread their arms to the sides and
scatter around the hall. At the signal “Landing!” the players head to
your side of the site.
The game is more emotional with musical accompaniment.
Find your house
Goal: to develop the ability to act on a signal, navigate
space; develop dexterity, attention, ability to move in different
directions.

Progress of the game:
With the help of the teacher, children are divided into groups, each of which
stands at a certain place. At the signal, they scatter around the hall in
different sides. After the “Find your house” signal, children should
gather in groups at the place where they stood at the beginning.
After mastering the game, the original houses can be swapped. A game
It is more emotional with musical accompaniment.
Rabbits
Goal: to develop the ability to jump on two legs moving forward;
develop dexterity, ingenuity, confidence.
Progress of the game:
On one side of the hall there are chairs arranged in a semicircle - these are cages
rabbits. On the opposite chair is the watchman's house. Children sitting on
squatting behind chairs. When the caretaker releases the rabbits onto the meadow - children
one after another they crawl under the chairs and then jump as they advance
forward. At the signal “Run to the cages,” the rabbits return to their
seats, again crawling under the chairs.

Bubble
Goal: teach children to form a circle, changing its size depending on
game actions; develop the ability to coordinate actions with
spoken words.
Progress of the game:
Children together with the teacher, holding hands, form a circle and
pronounce the words:
Blow up the bubble, blow up big.
Stay like this and don't burst out.
The players, in accordance with the text, move back holding hands until
until the teacher says “The bubble has burst!” Then those playing
squat down and say “Clap!” And they go to the center of the circle with sound
“shhh.” then they stand in a circle again.

Where does the bell ring?
Goal: to develop the eye, auditory orientation, ability to navigate
in space.
Progress of the game:
The children stand on one side of the hall. The teacher asks them to turn away. IN
At this time, another adult, hiding, rings the bell. For children
They suggest listening to where the bell rings and finding it. Children
turn and follow the sound.
You need to ring the bell loudly first, then lower the volume.
Colored cars
Goal: consolidate knowledge of color, improve orientation in
space, develop a reaction
Progress of the game:
Children are placed at the edges of the hall, they are cars. To each his own
colored circle. The teacher is in the center of the hall, in his hands he has three colored
checkbox. He raises one, and those having a circle of this color scatter around
hall in different directions. When the teacher lowers the flag, the children
stop. The teacher raises a flag of a different color, etc.
The game is more emotional with musical accompaniment.
Where did you knock?
Goal: to consolidate the ability to navigate in space, to observe
rules of the game.
Progress of the game:
Children stand in a circle. The driver stands in the middle and closes his eyes.
The teacher silently walks around the circle from behind, stopping next to someone
Somehow, he knocks with his stick and places it so that it is not visible. Departs to
side and says “It’s time!” The person standing in the circle must guess where
knock and approach the one who has the wand hidden. Having guessed it
takes the place of the child behind whom the wand was hidden, and he
becomes a driver.

Cat and mice
Goal: improve the ability to navigate in space, avoid
collisions; move in a general game situation.
Progress of the game:
On one side of the hall there is an area fenced off - this is the house of mice (height 50
cm.). on the other side of the hall is the cat's house. The teacher says:
The cat is guarding the mice, pretending to be asleep!
Children crawl under the slats and run around.
The teacher says:
Hush, mice, don't make noise.
And don't wake the cat!
Children run easily and silently. With the words “The cat has woken up”, child
depicting a cat running after mice. Children do not crawl under the slats, but
They run into the burrows through the unfenced part.
By the bear in the forest
Goal: to consolidate the ability to move in all directions, imitate game
movements, move in accordance with the text.
Progress of the game:
The children are located on one side of the hall, and the driver is on the other. Players
move towards the sleeping bear with the words:
By the bear in the forest
I take mushrooms and berries.
But the bear doesn't sleep
And he growls at us.
The bear growls and tries to catch the children, but they run away. Catching someone
or, takes him to his place. The game repeats itself.
Mousetrap
Goal: develop speed, agility, attention; learn to coordinate words
with game actions.

Progress of the game:
The players are divided into two unequal subgroups. The smaller one forms a circle -
mousetrap. The rest are mice. The players in the circle move and
sentenced
Oh, how tired the mice are, it’s just their passion.
They've chewed everything, eaten everything, they're crawling everywhere - here's a scourge.
At the end of the words, the children stop and raise their clasped hands
up. The mice run into the mousetrap and immediately run out the other side.
At the signal, the children lower their arms and squat. Mice that didn't make it
run out are considered caught. They also stand in a circle. A game
continues. When most of the children are caught, the subgroups change
in some places.
Who has the ball?
Goal: develop mindfulness; strengthen the ability to perform game
actions in accordance with the rules of the game.
Progress of the game:
The players form a circle. A driver is selected who stands in the center.
The rest of the players move closer to each other, everyone has their hands behind them.
back.
The teacher gives someone a ball, and the children behind them pass it to a friend
to a friend. The driver tries to guess who has the ball. He says
"Hands!" and the one to whom they are speaking must put out both hands. If
The driver guessed right, he picks up the ball and stands in a circle. Player
the one who took the ball becomes the driver.
Shaggy dog
Goal: improve the ability to move in all directions, move in
in accordance with the text, develop spatial orientation, dexterity.
Progress of the game:
The children stand on one side of the hall. The driver - the dog - is on the other side.
Children quietly approach him with words

Here lies a shaggy dog ​​with his nose buried in his paws.
Quietly, quietly, he lies, either dozing or sleeping.
Let's go up to him, wake him up, and see what happens!
After these words, the dog jumps up and barks loudly. The children run away, and the dog
tries to catch them.
Take care of the item
Goal: to teach children to act on a signal; develop dexterity,
endurance, eye.
Progress of the game:
Children stand in a circle. Each child has a cube at their feet. Educator
is in a circle and tries to take a cube from one child or another.
The player, to whom the driver approaches, crouches and closes
cube with your hands and does not allow you to touch it. At first the driver does not pick up
children have cubes, but only pretend. Then, when repeated, he can take
The player has a cube who did not have time to cover it with his hands. This child is temporary
does not participate in the game.
Subsequently, the role of driver can be offered to the most active
children.
Cars
Goal: develop agility and speed; strengthen the ability to move around
site scattered.
Progress of the game:
Each player gets a steering wheel. At the driver's signal (green light is raised)
flag) children scatter in a scattered manner so as not to interfere with each other.
At another signal (red flag), the cars stop. A game
repeats itself.
The game is more emotional with musical accompaniment.
We are funny guys
Goal: develop dexterity, evasiveness; improve skills
follow the rules of the game.

Progress of the game:
Children stand on one side of the playground outside the line. On the opposite
a line is also drawn on the side - these are houses. In the center of the site is
trap The players say in chorus
We are funny guys, we love to run and jump
Well, try to catch up with us. 1,2,3 – catch it!
After the glory of “Catch!” children run to the other side of the playground, and
the trap tries to catch them. The one whom the trap manages to touch to the line,
are considered caught and move to the side, missing one run.
After two runs, another trap is selected.
Find yourself a match
Goal: to develop dexterity, the ability to avoid collisions, act
signal quickly.
Progress of the game:
For the game, handkerchiefs according to the number of children are required. half of the handkerchiefs
one color, half another. At the teacher's signal, the children run away.
To the words “Find a pair!” children with identical scarves stand up
a couple. If the child is left without a partner, the players say “Vanya,
Vanya, don’t yawn, quickly choose a pair.”
The teacher's words can be replaced sound signal. A game
It's more emotional with musical accompaniment.
Fishing rod
Goal: to develop dexterity, attention, speed of reaction.
Progress of the game:
The players stand in a circle, the teacher is in the center, holding in his hands
a rope to which a bag of sand is tied. The teacher rotates
rope in a circle just above the ground, and the children jump up, trying
so that the bag does not touch them. Having described two or three circles with the bag, the teacher
makes a pause, during which the number of those caught is counted.

Don't get caught

Goal: develop agility, speed; play according to the rules;
improve jumping on two legs.
Progress of the game:
The players sit around a cord placed in the shape of a circle. IN
in the center there are two drivers. At the teacher’s signal, the children jump on two
feet in and out of the circle as the traps approach. Whom did they manage?
tarnish, he receives a penalty point. After 4050 seconds the game
stops, the losers are counted, and the game is repeated with
new driver.

Firefighters in training
Goal: to strengthen the ability to climb gymnastic walls, to develop
agility, speed; improve the ability to act on a signal.
Progress of the game:
Children stand in 34 columns facing the gymnastic walls.
firefighters. The first in the columns stand in front of the line at a distance of 45
meters from the wall. On each span at the same height they are tied
bells. At the signal, the children standing first run to the gymnastics
wall, climb up it and ring the bell. Going down
return to their column and stand at its end, the teacher notes
the one who completed the task faster. Then a signal is given and he runs
next pair children.
Don't stay on the floor
Goal: to develop agility, speed, evasiveness; play, respecting
rules.
Progress of the game:
A trap is selected and runs around the hall with all the children. How
As soon as the teacher says the word “Catch1”, everyone runs away from the trap and
climb on objects. The trap tries to catch the ones running away. Children up to
whom he touched move aside. At the end of the game
The number of those caught is counted and a new trap is selected.
Traps with ribbons
Goal: to develop speed, agility, eye; improve
orientation in space, running in all directions.

Progress of the game:
Children stand in a circle, each has a colored ribbon tucked
behind the belt. There is a trap in the center of the circle. At the signal, the children run away
in different directions, and the trap tries to pull out the ribbons from them. On signal
At stops, children gather in a circle and the driver counts the ribbons.
The game can be played with complications:
There are two traps in a circle.
there is no trap, boys collect ribbons from girls, and girls from
boys.
Fox and chickens
Goal: develop dexterity, speed of reaction, teach how to act
signal, develop orientation in space.
Progress of the game:
On one side of the hall there is a chicken coop (you can use
benches). Chickens are sitting on a roost. On the other side is a fox hole. By
When given a signal, chickens jump from their perches and move freely around
free space. With the words “Fox!” chickens run into the chicken coop and
climb onto the perch, and the fox tries to catch the chicken. Didn't have time
To escape, she takes her into a soya hole. When the driver catches 23 chickens,
another trap is selected.
Traps
Develop agility, agility, and speed.
Progress of the game:
Children line up behind the line on one side of the playground. They have to
run to the opposite side so that the trap standing
in the middle, didn't catch them. Those who are covered are considered floodplain. After 23
runs caught are counted. Choose a new trap.
Two frosts
Goal: develop reaction speed, dexterity; consolidate the skill
coordinate game actions with words.

Progress of the game:
Two houses are marked on opposite sides of the site.
The players are located in one of them. Driving Frost Red Nose and
Frost Blue Nose stand in the middle, facing the players and say
text
I am Frost Red Nose. I am Frost Blue Nose.
Which of you will decide to hit the road?
The players answer in chorus: “We are not afraid of threats, and we are not afraid of frost!”
After these words, the children run to the other side of the playground, and Morozy
They try to catch them and freeze them. "Frozen" stops at
in the place where they were touched and until the end of the run they stand
moving.
Networks
Goal: to develop dexterity, ingenuity, spatial orientation, skill
follow the rules of the game.
Progress of the game:
Some children stand in a circle and hold hoops. Other "fish" are scurrying around
back and forth through hoops. The following are possible options:
1. Pike chases fish.
2. Children with hoops move slowly, run in a circle at a signal, and then
it's impossible to get out of it
3. Children with hoops stand motionless and only start when given a signal.
move.
The catch is being counted.
Gusilebedi
Goal: develop dexterity, speed of reaction; strengthen the ability to perform
actions taken on the role; match words with game words
actions.
Progress of the game:
At one end of the hall the house in which the geese are located is indicated. On

On the opposite side is a shepherd. To the side is the lair where the wolf lives.
The rest is meadow. Children are selected to play the roles of a wolf and a shepherd,
the rest are geese. The shepherd drives the geese out into the meadow, they graze.
Shepherd: Geese, geese!
Geese: Gagaga!
Shepherd: Do you want to eat?
Geese: Dadada!
Shepherd: So fly.
Geese: We can't Gray wolf under the mountain won't let us go home!
Shepherd: Well, fly as you want, just take care of your wings!
The geese, spreading their wings, fly, and the wolf tries to catch them. After
After several runs, the number of floodplains is counted.
Air football
Goal: improve agility, strength, ingenuity; develop coordination
movements.
Progress of the game:
Children from a sitting position, holding a block with their feet, roll onto their backs
and throw the block through the net, into the goal or into the distance. Instead of a block you can
use the ball.
Flies, doesn't fly
Goal: to consolidate children’s knowledge about flying and non-flying objects;
cultivate endurance and patience.
Progress of the game:
Children stand or sit in a circle, with the teacher in the center. He calls
animate and inanimate objects that fly and do not fly.
When naming an object, the teacher raises his hands up. Children should
raise your hands up if the object is flying.
An option with a ball is possible.

Ocean is shaking
Purpose: to provide knowledge about various steamships, ancient sailing ships,
rigging items.

Progress of the game:
The players sit on chairs, each is assigned a certain
Name. The captain then begins to move around the outer circle, calling
items necessary for swimming. All named objects stand up. On
the words “The sea is worried1” the children begin to move to the music, depicting
wave movements. Captain's command: “Calm down the sea!” serves as a signal to
that you need to take your seats on the chairs as soon as possible. Remaining
without a chair he becomes a captain.
Mail
Goal: to develop gaming imagination and the ability to follow the rules of the game.
Progress of the game:
The game begins with a roll call between the players and the driver:
Ding, ding, ding!
Who's there?
Mail!
Where?
From the city...
What are they doing in that city?
The driver can say that they are dancing, singing, drawing, etc. All players
must do what the driver said. And the one who performs poorly
exercise,
gives away the forfeit. The game ends as soon as the driver dials five
forfeits Then the forfeits are redeemed by completing various tasks.
At Mazal's
Goal: improve coordination of movements.
Progress of the game:
Participants sit on chairs and choose Grandfather Mazal. Other
They leave him and agree that they will show him. After which they go
and say:
“Hello, grandfather Mazal with a long white beard and brown eyes,
with a white mustache"

Hello kids! Where were you, what were you doing?
We won’t tell you where we were, but we’ll show you what we did.
Everyone performs the movements that were agreed upon. When grandfather guesses,
the players run away, and he catches them.
Bird catcher
Purpose: to learn to distinguish and imitate the calls of various birds; develop
ability to navigate with eyes closed.
Progress of the game:
The players choose the names of the birds. Stand in a circle, with the birdcatcher in the center
blindfolded. Birds dance in circles
In the forest in the little forest,
On a green oak tree
The birds are singing merrily.
Ah, the birdcatcher is coming,
He will take us into captivity.
Birds, fly away!
The birder claps his hands and starts looking for birds. Whoever got caught screams
imitating some bird.
The driver must guess the player's name and the bird.
Four forces
Goal: to develop attention, memory, dexterity.
Progress of the game:
The players stand in a circle, with the leader in the middle. He throws the ball to someone
one of the players, while pronouncing any of the words of the elements
(for example air). The one who caught the ball must name the inhabitant
air. If the name is land - animal, if water - fish. At the word
fire everyone must turn around several times, waving their arms
Don't take black, don't take white, don't say "Yes" or "No"
Goal: to develop attentiveness, the ability to monitor your answers during

games, consolidate knowledge about the environment.
Progress of the game:
The game starts like this:
They sent you a hundred rubles,
Buy what you want,
Black, don't take white,
“Yes”, “No” do not say.
After this, the driver conducts a conversation, asking questions. The one who got lost in
answer, gives the driver a forfeit. After the game, those who committed a penalty buy back
your forfeits by completing various tasks.
Paints
Goal: to consolidate knowledge of color and shades; improve skills
basic movements.
Progress of the game:
They choose an owner and two sellers. All other players are paints,
who choose their colors. The buyer knocks:
Who's there?
Buyer.
Why did you come?
- For paint.
For which?
For blue.
If this paint is not available, the owner says
Jump on one leg along the blue track.
The buyer who guesses the most colors wins.
Flowers
Purpose: to consolidate knowledge about flowers (or any other objects,
For example Sports Equipment), improve reaction, speed
quality.

Progress of the game:
Each player chooses a flower for himself. Flower chosen by lot
starts the game. It calls any other flower, such as a poppy. Poppy
he runs, and the rose catches up with him. Then the poppy can name any other flower.
The winner is the one who has never been caught.
Pick a pair
Goal: develop logical thinking, learn to play as a team.
Progress of the game:
Children are offered a pair of words that are in a certain logical
communications. For example: cause, effect, genus. Required to the specified
choose the third word from a number of existing ones, the word that
is in the same logical connection with him.
For example: school - training, hospital - doctor, gate - football, etc.
And third words: student, treatment, patient, ball, T-shirt.
Snowball
Goal: learn to form a sequence in words, remember
previous words, coordinate movements with words.
Progress of the game:
Group play consists of the gradual formation
sequences of words, with each subsequent participant in the game
must reproduce all previous words while preserving them
sequences by adding your own word to them. The game is played with
passing the ball.
Forbidden number
Goal: to promote the development of attention.
Progress of the game:
The players stand in a circle. You need to choose a number that cannot be spoken,
Instead, you should clap your hands, silently required quantity once.
Listen to the command

Goal: to promote the development of attention, improve skills
organize yourself, calm down.
Progress of the game:
Children walk to the music. When the music stops everyone stops and
They listen to the command spoken in a whisper and immediately carry it out.
Opposite word
Goal: to teach children to justify their decision, choose words,
opposite to what is indicated.
Progress of the game:
Invite children to choose words that are opposite in meaning to
data.
For words that have an ambiguous meaning (for example, raw),
it is proposed to find all possible words of the opposite meaning and
justify your decision.
guess the word
Goal: improve the ability to follow the rules of the game, develop skills
classification, highlighting the most significant features.
Progress of the game:
Children are asked to guess the names of randomly selected objects,
while asking clarifying questions that can be answered
"Yes or no".
Birds
Purpose: to consolidate children's knowledge about various birds; improve
ability to follow the rules of the game.
Progress of the game:
The players choose a mistress and a hawk. The rest of the birds. arrives
hawk. Mistress says
Why did you come?
For the bird!

For which?
Hawk calls. If the named bird is not there, the owner drives him away. A game
continues until the hawk catches all the birds.
Fishing
Goal: to consolidate children's knowledge about various types fish, improve
the ability to act according to the rules.
Progress of the game:
The players are divided into two groups. Some stand opposite others on
a few steps away. One group is fishermen, the second is fish. IN
At the beginning of the game they have a conversation:
What are you knitting? (fish)
Seine. (fishermen imitate movements)
What will you catch?
Fish.
Which one?
Pike.
Catch it.
The fish turn and run to the line. Fishermen are trying to catch
as many fish as possible.
Screw
Goal: to develop creative imagination, imagination, plastic movement.
Performance:
I.P. Main jay. The body rotates right and left. Hands
follow the body freely.
One two three four five -
You should fly into space!
Humpty Dumpty
Goal: to develop creative imagination, the ability to get used to the image,
advanced characteristic movements, perform movements simultaneously with
text

Performance:
The teacher pronounces the words:
Humpty Dumpty sat on the wall
Humpty Dumpty fell in his sleep...
The child turns his body to the right - to the left. To the words “Fell into
dream"
Sharply tilts the body down.
Fakirs
Goal: to train individual muscle groups, develop the ability to transfer
characteristic features image.
Progress of the game:
Children sit with their legs crossed, hands on their knees, hands hanging down, back and
neck relaxed. The head is lowered, the chin touches the chest. Eyes
closed.
To the appropriate music, children’s hands first “come to life”, then
The arms and head rise, the body stretches forward upward.
Psycho-gymnastics without fixating attention on breathing (45 years old)
Bear cubs in a den
The children go home one by one, following the bear's tracks.
They sit down and wait for the game.
1. Game with cones.
Throwing cones. They catch them and use their equipment to hold them with their paws.
Do they put the pine cones aside and let their paws fall down? bodies are resting.
Executed 23 times
2. Games with a bee
Children raise their knees to make houses. A bee flies under your knees.
The bear flies and the other raises its legs.

3. Cold - hot
Squeeze into a ball and relax your torso.
4. Games with a scarf
Tie scarves without opening your eyes. Rotate your head from side to side
side. Okay, it's warm. Show with facial expressions.
5. Bee interferes with sleep
The play of facial muscles. The bee decided to sit on the tongue - the children quickly
pressed their lips together, made their lips into a tube and began to twist them from side to side
side.
Relaxation
The cubs closed their eyes and wrinkled their noses from the bright sun. Again
A bee flew in and sat on his forehead (we move our eyebrows up and down).
6. Rest
The cubs are sleeping. Mom is in the forest.
Water got into my ears
Lying on your back, shake your head rhythmically, shaking out the water.
from one ear and from the other.
Face tans
Chin sunbathing - expose your chin to the sun, unclench it slightly
lips and teeth (inhale). The bug flies and closes your mouth tightly (holding your breath).
The bug flew away. Open your mouth slightly and breathe out lightly.
If your nose gets sunburned, expose your nose to the sun. Mouth half open. A butterfly is flying.
He chooses whose nose to sit on. Wrinkle your nose, raise
sponge up, mouth half open (breath holding). The butterfly flew away
relax. Inhale.
Eyebrows are a swing. Move your eyebrows up and down.
Rest. Sleeping on the shore.
Psycho-gymnastics with fixation of attention on breathing (67 years old)

By the sea
Children “play in the water, come out and lie down on the sand with their arms and legs spread out.
Playing with sand
Pick up sand in your hands (inhale). Hold the sand tightly by clenching your fingers into a fist.
(holding your breath). Sprinkle sand on your knees, gradually opening
fingers (exhale). Shake the sand from your hands and let them fall helplessly along your body.
Ant game
An ant climbed onto your toes - force the socks on yourself, legs tense
(inhale). Relax your legs in this position. Listen on which finger
An ant sits (holding your breath). Instant stress relief
feet, throw the ant off your fingers (exhale). We lower our socks down into
sides.
Sunshine and cloud
The sun went behind the cloud - they huddled into a ball (holding their breath). Sun
it came out - hot, relaxed (exhale).
Everyone is sleeping.
Goal: train individual muscle groups, improve endurance,
the ability to convey pantomime movements.
Performance:
Children sit freely, pretending to be sleeping in different positions. To the hall
The presenter enters and sees:
In the yard he meets a darkness of people.
Everyone is sleeping.
He sits rooted to the spot.
He walks without moving.
He stands with his mouth open.
He approaches the figures of the children, tries to wake them up, takes them by the hands, but the hands
they fall limply.
Barbell
Goal: train individual muscle groups, develop endurance, strength
will.

Performance:
We pull up and lift the barbell with a jerk, then throw it. Rest.
Reindeer exercises
Children are divided into two teams. The teams are divided into pairs, in front -
deer. There's a musher in the back. You can wear reins or a hoop. Whose team is faster
will finish the distance.
Analyk
A ball game similar to basketball, but without a ring and a net. Members
one team throws the ball to each other, and at this time members of the other
teams are trying to take him away. (one participant in the game should not be too
hold the ball for a long time, he must quickly pass it to the players
your team).
Young reindeer herder
At a distance of 34 meters lie deer horns(can be used
ring throws0. captains throw rings on the horns, 5 pieces at a time. This
captains competition.
Clever reindeer herders
A figure of a deer is placed at a distance of 34 meters from the children. Alternately
children throw a ball at the deer, trying to hit it. Then they become in
end of the column. The winner is determined by the number of hits in
teams.
Fingering
Competitors sit cross-legged on the floor opposite each other. They
pull each other with joined fingers. Compete
only captains or all team members can do it at the same time,
breaking into pairs. This competition can be replaced by tug-of-war
rope.
Young Hunter
At the command of the leader, the captains put on their jackets, snowshoes and run
around the fires. Returning to their place, they pass everything on to the next person.
to the player. You can belt your kukhlyankas with straps, put on a tobos, and then
skiing - this will be more difficult, so the number of competitors can be

reduce to 34 people.
Triple jump
The children are divided into two columns. The exercise is performed in pairs. This
standing long jump three times in a row. Evaluate each pair - who
jumped further.
Vacuum cleaner
Balls are scattered on the floor. Need to collect with a dustpan without helping
yourself with your arms and legs. The ball needs to be pressed against something for it to roll.
scoop. The caught balls are dropped into a basket and counted at the end
results.
The whole team
A child is holding onto a rope thrown over a wall bars.
sitting on burlap. The team pulls him over. You can't help yourself
feet. The team whose player reaches the finish line the fastest wins.
traits.
Circus
Children are divided into two teams. The hoops are worn on the arm and leg, on both
sides of the body. After running a certain distance, the child passes
shells to the next one. Complicated version: when passing hoops,
The participant also puts on his hoops.
Tunnel
Children line up in a circle holding hoops in front of them. The first child puts
throw the hoop onto the floor and quickly climb through all the other hoops. Having reached
his place, picks up the hoop from the floor - this is a sign to the next participant
start moving. The team whose players pass first wins.
all the hoops.
Rope jumping
Children stand in a circle. The leader stands in the center and rotates a rope 23 long
meters. Those standing in a circle jump over the rope. Those who didn't make it
jump over and the confused ones go to drive.
Roll
Children lie in pairs sleeping, holding a block in their hands. By command or

during the relay race they roll over a log, without letting go of the block, and so on until
finish line.

Card index of outdoor games

(methodological support for the development motor activity through outdoor games).

Preschool childhood is a short but important period of personality development. During these years, the child acquires initial knowledge about the world around him, he begins to form a certain attitude towards people, towards work, develops skills and habits of correct, socially desirable behavior, and develops a character.

The main activity of preschool children is play, during which the child’s spiritual and physical strength, attention, memory, dexterity, and discipline are developed. In addition, play is a unique way of learning social experience, characteristic of preschool age.

Have a huge impact on the development of a child outdoor games.

Outdoor play is a natural companion in a child’s life, a source of joyful emotions, great power. Outdoor games are a traditional means of pedagogy.

At the same time, these games bring joy and satisfaction to the child; activate breathing, blood circulation and metabolic processes, improve movements, develop coordination, build speed, strength, endurance.

This game is an exercise through which the child prepares for life. The exciting content and emotional intensity of the game encourage certain mental and physical efforts. Children's play, running, jumping, talking and laughing, which we often do not attach importance to, are the most necessary things for their development. All this is inherent in them by nature itself. During games, the child’s imagination becomes especially acute, he becomes active and receives rich impressions.

Playing for children means, first of all, moving and acting.

During outdoor games, children improve their movements, develop qualities such as initiative and independence, confidence and perseverance. They learn to coordinate their actions and even follow certain rules.

Therefore, it is necessary to use games for the development of the child. Games awaken new pictures in the minds of children and help develop physical qualities.

Also, outdoor games are effective way instilling self-control, which is especially important for preschoolers, in whom the process of excitation prevails over the process of inhibition.

It is in outdoor games that children begin to develop an interest in the competitive side - competition in dexterity, speed, ingenuity, courage, organization.

The healing effect achieved during outdoor games is closely related to the positive emotions of children that arise in the process. play activity and have a beneficial effect on the child’s psyche.

In terms of content, all outdoor games are expressive and accessible to the child. They cause active work of thought, contribute to broadening one’s horizons, clarifying ideas about the world around us, and improving all mental processes, forms physical skills, stimulates the transition of the child’s body to a higher stage of development. That is why play is recognized as the leading activity of a preschool child.

Thus, outdoor games serve as a method of improving motor skills already mastered by children and developing physical qualities. The author of this development reviewed and systematized 39 outdoor games for the development of various physical qualities that can be recommended for classes with preschoolers.

Outdoor games

Games based on running exercises, contribute to the development of coordination of movements, speed, endurance, which is especially important to develop with early age.

To develop these qualities, it is recommended to play the following games: “Traps”, “Corners”, “Pair running”, “Mousetrap”, “We are funny guys”, “Geese-swans”, “Make a figure”, “Crucian carp and pike”, “ Dashes", "Sly Fox", "Counter Dashes", "Empty Place", "Entertainers", "Homeless Hare", "Carousel", "Winter and Summer", "Frost the Red Nose", "Kite and the Hen", "Paints".

Games including jumping contribute to the development of dexterity and coordination of movements. To develop these qualities, the following games are offered: “Don’t stay on the floor”, “Who will jump better?”, “Fishing Rod”, “From bump to bump”, “Who will make fewer jumps?”, “Classes”.

Games with climbing and crawling contribute to the development of flexibility and coordination of movements. To develop these qualities, the following games are used: “Who will get to the flag faster?”, “Bear and Bees”, “Firemen in training”, “Squirrels in the forest”.

Games based on throwing objects form such physical qualities as strength, accuracy, dexterity. To develop these physical qualities, the following games are organized: “Hunters and Hares”, “Throw the Flag”, “Hit the Hoop”, “Knock the Ball”, “Knock the Pin”, “Ball for the Driver”, “Ball School”, “Serso”, “Toss and catch”, “Catch the ball”, “Ball from the slide”.

The theory and practice of physical education convincingly demonstrates that in the development of endurance, relay races. They help expand the functionality of all life support systems. Dexterity is understood in different ways, but almost everyone agrees that it is a complex motor quality and it is developed by various means. The best way to develop dexterity in children of older preschool age, when they already have the necessary reserve of motor skills, is the use of games and game tasks, where movements are performed in complex, frequently changing conditions. This requirement is met by relay games, which belong to the group of non-plot active games with rules and are the most exciting form of physical activity for children, because they focus them on achieving a specific goal.

Relay games are effective in developing agility traits such as coordination (coordination) movements, accuracy, speed, resourcefulness, contribute to the development of balance function. The most interesting relay races for preschoolers are: “Relay in pairs”, “Carry the ball without hitting the pin”, “Throw the ball into the hoop”, “Obstacle course”;

with elements of competition: “Who will get through the hoop to the flag faster?”, “Who is faster?”, “Who is taller?”.

Despite sufficient motor experience, independence and activity, children of senior preschool age need help and guidance from an adult (teacher) when organizing outdoor games and entertainment. During games and exercises, preschoolers should be taught to perform certain rules, as this will save time on organization and increase the duration of games.

Students must learn:

start and stop games at the teacher’s signal;

quickly and clearly take places to start the game;

play honestly, without cheating;

quickly go to a certain place;

do not hit your comrades during the game;

do not run far beyond the boundaries of the playing field;

don't laugh at other guys if they fall ( on the contrary, help a friend get up);

play together, don’t get arrogant when you win, but don’t get discouraged after a loss.

"We are funny guys"

Target: teaching children to act on a signal, to run from one side of the playground to the other quickly while dodging; development of dexterity, speed, spatial orientation.

Progress of the game:

Option 1.

Children stand on one side of the playground outside the line. A second line is also drawn on the opposite side. In the center of the site is the Trap. 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 it!”

After the word “catch,” the children run to the other side of the playground, and Trap catches them. The one whom the Trap manages to smear before he crosses the line is considered caught, moves aside and misses one run.

Option 2.

Children walk in a circle and recite the text. The trap is in the center, students scatter to the sides.

"Mousetrap"

Target: teaching children to run under clasped hands in and out of a circle without bumping into each other, as well as to act on a signal; development of dexterity, speed, spatial orientation.

Progress of the game:

The 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 pretending to be a mousetrap, hold hands, walk in a circle and say:

“Oh, how tired the mice are,

It was just passion that got them divorced.

They gnawed everything, ate everything,

Attacks are coming everywhere.

Beware of the cheat,

We'll get to you.

Let's set up mousetraps,

We’ll catch them all at once!”

At the end of the words, the children stop and raise their clasped hands up. The “mice” run into the mousetrap and immediately run out from the other side. At the teacher’s signal: “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 caught, they stand in a circle.

"Carousel"

Target: teaching children to walk and run with acceleration and deceleration in a circle in accordance with the text; development of the ability to move in a circle clockwise and in the opposite direction.

Progress of the game:

Option 1.

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

"Barely, barely, barely, barely,

the carousels started spinning,

and then around, around,

keep running, running, running!”

After the children have run 2-3 laps, the teacher stops them and gives a signal to change the direction of movement. The players turn in a circle and, grabbing the cord with the other hand, continue walking and running. Then the leader says with the children:

“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 “The game is over!” the children stop, put the cord on the ground and disperse throughout the playground.

Option 2.

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

"Traps - dashes"

Target: teaching children to run from one side of the playground to the other while dodging, developing the ability to act on a signal, developing speed and agility.

Progress of the game:

Option 1.

Children stand behind the line on one side of the playground. A line is also drawn on the second side. There's a Trap on the side. To the words of the teacher: “One, two, three - run!” - the children run to the other side of the playground, and Trap 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 running.

"Crucian carp and pike"

Target: teaching children to walk and run in all directions, when given a signal, to hide behind “pebbles” and squat; development of dexterity, speed, spatial orientation.

Progress of the game:

Option 1.

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 teacher’s signal, the pike quickly runs into the circle, trying to catch the crucian carp. The crucians rush to take a place behind one of the players and sit down behind the pebbles. The caught crucian carp go outside the circle and are counted. The game is repeated with another pike.

Option 2.

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

"Sly Fox"

Target: teaching children to run without bumping into each other, to act on a signal, to navigate the playground; development of agility and speed.

Progress of the game:

Option 1.

Players stand in a circle, one step apart from each other. The teacher asks everyone to close their eyes. The children close their eyes, and the leader walks around the circle behind the children’s backs and touches one of the children, who becomes the sly fox. Then the teacher suggests opening your eyes and carefully looking at which of them is the fox - whether she will give herself away in some way.

Players ask three times at short intervals - first quietly, then louder: “Sly fox, where are you?” while everyone looks at each other.

When all the players, including the fox, say for the third time: “Sly fox, where are you?” The sly 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 aside. The game repeats itself.

Option 2.

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

"Homeless Hare"

Target: teaching children to run fast; development of attention, speed of reaction to a signal.

Progress of the game:

Option 1.

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

Option 2.

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

Option 3

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

"Make a figure"

Target: teaching children to run in all directions around the hall, change movements according to a signal, develop balance, and the ability to maintain a motionless prose.

Progress of the game:

Option 1.

At the teacher’s signal, all children scatter around the hall. On the next signal (strike the tambourine) all players stop at the place where the team found them and take some pose. The teacher marks those whose figures turned out to be more interesting as the most successful.

Option 2.

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

"Corners"

Target: teaching children to run from place to place quickly, unnoticed by the leader; development of dexterity, speed of movement, orientation in space.

Progress of the game:

Option 1.

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 the other. At this time, the rest of the children change places, and the driver in the middle tries to take the place of one of those running across. 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 occupy a corner. You can’t stand in your corner for a long time.

"Entertainers"

Target: teaching children to walk in a circle, holding hands to the right, left; repeating movements after the driver; development of attention, memory, creativity.

Progress of the game:

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

"In an even circle one after another

we go step by step.

Stand still together

Let's do it like this..."

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

"Swan geese"

Target: teaching children to run from one side of the playground to the other so as not to get dirty; development of the ability to act on a signal, dexterity, speed.

Progress of the game:

At one end of the hall there is a house in which there are geese, and on the opposite side of the hall there is a shepherd. To the side of the house is a den in which a wolf lives, the rest of the area is 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!

The geese stop and answer in unison: Ha-ha-ha.

Shepherd: Do you want to eat?

Geese: Yes, yes, yes!

Shepherd: So fly home.

Geese: We can’t, the gray wolf under the mountain won’t let us go home, he’s sharpening his 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 den, tries to catch the geese. Then, after 2-3 runs, a new shepherd and wolf are selected.

"Winter and Summer"

Target: teaching children to form two lines with their backs to each other, run fast, and the ability to find their mate; development of attention and reaction speed.

Progress of the game:

Option 1.

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 the signal “Summer!”

Option 2.

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

"Frost - red nose"

Target: teaching children to run from one side of the playground to the other, dodging the trap; action on a signal; maintaining a stationary posture; development of endurance and attention.

Progress of the game:

Option 1.

Two houses are designated on opposite sides of the site, and the players are in one of them. In the middle of the platform, the driver, Frost the red nose, stands facing them, and he says:

“I am frost - a red nose.

Which one of you will decide

Should we hit the road?”

The 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 there until the end of the run. Frost counts how many players managed to freeze; it is taken into account that 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 in it (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 the Red Nose,

I am Frost the Blue Nose.

Two frosts are removed,

Which one of you will decide

Should we hit the road?”

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"

Target: teaching children to move in a column, holding each other tightly, without breaking the clutch; developing the ability to act coordinatedly and deftly.

Progress of the game:

8-10 children participate in the game, one of the players is chosen as a kite, the other as a hen. The rest of the children are chickens; they stand behind the hen, forming a column. Everyone is holding on to each other. To the side is a kite's nest. At a signal, he flies out of the nest and tries to catch the last chicken in the column. The hen, stretching her arms out to the sides, prevents the kite from grabbing the chick. All the chicks follow the movements of the kite and quickly move after the hen. The caught chicken goes to the kite's nest.

Option 2.

"Counter dashes"

Target: teaching children to run from one side of the playground to the other at a fast pace; development of attention, speed of movement.

Progress of the game:

Two groups of children with an equal number of players stand on opposite sides of the court behind the lines in ranks (the distance between children in a line is at least 1 meter). Each group of children has ribbons of their own color on their hands - blue, yellow. At the teacher’s signal: “Blues”!” children with blue ribbons run to the opposite side, those standing opposite stretch out their palms forward and wait for those running to touch them with their hands. The one touched runs to the other side, turns around and raises his hand up.

"Empty place"

Target: teaching children to run fast in a race in opposite directions; development of reaction speed and attention.

Progress of the game:

Option 1.

The players stand in a circle with their hands on their belts: they create windows. The driver is selected. He walks outside the circle and says:

“I walk around the house,

and I look out the windows,

I'll go to one

and I’ll knock softly.”

After the words “I’ll knock”, the driver stops, looks out the window and says: “Knock, knock, knock.” The person standing in front asks: “Who has come?” The driver says his name. The person standing in the circle asks: “Why did you come?” The driver answers: “We’re running 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 with him they run in different directions, trying to take an empty place.

"Pair Run"

Target: teaching children to run in pairs, without releasing their arms, and to bend around objects; development of dexterity and attention.

Progress of the game:

Option 1.

Children stand in columns in pairs on one side of the site outside the line. Objects are placed on the other side of the site (skittles, cubes, etc.), according to the number of links. At the teacher’s signal, the first pairs 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 pairs run. The pair that separates their hands is considered the loser.

Option 2.

Run with a shin whip. Running between objects like a snake to a landmark.

"Paints"

Target: teaching children to run, jump on one leg, landing on their toes, with a bent leg; development of agility, speed of movement, ability to change direction while running.

Progress of the game:

Option 1.

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

Knock! Knock!

Buyer.

Why did you come?

For paint.

For which?

For blue.

If there is no blue paint, the owner says: “Walk along the blue path, find blue boots, wear them, and bring them back!” If the buyer guesses the color of the paint, then he takes the paint for himself. A second buyer arrives and the conversation with the owner is repeated. And so they come up one by one and sort out the paints. The buyer who collects the most paint wins. The owner can come up with a more difficult task, for example, jump on one leg along the red carpet.

Option 2.

The conversation is repeated, if the buyer 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 pretending to paint runs away, and the buyer catches up with him and, having caught him, takes him to the appointed place.

"Who will do the least jumps"

Target: teaching children to long jump, making a strong swing of their arms, pushing off and landing on both feet; development of pushing force.

Progress of the game:

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

"From bump to bump"

Target: teaching children to move from one side of the playground to the other: by jumping from hummock to hummock on two or one leg; development of pushing power and agility, ability to maintain balance.

Progress of the game:

Option 1.

Two lines are drawn on the ground - two banks, between which there is a swamp. The players are distributed in pairs on one bank and the other. The teacher draws hummocks in the swamp (circles) at different distances from each other: 30, 40, 50, 60, 70 cm. Two children, at a signal, jump from hummock to hummock, pushing off with two legs or one, without standing between the hummocks, trying to get to the shore. The one who stumbles remains in the swamp. The next couple comes out. When everyone has completed the task, the teacher assigns someone to lead the children out of the swamp. He gives the stuck child his hand and jumps to show the way out of the swamp.

Option 2.

Competition: “Who can cross the swamp the fastest?”

"Fishing rod"

Target: teaching children to jump on two legs, landing on their toes, legs bent; development of dexterity, speed, eye.

Progress of the game:

Option 1.

Children stand in a circle with a teacher in the center. He holds in his hands a rope at the end of which a bag of sand is tied. The leader 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 those caught are counted.

Option 2.

Those children who are caught leave the game until the most dexterous ones remain.

"Don't stay on the floor"

Target: teaching children to run around the hall in all directions, jump on cubes, benches without using their hands, jumping off them easily on their toes, with bent legs; strengthening the ability to act on a signal; development of agility and speed.

Progress of the game:

Option 1.

Trap is selected and runs around the hall with the children. As soon as the teacher says: “Catch!”, everyone runs away from the trap and climbs onto objects: benches, cubes. The trap tries to catch the ones running away. Children touched by Trap leave the game.

Option 2.,

Select 2 traps, run in different types of running, use a musical signal.

"Firefighters in training"

Target: teaching children to climb a gymnastic wall in a convenient way, without missing the slats or jumping off; development of coordinated work of arms and legs, speed, dexterity.

Progress of the game:

Children line up in 3-4 columns facing the gymnastics wall - these are firefighters.

Bells are hung at the same height on each span. At the teacher’s signal: hit the tambourine or say “March!” the children standing first in the column run to the wall, climb it, ring the bell, go down, then return to their column and stand at its end. The manager marks those who complete the task the fastest. Then, at the signal, the second ones standing in the column run. Make sure that children do not miss the slats or jump off.

"Bears and Bees"

Target: teaching children to climb a gymnastic wall, climb onto benches, cubes without using their hands, jump on their toes, bend their legs, and run in all directions; development of dexterity, courage, speed.

Progress of the game:

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, to the side there is a den of bears. At a given 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 the honey. The teacher gives the signal: “Bears!” The bees fly to the hives, trying to sting the bears, they run away into the den, the stung bears miss one game. After 2-3 repetitions, children change roles.

Make sure that they climb off the gymnastics wall, and do not jump, and do not miss the slats. Jump off the benches on your toes with your legs bent.

"Who's quickest to the flag"

Target: teaching children to act on a signal, jump on two legs while moving forward, crawl under an arc in a convenient way, run in races; developing the ability to compete and pass the baton.

Progress of the game:

Option 1.

Children are distributed equally into three columns. Arcs or hoops are placed at a distance of 2m from the starting line, you can pull the cord, then at a distance of 3m. flags are placed on the stand. The task is given: at the teacher’s signal, 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, without touching the floor with their hands, crawl under the cord.

"Squirrels in the Forest"

Target: teaching children to climb a gymnastic wall without missing the slats or jumping; nurturing interest in outdoor games.

Progress of the game:

A hunter is chosen. All the other children are squirrels, they sit on the “trees” - the gymnastic wall, benches. At the teacher’s signal: “Beware!” or when the tambourine hits, all the squirrels change places: they quickly get down, jump from the “trees” and climb onto others, at which time the hunter touches them with his hand. Squirrels that are caught by the hunter are considered to be caught, as well as those that remain in their original places; they go to the hunter’s house.

"Ball for the driver"

Target: teaching children to catch a ball, developing the eye, hand motor skills, speed, and throwing accuracy.

Progress of the game:

Option 1.

Children are divided into 2-3 groups and line up in a circle, in the center of each circle there is a driver with a ball in his hands. At the teacher’s signal, the drivers throw the ball to the children one by one with both hands from the chest and receive it back. When the ball has passed all the players, he raises it above his head and says: “Done!”

Option 2.

If the driver throws the ball out of order, but out of order, the group that never drops the ball wins.

"Hunters and Hares"

Target: teaching children to jump on two legs, moving forward in all directions, acting on a signal; strengthening the ability to throw the ball; development of dexterity and eye.

Progress of the game:

Option 1.

A hunter is chosen, the rest of the children are hares. On one side of the site there is a place for the hunter, on the other there is a house for hares. The hunter walks around the hall, pretending to look for traces of hares, and then returns to his place. Hares jump on two legs in different directions. At the signal: “Hunter!”, the 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 may be 2-3 hunters, and the hares have no home; they simply dodge the ball.

"Knock down the pin"

Target: teaching children to roll a ball, trying to knock down the pin from a distance of 1.5-2 m, running after the ball, passing it to other children; development of the eye and throwing power.

Progress of the game:

On one side of the hall, 3-4 circles are drawn and skittles are placed in them. At a distance of 1.5-2 m, a line is marked from them with a cord. 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, set the pins, take the balls and bring them to the next children.

"Ball School"

Target: strengthening children’s ability to perform different actions with the ball; development of coordination of movements, eye, dexterity.

Progress of the game:

    throw the ball up and catch it with one hand;

    hit the ball on the ground and catch it with one hand;

    throw it up, clap your hands and catch it with both hands;

    hit the wall and catch it with one hand;

    hit the wall, catch it with one hand after it hits the ground;

    hit the ball against the wall, clap your hands and catch it 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, throwing it from behind, from behind your head, from under your feet and catch it.

"Throw it - catch it"

Target: teaching children to throw and catch a tennis ball; development of the eye, dexterity, coordination of movements.

Progress of the game:

Option 1.

Children stand in two lines, at a distance of 3 m. All children have balls in one line. At a signal, children simultaneously throw the ball up and catch it with both hands, then roll the ball while standing opposite. They do the same.

Option 2.

Complication: when throwing the ball, clap, turn around yourself, throw with one hand and catch with the other.

"Hunters and Beasts"

Target: teaching children to throw a small ball, trying to hit the target, performing imitation movements; development of dexterity and eye.

Progress of the game:

Children form a circle holding hands. They are calculated on the first second, divided into hunters and animals. The hunters remain in their places in the circle, and the animals go out into 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. Anyone who is hit by the ball is considered shot and leaves the circle. Then the players change roles.

"Ball over the net"

Target: teaching children to throw the ball over the net with both hands from the chest, from behind the head and catch it; development of dexterity, throwing accuracy, eye.

Progress of the game:

Option 1.

Children (2-4) stand on both sides of the net at a distance of 1.5 m (the net is stretched 15 cm above the child’s raised hand). Children throw the ball over the net to each other from behind the head with two hands, from the chest with two hands. If there are four players, then one child throws the ball over the net to the other side, the one who caught 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 fell less on the floor, that side won.

"Hit the Hoop"

Target: teaching children to throw sandbags at a horizontal target, with their right and left hands; development of the eye and throwing accuracy.

Progress of the game:

Option 1.

Children stand in a circle with a diameter of 8-10 m, each holding a bag of sand. There is a hoop in the center of the circle. At the teacher’s signal, children who have bags in their hands pass them to their comrades on the right or left, as agreed. Having received the bags, the children throw them trying to hit the hoop. Then the children pick up the bags and return to their places in the circle. The signal is heard again, and the children pass the bags to their neighbors - number two, etc.

Option 2.

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

"Serso"

Target: teaching children to throw wooden rings, trying to throw them on the cue (wooden stick); development of dexterity and eye.

Progress of the game:

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

"Throw for the flag"

Target: teaching children to throw bags into the distance with their right and left hands from behind their heads; develop throwing strength and eye.

Progress of the game:

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

"Ball from the slide"

Target: teaching children how to roll table tennis balls down a slide and run after them, passing the baton.

Progress of the game:

2-3 slides are made from cubes and planks. Children stand in columns in front of the slides, 5-6 people each. Those standing in front take a ball, at the teacher’s signal they roll the ball down the slide 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 faster wins.

"Catch the Ball"

Target: teaching children to catch a ball on the fly by jumping up; development of dexterity, speed of movement, endurance.

Progress of the game:

Option 1.

Three children participate 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 stand in a circle, and the driver is in the center. The game continues as in option 1.

"Ring Throwers"

Target: teaching children to throw rings on pegs; development of eye, dexterity, endurance.

Progress of the game:

Children agree on how many rings each person will throw, stand in line in order of priority, and throw the rings onto the pegs. After all players complete the task, they count who threw the most rings onto the pegs.

During outdoor games, children develop the ability to use acquired skills in various life situations. They develop agility and speed, preschoolers become strong and resilient, learn to act boldly, showing activity, perseverance, initiative and independence. They develop feelings of friendship and camaraderie, mutual assistance and honesty.

List of used literature:

    Agapova I. A. Outdoor games for preschoolers M.: ARKTI, 2008.

    Balsevich V.K., Koroleva M.N., Mayorova L.G. Development of speed and coordination of movements in children 4-6 years old M.: Academy, 2004.

    Kartushina M.Yu. Health activities for children aged 5-6 years M.: Sfera, 2010.

MUNICIPAL BUDGETARY INSTITUTION OF ADDITIONAL EDUCATION
"CENTER OF CHILDREN'S CREATIVITY"

I APPROVED

Director of MBUDO CDT

V.D. Zaborok

Card index of outdoor gamesfor children of senior preschool age

(methodological support for the development of motor activity through outdoor games).

additional education teacher