Russian folk games and round dances. Relay races with hoops. "Guess what they did"

Card index

outdoor games

older age

Homeless hare

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

catches, then switch roles.

Two frosts

Goal: to develop in children inhibition, observation, and the ability to perform movements on a signal. Exercise in running

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

We are two young brothers,

Two frosts are removed:

I am frost - Red nose,

I am Frost - Blue Nose,

Which one of you will decide

Hit the road - set off on the path?

All players answer in chorus:

We are not afraid of threats

And we are not afraid of frost.

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

Gori, burn clearly!

Goal: to develop children's self-control and spatial orientation. Practice running fast.

Description of the game: players stand in a column in pairs. A line is drawn in front of the column at a distance of 2-3 steps. The “catcher” stands on this line. Everyone says:

Burn, burn clearly, so as not to go out.

Look at the sky - Birds are flying,

The bells are ringing! One, two, three - run!

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

Empty space

Goal: to develop spatial orientation in children. Exercise fast running

Description: The players stand in a circle with their hands on their belts, creating windows. The driver is selected. He walks behind the circle and says:

I walk around the house

And I look out the window,

I'll go to one

And I'll knock softly.

After the word I’ll knock, the driver stops, looks into the “window” opposite which he stopped, 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 in a race,” and both run around the players in different directions. Remains in the circle of players empty space. The one who reaches him first remains in the circle, the latecomer becomes the driver, and the game continues.

Relay races with hoops

The players are divided into two equal groups and stand one after the other in two columns. The distance between the columns is 1.5 - 2 m. A line is drawn in front of the columns. At a distance of 5–6 m from it, hoops are placed, one against each column.

At the teacher’s signal “One, two, three - run,” the first in the column run to the hoops, lift them up, crawl into the hoop, put it in place, run to their column, touch the hand of the child who became the first, and stand at the end of the column . Each subsequent child in the column does the same, and so on until the first child returns to his place.

The group of children who does this first wins.

Relay races in a circle

The players are divided into four groups. A circle is drawn on the site. Its size depends on the number of players, since the units are lined up along four radii.

Everyone stands with their backs to the center, the first one has a flag in his hands. At the teacher’s signal, children with flags run in a circle in one direction and, having reached their squad, pass the flag to the next player, who became the first, and they themselves stand at the end of the column. All players do the same.

When the squad finishes running and lines up in the original order, the child standing in front raises the flag up.

The squad that does this first wins.

"The sea is agitated"

Goal: to develop children’s self-control, the ability to coordinate movements with words, and dexterity. Exercise in running and squatting, forming in a circle and walking in a circle.

Description of the game: a driver is selected from among the players. The rest stand in a circle at a distance of one step from each other, and everyone draws a circle in their place. The leader walks around the players like a snake, and the children, who are told “The sea is rough,” stand behind him, gradually forming a chain. then suddenly the presenter says, “The sea is calm,” - everyone lets go of their hands and runs to take their places. The one who is left without a circle becomes the driver.

"Wolf in the Moat"

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

Description of the game: two parallel straight lines are drawn on the site at a distance of 80 - 100 cm - a “ditch”. A “goat house” is outlined along the edges of the site. The teacher appoints one player as a “wolf”, the rest as “goats”. All goats are located on one side of the site. The wolf stands in the ditch. At the teacher’s signal “wolf in the ditch,” the goats run to the opposite side platforms, jumping over the ditch, and the wolf tries to catch (touch) them. Those caught are taken to the corner of the ditch.

"Serso"

Goal: to develop accuracy, eye. Practice throwing, catching and coordination of movements.

Description of the game: two children stand opposite each other at a short distance (2 - 3 m). One of them throws rings towards the other, and the latter catches them with a stick or hand. When all the rings have been thrown, a count is made, after which the children change roles.

"Ball Relay"

Goal: to develop children’s coordination of movements and the ability to act on a signal. Practice agility.

Description of the game: the players are divided into two columns. The first in the column is given a ball. At the teacher’s signal: “Up! “- the children raise their hands and the one standing first passes the ball over the head to the one standing behind, etc. The column that brings the ball first wins.

"Catching Monkeys"

Goal: to develop initiative, observation, memory, and dexterity in children. Practice climbing and running.

Description of the game: children pretending to be monkeys are placed on one side of the site, where there are climbing devices or benches. On the other side there are 4 - 6 people - these are monkey catchers. Monkeys imitate everything they see. The catchers agree on what movements they will make. As soon as the catchers reach the middle of the site, the monkeys climb onto the tower and watch from there. Having made the movements, the catchers leave, the monkeys approach the place where the catchers were and repeat their movements. At the signal "catchers" the catchers catch the monkeys

"Hide your hands behind your back"

Goal: to develop in children the speed of reaction to a signal. Practice running, catching, and strengthen correct posture.

Description of the game: choose a driver - “trap”, standing in the middle of the site. The rest stand in different places on the platform and hold their hands behind their backs. When the teacher says “start,” the players lower their hands and begin to run in any direction, but only within the boundaries of the area indicated by flags. The purpose of the trap is to catch one of the players, but you can only touch those whose hands are down. If the player managed to put his hands behind his back and say “I’m not afraid,” the trap cannot touch him. If the trap fails to catch anyone, another one is assigned.

Ball traps"

Goal: to develop the ability to perform movements according to the word. Practice throwing at a moving target and running while dodging.

Description of the game: the area is limited by lines. In the center of the court, the players form a circle, standing apart from each other at a distance of arms outstretched to the sides. One child becomes the center (leading). There are 2 small balls at his feet. The driver makes a series of movements, the players repeat. At the teacher’s signal: “Run from the circle,” the children run away, and the driver tries to hit one of the children with the ball. At the signal “one, two, three, run in a circle,” the children again form a circle. The driver changes.

“Find where it’s hidden?»

Goal: to develop endurance, observation, and parity in children.

Game description: children sit along the wall. The teacher shows the children a flag and says that he will hide it. Then the teacher invites the children to stand up and turn towards the wall. After making sure that none of the children are looking, the teacher hides the flag, after which he says “it’s time.” Children begin to look for the hidden flag. Whoever finds it first hides it.

"Frogs and Heron"

Goal: to develop in children the ability to act on a signal, dexterity. Practice standing high jumps

Description of the game: a square is outlined - a “swamp” where “frogs” live. Pegs are driven in the corners or cubes are placed. Height 10 – 15 cm. A rope is stretched along the sides of the square. Outside the square is a “heron’s nest.” At the signal “heron”, she, raising her legs, heads towards the swamp and steps over the rope. Frogs jump out of the swamp by jumping over a rope, pushing off with both legs. Stepping over the rope, the heron catches the frogs.

"Fishermen and Fishes"

Goal: to develop in children dexterity, intelligence, and the ability to act on a signal. Practice running fast, dodging and catching.

Game description: playground – “pond”. A fisherman walks along the platform, and on the opposite side is his assistant. In the hands of the senior fisherman is a “net” (a rope with a bag of sand at the end. The senior fisherman says to the assistant: “Catch!” and throws him the end of the rope with a load, then the fishermen surround the fish with a rope that did not manage to swim to a deep place (outlined place on the site). At the signal “fish, swim,” the fish swim out of the deep place again.

"Who gets to the middle first"

Goal: to develop hand movements in children

Game description: take two short round sticks. A cord 8 - 10 m long is tied to them, the middle of it is marked with tape. The players pull the cord. At the teacher’s signal, they quickly begin to rotate the sticks with both hands and, winding the cord around the stick, move forward. The winner is the one who winds the cord to the tape first.

"Who's first through the hoop

checkbox"

Goal: to develop in children the ability to perform movements on a signal, dexterity and collectivism. Practice fast running and climbing.

Description of the game: flags (4 - 6) are placed on one side of the court at a distance of one meter from one another. There are hoops in the middle of the court. On the opposite side there are 4 – 6 columns. At the signal “1, 2, 3 - run,” those standing first run to the flags, crawling through the hoop on the way, runs to the flag, picks it up and lifts it up, then puts it down and runs to the end of the column.

"Pass the ball"

Goal: to develop the ability to perform movements rhythmically, in accordance with words, and also according to a signal. Practice passing the ball, turning the body to the right and left, and throwing at a moving target

Description of the game: players stand in a circle. The teacher gives one of the players a ball (D=6-8 cm). At the word “start,” the children pass the ball to each other in one direction. All players say: One, two, three! Get the ball quickly!

Four, five, six! Here he is, here he is!

Seven, eight, nine! Who can throw it? I!

The one who has the ball on the word “I” goes out into the middle with it and says: “One, two, three - run.” After these words, all the children run away, and the one standing, without leaving his place, throws the ball at those running away. The one who was hit by the ball is out of the game. At the signal “one, two, three, run in a circle,” the children again form a circle.

"The Spider and the Flies"

Goal: to develop endurance and dexterity in children. Practice running and squatting.

Description of the game: the driver is chosen - a spider, the rest of the children are flies. The spider stands to the side, flies run all over the area. At the teacher’s signal, the flies freeze, the spider goes around the players, and whoever notices even the slightest movement, takes him to him.

"Don't stay on the floor"

Goal: to develop in children endurance, dexterity, the ability to act on a signal, and quickly navigate the environment. Exercise in running, long jumping, catching

Description of the game: objects 25–30 cm high are placed on the playground, which children must climb: ladders with steps, boards placed on a raised platform, low boxes, benches. A bandage is put on the catcher’s hand. Children walk, run, and jump to the beat of the tambourine. At the “catch” signal, all children climb onto objects. The trap catches those who did not have time to jump onto the dais. Those caught sit to the side.

"Throw and Catch"

Goal: to develop children’s coordination of movement and spatial orientation. Practice throwing and catching, running fast.

Description of the game: a rope is attached to two posts or jumping stands at the height of a child with a raised hand. Children throw the ball over a string, then run after it and catch it.

"Change the checkbox"

Goal: to develop in children the ability to perform movements on a signal, to cultivate a sense of teamwork. Practice running at speed and lining up in a column.

Description of the game: 4-5 circles with a diameter of 1 step are drawn on one side of the site; the distance between them is 1 step. on the opposite side there are 4 - 5 columns. Each first has a flag of the same color. A flag of a different color is placed in each circle. At the signal “1, 2, 3 - run,” the players run to their circle, put down their flag and take another. Whoever raised the flag first is considered the winner.

"Owl"

Goal: to develop in children inhibition, observation, and the ability to perform movements on a signal. Exercise children in running.

Description of the game: at a distance of 80 - 100 cm, two straight lines are drawn - this is a “ditch”. At a distance of one or two steps from the border, the “goat’s house” is outlined. All goats are located on one side of the site. The wolf stands in the ditch. At the signal “wolf in the ditch,” the goats run to the opposite side, jumping over the ditch, and the wolf at this time catches the goats. Those caught are taken to the corner of the ditch.

"Migration of Birds"

Goal: to develop children's self-control and ability to move on cue. Exercise in running, climbing.

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

Keys

Children playing stand in circles drawn on the playground. One of the drivers is selected. He approaches any of the players and asks: “Where are the keys? “He answers: “Go to Seryozha (says the name of one of the children) and knock.” During this conversation, the players try to change places. The driver must quickly occupy the circle that is free during the run.

If the driver fails to occupy the mugs for a long time, he may shout, “Found the keys!” ” - then all players must change places. At this time, the driver will easily take over someone’s circle. A child left without a place becomes a driver.

Who's quickest with the hoop to his flag?

A line is drawn on one side of the site. On the other side, 10 m from the line, flags are placed on stands. Children (4 – 5) with a hoop in their left hand

stand on the line with their left side to the flags, at a distance of 1 m from one another.

At the teacher’s signal, “Get ready!” ” children place the hoop on the ground towards the flags, holding it with their left hand; right hand they are held ready to hit the hoop.

Then the teacher says: “One, two, three - roll! ” – hitting them right palm or a stick. The children who roll the hoops first raise flags above their heads.

The first one to raise the flag wins

Who is more likely to take off the tape?

A line is drawn on the playground, beyond which children line up in several columns of 4 to 5 people each. At a distance of 10–15 steps, opposite the columns, a rope is stretched, the height of which is 10–15 cm higher than the children’s raised hands. A ribbon is placed on this rope against each column. At the teacher’s signal: “Run,” everyone standing first in the columns runs to their ribbon, jumps up and pulls it off the rope. The first person to remove the tape is considered the winner. The teacher hangs the ribbons on the rope again; those who were first in the column stand at the end of the column, and the rest move towards the line. Following the new signal, the following children run. The game ends when all the children take off the tapes. After this, winnings for each team are calculated.

In the future, the game can be complicated by placing obstacles in the path of the run: stretch a rope at a height of 40–50 cm, under which you need to crawl without touching it, or draw two lines at a distance of 30–35 cm, over which you need to jump.

Hunter and hares

From among the players, a “hunter” is selected, the rest are “hares”. They sit in the “bushes” - behind slats, a cord, fixed at a height accessible for children to jump over.

At a distance of 3 - 4 m from the bushes a circle is drawn - “the hunter’s house”. He receives 2 - 3 balls with a diameter of 50 - 60 mm.

The game begins with the hares jumping out of the bushes and running and jumping freely.

At the signal “Hunter,” the hares run away, and the hunter “shoots” at them, that is, throws balls at one, the other, the third. ... Those whom the hunter hit with the ball retreat to the hunter’s house.

"Mousetrap"

Goal: To develop children’s self-control, the ability to coordinate movements with words, and dexterity. Exercise in running and squatting, forming in a circle and walking in a circle.

Description of the game: the players are divided into two unequal teams, the big one forms a circle - a “mousetrap”, the rest - mice. Words:

Oh, how tired the mice are,

Everyone gnawed, everyone ate.

Beware of the cheat,

We'll get to you.

Let's set up mousetraps,

Let's catch everyone now!

Then the children lower their hands down, and the “mice” remaining in the circle stand in a circle and the mousetrap increases in size.

"Sly Fox"

Goal: to develop endurance and observation in children. Practice running fast, lining up in a circle, and catching.

Description of the game: players stand in a circle at a distance of one step from each other. Outside the circle is the “fox’s house.” The children close their eyes, and the teacher goes around the circle and touches one of the players, who becomes a “sly fox.” Children open their eyes. The players ask in unison three times, first quietly and then louder: “Sly fox, where are you? “The sly fox comes out to the middle of the circle, raises his hand and says: “I’m here!” “The children run away, but the “fox” catches them. If caught, go to the house.

"Fishing rod"

Goal: to develop inhibition in children and the ability to act on a signal. Practice running with dodging and catching.

Description of the game: players stand in a circle, at a distance of arms outstretched to the sides. The teacher is in the center. He rotates a cord in a circle, to the end of which a bag of sand (fishing rod) is attached. The players carefully watch the bag and, when it approaches, jump in place so that the bag does not touch their feet. The one who gets hit by the bag is out of the game.

"Firefighters in training"

Goal: to develop in children a sense of collectivism, the ability to perform movements on a signal. Practice climbing and forming a column.

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

We are funny guys

Children stand on one side of the playground or against the wall of the room. A line is drawn in front of them. A line is also drawn on the opposite side of the playground. On the side of the children, approximately halfway between the two lines, there is a trap assigned by the teacher or chosen by the children.

The children recite the text in chorus:

We are funny guys

We love to run and play.

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 the catch catches up with those running. The one who is touched by the trap before the player crosses the line is considered caught and sits down near the trap.

The wand is a lifesaver

The players form a circle. Using a counting rhyme, the driver is selected. He stands against the wall, closes his eyes and counts to 10 - 20 (by agreement). Near the driver lies a lifesaver. While the driver is counting, the rest of the players are hiding. Having finished counting, the driver knocks with his stick and says: “The stick came, but didn’t find anyone.” He puts down his wand and goes to look for the hidden ones. Having found someone, the driver runs to the wand, knocks it on the wall and shouts: “The wand is a lifesaver, I found Nina” (says the name of the child he saw).

Anyone hiding can choose a convenient moment to run out, take a wand and help out, that is, hit the wand and say: “The wand is a lifesaver, help me out.”

When everyone is found, the game is repeated with a new driver. The one who was found first drives.

"Guess what they did"

Goal: to develop children's self-control, initiative, and imagination.

Description of the game: choose one child who moves 8 to 10 steps away from the others and turns his back. Children agree on what action they will portray. At the word “it’s time,” the guesser turns, approaches the players and says:

Hello children!

Where have you been?

What did you see?

Children answer:

We won’t say what we saw

And we’ll show you what they did.

All children depict some action (playing the harmonica, riding horses, etc.) The driver must guess this action.

Day and night

The game consists of one group of children catching another in turn. The participants of the game are divided into two teams: “Day” and “Night”. Their houses are located on opposite sides of the site, beyond the line. In the middle

one more line is drawn. At a distance of one step from it, teams line up on both sides with their backs to each other. The teacher says: “Get ready! ”, and then gives a signal to the team that must catch. If he said “Day,” then the children from the “Night” team run to their house, and the children from the “Day” team turn around and catch them, but only to the border of the house of those running away.

The number of those caught is counted, then everyone lines up again and waits for the next signal. The team that catches the most children wins.

Crucian carp and pike

Half of the players, standing 3 steps apart from each other, form a circle. This is a pond on the shore of which there are pebbles. One of the players, appointed by the teacher, portrays a pike; he is outside the circle. The rest of the players are crucians, they swim (run) inside the circle, in the pond. At the signal from the “pike” teacher, the pike quickly swims into the pond, trying to catch crucian carp. The crucian carp are in a hurry to hide behind one of the players standing in a circle and pretending to be pebbles. The pike catches those crucian carp that did not have time to hide behind the pebbles and takes them to his house. The game is played 2-3 times, after which the number of crucian carp caught by the pike is counted. Then another player is assigned to the role of the pike. The game is repeated 3-4 times.

Directions. When repeating the game, when a new pike is chosen, the children depicting crucian carp and pebbles change roles.

Three is too many, two is enough(3rdextra)

Children stand in pairs one after another, facing the center of the circle. Two people start the game, one of them is the driver, he stands 3 4 steps behind the one who is running away from him.

The person running away claps his hands three times, after the third clap he runs away from the driver. In order not to be insulted, he stands in front of some couple. Before getting up, he shouts as he runs: “Three are too many, two is enough.” The one who stands last in this game runs away from the driver.

If the driver manages to smear the runner, then they change roles.

1. During the game you cannot run through the circle.

2. The runner must not run more than two laps.

3. As soon as he runs into the circle, he must immediately stand in front of some pair. Anyone who breaks this rule becomes the driver.

Instructions for carrying out. If the driver managed to make fun of the runner and they switched roles, then the runner can stand in front of one of the pairs after a short run.

Sometimes the driver does not manage to catch up with the players running away from him for a long time, since they

stronger than him and run faster. In this case, you need to replace him, but not reproach him, but positively evaluate his efforts.

Stop!

On one side of the site, a circle (about 1 m in diameter) is outlined for the driver. At a distance of 20-30 steps from the circle, at the opposite end of the court, a horse line is drawn, with the players standing behind it. The driver, standing with his back to the field, says loudly: “Walk quickly, make sure you don’t yawn... Stop!” When he says these words, the children quickly go to him, but at the word “Stop!” freeze in place. The driver quickly looks around and, noticing someone who did not have time to stop in time and did after the word “Stop!” movement, returns it behind the stake line. The driver turns his back again and says the words, and the children begin their movement from the place where the signal found them.

The game continues until one of the participants in the game stands with both feet in a circle before the driver says the word “Stop!” The one who did this becomes the driver, and the game is repeated.

1. The driver is not allowed to look back until the word “Stop!”

2. He can say the phrase: “Walk quickly, look, don’t yawn... Stop!” at any pace, but loudly.

3. The players begin to move simultaneously with the words of the driver. You are only allowed to move by walking.

Frogs in the swamp.

The banks are outlined on both sides, and there is a swamp in the middle. There is a crane on one of the banks (beyond the line). .frogs sit on hummocks (circles at a distance of 50 cm) and say:

Here from a wet rotten place

Frogs jump into the water.

They began to croak from the water:

Kwa-ke-ke, kwa-ke-ke

It will rain on the river.

With the end of the words, the frogs jump from the hummock into the swamp. The crane catches those frogs that are on the hummock. The caught frog goes to the crane's nest. After the crane catches several frogs, a new crane is chosen from those who have never been caught. The game resumes.

Paints

Children choose the owner and two buyers, all other players choose paints. Each paint comes up with a color for itself and quietly names it to its owner. When all the paints have chosen a color, the owner invites one of the buyers.

Number of players: even
Additional: no
The players line up in pairs one after another - in a column. Players hold hands and lift them up to form a “gate.” The last pair passes “under the gate” and stands in front, followed by the next pair. The “burning one” stands in front, 5-6 steps from the first pair, with his back to them. All participants sing or say:
Burn, burn clearly
So that it doesn't go out!
Look at the sky
Birds are flying
The bells are ringing:
- Ding-dong, ding-dong,
Run out quickly!
At the end of the song, two players, being in front, scatter in different directions, the rest shout in unison:
One, two, don't be a crow,
And run like fire!
The “burning one” tries to catch up with the running ones. If the players manage to take each other’s hands before one of them is caught by the “burning one,” then they stand in front of the column, and the “burning one” catches them again, i.e., “burns.” And if the “burning” one catches one of the runners, then he stands with him, and the player left without a pair leads.

Carriages - an active game for adults

Make up a number - game for adults

Number of players: any
Additionally: desk calendar
This game is played while dancing. Before the start of each dance, the leader calls any number from 35 to 55, and the players must gather in pairs in such a way that the sum of the numbers on the sheets of their calendar equals this number.
Let's say they named the number 37. This means that the pair consists of players who have calendar sheets with the numbers 30 plus 7, or 18 plus 19, or 25 plus 12, etc. In all cases, the one who completes the task before others wins.

Hundred-meter dash - an outdoor game for adults

Number of players: 2 participants from each team
Extras: 2 rolls toilet paper
The presenter gives each player a roll of toilet paper (preferably with the name 100 meters, so that it matches the name of the competition). The first participants unwind it across the lawn, field or hall, and the second participants unwind it and hand over the finished rolls again to the presenter.
Then these rolls can also be used for the “mummy” competition, i.e. wrap this paper around someone.

Pass the hat - game (competition) for adults

Number of players: any
Extras: 2 hats
All participants stand in two circles - internal and external. One player has a hat on his head, he needs to pass it around in his circle, there is only one condition - pass the hat from head to head without touching it with your hands. The team with the number one player back in the cap wins.

Don't Yawn - an active game for adults

Number of players: any
Extras: ball
Players stand in a circle with their backs to the center and to the driver. The driver has a ball in his hands. He starts counting from 1 to 5. After the number 5, he calls the name of one of the players and throws the ball up. The task of the one whose name is called is to quickly turn around and catch the ball either on the fly or only after one hit on the ground. Whoever fails to do this three times is eliminated from the circle.

P/i "Mousetrap"

Purpose of the game : Improve motor coordination and dexterity.

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,

They gnawed everything, ate everything,

Beware, you rascals,

We'll get to you.

Let's set up mousetraps,

Let's catch everyone now!

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 children are caught, the children change roles, and the game resumes. The game is repeated 4-5 times.

m/n “Who has the ball?”

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

Progress of the game:

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

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

p/i “Lovishka” (with ribbons)

Target: Develop dexterity and intelligence in children. Practice running with dodging, catching and lining up in a circle.

Progress of the game:The players line up in a circle, each receives a ribbon, which he places behind his belt or behind his collar. There is a trap in the center of the circle. At the signal “One, two, three - catch,” the children run away, and the catch tries to pull a ribbon from someone. The one who has lost his ribbon moves aside. At the signal “One, two, three - quickly run into the circle!”, the children line up in a circle. The teacher invites those who have lost a ribbon to raise their hands, that is, lost, and counts them. The trap returns the ribbons to the children. The game starts with a new driver.

Rules:The catcher should take only the tape, without delaying the player. The player who has lost his ribbon steps aside.

p/i "Figures"

Target:Nurture creative abilities.

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

m/n “Find and keep silent”

Target:Develop attention in children.

Progress of the game:The teacher hides an object in advance and invites the children to find it. The one who saw the object approaches the teacher and quietly reports the find. The teacher marks the children who turned out to be the most attentive.

p/i “We are funny guys”

Target: .

Progress of the game:Children stand on one side of the playground outside the line. A second line is drawn on the opposite side of the site. There is a trap in the center of the site. The trap is assigned by the teacher or chosen by the children. The children say in chorus:

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 the trap catches up with the runners and catches them. The one whom the trap manages to touch before the runner crosses the line is considered caught. He steps aside. After 2-3 runs, another trap is selected. The game is repeated 3-4 times.

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

p/i "Fishing Rod"

Target:Improve coordination abilities, strengthen leg muscles.

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

p/n “Take it quickly”

target:Improve the speed of response to a signal.

Progress of the game: Children form a circle and, at the teacher’s signal, walk or run around objects (cubes, cones, pebbles), which should be one or two smaller than the children. On the signal: “Take it quickly!” - Each player must take an object and raise it above his head. The one who did not manage to pick up the object is considered a loser.

p/i "Empty space"

Target:Develop the ability to navigate in space and speed

Run.

Progress of the game:The players stand in a circle with their hands on their belts to create windows. The driver is selected. He walks behind 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 word “I’ll knock,” the driver stops, looks into the window opposite which he stopped, 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 replies: “We’re running to the 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.

m/n "Classes"

Target:Teach children to long jump.

Progress of the game:Classics (5 - 6) are painted on the asphalt.
The child takes a flat pebble and throws it into the first class. Then he jumps on two legs to the first class, picks up a pebble and jumps back. He throws a pebble into the second class, and he himself jumps first into the first class, and from there into the second. He also picks up a pebble and jumps through the first class. Then he throws it into third grade and so on until he goes beyond the class line. After this, the rest of the children begin to jump. When it’s the first child’s turn again, he takes his pebble and throws it into the class he didn’t get into before. All the children play this way in turn. The child from the group who completes all classes first wins.

p/i "Don't get caught"

Target:Develop dexterity and coordination of movement.

Progress of the game:The players sit around a cord laid out on the floor in the shape of a circle. There are two drivers in the center of the circle. At the teacher’s signal, children jump on two legs into the circle and back out of the circle as the traps approach. The player who has been “tarnished” receives a penalty point. After 50 sec. The game stops, the losers are counted, the game is repeated with new drivers.

p/i "Migration of birds"

Target:Strengthen climbing the gymnastic ladder.

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

At the teacher’s signal: “The birds are flying away!” - children, flapping their arms like wings, scatter throughout the hall; to the signal: “Storm!” - run to higher ground and hide there. When the teacher says “The storm has stopped!”, the children descend from the hill and scatter around the hall again (“the birds continue their flight”). During the game, the teacher must belay the children, especially when descending from the gymnastics wall.

m/n "Don't stay on the floor"

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

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

p/i “Ball for the driver”

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

Progress of the game:The players are divided into 2-3 teams. Each team lines up in a circle; in the center of each circle is a driver with a ball in his hands. The drivers throw the ball to the players in their circle one by one and receive it back. When the ball has passed all the players, the driver raises it above his head and says “Ready!” Whose team is faster?

p/i "Geese - Swans"

Target:Develop in children self-control and the ability to perform movements when given a signal. Exercise running with dodging.

Progress of the game:On one side of the hall (platform) the house in which the geese are located is indicated. On the opposite side of the hall there is a shepherd. To the side of the house is a den (approximately in the middle of the hall) in which a wolf lives, the rest of the place is a meadow. Children are selected to play the role of a wolf and a shepherd, the rest play geese. The shepherd drives the geese out into the meadow, they graze and fly.

SHEPHERD: Geese, geese!

GEESE: (stop and answer in unison). Ha, ha, ha!

SHEPHERD: Do you want to eat?

GOOSE: Yes, yes, yes!

SHEPHERD: So fly!

Geese: We can't:

Gray wolf under the mountain

Doesn't let us go home.

SHEPHERD: So fly as you want,

Just take care of your wings!

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

m/n “Flies - doesn’t fly”

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

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

p/i "Zateiniki"

Target:Develop motor activity children.

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 to the right and left, saying:

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

p/i "Firefighters in training"

Target:Strengthen the ability to climb a gymnastic wall without missing the slats.

Progress of the game:Children line up in four columns facing the gymnastics wall - these are firefighters. On each span of the gymnastic wall, bells are hung at the same height (on a rail).

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

Target:Develop attentiveness and activity of sensory systems.

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

p/i "Frost Red Nose"

Target: Develop speed and agility

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

In one of the houses. The driver - Frost the Red Nose stands in the middle of the court facing the players and says:

I am Frost Red Nose.

Which one of you will decide

Hit the road - set off on the path?

The players answer in unison:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost,” the children run across the playground to another house, and the driver catches up with them and tries to touch them with his hand and “freeze them.” The “frozen” ones stop at the place where they were touched and stand motionless until the end of the run. The teacher and Frost count the number of “frozen” ones. After each dash, a new Frost is chosen. At the end of the game, they compare which Frost froze more players.

p/i "Hunters and Hares"

Target : Cultivate dexterity

Progress:A hunter is chosen from among the players, the rest are hares. On one side of the hall (platform) there is a place for the hunter, on the other there is a house for the hares. The hunter walks around the hall, pretending to look for tracks of hares, and then returns to his house. Hares jump out from behind the bushes and jump (on 2 legs, on the right or left - as you wish) in different directions. On the signal: “Hunter!” - the hares run into the house, and the hunter throws balls at them (he has 2-2 balls in his hands). The hares he hit are considered shot, and he takes them into his house. After each hare hunt, the hunter changes, but is not chosen from among those caught.

p/n "Brave Little Sparrows"

Target : Develop speed and agility

Progress:Children line up in a circle, with two snowballs in front of each player. In the center of the circle the leader is a cat. Children pretend to be a sparrow and, at the teacher’s signal, jump into the circle through the snowballs and jump back out of the circle as the cat approaches. A sparrow touched by a cat. Receives a penalty point, but is not eliminated from the game. After some time, the teacher stops the game and counts the number of “salty” ones; a new driver is selected.

p/i "Sly Fox"

Target: Develop speed and agility

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

m/n "Ball School"

Target : development of dexterity, quick reaction, attention

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

p/i "Bears and Bees"

Target: Develop speed and agility

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

p/i "Owl"

Target: Form creative imagination

Progress:On one side of the hall there is an owl's nest. The driver, an owl, is placed in the nest. The rest of the children pretend to be birds, butterflies, beetles - they scatter all over the hall. After some time, the teacher says: “Night!” - and all the players stop in place in the positions in which they found themselves at night. The owl flies out of its nest, flaps its wings and looks to see who is moving. The one who moves is taken by the owl to his nest. The teacher says: “Day!” - and butterflies, bugs, birds come to life and again begin to fly and whirl. After two flights of the owl to hunt, the number of those caught is counted and a new leader is selected.

p/i "Pair running"

Target: Learn to run in pairs

Progress:“Change the subject.” Children (two children, each with a cube in their hands), at the teacher’s signal, run to the hoop (35 m), exchange the cube for a ball and return back to the team. Pass the ball to the next players. The next children exchange the ball for a cube. Task for children: change one object for another as quickly as possible.

m/n “Who gets to the flag faster”

Target: improve the ability to crawl

all fours and ability to navigate

in space

Progress:all players sit on chairs. At a distance of 5-6 steps from the edge of the playground, a line is drawn, behind which there are 4-5 children. On the opposite side of the site, at a distance of 18 - 20 steps, a chair is placed opposite each person, on which a flag is placed. The chairs are on the same line. At the teacher’s signal, the children run to the flags, take them, lift them up, and then put them back. The teacher notes which of the children raised the flag first. Then all those running sit on chairs, and the next 4-5 people take their place across the line. The game ends when all children run once to the flag.

p/n “Burn, burn clearly!”

Target: Develop speed and agility

Progress:Players stand in a column of two, holding hands, with the leader in front of the column. The children say in chorus:

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!

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

m/i “Hit the hoop”

Target: Develop eye and precision of motor actions

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

p/i "Homeless Hare"

Target: Improve the speed of reaction to an audio signal

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

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

p/i "Carousel"

Target:develop rhythmic movements in children and

The ability to coordinate them with words

Progress: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 spoken out loud:

Barely, barely, barely, barely

The carousels are spinning

And then around, around,

Everybody run, run, run.

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

Hush, hush, don't rush!

Stop the carousel!

One - two, one - two,

So the game is over.

The movement of the “carousel” gradually slows down. To the words “The game is over!” the children stop.

m/p "Knock down the pin"

Target: Train accuracy, strengthen arm muscles

Progress:Players stand in a line behind the starting line of 6-8 people. At a signal, children change snowballs, trying to knock down the pins (distance 4-5 m from the starting line). Players who managed to hit the targets are noted.

p/i "From hummock to hummock"

Target: develop the ability to jump on two legs with

moving forward

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

p/i "Counter dashes"

Target: Strengthen children's ability to run races

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

p/n "Serso"

Target: Develop attention, eye, coordination

movements, accuracy

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

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

p/i "K&"

These days, this wonderful, but slightly forgotten game can be found on celebration Wide Maslenitsa or Ivan Kupala Day. Many people know this game called " Burn-burn-clear!»

Rules of the game "Burners"

The game involves 11 or more people. It is important that the number of players is odd. A large clearing or place is selected for the game. yard. Selected driving- he will "burn".

All other players divide into pairs and stand behind "burning" at a distance of 3-4 meters from it. The players sing:

“Burn, burn clearly,
So that it doesn't go out.
Look at the sky:
Birds are flying
The bells are ringing!

As soon as they finish singing, the last couple unclasps their arms and runs along the column, one on the left, the other on the right.

As soon as they catch up with the driver, they shout to him:

“One, two, don’t be a crow, run like fire!”

After that, they run further, trying to dodge the driver, stand in front of him and clasp their hands again. The driver, in turn, tries to piss them off or catch them. If he managed to insult one of the players, he stands with him in front of the column, and the remaining player becomes " burning».

If the driver has not caught anyone, he continues to drive, and the running players stand in pairs at the beginning of the column.

You can play until you get tired!

Tuning options

"Burn, burn clearly,
So that it doesn't go out.
Stay at your hem
Look at the field
The trumpeters are going there
Yes, they eat rolls.
Look at the sky:
The stars are burning
The cranes shout:
- Gu, gu, I'll run away.
One, two, don't be a crow,
And run like fire!”

or this option

"Burn, burn clearly,
so that it doesn't go out.
Stand at your heels and look at the field:
Rooks walk and eat rolls.
Birds are flying, bells are ringing!
»

The ancient Russian folk game “Burners” is so ancient that its origins go back to a time when all the Slavic peoples were still a single tribe. After all, the game, albeit under different names, is present in the culture of not only Russians, but Belarusians, Ukrainians, Czechs, Latvians, Bulgarians... - practically all Slavic peoples of Europe. This game was originally ritual, glorifying the union of the earth and the sun, their viviparous power. The game became a children's game quite recently. Back in late XIX– at the beginning of the 20th century, mostly young people aged 14-18 played “Gorelki”. Even today, this Russian folk game can be offered not only to preschool children, but also to teenage children. “Burners” will fit perfectly into any folklore festival, especially if it takes place on the street. But, traditionally, burners were part of summer and.

Ancient Russian folk game “Burners”

The driver-burner is selected using the counting table. The remaining players are divided into pairs. Traditionally, each pair consists of a girl and a boy or a boy and a girl. But when playing with children today, you don’t have to adhere to this rule. The couples stand one after another, and in front of them, about three to five meters from the first couple, the “burner” stands. This distance is indicated by a line. All the children say the words in chorus:

Burn, burn clearly so that it doesn’t go out
Look at the sky, left and right,
Birds are flying, bells are ringing!
Burn, don't be a crow, run like fire!

As soon as the words “run like fire!” are heard, the last pair must separate their hands and run on opposite sides of the column. Their task is to join hands again. But they can do this only after they cross the line where the “burner” stands. The “burner” tries to prevent this and catch one of the pair. If he succeeds, then he and the caught player become the first pair, and the player left alone becomes the new “burner”. If the couple was able to connect, then they become the first in the column, and the same driver continues to “burn”. If the “burner” cannot catch anyone for a long time, they tease him:

Burn, don't sleep
You'll burn, look!
You're standing on fire,
You'll completely burn out!

If the old Russian game “Burners” is played by teenagers aged 13-17, then the rules can be slightly changed to make it more interesting. Pairs must be mixed girl-boy. A young man is always chosen as the “burner” driver. The driver must chase the young man from the fleeing couple. If he catches up with him, he pairs up with the girl. And the one caught will drive. The line behind which the escaping pair can connect is placed further away - about fifteen meters from the column of players.

Ancient Russian folk game “Double Burners”

It makes sense to start this game when there are a lot of players. The differences from conventional burners are minimal. Instead of one column, players line up in two, parallel to each other. Accordingly, there are two “burner” drivers. When the players finish saying the chant “Burn, burn clearly..”, then two pairs run at once. Pairs must connect with each other, but the “burners” can catch any of the four.

“Burners with numbers” is an outdoor game - a modern version of the Russian folk game

The players stand in a column, holding hands. Before the game starts, the “burner” driver walks along the column and counts the pairs. Each pair must remember their number. After this, the driver stands in front of the column and says:

Burn, burn clearly
So that it doesn't go out!
One, two, three,
Fifth pair burn!

The driver can name any number of the pair and this particular pair must run. Otherwise, they play in the same way as regular “Burners”.

“Hare Burners” is an outdoor game – a modern version of the Russian folk game

They differ from ordinary “Gorelok” in their play song and “roles”. The roles are more traditional for tags. The driver is a wolf, and the rest of the players are hares. The play song is taken from the play by S.Ya. Marshak "Twelve Months" The squirrels and the hare are considered to be such a counting rhyme when they are about to play “Burners”:

Oblique, oblique,
Don't go barefoot!
And walk around with shoes on,
Wrap up your paws.
If you're wearing shoes,
The wolves won't find the hare!
The bear won't find you
Come out, you'll burn!

If there are a lot of players, you can play “Double Hare Burners”, according to the same rules as “Double Burners”



 
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