Children's summer games in the fresh air. Outdoor games for children in summer

IN good weather, especially in summer period, children of any age spend a huge amount of time outside. When large groups gather, they also organize entertainment that allows them to spend time usefully and interestingly.

In this article we bring to your attention several entertaining games on fresh air for children, with the help of which children can throw out their energy and have a lot of fun.

Outdoor games for children

Most often for schoolchildren and preschool age Active games are organized in the fresh air, which allow the children to relax a little and take their mind off school. In particular, the following fun activities can be offered to boys and girls:

  1. "Closing the circle." Among all the guys, one driver is selected, while all the other participants stand, holding hands, and form a circle. The driver turns away, after which the children begin to confuse the circle with all their might, climbing over other players in any way possible. possible ways, but without opening your hands. The driver’s task is to return the circle to its original state, but not to break it, that is, not to separate the hands of other participants.
  2. "Funny jumps." Before starting this game, you need to draw a circle with a radius of 1.5-2 meters with chalk or a stick. One of the guys is placed in the center of the circle, and all the rest are dispersed around its perimeter. At the signal, all players begin to jump in and out of the circle one by one. The child standing in the center must touch them with his hand, after which the children are considered caught. The game continues until one participant remains.
  3. "Kitty". A driver is chosen from among the players, who hides behind a tree or any other object and begins to meow. The rest of the guys must find him as quickly as possible. In this case, the “kitten” is allowed to change its location as long as no one sees. The game continues until the driver is found, and then, if desired, is repeated with a new player as him.

Also fun games and competitions are suitable for a group of children in the fresh air:

  1. "Running in reverse." In this fun, all the guys are divided into pairs, the participants of each of which turn their backs to each other and hold hands. In this position, without detaching from each other, they need to run to a given point and back. The participants who managed to achieve the goal faster than others win.
  2. "Giants and Lilliputians." This game requires a leader who will give commands to the players. He must tell the children the words “liliputians”, “giants”, as well as any others, for example, “stand up”, “sit down”, “close your eyes” and others. In this case, in response to the word “Lilliputians” the players must sit down, and in response to the word “giants” they must stand up and stretch their arms up. Participants in the game should not react to all other commands at all. Those players who mixed something up are eliminated. The one who can hold out longer than the rest wins.
  3. "4 Elements". This game is an excellent pastime for younger schoolchildren and, moreover, helps develop attentiveness in children. Before it starts, all players stand in a circle, and one of them, holding a ball in his hands, stands in its center. The leader throws the ball to each child in turn, saying one of 4 words: “earth”, “fire”, “air” or “water”. The one to whom the projectile is thrown must respond correctly to the given command - in response to the word “earth”, name any animal that other players have not previously named, in response to the word “water” - fish, “air” - bird, and in response to the word “fire” » just wave your arms. An inattentive player is immediately eliminated. The winner is the participant who managed to hold out longer than the rest.

Finally, the outdoor classics for children make excellent entertainment for big company, For example:

  1. "Kangaroo". All players are divided into 2 lines, the captain of each of which is given a small tennis ball. The task of each participant is to hold the ball between his knees and run to a given point, and then return and pass the ball to the next player. If an object falls to the ground during the process, the child must stop, hold it between his legs again and continue the task. The team that manages to complete the task in the shortest time wins.
  2. "Baba Yaga in a mortar." The guys should be divided into 2 teams, the captain of each of which receives a small bucket and mop. The player stands with one foot in the bucket, while leaving the other on the ground. His task is to simultaneously support the bucket by the handle and hold the mop so that it does not fall. In this position, the relay participant must reach a given point, return to his line and pass the items to the next player. The winners are those guys who reach the goal faster.

Outdoor games are not only good for health, they also develop children's communication skills. The kids begin to understand what mutual assistance is, how important it is sometimes to subordinate their desires to common interests, and all this will be useful to them in adulthood.

Active games in the fresh air saturate the child’s body with oxygen, and this improves and muscle work, and brain activity. You can play on the playground in the yard, as well as in parks and recreation areas. To prevent children from getting tired quickly, it is better to alternate active games with calmer ones.

1. Touch the ball

Children stand in a circle, their task is to pass the ball with outstretched arms so that the driver, who is standing behind the circle, does not get the ball. Whoever has the ball “stained” in his hands takes the place of the driver. According to the rule: you cannot throw the ball to each other, and if someone drops the ball, they are eliminated from the game.

2. Train

Children stand one after another, holding onto the person in front. At the head of the locomotive is the driver, who guides it along its route. Children must follow the leader and repeat his movements. If he jumps, then the guys standing behind him should jump one after another, too; if he turns around a tree, then the “locomotive” follows him. According to the rule: children should not become detached from each other, and the leader is not allowed to run fast.

3. Bees

The kids stand in a line and draw a line in front of them 15-20 meters with chalk. This is the bees' house. Two or three people (bees) stand behind the line and, at the command of the leader, begin to slowly move towards the children with the words: “We went to the forest lawn, raising our legs higher, through bushes and hummocks, through branches and stumps. Look - the hollow of a tall Christmas tree. The angry bees are flying out!” The bees begin to circle. At this time, the players say the words: “We are not afraid of the swarm of bees, let’s run home now” and try to run beyond the line that is behind the bees. The same ones are trying to catch the guys and “sting”. Whoever is “stung” by a bee takes her place in the next round.

4. To the forest to pick berries

The driver is chosen - a bear. He “sleeps” in a designated place - a den. Children leave the house (draw a circle) into the forest to pick berries (any light objects can be used instead of berries). They say: The bear has mushrooms in the forest, I take the berries. The bear got cold and froze on the stove.” At a sign from the leader, the bear suddenly wakes up and rushes to catch the children in the clearing. The winner is not only the one who ran away from the bear, but also brought it home more berries. Whoever the driver caught first takes his place in the next game.

5. Cat and mouse

Children stand in a circle, hold hands, with a “mouse” in the center. Behind the circle at a short distance there is a “cat”. The children's hands are raised up, when the cat approaches, their hands are lowered - the gate closes. If the cat tries to get through the bottom, then the children crouch down, preventing the cat from getting into the circle. If she manages to run through the barrier, the opposite side quickly releases the mouse from the circle, then closing the passage for the cat. This game is about attention and quick reaction.


6. Sparrows

A circle is outlined - with a diameter of 3-4 m, inside it stands the driver - the “falcon”. The rest of the children are “sparrows”. Their task is to “peck the grains” that are inside the circle. Therefore, they jump in and out of the circle in such a way that the falcon does not stain them. Whoever the falcon touches becomes the leader in the next round.

7. If you drive more quietly, you will go further

Two lines are drawn at a distance of approximately 5 m. A driver is selected. The player stands at one line, and the driver stands at the second line with his back to the player. The driver says: “If you drive more quietly, you will go further.” Stop” and turns around sharply. At this time, the player moving in his direction must stop. If he does not have time to “freeze”, then he takes the place of the driver. Several people can take part in the game.

8. Lions and zebras

A place is chosen - the steppe, where zebras graze; the river is indicated by lines. Children are zebras. A leader is selected - a lion, who stands on a hill (his den) and says: “A lion has gone out hunting, his anger is very terrible! One, two, three, start the game." The lion tries to catch the “prey”, the zebras run away. They can "jump" across the river, there safe place where the lion can't reach them. If a lion catches a zebra, he takes it to his den.

9. "The King Loves"

The leader is chosen - the king. A line is drawn, on which the king stands with his back to the players and says two phrases: “The King loves...” and “The King does not like...”, while naming two colors. For example, if the king says: “The king loves Blue colour", then children in blue clothes walk calmly next to the king. If he says: “The king doesn’t like red,” then the guys wearing clothes with red inserts or designs must run past the king behind the line so that he doesn’t touch them.

Outdoor games

“The guys have a strict order.” Players playing in a line. At the teacher’s signal, they scatter around the playground (hall) and say (sing): “The guys have strict order, they know all their places. Well, trumpet more cheerfully: Tra-ta-ta, tra-ta-ta!” Signal from the teacher. The players quickly line up at the indicated location. Construction locations change during the game. You can build not only in a line, but also in a column. The game can be played with music.

“Tag (catching up).” The players sit freely on the court (in the hall). One of the participants is the driver. At the signal, the driver tries to catch up with those running across and spot them. The one who is caught becomes the driver. He stops, raises his hand and says loudly: “I am a tag (catching up)!”, after which the game continues. Options: with a large number of players, several drivers (two or three) stand out; a player who has crouched cannot be tagged (“Tag with crouching”); the player, fleeing from the driver, takes someone by the hand - he cannot be stained (“Salki - give me your hand”); the players jump on one leg (“Tag with jumping on one leg”).

"At the bear's side." On one side of the site is a bear's den. On the other are children. The children go to the den with the words: “I take mushrooms and berries from the bear in the forest, and the bear looks and growls at everyone.” After these words, the bear begins to catch the children; the children try to run away. Those caught go to the den. The bear changes when there are four or five caught in the den.

Option: game with two or three drivers.

"Smart guys." The players hold hands and form a circle. In the center of the circle is the driver. At the teacher’s signal, the children say: “We are cheerful guys, we love to run and play, so try to catch up with us!” One, two, three – catch!” After the word “catch,” the children run to the boundaries of the playground, and the driver catches. The one who is caught becomes the driver.

Options: children scatter around the playground; the caught one helps the driver; those caught are counted; those caught take one step back; While pronouncing words, the players move in a circle to the right or left.

"Owl." An owl stands out. Her nest is off to the side of the site. Playing on the playground - the owl is in the nest. At the teacher’s signal, “The day is coming - everything comes to life!” children walk and run, imitating the flight of butterflies, birds, and beetles. After the words “Night comes - everything freezes!” The players stop in the position in which the signal caught them. The owl goes out to hunt: the ones that move, he takes to his nest. Again the teacher says: “The day comes - everything comes to life.” The owl goes into the nest, the players come to life. The owl changes after 2-3 games.

"We are funny guys." Players playing on one side of the court (hall). The driver is in the center. The children say together: “We are cheerful guys, we love to run and play, well, try to catch up with us!” After these words, the children run to the other side of the playground, and the driver tries to disgrace them. The caught one helps the driver during the next dashes, but does not salvage, but only delays.

Options: those caught actively help the driver and also stain; the one who is caught becomes the driver, and the driver becomes an assistant; the one caught becomes the driver, and the driver joins the players.

"Two Frosts" All players are on one side of the court (hall). Two drivers, Frosts, stand in the middle of the site facing the players and say: “We are two young brothers, two daring Frosts.” "I am Frost Red Nose." "I am Frost Blue Nose." - “Which of you will decide to set off on this little path?” The children answer in unison: “We are not afraid of threats, and we are not afraid of the frost,” and run to the other side of the playground (hall). Frosts stain those running across. Frosts change after two or three runs.

Options: those caught are counted; those caught are frozen (they stand in the place where the Frosts stained them), the frozen ones can be frozen by touching them with your hand during the next dashes; frozen, without leaving their place, they freeze those running close to them (they touch them with their hands).

"Behind me". The players stand in a circle. The place of each is indicated by a circle (cross, flag). Driving around. He walks around the circle and, touching the players (of his choice), says: “Follow me!” The players, invited by the driver, follow him and follow all the movements (arms to the sides, up, sit down, etc.). The driver, having gathered a large group of participants, takes them away from the circle, continuing to perform various movements, and then suddenly says: “Take your places!” Everyone rushes to the circle and tries to take any designated place. The player left without a place will be the new driver.

"Wolf in the Moat" In the middle of the site (hall) there are two longitudinal parallel lines at a distance of 50–70 cm from one another there is a ditch. The driver in the ditch is a wolf. The goats are on one side of the site (hall) and, at the teacher’s signal, they run across to the other side, jumping over the ditch. The wolf, without running out of the ditch, catches (spots) the goats. The caught goats are counted. The wolves change after two or three runs.

Options: there may be two or three wolves in the ditch; goats jump over the ditch back and forth until a new signal; the caught goats remain in the ditch.

"Passing balls." The players are divided into two groups. Each group is built in one line. The ranks are located opposite each other at a distance of 6–10 m. The first players in each rank have a ball. At the teacher’s signal, the ball is passed from hand to hand along the rank. The last one in the line, having received the ball, hits it on the floor and passes it back. The first players, having received the balls, raise them up. The team that finishes the pass first wins. During the game, the teams change places and balls.

Options: each team lines up in a semicircle; the first players, having received the ball, pass it to the teacher; the players may not stand, but sit; the ball is passed in only one direction, and the latter lifts it up.

"Jumping sparrows." There is a circle marked on the ground (on the floor). In the center of the circle the leader is a crow. Behind the circle line, all the players are sparrows. They jump into the circle, jump around the circle, jump out of it. The crow tries to make fun of the sparrow when he is in a circle. The one who is caught becomes the driver.

"Recognize by voice." All players walk or run around the site. The driver stands in the center. At the signal from the teacher or one of the students, “One-two-three, quickly run into the circle!” The players, holding hands, form a circle around the driver and walk to the right (left) in a circle with the words: “Guess the riddle, who named you, find out!” After this, everyone stops, the driver closes his eyes, and one of the players, as directed by the teacher, calls out the driver’s first and last name. If the driver finds out who said his first and last name, then this player replaces the driver - and the game is repeated.



"Ball for the neighbor." Children stand in a circle at a distance of one step from each other. Driving around. The players pass the ball to the right, then to the left, but always to their neighbor. The driver's task is to touch the ball. If the driver touches the ball, then the player who had the ball becomes the driver.

Option: two drivers and two balls.

"Cat and Mice" The players, holding hands, form a circle with two or three goals. A cat and five or six mice are selected. The mice run away from the cat, and the cat catches them. Mice can run through the gate and under the hands of those standing in a circle, but the cat can only run through the gate. Children help mice escape from the cat by lowering their hands in front of him and squatting. When the cat catches three or four mice, a new cat and new mice are chosen - and the game continues.

Relay race “Who is faster?” The players are divided into two teams, standing in columns one at a time. A line is marked in front of the columns, and large medicine balls lie 15–20 m away from them. At the teacher’s signal, the first numbers run to the large balls, run around them to the right (left), return and pass the balls to the second, and they themselves stand at the end of the column, etc. The team that finishes the run first and passes the ball to the teacher wins.

Options: not two columns, but three or four; the player runs around not only the ball, but also the column in depth.

"Mousetrap". The players are divided into two groups. One group joins hands and forms a circle - a mousetrap. The rest - the mice - are behind the circle. The children, pretending to be a mousetrap, walk in a circle and say: “Oh, how tired of the mice, they are divorced - it’s just passion! They gnawed everything, ate everything, they climb everywhere - what a misfortune! Beware, you cheaters, we will get to you!” The children stop, raise their clasped hands up and continue: “Let’s set a mousetrap, we’ll catch you all!” The mice run into the circle and run out of it. At the teacher’s signal “Clap!” the mousetrap slams shut (children lower their hands down), and the mice that did not have time to run out of the circle are considered caught; they stand in a circle and join hands. The game continues until two or three mice remain. After this, the groups change roles.

“Class, attention!” The players stand in the same line. The teacher, facing the players, gives commands. The command needs to be executed only if the teacher began it with the word “class”. The one who made a mistake takes a step forward, but continues to play. Two errors are noted in the game: the first – the player executed the command without the preliminary word “class”, the second – the player did not carry out the command, although it was given correctly. If the player who made a mistake and took a step forward makes a mistake again, then he takes another step forward. At the end of the game, students who did not make mistakes are marked.

"Prohibited movement." The players and the teacher stand in a circle. The teacher explains that he will perform different movements, and the students must perform them with him, but one movement is forbidden and cannot be performed. For example, it is prohibited to perform the “hands behind the head” movement. The teacher begins to make different movements, all students repeat them. Suddenly the teacher performs a prohibited movement. The student who repeated it takes a step forward and then continues to play. Prohibited movements should be changed after four to five repetitions. It is very good to perform movements in the game to music.

“Get to your places quickly.” Students stand in a line. At the teacher’s command “Disperse!” The players scatter around the playground, run, jump, and play. Suddenly the command “Get to your places quickly!” is heard. - and all students take their places in the line. The teacher marks those who quickly took their place in the ranks.

"Cosmonauts". Rockets are marked on the floor in the hall (on the site) in 4–6 places. On the side of the rockets there is a route inscription, for example: ZLZ ("Earth - Moon - Earth"), ZVZ ("Earth - Venus - Earth"), ZMZ ("Earth - Mars - Earth"). Each rocket has 3–6 seats. The whole hall is a rocket launcher. In all rockets there are 3-4 fewer seats than there are players. The players, holding hands, walk in a circle with the words: “Fast rockets are waiting for us for walking around the planets, we’ll fly to whichever one we want!” But there is one secret in the game: there is no room for latecomers!”

After the word “no,” everyone scatters and tries to take a place in one of the rockets. Latecomers stand in the center of the circle. The game is repeated several times. Those players who have completed the most flights are noted.

"Equestrian athletes." Stalls are marked at a distance of 2 m from the wall and 1 m from one another. There should be 2-3 fewer of them than the players. The players stand in a circle with their right (left) side towards the center, representing themselves as horses. Dressage of sports horses is staged. At the command “Horse step!” the horses walk, raising their knees high, reaching the palms of their hands, bent at the elbows. Command "Turn!" - and the horses turn in a circle, continuing to move in the opposite direction. Team "Trotting!" - the horses are running; "Step of the horse!" - they're coming again. This is repeated 2-3 times. At the command “Into the stalls!” everyone runs, trying to take the designated place. Those left without a stall lose.

The participants of the game again stand in a circle, this time with the other side towards the center - and the game is repeated.

"Through the hummocks and stumps." On one side of the hall (area) is the children’s camp (4–6 m from the wall). Behind the camp line the forest begins. On the floor (on the ground) there are hummocks and stumps located (marked). On opposite side denoted by tall tree, in the hollow of which there are wild bees (you can use a boom stand or a jumping stand).

All players are in the camp. Three bees (leaders) stand behind a tree. At the teacher’s signal, the children, raising their knees high, walk along the hummocks and stumps and say the words: “We came out to the forest lawn, raising our legs higher, through the bushes and hummocks, through the branches and stumps. Whoever walked so high did not stumble or fall. Look - the hollow of a tall Christmas tree, angry bees are flying out! The bees begin to circle around the tree and, imitating flight with movements of their hands, bent at the elbows, they say: “Zh-zh-zh” - we want to bite.” The players say: “You can’t catch up with the fleet-footed ones! We are not afraid of a swarm of bees, we will quickly run home!” After the word “home” the guys run away over the bumps and stumps. Bees sting (spot) those running away. Those stung are counted, and new drivers are selected. The game is repeated.

"Swan geese". On one side of the site (hall) there is a pen for swan geese. On the opposite side is a mountain, behind which there is a wolf. The rest of the site is a field. Among the participants in the game, the poultry bird and the wolf stand out, the rest are geese and swans. Before the game begins, the swan geese settle down in a pen, the wolf goes over the mountain, and the hen goes into the field. The birder addresses the geese-swans: “Geese-swans!” They answer her: “Ha-ha-ha.” The birder asks: “Do you want to eat?” - "Yes Yes Yes!" “Then fly into the field,” says the birdwoman. Geese-swans fly into the field and nibble the grass. After 20–30 seconds. the birdwoman says: “Geese-swans, Gray wolf under the mountain." Geese-swans ask: “What is he doing there?” “He’s nipping at the geese,” answers the birdwoman. “Which ones?” - “Grey ones, white ones, all kinds. Fly home quickly!” With these words, the geese-swans fly home (to the enclosure), and the wolf, running out from behind the mountain, tries to catch them. Those caught are taken behind the mountain. The game continues two or three times, after which a new wolf and bird are selected.

Option: instead of the poultry house, there is a shepherd who has a gun (three small balls). A location is determined for the assistant shepherd. When the wolf runs out from behind the mountain, the shepherd, without leaving his place, shoots at him (throws balls). The shot wolf is replaced by another.

"Jumping on stripes." On the ground (floor) there are five strips 6–8 m long, 40 cm wide. The distance from the first strip to the second is 40 cm, from the second to third – 60 cm, from the third to fourth – 85 cm, from the fourth to fifth –115 see. All players are divided into two or three teams. Each team stands in a line close to the first stripe, 3-4 m from it. By order of the teacher, one player from each team comes out and stands on the first stripe. At the first signal they jump to the second stripe, at the second – to the third, at the third – to the fourth, at the fourth – to the fifth. Whoever jumps to the fifth stripe gets four points, to the fourth - three points, to the third - two, from first to second - one. After the first group of jumpers, the second group stands on the first stripe, and those who jumped stand on the left flank of the line. The team that scores wins large quantity points.

"The Fox and the Chickens." The most prominent participants are a fox, a rooster and a hunter. The rest are chickens. Three or four gymnastic benches are placed in the hall. These are roosts. The fox goes to the far corner of the hall. The hunter (with two balls) is in the opposite corner. The rooster and chickens walk around the hall, collect grains, flapping their wings (arms). The fox, at the teacher’s signal, begins to sneak up on the chickens. The rooster, noticing the fox, gives the signal “Ku-ka-re-ku!” All the chickens fly up (jump) onto their roosts. The rooster is the last to fly. The fox, breaking into the chicken coop, tries to grab and take away with him any chicken that did not have time to fly up to the roost or jumped off it. If the fox manages to grab the prey and it begins to take it away, the hunter shoots the fox. The fox was shot. Another fox is chosen instead of the one that was shot, and the game continues. During one raid, the fox can only drag away one chicken. The fox is obliged to leave the hen house at the teacher's signal. In the conditions of the site and natural terrain, ordinary benches, logs, stumps, hummocks, and fallen trees can be used as perches.

Option: only the rooster and the hunter are appointed in advance, and the fox is appointed as the teacher while the chickens are walking, and this is done unnoticed by others. The rooster watches everyone closely. Suddenly an exclamation: “I am a fox!” The rooster cries: “Ku-ka-re-ku!” The chickens fly to roost, and the hunter saves the chickens with well-aimed shots.

"Hares, a watchman and a bug." Among the players, the watchman and Zhuchka stand out. The rest are hares. The site is marked with: on one side – hare holes, on the other – a vegetable garden, and behind the garden – a watchman’s house. In the middle of the site at a height of 40–60 cm, a rope is stretched - a fence (the rope is hung on the jumping posts so that when it touches it, it falls down). Before the start of the game, the hares are in the holes, and the guard with the Bug is at home. At the teacher’s signal, the first eight to ten hares run out of the holes, jump over the rope (fence) and find themselves in the garden, where they begin to eat cabbage, move their ears (imitative movements with their hands), and jump from one place to another. At the teacher’s conditioned signal, the guard shoots the hares (claps his hands three times). At the first clap, the hares run home, climbing or crawling over the fence, without touching the rope. After the third clap, the Bug catches up with the hares and bites them (touches them with his hand). The caught hares remain in place. Hares that have run beyond the line of burrows cannot be overtaken. The teacher remembers those caught and allows them to join the hares. After this, the game is repeated, but another group of hares is sent to the garden. The Watchman and the Bug can switch roles. When all groups of hares have visited the garden, new guards and a bug stand out.

"Sharp on target." The players are divided into two teams. By lot, one of the teams goes to the firing line (marked line) and lines up. Each team member receives one (or two or three) small ball (medicine, tennis). At a distance of 5–8 m from those playing in a line parallel to the team, 10–12 towns are placed at a distance of 50–80 cm from one another. At the teacher’s signal, all team players throw balls in one gulp, trying to knock down as many towns as possible. Downed towns are counted and put in place. The shooting team collects the balls and passes them to the other team, which also tries to shoot down more towns. The volleys are repeated several times. The team that knocks out the most towns wins.

Option: towns are painted in two colors. Each team tries to throw in their own towns. After the salvo, each of your own knocked down towns is placed one step further, each knocked down enemy town is placed one step closer. The team that wins is the one that, after all the volleys, leaves its towns behind by the greatest number of steps.

"Tags with ribbons." All players, except the driver, are freely located on the court. Each person has a colored ribbon behind their belt, one end of which (20–30 cm long) hangs freely. At the teacher’s signal, the driver catches up with those running away, trying to grab the ribbon. If he succeeds, he fastens the ribbon to his belt and becomes a runaway. The player left without a tape is driving. He raises his hand and says: “I am a tag.”

“Who will throw next?” All participants are divided into three or four groups and line up one after another. Each player in the first row has a small medicine ball (a bag of sand, a hockey ball or a tennis ball). The judges are located away from the throwing line. Throwing lines are drawn from the throwing line, located 2 m from the first rank: the first at a distance of 10 m, the second at a distance of 12 m, etc. At the teacher’s signal, the players in the first rank take turns throwing the balls . The judges determine the distance of each throw in points: a ball thrown over the first line is worth one point, for the second – two points, etc. The team that scores the most points wins. Balls thrown by the first line are collected by players in the same line and passed to the next line.

Variations: Throws must be executed in a certain way; throws are made through a rope stretched at a certain height (2–3 m); each throws two balls (right and left hand).

"Ball to the average." The players form several circles. In the middle of each circle, the driver throws the ball to his teammates in turn, and they pass it back. Having received the ball from the last player, the driver raises the ball up. The team that finishes passing the balls first wins.

Options: passing the balls continues two or three times in a row; players, except the driver, sit on the floor; construction - two semicircles, leading in the middle.

"White bears". An ice floe is indicated on the site (in the hall). There are two bears on it. The rest of the players are bear cubs. At the teacher’s signal, the bears, holding hands, begin to catch the cubs. The one who was caught with his free hands is considered to be caught. The detained bear cub is taken to the ice floe. When there are two bear cubs on the ice floe, they also join hands and begin to catch, etc. The game continues until all the bear cubs are caught. When the game is repeated, the driver is assigned to the one who could not be caught for the longest time. He also chooses a second bear for himself.

"Hares in the garden." On the site (in the hall) two concentric circles are designated, one large (diameter 8–12 m) is the vegetable garden, the other small (2–4 m) is the watchman’s house, the one who runs it. Hares jump in a circle, around a circle, and jump out of it. The watchman runs around the garden and tries to catch the hares. Those caught are taken to the house. When three or four birds are caught, a new driver is assigned.

"Calling numbers." All players are divided into two teams, stand in ranks facing each other and are counted in numerical order. The distance between the ranks is 6–10 m. Medicine balls lie 8–10 m to the side of the ranks. The teacher calls a number, for example eight. The number eights of both teams run to the medicine balls, run around them and return to their places. The first one to arrive brings his team a point. Then another number is called, and so on until all players are called. The team with the most points wins.

Options: teams stand in columns; not only the ball is run around, but also the line or column; participants move by jumping on two legs, on one leg, in a squat, overcoming obstacles.

"Empty place". The players form a circle. The driver walks in a circle (from the outside) and touches one of the players, after which he runs in a circle in any direction. The player touched by the driver runs in the opposite direction. Each of them tries to run to the formed empty space. Whoever arrives first stands in a circle, the latecomer leads.

Option: players jump on two legs or on one leg.

"Guess who?" The children sit in a semicircle; the driver stands in front with his back to them with his eyes closed. At the teacher’s direction, one of the players quietly approaches the driver and touches him, after which he quickly, but just as quietly, returns to his place. As soon as the player touches the driver, the teacher begins to count: “One, two, three!” After the word “three,” the driver opens his eyes, turns around and tries to find out who approached him. If he finds out, he stands in a semicircle, and the person identified will be the driver.

Option: all players are sitting.

"What changed?"

The players sit on benches. The driver, with his eyes closed, stands 5–6 m away with his back to them and slowly counts to five (up to eight to ten is possible). At this time, children change seats, change places, take different poses (tilt their heads, bend one leg and straighten the other, etc.). The driver, having finished counting, turns to the players and tries to remember the players’ positions or positions. Then he turns his back to the players. They're changing things again. Turning around again, the driver tries to determine the changes that have occurred. If he notices changes, he sits on the bench and a new driver is appointed.

Option: change not the pose, but the arrangement of objects.

"Seine". Two of the players are fishermen, the rest are fish. Fishermen hold hands and catch fish, surrounding them with their free hands. The caught fish join the fishermen - the net increases. Fishing continues until two or three uncaught fish remain. The seine should not break during fishing.

"Change of places." On the site (in the hall), circles are drawn in random order at a distance of 3–5 m from one another. Each of the participants stands in a circle, the driver walks among them. At the teacher’s signal, the players change circles, and the driver tries to occupy a circle. The one left without a circle becomes the driver.

Options: players change circles without a signal from the teacher; all the circles are located in a circle, and you can only change with a neighbor; the circles are located in a circle, but you cannot change with a neighbor; the circles are located on two sides, each circle on each side has its own number, the same numbers change at a signal; the same, but the named numbers change (for example, fifth and eighth); All players are divided into three or four groups, each group forms a circle, in each circle there are numbers, and the same numbers change at a signal.

“Guess whose voice it is?” All players, except one, holding hands, form a circle. In the center of the circle is the driver with his eyes closed. Children, holding hands, walk in a circle to the right (left) and say: “Here we have built a circle, let’s turn around at once (the children turn and go the other way). How about we say: “Skok, skok, skok,” guess whose voice it is?”

The words “skok, skok, skok” are said by one student at the direction of the teacher. When all the words have been said, the driver opens his eyes and tries to guess who said the words “skok, skok, skok.” If he guesses right, then the one who spoke becomes the driver.

"Pine cones, acorns, nuts." The players become threes and, holding hands, form a circle. Each of the three has a name: cone, acorn, nut. One of the players is the driver. He is outside the circle. The teacher says the word “nuts” (or “acorns”, “cones” and everything with this name changes places, and the driver tries to take someone else’s place.

Options: the words are spoken not by the teacher, but by the driver; the players stand not in circles, but in columns; the players stand in ranks.

"Calling numbers." The players, except the driver, form a circle and are counted in numerical order. The driver is in the center of the circle, he has a small ball. At the teacher’s signal “Start the game!” The driver hits the ball on the floor and calls the number. All players scatter, and the named player becomes the new driver. He runs towards the ball and tries to grab it as quickly as possible, after which he says: “Stop!” All participants stop and the driver throws the ball at someone. Players dodge without moving. If the driver hits the player, they change roles and the game continues. If the driver does not hit the player, then he again runs after the ball, and the players scatter.

Salki “feet off the ground.” All players run freely around the site (hall), the driver catches up. To escape persecution, players can take any position as long as their feet do not touch the ground (hang on a rope, sit on a bench, mat, kneel, etc.). Players whose feet are off the ground cannot be salted (spotted). The one whom the tag catches up with becomes the driver, he raises his hand and says: “I am a tag!” - and the game continues.

"Third wheel". All players stand in twos, behind each other’s heads, in a circle, facing the center. There are two drivers behind the circle: one runs away, the other catches up. The runner, escaping pursuit, stands in front of any pair. The player standing in the back pair runs away, and the one who is catching up rushes after him. If the driver insulted the one running away, then the person running away will be the driver.

"Planting Potatoes" Two teams sit on benches placed along the sides of the site (hall), facing each other. There is a playground between them. For each team there is a starting line, and circles 2–3 m from it. In each circle there is one bag with four potatoes (chocks, balls). Four nests for planting potatoes are marked at a distance of 10–15 m. There are two players on the starting line, one from each team. At the teacher’s signal, they take bags of potatoes, run to the nests and plant potatoes, one potato in each nest. Having finished boarding, they return, place the bags in circles at the starting line and go to their places. During the run of the first players, the second numbers go to the starting line. When the first ones put the bags, the second ones take them and run to collect the potatoes in the bags. Having collected, they return, put the bags of potatoes in circles and go to their places, etc. The team that finishes planting the potatoes first wins.

"A hare without a home." The players, except for two, become pairs (facing each other), join hands and position themselves on the court. One of the free players is a hare, the other is a wolf. The hare, fleeing persecution, stands in the middle of the pair. The one to whom the hare turns his back becomes homeless. If the one who is chasing has stained the one who is escaping, they change roles.

"Musical Snakes" The players are divided into three teams and line up in columns one at a time. Each column (snake) has its own melody (march, waltz, polka). The melody before the game is repeated once or twice. Then, at the teacher’s signal, one of the melodies is performed. The snake, to which this melody belongs, walks to the music in different directions, making different movements. After the music stops, it stops in the position in which the last musical phrase found it. The same happens with the second and third snakes. The game can be repeated. At the teacher’s signal, the snakes quickly line up in their original places. The team that lines up first wins.

Options: the snake moves in a given way; At the second signal, the snake lines up in a column according to its height; The snake lines up according to its height.

"Figures". One of the players is the driver. At the teacher’s signal, all the children scatter around the hall (playground) and play. At the second signal, the players stop, take some pose (figures of athletes, animals, working people, etc.) and freeze in this pose and do not move. At the third signal, the driver walks among the figures and touches with his hand the player who has moved. After this, the game starts again, but the one who was touched by the driver becomes the driver. The former driver joins the players. After each game, the teacher should pay attention to the most good poses accepted by the students. At the end of the game, you should note the children who took difficult poses and never moved.

Option: the driver becomes not the one who moved, but the player whose figure the driver liked the most.

"Exhibition of paintings". Of the players, four stand out: the director of the exhibition, three visitors. The rest disperse randomly around the hall (area), unite in groups of two, three, four people, conceive the image of some picture (“Three heroes”, “Troika”, “Crow and the Fox”, “Turnip” “Arrived at vacations”, etc.). After one or two minutes, the teacher gives the order: “Prepare the exhibition!” The players are located along the walls (the boundaries of the site) and occupy the appropriate places to depict the pictures. At the director’s signal (for example, three clapping hands, three hits with a stick on the floor, counting to three), the inspection of the paintings begins. After 30–40 seconds. the director gives the second signal, and everyone says: “The exhibition is closed!” The display of paintings stops; after a brief discussion, visitors name two or three paintings that they liked more than others. The best paintings are shown again, and all the players watch them. After this, the game is repeated, but others are appointed as the director and visitors of the exhibition.

"Fleet-footed teams." All players are divided into two, three or four teams. The teams are located around playground so that everyone can be clearly seen (you can sit on benches). A common starting line is designated, on which one player from each team stands. 12–16 steps from each player who stands at the start, there is a circle marked with a wooden stick in it. At the teacher’s signal, the players run to the circles, take the sticks, knock them three times on the ground (floor), put down the sticks and circles and return back. The first to arrive brings his team one point, the second to arrive two points, etc. After the first players, the second, third, etc. stand up. The team with the fewest points wins.

Option: players run to the circles and back not in a straight line, but running around the towns, lumps, and clubs placed along the way.

"Parachutists". The players are divided into two to four teams of paratroopers. According to the number of teams, gymnastic benches are placed - airplanes (at a distance of 1.5-2 m from one another). At one end of each bench there is a circle with a diameter of 30–40 cm; this is the landing site. A judge (from students who for some reason are not practicing) stands at each landing site.

At the first signal from the teacher, the teams enter the benches one by one and board the planes. At the second signal, the parachutists begin to jump from the plane one by one, trying to land accurately. The judges evaluate the accuracy and correctness of the landing. The landing is considered accurate and correct if the parachutist jumped into the designated circle, maintained stable balance, straightened up in the main stance and left the circle. For each correct landing, the team gets one point. The winning team is the one with the most points.

"Line relay" The players are divided into two, three or four teams. Teams are located along the boundaries of the site (hall), closer to one of the sides, so that all participants can clearly see the entire course of the game. A common starting line is drawn on the site (in the hall). At a distance of 15-20 m from the starting line, two-three-four (according to the number of teams) large medicine balls are placed, the distance between the balls is 2-3 m. The players standing first in the teams go to the starting line and receive a small medicine ball. At the teacher’s command “Attention, march!” they run to large medicine balls (each player to his own ball), run around them with right side, return to the starting point, where the next player is waiting for them. There, the first player passes the ball to the second, who, just like the first, runs around the big ball and comes back, trying to pass the baton (small ball) to the next player as quickly as possible. The game continues until all players on each team have finished running. The team that finishes the runs before the others wins.

"Hit the ball." The players are divided into two teams and stand in ranks, facing each other. The distance between the ranks is 8–10 m. There is a volleyball on the stool in the middle. Each player has a small ball. At the teacher’s signal, players of one team take turns throwing, trying to knock down the volleyball. If any of the participants succeeds, the team gets a point. After one team finishes throwing, the players of the other team throw. The team with the most points wins. Options: the player who hits the ball has the right to re-throw; players throw balls not one at a time, but in groups of two, three or four; throws are performed simultaneously by the entire team.

“I passed it on - sit down.” All players are divided into two, three or four teams and line up in columns one at a time. Facing their teams, 2-3 meters away from them, captains stand with balls in their hands. At the teacher’s signal, the captains throw the balls to the players standing first. Those, having received the balls, pass them back and sit down. Captains throw balls to second players, etc. Having received the ball from the last player, the captain raises the ball up and all players stand up. The team that completes the task first wins.

"Day and night". Two teams stand in the middle of the court with their backs to each other at a distance of 1.5–2 m. One team is day, the other is night. Each team has a house on its side of the court. The teacher suddenly says: “Day.” Or: "Night." The respective team quickly runs away to their home while the other team catches up with them. Then everyone returns to their original places, and the teacher or assistants count the caught players. The game is repeated, the teams run away and catch up not in turn, but at the teacher’s call, which is always unexpected. The team that catches the most opponents wins.

Options: the players do not stand with their backs to each other, but sideways, facing each other; The teams are called crows and sparrows.

"Ball race in columns." The players are divided into two, three or four teams and stand in columns one at a time. Those standing in front each have a volleyball. At the teacher’s signal, the balls are passed back to the right. When the ball reaches the person standing behind him, he raises the ball up and says: “Yes!” The first team to complete the pass gets a point and the game starts again, but the ball is passed to the left. The team with the most points wins.

Variation: The ball is passed overhead, back and forth.

"Crucian carp and pike." On one side of the site there are players (crucian carp), in the middle of the site there is a driver (pike). At a signal, the crucian carp run to the other side, and the pike catches them. Those caught (three or four) join hands and form a net. Now the crucian carp should run to the other side of the site through the net (under the arms). The pike stands behind the net and lies in wait for them. When there are eight to ten crucian carp caught, baskets are formed - circles through which the crucian carp must run. If there are more caught crucian carp than uncaught ones, then a top is formed - a corridor of caught crucian carp, through which the remaining ones must run. The pike, located at the exit from the top, catches them. Whoever is caught last is the winner.

“Who will overtake?” All players are divided into four or five teams and line up on the same line in ranks, holding hands in teams. At the teacher’s signal, all teams jump on one leg to the designated line. The team that reaches the boundary first wins.

"Invisibles." The game is played on terrain with bushes, trees, and hummocks. All players stand in a circle, with their backs to the center. In the center is the driver. At a signal, children disperse in different directions for 100–150 steps, stop and turn to face the driver. At the second signal (whistle, bugle, drum), the players, using bushes, trees, and terrain, approach the driver, trying to be unnoticed. Third signal The teachers and players stand up to their full height and reveal themselves. The students who come closest to the driver and are not noticed by him win.

"Moving target" The players stand behind the circle line. In the center of the circle is the driver. One of the players has the ball. Those standing behind the circle line throw the ball at the driver, trying to hit him, or pass the ball to a friend so that he can make the throw. The driver runs and dodges. The player who does not hit the driver with the ball takes his place.

Option: the player who hits the driver with the ball takes his place.

"Labyrinth". All players, except two, line up in rows of five or six people at arm's length, both along the line and in depth. Holding hands, participants form streets. On one of the streets there is a person escaping, on the other there is a person catching up. At the teacher’s signal, the one who is catching up tries to make fun of the one running away. Both have the right to run only in the streets. During the game, conditional signals are given (for example, “Turn!”), according to which the players lower their hands, turn to the right (left), forming new streets, and the game continues. When the one catching up insults the one running away, they change roles.

Option: when the one catching up with the runner, a new pair is allocated.

Relay races with jumping, climbing and climbing. They are conducted in the same way as running relay races, but various obstacles are placed along the way that must be overcome by the participants (bench, hoop, rope or bar, ditch, etc.).

"Hunters and Ducks" All players stand in a circle. After counting on the first and second numbers, the second numbers - the ducks - enter the circle, the first - the hunters - remain in place. One of the hunters has a volleyball. At the teacher's signal, the hunters try to hit the ducks with the ball. The knocked out duck leaves the circle. The game continues until all the ducks have been salted. After this, the teams change roles. The team that spends the least time on the hunt wins.

Option: a certain time is given for the game (in this case, the hit ducks are not eliminated from the game, but the number of hits is counted).

"Race of balls in ranks." The players are divided into two to four teams. Teams stand in ranks on the sides of the site (hall). The distance between players is 3–4 m. The right flank of each team has the ball. At the signal, the right-winger throws the ball to the player standing next to him, who throws it to the next one, etc. The last player standing, having received the ball, runs to the right flank. The game continues until the right-winger comes running to his place. The team that finishes the game first wins.

Option: the last player, having received the ball, takes it to the right flank by hitting the floor.

"Overtake the ball." The players stand in a circle (facing inward). One of the players has the ball. Behind him, behind the circle, is the driver. At the teacher's signal, the children quickly pass the ball around the circle. The ball must be in the hands of each player. The driver runs in a circle in the same direction where the ball is being passed, and tries to overtake him before the ball gets to the player who started the pass. If he succeeds, a new driver is assigned and the game continues.

"Dodge the ball." All players are divided into three teams. The site (hall) is divided along the length into three equal parts. Players from one team are randomly placed in each part. One of the players of the team occupying the middle court. At the teacher’s signal, the players from the middle team throw the ball at the players from the extreme teams, trying to hit more opponents. Players from the outer teams, receiving the ball, try to harass the players from the middle team as much as possible. The hits are counted. Teams change places twice (after 3-4 minutes). Thus, each team will visit all three sites. The total is calculated. The team with the most hits wins.

"Ball race in a circle." The players form a wide circle and settle for first or second. The first numbers are one team, the second numbers are another. The two players standing next to each other are captains. They have a ball in their hands. At the teacher’s signal, the balls are passed in a circle, in different directions, through one, to the players of their team. Each team strives to pass the ball as quickly as possible so that it returns to the captain as soon as possible.

Option: at the beginning of the game, the children standing opposite have the ball, and the balls are passed in one direction.

"Catching up on the march." Two teams line up on opposite sides of the court, facing each other. The boundaries of the site are marked. At the teacher’s direction, one of the teams approaches the other, maintaining alignment in the line, then, at the teacher’s signal, runs away to its side, and the standing team catches up. Those who are greasy are counted. Then the other team goes, etc. The team that catches more players from the other team wins.

Relay race “Rope under your feet”. Two teams are located in columns, one at a time. In front of them (2 m) is the starting line. The first numbers stand near the line with short jump ropes in their hands. At the teacher’s signal, they run forward, run around the counter (15–20 m from the starting line and return back, where the second numbers are already waiting for them. The first number gives the second one the end of the rope, and they, moving along the sides of the column, pass the rope under the feet of the players The players jump over, then the first number stands at the end of the column, and the second runs to the stand, runs around it and with the third carries the rope, etc. The team that finishes the dash first wins.

« Pioneer ball." The players are divided into two teams and located on both sides of the volleyball court. A volleyball net or rope is stretched between teams at a height of 2 m. Each team has a ball (volleyball). The task of those participating in the game is to throw the ball to the opponent’s side. Each team tries to do this so that both balls are on the opponent’s field at the same time. You are allowed to run with the ball all over the court, you can hit it, pass it to each other, and the ball can touch the ground. Errors: the ball, after being thrown, went beyond the opponent’s court and passed under the net. The game continues until 10 points. A point is counted when there are two balls on the court and for mistakes made.

Relay race "Typesetter". Two teams sit on benches. For each, a typesetting canvas is hung on the gymnastics wall or fence, and a set of letters lies on the floor or in a box. The teacher explains the task of typing. Then one player from each team goes to the starting line. At the teacher’s signal, they run to the typesetting canvas and the cash register, find the desired letter, insert it into the typesetting canvas, return back and touch the player’s hand. The second ones do the same. The team that finishes the set faster wins (for example, “Pioneer is an example to all the guys”).

Option: the player, having placed his letter, looks for the next one and upon returning passes it to the next player.

Relay race with dribbling the ball. The players are divided into two or three teams and line up in a column behind the starting line, one at a time. The first players of each team have a ball in their hands. At the teacher's signal, they dribble the balls, hitting them with one hand. Having reached the post, the players run around it to the right (left), return back and pass the ball to their friend by hitting the ground. He takes the ball and performs the same task, etc. The team that finishes the relay earlier than the others wins.

Option: dribble the ball with your right (left) hand, avoiding obstacles (posts, clubs).

“Don’t give the ball to the driver.” The players form a circle. The driver in the circle. Players throw the ball in different directions. The driver tries to catch the ball or touch it with his hand. If he succeeds, then the driver becomes the player who has last time there was a ball, and the former driver takes his place.

Variation: throw the ball in a certain way.

"The odd one out for a walk." Players playing in pairs, holding hands, walk in a circle. Two drivers: one runs away, the other catches up. The runner, fleeing persecution, takes the hand of one of the pair, and the other becomes redundant and runs away. If the person catching up with him makes fun of him, they change roles.

“Gain time with long throws.” The players are divided into two teams, each team, in turn, into two groups. Stand on the starting line: on the right is a group of one team (2-3 m apart from each other), and on the left is a group of another team. These are runners. The throwers stand 2 m behind them, and the throwers of the other stand behind the runners of one team. Each thrower has a small ball (medicine, simple rubber or tennis), teams must have balls different color. At the teacher's signal, throwers throw the balls as far as possible. Runners rush forward to get the balls, take the balls of their team's color and quickly return to the start line, which has now become the finish line. The team whose runners reach the finish line with the balls faster wins one point. Then the players change places and the game continues.

"Climbers". An obstacle course is set up in the hall depending on the availability of equipment. It may include: a gymnastic wall - a rock along which you need to climb to the top; a conventionally marked ditch that you need to jump over; a series of hummocks - you need to cross the swamp along them; a rope stretched on racks - you need to jump over or crawl over it, and other obstacles. Students are divided into two, three or four groups of climbers (depending on the number of students in the class). By lot, the first group sets out on the route, the rest carefully observe. After completing all the tasks, the first group sets off on the route with the second, then the third, etc. The teacher evaluates the actions of each group, announces the places of the groups, notes the best performance and failures. Overcoming obstacles can be voluntary or on assignment, in accordance with the completed program material.

Every mother wants to see her baby smart and successful person. However, this requires a lot of effort. And you need to start working with the baby from the very early years. An excellent element of teaching and raising a child is outdoor games. I would like to talk about this in this article.

For the youngest (2-3 year olds)

One should not think that a child who has only recently learned to walk does not need a wide variety of games. Quite the contrary, the more the baby plays, the sooner he will develop not only mentally, but also physically. The first block of games provided below is intended for children one and a half to three years old.

Hen and chicks

When considering outdoor games in the fresh air, you should definitely pay attention to a rather simple but interesting game for two-year-old children, which is called “Hen and Chicks.” To organize it you will need one adult and several children (from two kids or more). An adult (mother chicken) stands in the center of the area or circle and begins to call the baby chickens:

Where, where, where, where,

All the chickens, all here!

Come under my wing quickly!

Where has everyone gone?!

Under these words, the kids should run to their mother chicken. You can continue playing like this until the kids get tired of it. For more interest, you can put pre-prepared masks on the children and the mother chicken.

Scarf and ball

What other outdoor games are there for two-year-olds? So, for the next game you will need some props: a ball and a fairly large scarf. The mother places the ball on the scarf and lifts it together with the child (the mother holds two corners and the baby holds two corners). Next, you need to shake the handkerchief so that the ball jumps as high as possible. The baby's task is to run after the ball and bring it back. You can play until the little one gets bored.

Round dance

We next consider outdoor games. A child’s 3 years is a time when the baby already understands everything and happily plays everything that is offered to him. And it’s worth saying that at this age children really enjoy various group fun activities. Why not have a round dance with the guys? To do this, all the children and the adult leader take their hands and begin to walk in a circle. At the same time, the presenter says:

We walk, we walk, we dance in a circle

For once: sit down

On two: stood up

On three: bent over

On four: turned

At five: let's go single file

At six: become a circle

At seven we will meow

At eight o'clock we'll crow

At nine: let's run

At ten: let's lie down!

If it's summer, on the count of ten, children can simply sit or fall on the grass. The counting table can be changed at your discretion. The main thing is that the children repeat what the presenter says.

Baby crocodile

What other outdoor games will appeal to the youngest children? So, you can play “Children’s Crocodile”. To do this, the adult must ask the kids simple riddles, and the children must show the answer. Example: mustache-striped, meows, loves fish (cat). The child should say “meow” and perhaps show some kind of cat-like movement. And so on. By the way, it will be more interesting if an adult chooses riddles in rhymed form; kids really like rhymes.

For children of middle kindergarten age

The older the child gets, the more complex games he will be interested in. A 4-year-old child will no longer be particularly interested in running under his mother hen’s wing. In this case, outdoor games for children will be somewhat different than those listed above.

frogs

This is quite an exciting game that is suitable for 4-5 year olds. To do this, you need to choose a leader from the crowd of children (who, however, will change periodically). The leader stands in front of the entire group of children. His task is to transfer the kids from one swamp to another. To do this, the child will jump. However, each jump must be different from the previous one. First, you can jump with your hands on your belt, then keep your hands along your body. The third time - touching your hands to the floor. And so on, as far as the child’s imagination goes. The children must repeat all the movements after the leader. When the toads get to another swamp, everyone must say “Kwa-kwa” together. Now the leader changes, and the children return back in the same way. The leader becomes the one who, in the opinion of the teacher or adult observer, performed the movements best.

Ball games

When choosing outdoor games for children, it is worth remembering that some of them will require props. Now I would like to tell you what games you can play with a four-year-old child if you have a ball:

  1. For accuracy. A box is placed a couple of meters away from the child, into which the child must hit the ball. If a child gets in, he needs to be encouraged. If not, punish (for example, force him to sit down a couple of times). You can play as a couple with a child, or with a crowd of kids who will simply take turns throwing a ball into a box, competing with each other.
  2. Edible-inedible. You need to stand opposite the baby and, throwing him a ball, name the object. If it is edible, the baby should catch the ball. If it's inedible, cut it off.
  3. Football. You can even play together with your child, simply passing the ball to each other. Children really like it, the game can drag on for a long time.

Competition

What kind of outdoor games are there in kindergarten? So, why not play a sports competition? Moreover, organizing them is quite simple. To do this, you need to draw a straight line on the asphalt with chalk. Children must jump along it in one direction on one leg, and back on the other. The winner is the one who never puts his raised foot on the asphalt.

Kvach

What other outdoor games are there? The baby is 4 years old - this is the time when the child is already sufficiently developed for various physical activity. Well, it’s no secret to anyone that at this age kids love to run. A great game for them called “Kwach”. You need to choose one child who will catch up with the rest. When the leader catches up with a certain kid, he must touch him and say: “You are a kvach!”, which means that the leader has changed. You can play like this almost indefinitely, until the kids themselves get tired of it.

Games for older kindergarten age

With age, children's outdoor games become more complex. And for 5-6 year old children they will be even more difficult than for children of the previous age period. However, at this age, you can already play almost anything with kids: children are well prepared physically, and their mental development allows them to fulfill the conditions of almost any outdoor game.

"Two Frosts"

Children love all seasons equally. Therefore, it’s good to play so-called winter outdoor games with them in the summer (i.e., those games where you can remember winter). For this fun you need to choose two hosts: Frost - the Red Nose, and Frost - the Blue Nose. They stand in the center of the site. The goal of the other children is to run from one side to the other without the Frosts touching them. Anyone touched by Frost remains in place and is considered frozen. In this case, the child should spread his arms to prevent other children from running over to the other side. You can play until an hour until there is only one player left, who will be considered the winner.

Brook

When looking at outdoor games for children, why not remember such fun as “Stream”. To do this, the children are divided into pairs. Couples should stand behind each other, holding hands and raising them up. A corridor is formed along which the leader will run. His goal: to take the hand of a friend he likes and stand with him at the beginning of the stream. Now the freed player becomes the leader. The game can continue for so long until the kids get bored.

Marine figure

What outdoor games can you play in kindergarten? So, why not play Sea Piece? To do this, a presenter is selected who will pronounce the following words to the crowd of children:

The sea is agitated - time!

The sea is worried - two!

The sea is worried - three!

Marine figure, freeze in place!

At the same time, all children should freeze in the form of sea inhabitants: animal plants. Whoever laughs at this is eliminated from the game. If desired, the phrase “sea figure” can be changed to the phrase “forest figure”, etc.

Hide and seek

What kind of games are there on the street (active, fun)? Why not play the familiar hide-and-seek game around? Moreover, children really like this fun. Everything is simple here: the presenter closes his eyes, recites a certain counting rhyme (for example: 1-2-3-4-5, I’m going to look! Whoever didn’t hide is not my fault!). At this time, all the children are hiding. Whoever the presenter found last won.

Magic word

What kind of outdoor games can you come up with in a group? Why not play magic word? To do this, the children stand in a circle, and the leader is in the center. He must give commands to the players. For example: “Everyone stood on one leg!” or “everyone closed their eyes!” If the leader says the magic word “please”, this command must be carried out. If the magic word does not follow, there is no need to execute the command. Those who still listened to the presenter, without hearing the magic word, are eliminated from the game.

"Little Red Riding Hood, White Feather"

Why not remember children's outdoor games that have existed for a long time? So, at all times, children loved to play “Little Red Riding Hood, White Feather.” For this game, children are divided into two identical teams. Each team lines up and uses their hands to form a strong chain. Now the captain must shout to the opposing team: “Little red riding hood, white feather! I call (child’s name) and no one else!” In this case, the goal of the called player is to break the chain from the hands of the enemy team with a running start. If this is successful, he takes one person to his team. If not, the losing team loses its turn. The group of children with the most children at the end of the game wins.

Colors

What other outdoor games are there? Children can play Colors. To do this, you need to choose one leader. He will have to say the following phrase: “Everyone must touch yellow color! In this case, the children must touch the yellow object that is nearby. It could be a decorated wheel on the playground, a friend’s jacket, a flower. Those who fail to complete the task are eliminated. Next, the presenter names the next color. The game continues until all the colors are mixed.

Caught a fish

We look further at outdoor games (5 years old children). Kids can play a game called “Catch a Fish.” Three players join hands, forming a net. Their goal: to catch fish (other players) in a net. The caught fish becomes part of the net and helps to catch the rest. And so on until the last player.

Broken phone

Very fun game for children - a damaged phone. The kids stand in a row. The first of them whispers a certain word in the ear of the nearest player. He then relays what he heard. The result that the last player will give will be very interesting. It is unlikely to coincide with the word that the first player whispered into the ear of his neighbor.

Day Night

We next consider children's outdoor games (6 years old children). At this age you can play the game “Day-Night”. For this purpose, a leader is selected - Owl. All the other kids are field mice. When the teacher says “Day,” the children run and frolic. When the word “Night” is pronounced, the kids should freeze in one place. This is where the Owl (who sleeps during the day) comes into play. Her goal: to walk between the players and see who laughs or moves. The person found is eliminated from the game and is located next to the Owl's nest. It’s interesting, but behind the Owl’s back, when she can’t see, the kids like to deliberately move and even make faces.

Catch and guess

This is a very interesting outdoor game for kids. Here you need to choose one driver who needs to be blindfolded. Its goal is to catch the player and guess by feeling who he caught. If the driver guesses correctly, he is replaced by the caught person. If not, the game continues.

Snow fight

This is a fun activity game that can be played in a group. kindergarten. To do this, you must first prepare snowballs from paper. The more there are, the better. Next, the children are divided into two teams. The teacher gives the command: “Fight!” At this time, the kids must throw the clods to the side where the other team is located. Those with fewer snow balls win.

Jumpers

For this game you need to choose one driver, who stands in the center of the circle formed by other players. Necessary equipment: jump rope. The leader squats and begins to spin the rope in a circle near the floor. Players must jump over it. Whoever gets caught is out of the game. Each round increases in complexity: the height of the skipping rope rotated by the leader increases.

"Owl"

Goal: learn to stand still for a while, listen carefully.

How to play: The players sit freely 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 took it wins larger number playing.

"Homeless Hare"

Goal: 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"

Goal: learn to jump softly, bending your knees; run without touching each other, dodge the catcher.

Progress of the game: A “chicken coop” is outlined on one side of the site. 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"

Goal: learn to move silently.

Progress of the game: Children are divided into groups of 4-5 people, divided into three groups and lined up. 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"

Goal: to teach ease of movement, to act after a signal.

Progress of the game: Before the game it is necessary to show all the game movements. 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"

Goal: 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"

Goal: 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"

Goal: teach to listen carefully to the text; develop coordination in space.

How to play: Zhmurka 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?

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"

Goal: to 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?”

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"

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

How to play: 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!"

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

How to play: Place a cord 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"

Goal: develop agility and speed.

Progress of the game: Using a counting rhyme, 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”

Purpose: to teach 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?”

Goal: 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"

Purpose: to teach 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,

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

"Beetles"

Goal: 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, I buzz, I buzz: zh-zh-zh.” 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"

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

Progress of the game: The teacher distributes multi-colored 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”

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

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

"Wintering and migratory birds" (Russian traditional)

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

Progress of the game: Children put on 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 folk)

Goal: develop dexterity and speed of reaction.

Progress of the game: The 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!

Swallow: - The swallow flies and catches the bees.

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

"Dragonfly Song"

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

Progress of the game: Children stand in a circle, pronounce 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"

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

How to play: 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, beware.

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"

Goal: develop attention, 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 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” crawl out of the water.

"Hare Hunt"

Goal: to develop attention, agility, 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"

Goal: to entertain children, to 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"

Goal: develop dexterity and attention.

Progress of the game: Children (sparrows) sit on a bench (in nests) and sleep. In response to the teacher’s words: “Sparrows live in a 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. To the words of the teacher: “They flew to the nest!” - return to their places.

"Bunny"

Goal: develop agility, 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"

Goal: develop fast running and agility.

How to play: 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"

Goal: to develop dexterity and the ability to transform.

Progress of the game: The “bear” child squats and dozes. 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"

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

Progress of the game: The driver is selected using the counting table. 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? The 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"

Purpose: to teach how to navigate in space; develop attention.

Progress of the game: A line is drawn at one end of the court. 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, that is, imitate the appropriate movements and say: “There is a 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 is repeated.

"Migration of Birds"

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

Progress of the game: 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...”

Goal: to 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!”

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

How to play: 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.



 
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