Outdoor games in a physical education lesson in elementary school. Outdoor games for primary school students

Features of sports games for schoolchildren aged six to fifteen years

As a rule, games of a sports nature are usually divided by the presence / absence of equipment, the number of participants, the level of specific physical fitness or intensity, as well as the territory occupied by the game, winning goals, scoring system, plot, etc. Sport games it is recommended to alternate between each other, and between the periods of the game to take a 10-minute break.

Conditional classification of games for schoolchildren

Physical games for kids school age are divided into: reaction games, which include tug games (power games), catch-up games, search games, relay (competitive), ball games (for accuracy), jumping games.

Team games for schoolchildren

"Herd"

Children are divided into 2-3 wolves, 1 stallion and several foals. All the remaining children join hands, forming a corral where the foals are. A stallion should walk around this pen and guard it. The wolves at this time should get into the circle, but if the stallion knocks down the reckless wolf, he is out of the game. The game lasts until the stallion "neutralizes" all the wolves or the wolves "drag all the foals.

Features of the game: helps to develop team feeling, speed and reaction.

The inventory is missing.

"Kangaroo"

Children should be divided into two teams of different number of members who will compete in jumping on one leg, while holding a glass of water in their outstretched hand. The child runs around the circle and passes this glass to the next participant. The team that has the fastest passing speed and the largest volume of water in a glass will win.

Features of the game (relay race): development of dexterity, coordination.

Inventory: a glass of water, flags or skittles, which indicate the distance.

"Pull-push"

The competition includes a run of 20-30 meters. Each pair of participants stands with their backs to each other, holding hands. The goal of the participants is to run to the finish line in such a position and return back. The difficulty of the game is that one player runs backwards while the other runs backwards. Play the game step by step until the winning pair is determined.

Features of the game (pair relay race): development of speed, coordination.

Inventory: flags that indicate the distance.

Sports games aimed at the personal victory of the participants

"The Frogs"

Two children are given 2 sheets of paper. After that, they will have to go through a conditional swamp along the so-called bumps. We put the first sheet at the start, the child stands on it with two legs, we lay the second sheet in front of him. Having stepped on it, the participant must shift the second sheet forward, etc. The essence of the game: to quickly get to the agreed place and return to the start. The game includes paired circles in the amount of 3-4, up to 10 minutes.

Features of the game (competitive): development of speed, coordination.

Inventory: A4 paper, flags indicating the distance.

"Crabs"

Two children, with their arms apart, should squat down, then move sideways with alternating steps. Goal: get to the conditional finish line and return back. You can complicate the task with the help of a ball, which each of the participants will roll in front of them with one hand. The game includes paired circles in the amount of 3-4x, up to 10 minutes.

Features of the game (competitive): dexterity, speed, coordination.

Inventory: tennis balls, flags that indicate the distance.

"Fishermen"

A thread (1.5 meters) is attached to each of the participants on the belt, on which balloon. Purpose of the game: to catch a lot of fish (burst Balloons other participants, while making sure that the opponents do not burst your balloon). The game continues until a winner is determined.

Features of the game (chasing without a driver): development of dexterity, speed, reaction.

Collection of outdoor games for children of primary school age. 1-4 grade INTRODUCTION This collection includes outdoor games that can be used in physical education lessons in primary school, as well as in the preparation of various scenarios for sports holidays in the form of competitions and relay races. Many games can be included in the calendar-thematic planning as outdoor games in cross-country training, track and field training, gymnastics and when planning the variable part. work program. Hunters and ducks

Purpose of the game: development of the eye, dexterity.

A circle with a diameter of 5-8 m is drawn on the playground (depending on the age of the players and their number).

All players are divided into two teams: "ducks" and "hunters". "Ducks" are located inside the circle, and "hunters" behind the circle. The Hunters get the ball.

On a signal or at the command of the teacher, the “hunters” begin to knock out the “ducks” with the ball. The “killed ducks” that were hit by the ball are out of the circle. The game continues until all the "ducks" from the circle are knocked out. While throwing the ball, the “hunters” must not cross the circle line.

When all the "ducks" are knocked out, the teams change places.

Game option: 3-4 “hunters” are selected from among the players, who stand at different ends of the site. Each "hunter" has a small ball. The players scatter around the court, but do not go beyond it.

On a signal or command from the teacher, all the players stop in their places, and the “hunters” aim and throw balls at them. Players can dodge a flying ball, but they cannot leave their place.

Knocked out "ducks" are out of the game. The “hunter” who knocked out the nai wins more"ducks".

Catch - drop!..

Purpose and nature repeats the game Catch the ball».

On the playground, children form a circle, standing at arm's length from each other. In the center of the circle there is a teacher who, in turn, throws the ball to the children, and then catches it from them, while uttering a rhyme:

"Catch, throw,
Don't fall down!.."

The teacher pronounces the text slowly so that during this time the child has time to catch and throw back the ball.

The game starts from a small distance (the radius of the circle is 1 m), and then gradually this distance increases to 2-2.5 m.

The teacher marks the children who have never dropped the ball.

Fishing rod

Purpose of the game: development of dexterity, coordination of movements.

A leader is selected from the total number of players. The rest of the players stand in a circle with a diameter of 3-4 m.

The driver becomes the center of the steep. He is holding a rope 2 m long with a bag of sand tied to the end. The driver rotates the rope so that the sandbag flies above the floor at a height of 5-10 cm.

Each of the players must jump and skip the flying bag. The one whom the driver touches with a flying bag receives a penalty point. The total number of penalty points is calculated after the bag has completed 8-10 full circles. The winner is the one whom the rope has never touched on the legs.

After changing the driver, the game starts over.

Swan geese

Purpose and nature Trap"(salka, tag).

Two lines are drawn on the playground at a distance of 15-25 m (depending on the age of the players). From among the players, a "wolf" is selected (less often - two), which stands between the lines. Behind one line are the rest of the participants - "geese", and behind the other - the teacher.

The teacher addresses the geese: “Geese-geese!”

Geese answer:

- Ha-ha-ha!
- Do you want to eat?
- Yes Yes Yes!
- Well, fly!
- We can not! The gray wolf under the mountain won't let us go home!
- Well, fly, beware of the evil wolf!

After these words, the geese rush home from one line to another, and the wolf (wolves) who ran out tries to catch (“tarnish”) as many geese as possible. The wolf takes the caught geese to its lair.

After two or three such “flights”, a new wolf is selected, and the captured geese return to the game, which starts over.

Carp and pike

Purpose and nature reminiscent of the game Trap».

The playing area is divided by two lines at a distance of 10-15 m from one another. From the players, the driver is selected - "pike", and the rest of the participants in the game - "carp". The driver - "pike" is in the center, and "carp" are located on one side of the site behind the line.

On a signal or command from the teacher, the “carp” run across to the opposite side, trying to hide behind the line, and the “pike” catches them by touching them with their hand.

When 3-4 "carp" are caught, they form a net, holding hands. Now, running from line to line, the playing "carp" must run through the seine (under their hands).

When 8-10 people are caught by a pike, they form a circle-basket, and the rest of the crucian carp must run through it (pass twice under the arms).

When 14-16 people are caught, they form two lines, holding hands, between which the rest of the carp must pass, but a pike stands at the exit and catches them.

The winner is the last carp caught.

Lace

Purpose and nature Traps» (« Fifteen»).

Of the playing children, two are chosen: one is a "shuttle", the other is a "weaver". The rest of the children become pairs, facing each other, forming a semicircle. The distance between the pairs is 1-1.5 m. Each pair holds hands and lifts them up, forming a "gate".

Before the start of the game, the “weaver” stands at the first pair, and the “shuttle” at the second, etc. At the signal of the teacher (clap, whistle) or at his command, the “shuttle” begins to run like a “snake”, without missing a single gate, and the "weaver", following his path, tries to catch up with him.

If the “shuttle” manages to reach the last pair of the semicircle and is not caught, then it, together with the “weaver”, becomes the last pair, and the first pair starts the game, distributing the roles of the “shuttle” and “weaver”.

If the “weaver” catches up with the “shuttle” and manages to “stain” it before it reaches the last pair, then it becomes the “shuttle” itself, and the player who was the “shuttle” goes to the first pair and chooses a pair from the two. With this player, he forms a pair at the end of the semicircle, and the one left without a pair becomes the "weaver".

Rules of the game: The game ends when all pairs have run.

grandpa horn

Purpose and nature is a kind of game Trap».

Two lines are drawn on the playground at a distance of 10-15 m. A circle with a diameter of 1-1.5 m is drawn between them in the middle to the side.

From among the players, the leader (“tag”) is selected, but he is called the “grandfather-horn”. He takes his place in the circle. The rest of the players are divided into two teams and stand in their houses behind both lines.

The driver loudly asks: “Who is afraid of me?”

Playing children answer him in chorus: “No one!”

Immediately after these words, they run from one house to another across the playing field, saying:

"Grandfather-horn,
Eat a pie with peas!
Grandfather-horn,
Eat a pie with peas!”

The driver runs out of his house and tries to “tarnish” (touch with his hand) the running players. The one whom the driver "tarnishes" goes with him to his house-circle.

When the children run from house to house and take their places, the game resumes, but there are already two drivers.

Rules of the game: the game continues until there are three or four players not caught.

try catch

Purpose and nature is a kind of game Trap».

Two lines are drawn on the playground, behind which are the "houses" of the players. The distance between the lines is approximately 6-10 m. A “trap” (leader) is selected from among the players, who takes a place between the two lines.

The rest of the players stand at the line and rhyme in unison:

We are funny guys
We love to run and play.
Well, try to catch up with us.
One, two, three - catch! ..

After pronouncing the word “catch”, the children run across to the other side of the playground, and the trap seeks to catch up with those who are running and “touch” them (touch with their hand). The player who was touched by the trap before he crossed the line is considered to be caught and steps aside, sits down near the “trap”.

Rules of the game: after two or three runs of children from line to line, the number of players caught is counted, and then a new trap is selected:

    during the game it is desirable to determine the best trap.

Who quickly?

Purpose of the game: skiing training (in junior classes) different ways.

On a playground covered with snow, the “start” and “finish” lines are marked with a distance of 25-30 m between them.

3-5 players line up at the start line at a distance of 1.5-2 m from each other and, at the signal or command of the teacher, they start skiing. The winner is the one who crosses the finish line first.

Game options:

    races can be carried out with the help of sticks or in a sliding step without them, determining the winner based on the results of two races;

    you can play the game by dividing the children into 2-4 teams with an equal number of participants, in the form of a relay race.

squash the mosquito

Purpose of the game: teaching the main types of movement (jumping), developing coordination of movement and dexterity, training the eye.

On the playground, children form a circle with a diameter of 4-5 m, stand at arm's length from each other. The teacher is in the center of the circle. He has a rod in his hand, the length of which should be equal to the radius of the circle. A bright ribbon or handkerchief (“mosquito”) is tied to the end of the rod on a rope up to 0.5 m long. The teacher holds the rod so that the “mosquito” is 5-10 cm higher than the outstretched arms of the child, and, smoothly moving the rod in a circle, makes the “mosquito” fly.

The task of the children is to bounce on the spot and be able to "slap a mosquito" with two palms.

Rules of the game: children must jump on two legs or push off with one foot, which depends on the conditions of the game. The child should not leave his place in the circle in pursuit of a mosquito. If the child managed to swat the “mosquito”, then the movement of the “mosquito” stops until the child releases it. The educator notes the most dexterous, who managed to “swamp a mosquito”.

Ball in a circle

Purpose of the game: learning to move in water, developing dexterity, the ability to throw a ball.

The game is played in a pool or in a limited area of ​​​​a reservoir with a waist-deep depth for playing children.

A leader is selected from among the playing children. The rest of the children stand in a circle at arm's length from each other. The driver becomes the center of the circle.

At the signal or command of the teacher, the children begin to throw the ball to each other across the circle, and the driver tries to catch it. If the driver catches the ball, then he takes a place in the circle among other players, and the child who threw the ball takes the place of the driver.

Rules of the game: while throwing (throwing and catching the ball), you can take a step forward or backward, fall into the water, but not pull the ball out of the hands of another; you can't push.

Day and night

Purpose of the game: development of strength endurance, speed of reaction.

Two lines are drawn on the playing field at some distance from each other. Boys line up on one line, girls line up on the other. Between them is the leader. The boys' team is "night", the girls' team is "day". At the command "Night!" boys catch girls, on command "Day!" girls catch boys.

Rules of the game:"salted" go to the opposing team.

Fifteen

Purpose and nature is a kind of game Trap”, but instead of a “trap” of playing children, a “tag” catches.

Boundaries are marked on the playground (lines are drawn or flags are put), beyond which playing children cannot go. Of all the children playing, one is selected - “tag”. He stands in the center of the playground, and the rest of the children run around the playground.

At the signal of the teacher: “Catch! ..” (clap hands, whistle, etc.), the game begins. Children run around the playground, and the “tag” tries to catch up with someone and touch it with his hand (“tarnish”). The child who was “tarnished” leaves the playground. After the “tag” manages to “tarnish” 3-6 playing children, the teacher can stop the game and replace it with a new “tag”.

Game option: the very first child whom the "tag" managed to "tarnish" becomes the "tag", and the "tag" takes its place.

Frog

Purpose of the game: training in long jumps in water, strengthening the musculoskeletal system.

The game is played in shallow water, where the depth reaches the child's knees.

Before the start of the game, the teacher shows the children how the frog jumps, and then offers to repeat.

Standing in the water, the child crouches deeply, then, sharply straightening his legs, pushes them off the bottom and makes a jump, stretching his arms forward. During the jump, the legs are pulled up to the arms. The child falls on both legs.

After mastering the technique of jumping, the teacher can arrange a competition between 3-4 "frogs", which of them will jump further in 3-5 jumps.

Who's next?

Purpose and nature reminiscent of the game Frog».

Children line up in one line at arm's length from each other at the very edge of the water. On a signal (clap hands, whistle, etc.) or the teacher's command, the children take turns or simultaneously, pushing off with both legs, jump into the water, trying to jump as far as possible. The winner is determined after 2-3 attempts.

Game option: from the water's edge, the child makes not one, but three jumps in a row, two of which are already standing in the water.

Who's next?

Purpose of the game: child learning to run with a rope.

A line is drawn on the playing field. At the same time, 2-4 children with short ropes can participate.

At the first signal of the teacher, they start running, jumping over the rope through each step, and at the second signal (after 1-1.5 minutes) they stop. The child who is in front wins.

Game option: on the playground there are two parallel lines at a distance of 4-3 m (depending on the age and ability of children): start and finish lines.

At the start line there are 2-4 children with jump ropes, who start running at the signal of the teacher. The first child to cross the finish line wins.

Who's next?

Purpose of the game: sliding on ice while maintaining balance, development of accuracy, eye.

An ice track 5-7 m long is “rolled out” on the playground. A cube (puck) is placed at a distance of 1.5 m from the beginning of the track. Children in turn, running up from a distance of 2-3 m, slide along the path on the sole of the shoe and try to move the cube as far as possible when sliding with their foot.

The winner is the player who moved the cube the farthest.

Game option: if after the first attempt the cube is still on the ice track, the players are granted a second attempt. Moreover, the player who did not move the cube in the first attempt is eliminated from further competitions.

White bears

Purpose and nature is a type of game Traps».

In the middle of the playground, a circle or an oval is drawn, which depicts an ice floe. From among the players, two "polar bears" are chosen, who stand on the "floe". The rest of the players walk freely and run outside the "floe" on the playground.

At the signal of the leader (whistle, clap, etc.) or at his command, the “polar bears” go “hunting”. They walk, holding one opposite hand (left-right) and try to grab one of the players playing with their free hands. They take the caught player to the ice floe. When there are two caught players on the ice floe, they become the second pair of “polar bears”.

The game ends according to the agreement: when most of the players have become "polar bears" or when 2 - 3 players remain on the playing field.

Snake (Swipe the ball)

Purpose of the game: learning to dribble (with feet, stick, hands), bypassing obstacles, developing dexterity and coordination of movements.

A line is drawn on the playing field. Perpendicular to it, 8-10 objects are placed in a row (pins, cubes, pegs driven into the ground, etc.) at a distance of 1 m from each other.

At the signal or command of the teacher, the child must dribble the ball with his foot from the line, bypassing all the objects with a “snake”, now to the right, then to the left, without ever losing the ball and not knocking down a single object.

The winner is the player who passes the "snake" without errors.

Game option:

    you can make two identical "snake" lines at a distance of 2 m from each other and simultaneously hold a speed competition between two participants;

    the child will lead a small ball from the line with a stick, bypassing the “snake” objects;

    the player will drive the ball from the line, bypassing all the objects of the "snake", while hitting it on the floor or ground.

Relay with balls

Purpose of the game: learning to quickly and accurately pass the ball to another player, developing dexterity and coordination of movement.

A line is drawn on the playground. Playing children are divided into 2-3 teams with an equal number of players. Teams stand at the line in columns at arm's length one after another. The distance between the columns is 1-1.5 m. The legs of the players are spaced shoulder-width apart. The child standing first in the column holds the ball in his hands.

At the signal of the teacher (clap hands, whistle, etc.) or his command: “Up! ..” or “Raise your hands! ..” all children raise their hands up, and the first child passes the ball over the head to the second, the second - to the third, etc., until the ball receives last child in a column. When the ball gets last player, then he runs and gives the ball to the teacher.

The team whose player first gave the ball to the teacher wins.

Game options:

    first, the ball is passed from the top from front to back, and then in the opposite direction: from back to front, and therefore the player who is standing first gives the ball to the teacher;

    the ball is passed back down between legs wide apart;

Summing up the game, the teacher notes the clarity team game.

Don't drop the ball

Purpose of the game: learning in a playful manner jumping and running, agility and coordination of movements.

On the playground, two parallel lines are drawn at a distance of 4-6 m (depending on the age of the children playing).

Playing children are divided into 3-4 teams with an equal number of participants. Teams line up in a column at the first line at a distance of 1.5 m from each other. Everyone standing first receives the ball and pinches it between their legs.

At the signal or command of the teacher, the children begin to jump on two legs to the second line. After crossing the line, they take the ball in their hands, run back, pass the ball to the next player, and themselves stand at the end of the column.

The team whose last player crosses the "start" line first with the ball in their hands wins.

Game option: on the second line for each team they put a landmark around which the child should jump, and then also jump back with the ball sandwiched between the legs to the first line, passing it to the next player behind the first line.

Hares in the garden

Variety " Traps”, but the “dog” acts as a “trap”.

Before the start of the game, the “dog” is selected from among the players or the teacher appoints. The rest of the children are "hares". On one side of the playground, circles up to 50 cm in diameter are drawn - these are the “mink houses” of hares. On the opposite side of the site (at a distance of 10-15 m), another circle is drawn with a diameter of 1.0-1.5 m - this is the "dog" booth.

Located between the "minks" and the dog's booth, the playground is a garden with beds. If desired, it can be marked with dashes or circles of the beds.

At the first signal of the teacher, the "hares" run out of the minks and run into the garden, jumping over the beds. There they feast on carrots, cabbage ...

The teacher gives a second signal or command: “The dog is running! ..” After that, the hares rush to get to their “burrows”, hide in them, and the dog tries to catch the hare, “salting” it ”(touching him with his hand). The caught hare goes to the dog's booth and no longer takes part in the game.

When 3-6 “hares” are caught, the teacher can choose another “dog” from those playing, and the caught “hares” return to the game again, which starts over.

cat and mice

Variety of game Trap”, but the “cat” acts as a “trap”.

A line is drawn at the edge of the playground, behind which circles are drawn or hoops are placed - “mink houses of mice”. At a distance of 5-8 m from the line, a “cat” sits on a stump or on a chair, and the mice settle in their “minks”.

Showing the beginning of the game, the role of the cat is played by the teacher, and then the “cat” is selected from the playing children. When everyone has taken their seats, the teacher turns to the “mice” children: “The cat is sleeping! ..” You can use rhyming:

The cat guards the mice
Pretending to be asleep...

After these words of the teacher, the "mice" leave their "minks" and begin to run around playing field, come close to the "cat". After a while, the teacher says: “The cat is waking up! ..”

You can use rhyme:

Hush, mice, do not make noise,
Don't wake up the cat!

After these words, the “cat” gets on all fours, stretches, says: “Meow! ..”

This serves as a signal that he begins to catch mice. The cat takes the caught "mice" to its place, and the game starts all over again, but without their participation.

After the “cat” has caught 3-5 mice, the teacher appoints a new “cat”, and the “mice” caught are returned to the game.

Hunter and hares

Purpose of the game: learning to run in a playful manner, developing dexterity and coordination of movement.

From among the children playing, two are chosen: a “hunter” and a “homeless hare”. The rest of the "hares" children draw for themselves on the playground mugs - "houses" with a diameter of up to 50 cm.

Each hare occupies its own "house"-circle. The teacher gives a signal by which the hunter begins to pursue the "homeless" hare. Running away from the hunter, the “hare” winds between the houses, and then suddenly it can jump into any house and stand behind the back of the “hare” living there. At the same moment, this "hare" turns into a "homeless man", must leave the "house" and run away from the hunter now chasing him.

As soon as the hunter caught up with the hare and touched it with his hand, they change places: the hare becomes the hunter, and the hunter becomes the hare.

Game option: the total number of hares decreases, and instead of circles, “houses” for “hares” are children, 3-4 holding hands.

They open the “doors” (raise their hands) in front of the “homeless hare”, letting him into the house, and close it in front of the “hunter”. At the same time, the hare that was in it leaves the house through other “doors”. Otherwise the game is on by the same rules.

Don't get caught...

Purpose of the game: learning in a playful way to walk, run, develop dexterity, coordination of movements.

A circle with a diameter of 5-8 m is drawn on the playground (depending on the age of the children playing).

From the playing children, a driver is selected, which is located anywhere inside the circle. The rest of the children stand around the circle at a distance of half a step from the line.

At the signal of the teacher, the children jump into the circle, run around it and jump back out. The driver runs within the circle and tries to touch the players when they are inside the circle. When the driver approaches, each player must have time to leave the circle.

The player who was touched by the driver within the circle receives a penalty point, but remains in the game (or is out of the game). After some time, the teacher calculates the number of penalty points and those players who the driver did not have time to touch. The driver is replaced, and the game starts over.

Game option: You can slightly change the conditions of the game. The first player who was touched by the previous driver within the circle becomes the driver, and the leader takes the player's place.

Burners

Purpose of the game: consolidation in a playful way of running skills, development of dexterity, coordination of movements.

A line is drawn on the playing field. There must be an odd number of players. Of these, one "leader" ("catching") is selected. The rest of the players are built in a column in pairs at arm's length, not reaching 2-3 steps to the drawn line, and join hands.

The leader stands on the drawn line 2-3 steps behind the column of players.

Children in a column say a rhyme:

"Burn, burn bright,
To not go out.
Look at the sky, the birds are flying
The bells are ringing!
One, two, three - run! .. "

After the word "run", the children standing in the last pair run on both sides of the column. They strive to run along the entire column and become the first couple to join hands.

The catcher tries to have time to catch one of them, until the children have time to meet and hold hands. If the catcher (leader) manages to catch one player, then he and this player become in the first pair, and the player left without a pair becomes the “catcher”.

The game ends after all pairs have run once, but may continue. In this case, when all the pairs have run, the column takes 2-3 steps back to the line.

From bump to bump

Purpose and nature it reminds me of a game Through the stream».

Two straight or winding lines are drawn on the playground at a distance of 3-5 m. These are the banks between which the swamp is located. On the surface of the swamp, hummocks-circles are drawn at a distance of 20-30 cm from each other. Children stand on one side of the swamp. Their task, jumping from bump to bump, is to get over to the other side of the swamp. You can jump on one or two legs.

Whoever of the playing children stumbles and gets his foot into the swamp, he is eliminated from the game.

Game option: each of the players playing instead of the painted bumps receives two planks, rearranging which and standing on them, you can cross to the other side.

Don't drop the ball

Purpose of the game: in addition to strengthening walking and running skills, children develop dexterity and coordination of movements.

Two parallel lines are drawn on the playground at a distance of 5-10 cm (depending on the age of the players). These are the start and finish lines.

2-3 players go to the start line at the same time. Each child is given a tablespoon containing a ping-pong ball. The player holds the spoon in his outstretched hand, not holding the ball with his other hand.

At the signal of the teacher, the children begin to move from the start line. Their task is to reach or run to the finish line without dropping the ball. If the player drops the ball in the process of movement, he must pick it up, return to the place where he dropped it, put the ball in the spoon, and only then continue the movement.

The winner is the child who crosses the finish line first and does not drop the ball. It is possible to arrange new races among the winners of each preliminary race.

Game variant: the game can be played in the form of a relay race, when all participants are divided into 2-3 teams, depending on the number of participants:

    the player must carry the ball in the spoon to the finish line, and return by running, passing the spoon and the ball to the next player;

    the player must carry the ball in the spoon to both ends, passing them to the next player.

The team that finishes the relay first wins.

caterpillars

Purpose of the game: training in the form of a game to jump on one leg, the development of coordination of movements.

On the playground, before the start of the game, parallel lines are drawn at the bottom at a distance of 6-10 m (depending on the age and capabilities of the playing children). These are the start and finish lines.

Depending on the number of participants, all playing children are divided into 2-3 teams with an equal number of players.

At the command of the educator, the teams approach the start line and line up in a column one after another with a distance between the columns of 1.5-2 m. Each player bends his leg at the knee. The child standing behind him puts one hand on the shoulder of the one standing in front, and with the other hand holds his bent leg. The last player's leg is simply bent at the knee. Thus, a chain command is formed. At the signal of the teacher, each of the chain teams begins to move forward, moving by jumping on one leg.

The team that quickly overcomes the distance between the lines and crosses the "finish" line wins.

Rivals (Petushki)

Purpose of the game: mastering jumps on one leg, developing dexterity and coordination of movements.

A circle with a diameter of 1.5-2 m is drawn on the playground. Two players stand in the center of the circle facing each other. Everyone stands on one leg (the second is bent at the knee), arms are crossed on the chest.

The game begins at the signal of the teacher: clap, whistle, etc. The task of the player, jumping on one leg and pushing the opponent with his shoulder, is to make him lower his other leg or push him out of the circle.

The game is played in pairs, and the winners of the pairs meet each other.

fish

Purpose of the game: learning in a playful way the types of movement (walking, running), the development of dexterity and coordination of movements.

Before the game, the teacher prepares “fish” from cardboard (length - 15-20 cm, width - 5-7 cm), which are painted in the colors of the playing teams (for example, blue, red and green fish). A thread 50-60 cm long is tied to the tail of each fish.

The game involves the competitive nature of two or three (depending on the number of children) teams with an equal number of participants in each team.

Children line up on the playground and are divided into teams. Each team receives a "fish" of its own color. Each child receives a “fish” in the color of his team and tucks the free end of the thread behind his sock so that when walking or running, the “fish” stretches behind on the thread, touching the floor - “floating”.

After that, the teams enter the playing field. On a signal from the educators, the children begin to walk and run around the playground, trying to step on the opponent's "fish" and at the same time prevent their own "fish" from being "caught". The child whose fish was “caught” (the thread was pulled out of the sock) is out of the game, and the “fish” is taken by the player who caught it.

After the end of the game, the teacher sums up the results. The team that has more uncaught own fish left, but more "caught" foreign "fish" wins.

Rules of the game: during the game, you can not grab a player of the other team with your hands, push, step on the feet of other players.

Who's next?

Purpose and nature this game is close to the game Bring the pouch».

On the playground, two parallel lines are drawn at a distance of 5-8 m (depending on the age of the players).

At the first line, the child leans forward, bending almost to a right angle. A bag of sand or a pillow is placed on his back. In this position, the child must go all the way to the next line without dropping the object from the back during movement.

Rules of the game: correct the object or support it while walking between the lines. A child who has lost the load is out of the game.

Bring the pouch

Purpose of the game: development of endurance and coordination of movements.

4-5 small bags filled with sand are prepared for the game. On the playground, two parallel lines are drawn at a distance of 5-8 m (depending on the age of the players). The teacher sets the task for the children: to go with a bag on their heads from one line to another. At the beginning of the game, the speed of movement does not matter, but a child who drops the bag during movement is eliminated from further play.

After three or four such transitions, the teacher marks the children who have never lost their bag, and also encourages the others.

Rules of the game: it is possible to correct the pouch on the head only beyond the line, but it must not be touched while walking.

Game option: after the children show their skills, the teacher can hold a speed competition between 3-4 players!

From hoop to hoop

Purpose of the game: development of the main types of movement (long jumps from a place), strengthening of the musculoskeletal system, development of coordination of movements.

Hoops are placed on the playground at a distance of 30 cm from each other. In the absence of hoops on the floor or on the ground, circles or squares can be drawn at the same distance from each other. Only 6-8.

Children line up in a column and, at the signal of the teacher, begin jumping on two legs from hoop to hoop, following each other at intervals, without interfering with each other. The child who has finished jumping and reached the last hoop returns at a run and stands at the end of the column.

At the end of the game, the teacher notes the quality of the jump and landing of the children, not forgetting to note the positive participation of all children in the game.

Get to the middle

Purpose of the game: development of dexterity, strengthening the muscles of the hands.

For this game, two round sticks of the same length and the same diameter are taken. The end of a cord 8-10 m long is tied to the middle of each stick, and its middle is marked with a tied bright ribbon. Two players take a stick and move away from each other by the length of the cord so that it is in a taut state.

At the signal of the conductor of the game, the children begin to quickly rotate the sticks with both hands, winding the cord around them, and move gradually forward, keeping the cord taut. The participant who wraps the cord up to the ribbon first wins.

Any number of children can take part in the game. Each time a different pair plays.

Game options:

    The winner gets the right to continue the game with another partner until the first defeat. The participant who won more times is revealed.

    The losers are eliminated, and a competition is arranged between the winners of the pairs, followed by elimination until one winner is identified.

tug of war

Purpose and nature is a kind of game Pulling in ranks».

Two parallel lines are drawn on the playing field at a distance of 1 m from each other. For the game, a thick rope or rope is taken, in the middle of which a bright ribbon is tied.

All players are divided into two equal groups. Each of the teams takes a place behind their own line and grabs the rope so that the bright ribbon is in the middle between the two lines.

At the signal of the teacher or at his command, the players of each team pull the rope in opposite directions, trying to pull the ribbon over their line.

The team that manages to pull the ribbon across the agreed border wins. After that, the game is repeated.

Gobies

Purpose of the game: strengthening of the musculoskeletal system, development of dexterity and coordination of movements.

Two parallel lines are drawn on the playground at a distance of 5-10 m (depending on the age of the children). 3-4 children approach the first line at the same time. In front of each on the line lies the same ball.

At the signal or command of the teacher, the children get on all fours and begin to move to the second line, while pushing the ball in front of them with their heads.

The player who crosses the second line first without losing the ball wins.

Whose ball is next?

Purpose of the game: learning to throw the ball in a playful manner, developing the strength and accuracy of the throw.

A line is drawn on the playground at a distance of 1-2 m from the wall. Behind it, another 3-5 parallel lines are drawn at a distance of 20-30 cm between them.

Children take turns approaching the first line and, at the command or signal of the teacher, throw the ball at the wall, and then the teacher notes for which line the ball that bounced off the wall fell. The child who throws the ball the farthest wins.

planting potatoes

Purpose of the game: development of speed, strength endurance.

Two teams of five people are created. The player standing first is the captain, he holds a bag with five potatoes (pebbles) in his hands. Five circles are drawn at a distance of twenty to thirty paces from each column. On a signal, the team captains run to the circles and plant potatoes, one in each circle, then return and pass the bag to the next player, who, having taken the bag, runs to collect potatoes, etc.

Rules of the game:

    captains start on signal;

    players do not go out of line without a bag. If a potato has fallen, it should be picked up and then run;

    you need to run up to the team from the left side.

Entangled horses (Tyshauly atlar)

Purpose of the game: development of strength endurance, strengthening of the musculoskeletal apparatus of the legs.

A line is drawn on the playground. At a distance from it (no more than 20 m), flags and racks are installed.

The players are divided into three or four teams and line up behind the line. On a signal, the first players of the teams start jumping, run around the flags and come back running. Then the second ones run, and so on.

Rules of the game:

    the team that finishes the relay first wins;

    you should jump correctly, pushing off with both legs at the same time, helping with your hands.

Shepherd

Purpose of the game: development of attention, dexterity, speed of reaction.

A line is drawn on the playground - a streamlet, on one side of which the selected shepherd and sheep gather, on the other side a wolf sits. Sheep stand behind the shepherd, hugging each other by the belt.

The wolf addresses the shepherd with the words: “I am a mountain wolf, I will carry it away!” The shepherd replies: "But I'm a brave shepherd, I won't give it back." After these words of the shepherd, the wolf jumps over the stream and tries to reach the sheep. The shepherd, spreading his arms to the sides, protects the sheep from the wolf, preventing him from touching them. In case of luck, the wolf takes the prey with him. The game starts over, but the roles change.

Rules of the game:

    the wolf crosses the line only after the words of the shepherd "I will not give it back";

    a sheep touched by a wolf must follow the wolf without resistance.

figures

Purpose of the game: development of attention, the ability to respond to a signal.

A leader is selected from the total number of participants in the game. The rest of the players run around the court. The driver walks and says:

"The sea is worried - once,
The sea is worried - two,
The sea is worried - three,
All the figures are in place - freeze!

After these words, all the players stop and freeze in the position in which the driver's team found them. The driver goes around the players and tries to find someone who moves. This player takes the place of the driver, and the rest of the figures are given the command: "Fat off!", And the game continues.

Game option: players who have moved are eliminated from the game, and the game continues with the previous driver until 3-4 players remain.

Salki

Purpose and nature the game is a kind of traps».

Of the playing children, a leader is selected - a salt. The rest of the players line up. The driver goes to the middle of the playground and says loudly: “I am a tag!”.

At this signal, the players scatter around the court, and the driver must catch up and touch the players with his hand (“sock”). The one whom the tart has touched stops, raises his hand and says loudly: “I am a tart!”.

The new tag cannot immediately touch the former leader with his hand. The game can continue, or at the command of the leader, everyone gathers and lines up, and the game starts all over again.

The conditions of the game can be complicated: it is not allowed to “salt” the player if, when approaching the driver, he managed to squat down, or stand on any hill, or join hands with one of the players.

Riders

Purpose of the game: teaching the basic types of movement (walking, running), developing the imagination and discipline of children.

For the game, several thin sticks 50-60 cm long with non-pointed edges are prepared (according to the number of participants in the game). Each child is given such a stick and is invited to sit on it, holding one end with his left hand, and the other end of the stick should slide freely on the floor or ground. A child riding a stick is a "rider on a horse."

At the signal of the educator, the "riders" can walk in a circle, keeping a distance, then slowing down, then accelerating the movement, the rhythm of which is regulated by the educator. "Riders" can "jump" across the entire playing area, swinging their right arm and chasing "digging", they can change the rhythm.

Rules of the game: the main rule is that the “riders” must manage so skillfully that the “horses” do not collide during the movement, do not interfere with the movement of others.

Game option: after a short training of "riders" you can arrange competitions. Two parallel lines are drawn on the playing field at a distance of 5-10 m (depending on the age of the players). At the signal of the educator, the "riders" will have to overcome this distance. The rider who comes first wins.

Firefighters in training

Purpose of the game: development of dexterity, the ability to slide on ice.

Children are divided into 3-4 groups-teams. According to the number of participating teams, a playground is prepared: at a distance of 2-3 m from the starting line, ice paths are rolled according to the number of teams playing, 1-1.5 m long. 40-50 cm, length - 1.5-2 m, top width 25-30 cm. Bells lie or hang at the finish line.

At the signal of the teacher, the first team members run from the starting line. They must slide along the ice path from a short run, go sideways along the snow bank and, successfully jumping, run 8-10 m to the finish line and ring the bell. After the bell rings, the second team numbers start running, etc.

The winner of this relay race is the team that completed all the tasks faster, while avoiding falls on the track and correctly performing deep jumps from the shaft.

Come on, take it!

Purpose of the game: development of dexterity, attention.

A line is drawn on the playground, beyond which all the players gather. At the beginning of the game, a leader is appointed. He has a ball in his hands. On a signal or at the command of the teacher, the driver throws the ball forward. All players run out from behind the line and try to grab the ball. Whoever grabs the ball first runs back with it, trying to cross the line. If another player blocks the path and touches the ball (force, pushes - do not apply), then the player holding the ball throws it to the ground. The ball is picked up by any other player and rushes to the line. They can also knock the ball out of him by touching it.

The player who manages to cross the line with the ball gets the right to be the driver and throw the ball.

The winner is the one who more often than others during the game will be the driver.

Counter relay

Purpose of the game: development of speed, attention.

Two lines are drawn in the clearing or two parallel ski tracks are laid at a distance of 60 m - these are the starting lines. The players are divided into two teams with an equal number of participants, who line up in columns on opposite starting lines.

At the signal or command of the teacher standing first in columns they start running in the forward direction towards each other, trying to reach the opposite line as quickly as possible.

At the moment of crossing the line, the player gives a conventional sign (raised hand, shout, etc.), along which the next team member starts running. The winner is the team whose players are the first to gather behind the starting line of the other team.

Throw and catch

Purpose of the game: training in the form of a game to throw and catch the ball, the development of dexterity and coordination of the child's movement.

On the playground, between two vertical posts or two trees, a rope is pulled at the height of the child's raised arms. The teacher explains and shows how to throw the ball over the rope, run after it under the rope and catch it without letting it touch the ground. Having caught the ball, you can throw it from the other side and catch it again. 1-3 children can play at the same time, and then pass the ball to other children. The teacher observes and notes successful throws and catching the ball.

Game option: at the line at a distance of 1-1.5 m from the rope, children stand in columns, divided into 2-3 teams with an equal number of players. The game itself is held in the form of a relay race: the first child throws the ball, catches up, catches it. Then he returns running, passes to the next player, and he himself becomes at the end of the column.

Throw through the rope

Purpose and character reminiscent of the game Throw and catch».

On the playground, a rope is pulled between two uprights or trees at about 1 m from the surface. At a distance of 1-1.5 m from the rope, a line is drawn, in which 3-4 small balls lie. 3-4 children come to the line (according to the number of balls).

At the signal or command of the teacher, each child takes the ball with both hands and throws it over the head over the rope, and then catches up and catches the ball. Running under the rope, the children try not to hurt her. Having caught the ball, the children return to the line by running and throw again. Dropping the ball is out of the game. The child who throws and catches the ball the most times wins.

Game option: children play in pairs. On both sides of the rope, at a distance of 1-1.5 m, lines were drawn, in which there are children playing in pairs. First one throws the ball, and the other catches, and then vice versa. The winner is the pair that throws the ball over the rope more times without dropping it.

Pass silently

Purpose of the game: development of dexterity.

On the playground, 2-3 pairs of children are placed against each other at arm's length, forming a kind of gate. These children are blindfolded.

The rest of the children stand in front of these "gates". The teacher sets the task for them: to pass through these “gates”. You can pass sideways, crouching or bypassing the “gate” by crawling, but you can’t run.

Blindfolded children, forming a “gate”, raise their hands at the slightest rustle, move them from side to side, trying to catch the passerby. The caught child (according to the conditions of the game, he can be grabbed or simply touched with his hand) is eliminated from the further game.

The teacher watches the game and notes those players who have successfully passed through the "gate" more times.

Carp and pike

Purpose of the game: training in movement in water, development of dexterity, speed of reaction.

The game is played in a pool or in a limited area of ​​a reservoir with a depth to the hips or waist to the children and has two options.

1st option: from among the playing children, a “pike” (leader) is selected, and the rest of the children are “carp”. At the beginning of the game, the teacher can play the role of "pike".

At the beginning of the game, "carp" move around the pool in different directions, helping themselves with strokes of their hands. "Pike" at this time is in the corner of the pool or at the rope fence.

At the signal of the teacher or his command: “The pike is swimming! ..” all the children rush to the sides of the pool or the ropes of the fence (perhaps they run ashore, depending on the conditions of the game) and plunge into the water to the chin. Some children can dive headfirst into the water by occasionally raising their head out of the water and inhaling.

The task of the "pike" is to catch (touch with a hand) the gaping "carp". The game ends when about half of the “crucians” are caught, or the first “crucian carp” caught becomes a “pike”, and the game starts all over again.

2nd option: after a “pike” was chosen from among the players, the rest of the children are divided into two identical groups: one is “pebbles”, and the other is “carp”. Pebbles, holding hands, form a circle in which at this time “carp” swim and play.

"Pike" is outside the circle.

The teacher gives a signal or command: “Pike! ..” After this command, the “pike” quickly runs into the circle, trying to catch (touch with his hand) the gaping “crucians”, who are also in a hurry to hide behind the “pebbles” (stand behind their backs). "Pike" catches only those who did not have time to hide, and takes them outside the circle.

The game is repeated until 3-4 (or more than half) "carp" are caught. Then the “pike” changes, and the game starts all over again.

Fishing rod

Purpose of the game: teaching children to quickly and fearlessly dive under water, developing dexterity.

The game is played in a pool or on a section of a reservoir with a waist-deep depth for children.

Children form a circle, standing at arm's length from each other. In the center of the circle is a teacher who plays the role of a leader, he has a rope in his hands, the length of which is equal to the radius of the formed circle. A small inflatable toy is tied to the end of the rope. This is a "rod".

On a signal or command, the teacher begins to rotate the rope so that the toy makes circular movements at a level of 10-15 cm above the water. The task of the playing children, when the toy approaches, has time to sit down and plunge into the water. The child hit by the toy receives a penalty point.

At the end of the game, the teacher sums up the penalty points and determines the most dexterous children who do not have penalty points or score the least.

Cranes

Purpose of the game: development of attention, coordination of movements, strengthening the muscles of the trunk, back, abdomen.

For the game, the driver-womb - "crane" is selected. On the playground, the children line up in a chain, the uterus is facing them. The column moves all the time, slowly at first, then picking up the pace. At the same time, she follows the instructions of the leader. For example, when the driver says: “Yellow-bellied snake”, the column of “cranes” lines up in a wedge-shaped figure. If he talks about frogs, then the semi-squat column jumps forward, etc.

Rules of the game:

    the loser is the one who could not complete the task and broke the circle;

    the losing player stands at the very end of the column;

    the “crane” uterus changes by agreement.

Wolf in the ditch

Purpose of the game: development of attention, training of coordination of movements.

Two lines are drawn on the playground at a distance of 1-1.5 m. The distance between them is a ditch in which there is a leading wolf. The wolf can only move between these lines.

The rest of the players - "goats" - at the signal of the teacher, run from one side of the site to the other, jumping over the moat. At this time, the wolf tries to catch the goats by touching them with his hand. Players touched by the wolf stop and are out of the game.

Game option: leading can be 2-3. A competition is held between the wolf (wolves): who will catch more goats in a certain number of runs (4-5), and goats are also noted that have never been caught by wolves.

Kite and mother hen

Purpose of the game: learning in the form of a game the main types of movement, the development of dexterity.

8-12 children take part in the game, of which two are chosen: a “kite” and a “brood hen”. The rest of the children are "chickens".

A circle with a diameter of 1.5-2 m is drawn on the side of the playground. This is the “nest” of the “kite”. He goes to his nest, and the "hen" takes the "chickens" for a walk to the playground. They walk in a chain: they hold on to each other (by the hands or by the belt).

At the signal of the teacher, a “kite” flies out of the nest and tries to grab the last “chicken” in the chain. The mother hen, spreading her arms, does not let the kite near the chickens.

Rules of the game: neither the kite nor the mother hen use force. "Kite" should try, running around, to deceive the "brood hen", grab and carry the caught "chicken" to his house. If the "kite" grabbed the "chicken", then he should follow him.

Pick up an item

Purpose of the game: development of dexterity, the ability to maintain balance, mastering the coordination of arms and legs, the correct position of the body when moving on skis.

Under the terms of this game, the child must ski down a low hill. In the middle of the descent there is an object prepared in advance (a fir cone, a pin, a flag, etc.), which the child must pick up, crouching and bending over while moving, without losing balance.

Game option: the child can go down this slide on a sled, and during the movement to raise certain subject. There can be several items, and points are awarded for each of them.

Defectors

Purpose of the game: in its tasks and character resembles a game " Keys».

Circles with a diameter of 50 cm are drawn on the playground. These are “houses” for the players. Their number must be one less than the number of players. From among the players, a driver is selected, who is left without a "house". All the children occupy their “houses” mugs, and the driver becomes in the center between the mugs and says loudly: “One, two, three - run! ..”

After the driver’s word “run”, the children begin to change their “houses” mugs, and the driver at this time tries to occupy any of the vacated “houses”. A child who did not have time to take a free circle - "house" becomes a driver and goes to the center of the playground. The game starts over.

Ball through the hoop

Purpose of the game: training in throwing and catching the ball, passing it to a partner in motion, developing dexterity and coordination of movement.

On the playground, six children selected from among the players stand in a line and hold five hoops in outstretched hands. The rest of the children are divided by the teacher into playing pairs.

At the signal or command of the teacher, each pair in turn starts the game from the first person in the chain, passing the chain at a distance of 1 m from both sides and throwing the ball to each other through the hoop.

During the movement, the children must throw the ball through each hoop. If the child drops the ball, he must pick it up and continue the game from the hoop where the mistake was made (or from the first hoop, depending on the conditions of the game). The winner is the pair that has covered the distance faster than the others and did not drop the ball, throwing it through all five hoops.

When the game is repeated, the children playing in pairs change the children standing with hoops.

Summing up the results of the game, the teacher notes not only the speed of movement, but also the accuracy of the players' throws.

Treat a squirrel with a nut

Purpose of the game: training in running jumps, development of coordination of movement and eye.

On the playground on a vertical stand or on a horizontally stretched cord at a height of 1.5-2 m, hang a basket (2-3 baskets are possible) so that it is 5-10 cm above the child's outstretched arm.

Before the start of the game, the teacher explains to the children that a squirrel lives in this basket (in the "nest"), which loves nuts very much. Then each player is given round-shaped pebbles or ping-pong balls, which replace the nuts. To treat the squirrel with a nut, the child must jump up and throw the “nut” into the basket.

Rules of the game: at the discretion of the educator, children can jump from a place or from a running start for a distance of 2-3 m) Each child makes 3-5 attempts to put a "nut" in a squirrel's basket. The teacher notes the technique of jumping and landing, as well as the one who put more "nuts".

Birds in nests

Purpose of the game: training in the main types of movement, develops discipline and attentiveness.

On the playground, hoops are laid out or circles with a diameter of 50-60 cm are drawn according to the number of participants in the game. These are bird nests. In each of them becomes a child-"bird". The teacher says: “The sun is shining. The birds have flown out of the nest."

After these words, the “birds” jump out of their nest and scatter around the playground, waving their “wings” arms, moving from walking to running and back.

The teacher gives another signal: “Evening is coming ... The birds are flying home! ..”

After these words, the “birds” rush to take a free or only their nest (depending on the conditions of the game).

Rules of the game: jump out and jump into the nest on only two legs. During the "flight" on the playground, do not collide with each other. When occupying free nests, do not push, do not quarrel, do not use force, pushing out another bird.

The teacher marks the children who were the first to return to the nests, the children who “flew out” better and returned to the nest, who “flyed” around the playground better, not forgetting to praise all the children by creating positive emotions.

Through the stream

Purpose of the game: development of coordination of movements. Two lines (can be winding) are drawn on the playground at a distance of 1.5-3 m from each other (depending on the age of the children playing). This is a "brook". Pebbles are laid through the "brook" at a distance of 20-30 cm from each other (pieces of cardboard, planks or mugs simply painted on the floor). They are located in such a way that the child can easily move from one pebble to another, and then from one bank of the stream to another.

The teacher brings the playing children to the line (the bank of the stream) and explains that you need to cross the pebbles to the other side without getting your feet wet. Then the teacher shows how to do it. Behind the teacher, the children take turns, jumping from pebble to pebble, moving to the other side of the stream. The child who stumbled and got past the pebble, which means he got his feet wet, goes to dry them on a bench and is temporarily out of the game.

The game continues several times. Then the teacher praises all the children, at the same time noting the fastest and most dexterous.

Train

Purpose of the game: training in the form of a game in the main types of movement (walking, running), development of coordination of movements, strengthening of the musculoskeletal system.

Before the start of the game, the teacher builds all those playing in a column along one of the sides of the playground and briefly recalls how the train is moving, driven by the “locomotive”. In order to show the game, the educator becomes the head of the column, and the rest of the playing children are the “cars”. In the future, after a short distance, the place of the “locomotive” is taken by one of the children.

At the signal of the educator, the “locomotive” gives a whistle “Uuu! ..” and the “train” slowly moves off. The cars move one after another with a certain interval (without clutch), while the children make movements with their arms bent at the elbows and pronounce the sounds “choo-choo-choo! ..”

The teacher regulates the speed of the “train”, gradually accelerating the movement, moving to fast walking, and then to running.

The teacher gives the command: "The train is approaching the station ..." The movement of the train slows down.

The teacher gives the following command: “Station ... Stop ...” The train stops. At the station, during a stop, it is possible to replace the “locomotive”: another child becomes the head of the train, and the former “locomotive” takes the place of the “car”.

The teacher gives the signal again, and the "train" sets off on its way. So during the game the train passes through several stations with the change of "engine".

Rules of the game: children should during the game, especially when changing the rhythm of the “train”, strictly observe the interval between the “cars”, do not bump into each other, do not push each other, do not leave the “train” while moving.

Game option: the movement of the train can be with clutch: during the movement, only the "locomotive" makes the movement with its arms bent at the elbows, and the hands of all the children - "cars" are on the belt of the one in front.

After the end of the game, the teacher praises all the children, while noting the best "cars" and the best "locomotive".

"Don't get caught"

A circle is drawn, the players are located at a distance of one step from the line. A leader (or two) is chosen, who stands in the center of the circle. Children jump with both feet into the circle and jump back out. The driver runs in a circle, trying to touch the players when they are inside the circle. When the driver approaches, the players jump on two legs back behind the line. The one who was taunted receives a penalty point, but is not eliminated from the game. After a while, the game stops, the number of losers is counted, and new drivers are selected from among those children who have never been tagged. The game is repeated 2-3 times.

"Salki"

The players are located on the court, one of them, leading, raises his hand and says: “I am a tag!”. After that, he runs after one of the players, trying to catch up and touch him with his hand. The player who is touched by the tag becomes a new tag, and the former one is included in the game along with the rest. Each new troll must necessarily raise his hand and announce: “Talk!”; he cannot immediately touch the former driver. The one who ran out of the boundaries of the site is considered to be caught. When calculating the results of the game, when it is determined who was the least tag, the first tag is not taken into account.

"Catch up with your couple"

Students line up in two lines at a distance of 1.5-2 m from one another, with arms outstretched to the sides, having identified their pair. At the signal of the teacher, the students of the first line run to the opposite side beyond the marked line. The children in the second line are catching up with their couples, trying to tag them before they cross the line. When the game is repeated, the children change roles. The game is repeated 3-4 times. After each run, the most dexterous students who managed to knock down their pair are determined.

"Ball over head"

The players line up in 3-4 columns. The players standing first have one ball each (large diameter). At the signal of the teacher, the players standing first in the column pass the ball to those standing behind with straight arms up and back. Players receive the ball and also pass it back. When the last player in the column receives the ball, he runs up to the first player and gives him the ball, and he raises it over his head. The team that completes the task quickly and correctly wins. The game is repeated 2-3 times.

"Cosmonauts"

Rockets are marked on the site (in the hall) in different places. Each has an inscription on the side - the route: "Earth - Moon - Earth", or "Earth - Venus - Earth", or "Earth - Mars - Earth". Each rocket has 8-10 seats. The entire hall (or site) is a rocket launcher. In all rockets there are 2-3 places less than the players in each team. The players form a circle and, holding hands, walk in a circle with the words: “Fast rockets are waiting for us to travel around the planets we want, we’ll fly to such! But there is one secret in the game - there is no place 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 2-3 times. Those playing who made more flights are noted.

"Class, be quiet!"

The players stand in one line. The teacher, standing facing the players, gives commands. The command must 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 execute the command, although it was given correctly. If the player who made a mistake and took a step forward makes it again, then he takes another step forward. At the end of the game, those students who did not make mistakes are marked.

"Hunters and Beasts"

Children run around the playground and depict forest animals. Hunters - two children stand at opposite ends of the site. Each has two balls in their hands. Children run around the playground, depicting animals. At the signal "hunters" the animals freeze - and the hunters perform two throws at the legs of the animals. Those who are shot are taken to their house. After two or three repetitions, it is calculated which of the hunters has shot more animals, then new hunters are appointed and the game resumes.

"Paratroopers"

The players are divided into two teams of skydivers. 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, a circle with a diameter of 30-40 cm is indicated, this is the landing site. To each of the landing places there is a judge (a student released that day). At the first signal from the teacher, the team players enter the benches one by one - they get on the planes. At the second signal, paratroopers begin to jump from the plane one at a time, trying to land accurately; judges evaluate the accuracy and correctness of the landing. The landing is considered accurate and correct if the skydiver jumped into the designated circle, maintained a stable balance, straightened up in the main stance and left the circle. For each correct landing, the team is awarded one point. The team with the most points is considered the winner.

"Guys have a strict order"

At the signal of the teacher, everyone scatters around the site (hall) and says: “The guys have a strict order, they know all their places. Well, blow more cheerfully: tra-ta-ta, tra-ta-ta! On the next signal, the teachers who play quickly line up in a column one at a time (three columns in total), everyone must find their place. The column wins, the students of which lined up quickly and correctly. The game is repeated twice.

"Absolutely on target"

The players are divided into two teams. One of the teams goes to the designated line and lines up in one line. Each team member receives one small ball. At 5-8 m from those playing in a line parallel to the team, 10-12 towns are placed at a distance of 50 cm from one another. At the teacher's signal, all team players throw balls, trying to knock down as many towns as possible. Downed towns are counted and put in place. The team that threw the balls collects them and passes them to the other team, which goes to the starting line and, at the signal of the teacher, throws the balls at the target. The team that knocks out the most towns wins. The game is repeated several times.

"Hunters and Ducks"

The players are divided into two equal teams - hunters and ducks. Ducks stand in the middle of a large circle, hunters - outside the circle. Hunters, throwing a ball of large diameter, try to hit the ducks with it. Ducks hit by the ball are out of the game. When only a third of the ducks remain, the teams change places. Ducks (playing) in which the ball hit above the waist are considered to be out of the game. The hunter cannot cross the circle line.

"Ball to the neighbor"

The players stand in a circle (3-4 circles), the driver is outside the circle. At the signal of the teacher, the players pass the ball to the neighbor either to the right or to the left. The driver, running around the circle, tries to catch up with the ball and touch it with his hand. If the driver touched the ball, then the player who had the ball becomes the driver.

"Equestrian Athletes"

At a distance of two meters from the wall, stalls are marked one meter apart. They should be 2-3 less than the players. The players stand in a circle with their right (left) side to the center, depicting horses. The dressage of sports horses is staged. At the command "Step the horse!" horses walk, raising their knees high, reaching them with the palms of their arms bent at the elbows. Team Turn! - and the horses turn around, continuing to move in the opposite direction. Team "Rysyu!" - horses run; "Step horse!" - go again. This is repeated 2-3 times. At the command "To the stall!" - everyone is running, trying to take the designated place. Those left without a stall lose. The game is repeated 2-3 times.

"At the bear in the forest"

On one side of the site there is a circle (a bear's lair), on the other side there is a line (a house for children). Children go from home in the direction of the den with the words: “A bear has mushrooms in the forest, I take berries. And the bear is angry and growls at us. After these words, the bear jumps out of the den and begins to catch (salt) the players. Children try to run away as soon as possible back to the house. When 4-5 players are caught, new bears are assigned, and those caught re-enter the game.

"Who quickly?"

The players line up in two columns at the designated line. The first players in the column each have one ball of large diameter. At the signal of the teacher, the players standing first in the column run to the flag (cube, skittles) located at a distance of 8 m from the starting line, go around it, return and pass the ball to the next in the column, and stand at the end of their column. When the ball is again at the leader in the column, he lifts it up over his head. The team that completes the task quickly and correctly wins. The game is repeated 2-3 times.

"Wolf in the Den"

Two parallel lines are drawn in the middle of the hall at a distance of 60-70 cm from one another - a moat. One of the drivers (or two) - the wolf - is in the ditch. Goats are placed on the other side of the hall behind the line - at home. On the opposite side of the hall, a line separating the pasture is indicated. At the signal of the teacher, the goats run to the other side, jumping over the ditch. Wolves, without running out of the moat, catch goats. After each dash, those who are touched are counted. After two runs, the drivers change.

"Two Frosts"

All players on the same side of the court (hall). Two drivers - frosts stand in the middle of the platform facing the players and say: “We are two young brothers, two Frosts are remote: I am Frost-Red Nose, I am Frost-Blue Nose. Which of you guys will go on the road?" Children unanimously answer: “We are not afraid of threats and we are not afraid of frost,” and run across to the other side of the playground. Frosts stain those who cross. Frost change after 2-3 runs.

"Cat and Mice"

The players, holding hands, form a circle with 2-3 gates. A cat and 5-6 mice are selected. The mice run away from the cat, and the cat catches them. Mice can run through the gate and under the arms of those standing in a circle, and the cat can only run through the gate. Children help the mice escape from the cat by dropping their hands in front of him and crouching. When the cat catches 3-4 mice, another cat and other mice are selected. The game continues.

"Swan geese"

On one side of the hall, 3-4 m from the wall, a poultry yard is marked with a line, on the opposite side, a circle is a wolf's lair. The driver - the wolf - is in the den, the geese are in the poultry yard. The teacher addresses the players: “Geese, geese!”, They answer: “GA-ha-ha”. The teacher asks: “Do you want to eat?”. Playing "Yes, yes, yes." Teacher: "Geese, in the field!". The children run around the room. After a while, the teacher calls: "Geese-swans, go home, a gray wolf under the mountain." Children ask: “What is he doing there?”. The teacher replies: "The geese are pinching." Children ask: "What?". After the words of the teacher: "Gray and white" - the children run home, and the wolf leaves the den and tries to overpower as many of the players as possible. The teacher counts the tagged ones, and the game is repeated. After a while, a new driver is selected.

"ball around"

The players line up in two semicircles. The first players in each line have one ball. At the signal of the teacher, the ball is passed from hand to hand along the line. The last one in the line, having received the ball, hits it on the floor and passes it back. The team that completes the pass first wins.

"Hurry to run away"

Children form a circle. 7-8 children go to the middle of the circle. Those standing in a circle turn to the right or left and walk in a circle. Those standing in the middle clap their hands. At the teacher's signal "Stop!" children quickly stop and raise their clasped hands up. The teacher counts to three. During this time, the children standing in the center of the circle must have time to run out of the circle. After counting "three", the children quickly lower their hands, those who did not have time to run out are considered losers. When the game is repeated, other children stand in the center of the circle.

"The Fox and the Chickens"

All the players - chickens - are in the chicken coop, the driver - the fox - outside the chicken coop, behind the gymnastic benches. At the signal of the teacher, the fox jumps over the bench and tries to catch (tip) as many chickens as possible. Fleeing from the fox, the chickens jump onto the perch (bench), where the fox cannot taunt them. Staying on the bench for a long time is not allowed. At the signal of the teacher, the game stops, the fox goes to his hole, the caught chickens are counted. Another fox is chosen and the game is repeated.

"To your flags"

At different ends of the site, the teacher puts flags on a stand (or other objects). Children line up in a column, each at their own flag. At the first signal, everyone scatters around the site, at the second - “To their flags!” children should line up in a column one at a time at their flag. The team that quickly and correctly lined up in a column at their flag wins. When repeating the game, the teacher can change the location of the flags. The game is repeated 2-3 times. Rebuilding in a column one at a time, then in two lines.

"We are funny guys"

The players are located on one side of the hall. Two drivers are in the center. Children unanimously say: “We are funny guys, we love to run and play, well, try to catch up with us.” After these words, the children run across to the other side of the playground, and the drivers try to knock them down. After all the players are behind the line, the game stops, the teacher counts the number of those caught. The game is repeated, after 2-3 dashes, other drivers are appointed.

"Through bumps and stumps"

On one side of the hall there is an October camp (4-6 m from the wall). Behind the camp line begins the forest. There are bumps and stumps on the floor. On the opposite side, a tall tree is indicated, in the hollow of which there are wild bees. All the players - the Octobrists - are in the camp. Three - the bees (leaders) - stand behind the tree, at the signal of the October teacher, raising their knees high, they walk along the bumps and stumps, saying the words: “We went out to the forest lawn, raising our legs higher, through bushes and bumps, through branches and stumps. Who walked so high, did not stumble, did not fall? Look at the hollow of a tall Christmas tree, angry bees fly out! The bees begin to circle around the Christmas tree and, imitating the flight with hand movements, say: w-w-w ... The players say: “You can’t catch up with the fast-footed ones! We are not afraid of a swarm of bees, let's run home as soon as possible! After the word “home”, the Octobrists run away over bumps and stumps. The bees sting (stain) those who run away. Those stung are counted, new drivers are selected and the game is repeated.

"Hares, Watchman and Bug"

Of the players, the watchman and the Bug stand out. The rest are rabbits. On the site, on the one hand, burrows of hares are indicated, on the other, a garden, and behind the garden, the watchman's house. In the middle of the site at a height of 40-60 cm, a rope is stretched - a fence. Hares are in holes, and the watchman and the Bug are at home. At the signal of the teacher, the hares jump over the rope, find themselves in the garden and begin to jump from one place to another on two legs (there is cabbage). At the prearranged signal of the teacher, the watchman shoots at the hares (three claps), and they run home into the holes, crawling under the rope without touching it. After the third clap, the Bug catches up with the hares and bites them (touches them with his hand). Caught hares remain in place. Hares that ran beyond the line of holes cannot be caught up. The teacher invites those who have been caught to raise their hands, and then they join the players. The game is repeated. The watchman and the bug switch roles. After a few repetitions, new drivers are assigned.

"Be smart"

The players sit in a circle. In front of each on the floor is a bag of sand (you can put a bar, a pebble). The driver (or two) is in the center of the circle. At the signal of the teacher, the children jump with both feet through the bag into the circle and back, the driver tries to knock down the children who did not have time to jump out. The one from the players who was touched by the driver receives a penalty point (does not leave the game). After 50 seconds, the game stops and the losers are counted. Another leader is selected from among those who have never been taunted. The game is repeated.

"Who's extra?"

The players are divided into two groups. In each team, the players stand in a circle, two at the back of the head to each other, facing the center. Behind each circle there are two drivers: one runs away, the other catches up. The escaping, escaping from persecution, stands in front of any pair. The player standing in a pair behind runs away, and the one who is catching up rushes after him. If the driver taunted the evader, then the evader becomes the leader.

"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 any direction in a circle. The player touched by the driver runs in the opposite direction. Each of them tries to run to the empty place that has formed, whoever comes running earlier becomes in a circle, the latecomer becomes the leader.

"Forbidden Movement"

The players become in a circle. The teacher explains that they will all do different movements together, but one movement cannot be done. The teacher starts doing different movements and all the students repeat them, but suddenly the teacher performs a forbidden movement. Those of the players who performed the forbidden movement take a step forward and then continue to play. After some time, the forbidden movement is replaced by another.

"Homeless Bunny"

A hunter and a homeless hare are chosen. The rest of the players - hares draw circles for themselves, and everyone gets up in his house. The homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle; then the hare, standing in the circle, should immediately run away from there. If the hunter catches up with a homeless hare, then the hunter himself becomes a hare, and the hare becomes a hunter and begins to catch up with a new homeless hare. For houses, you can use hoops.

Outdoor games are the most accessible and effective method of influencing a child with his active help. Thanks to games, the ordinary becomes unusual, and therefore especially attractive. The game uses natural movement mostly in an entertaining, unobtrusive way. The game is a natural companion of the child and therefore meets the laws laid down by nature itself in the developing body of the child - his irrepressible need for cheerful movements. The main feature of outdoor games is the presence of active motor actions, due to which they are a recognized means and method. physical education and development.

Outdoor games at physical education lessons.doc

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Recommendations for teachers of physical culture of the Kalininsky district of the city of Donetsk Outdoor games at the lessons of physical culture for students of 58 grades were prepared by a teacher of physical culture of the Dosh IIIst. № 20 Yaremenko I.Yu.

Donetsk 2010 Outdoor games are the most accessible and effective method of influencing a child with his active help. Thanks to games, the ordinary becomes unusual, and therefore especially attractive. The game uses natural movement mostly in an entertaining, unobtrusive way. The game is a natural companion of the child and therefore meets the laws laid down by nature itself in the developing body of the child - his irrepressible need for cheerful movements. The main feature of outdoor games is the presence of active motor actions, due to which they are a recognized means and method of physical education and development. The educational value of outdoor games is not limited to the development of such valuable physical qualities like speed, strength, agility, endurance, flexibility. Many intellectual qualities develop: observation, memory, logical thinking, ingenuity. The most important result of the game is joy and emotional uplift. Thanks to this remarkable property, outdoor games, especially with elements of competition, are more adequate than other forms of physical education to the needs of children. In addition, outdoor games, selected taking into account the age, health status, degree of physical fitness of children, contribute to the improvement, hardening, and strengthening of the child's body. When organizing outdoor games, it is necessary to carefully monitor the sanitary and hygienic conditions of the classes, in particular, the cleanliness and temperature of the room and air used. Equally important is the cleanliness of the body and clothing of the practitioners themselves. During the game, the metabolism significantly increases, in the body of the players, gas exchange and heat transfer increase, in this regard, students need to develop the habit of systematically washing their hands and feet, wiping their bodies with a damp towel or pouring water over them using generally accepted rules of hygiene and hardening the body with water procedures. The content orientation of the practical use of game material in physical education lessons is, first of all, the following. If the task of developing strength is being solved at the lesson, then it is very beneficial to include auxiliary and leading games associated with short-term speed-strength stresses and the most diverse forms of overcoming the opponent's muscular resistance in direct contact with him. The main content components of such games include various pulls, holds, pushes, elements of wrestling, weightlifting, etc. Very effective for solving this problem are also motor operations with available playing weights - tilts, squats, push-ups, lifts, turns, rotations, running or jumping with a load that is within their power. This should also include quite useful for the power development of those involved in throwing various items for a distance. To develop the quality of speed, you should select games that require instant responses to visual, sound or tactile signals. These games should include physical exercises with periodic accelerations, sudden stops, rapid jerks, instantaneous delays, sprinting in the shortest possible time and other motor acts aimed at consciously and purposefully getting ahead of the opponent. For the development of dexterity, it is necessary to use games that require the manifestation of precise coordination of movements and the rapid coordination of their actions with teammates, the possession of a certain physical dexterity.

For the development of endurance, it is necessary to find games associated with a deliberately large expenditure of strength and energy, with frequent repetitions of compound motor operations or with prolonged continuous motor activity, due to the rules of the game used. Outdoor games are best used in close conjunction with other means of physical education, through complex use with general developmental, lead-up and special exercises. When planning an outdoor game, you need to take into account the total load of the lesson and determine the goal, time and place among other exercises and learning tasks used. The level of difficulty of the games used in the lessons in terms of physical activity and the complexity of the game interaction of the participants should be available to those involved and increase methodically justified, smoothly and gradually. In the course of the practical implementation of the planned games, serious attention must be paid to strict observance of the norms and safety rules generally accepted in physical education classes for both the players themselves and the spectators around them. Gymnastics with the basics of acrobatics Maintain balance Purpose: development of coordination abilities, courage, prudence. It is used as an auxiliary exercise for training tasks on a balance beam or other narrow support. Organization: the class is divided into equal teams, built in a column, one behind the common starting line. The distance between the columns is 23 m. A gymnastic bench is placed in front of each team, on which 3 stuffed balls are located, and after 10 m a swivel stand is installed behind the bench. Conduct: On a signal, the first players of each team rush forward, run along the bench, jumping over the balls lying on it, then run to the rack, go around it to the left, and come back, start the next player of their team by touching their outstretched hand, and then stand at the end columns. If a player loses his balance during a run and leaves the bench, he must resume movement from the beginning of the bench, knocking the ball down and putting it back in its place. The team that finishes the relay first wins. Crossing along narrow poles Purpose: development of dexterity, vestibular apparatus, attention and prudence. Organization: the class is divided into equal teams, built in a column, one behind the common starting line. The distance between the columns is 3 m. After 10 m, 2 inverted benches are placed in front of each team (parallel and close to each other). Conduct: On a signal, each team, holding hands, runs up to its "crossing" and begins to cross the "river" along the narrow edges of the inverted bench - in a chain, without releasing the hands of the neighbors. The team that "crosses" faster without losing balance and without breaking the chain wins. Wrestling on a balance beam Purpose: development of coordination abilities, business perseverance and tactical thinking. It is used as a lead-in exercise for training tasks on the balance beam. Organization: the class is divided into equal teams, built in a column one at a time (boys in front, and girls behind them) from different ends of a log lined with mats.

Conduct: On a signal, one player from each team climbs a log from their end and, converging in the middle, try to unbalance the opponent with the help of deceptive movements and push them off. The player who pushed the opponent brings his team a point, etc. The team with the most points wins. Acrobatic Relay Purpose: development of agility, speed, courage. It is used as an auxiliary exercise for training tasks in acrobatics. Organization: the class is divided into three teams, lining up in columns one at a time behind the starting line. At 7 m in front of the columns, 3 benches lined with mats are placed transversely, close to each other. At 15 m, a turntable is placed in front of each column. Conduct: At a signal, the guides of all the columns run to their turntable, with a long somersault from the run they overcome three benches standing in the way, go around the turntable and return back, etc. The team that finishes the relay first wins. Combined relay race with stuffed ball Purpose: development of agility, speed-strength qualities, flexibility. It is used as a lead-in exercise for training tasks in acrobatics. Organization: the class is divided into two teams, each of which, divided into 2 groups, line up in opposite columns, legs slightly wider than shoulders. The distance between the opposite columns is 10 m, and between the players in them is 0.7 m. A gymnastic mat is laid in the middle between the columns. Team captains receive a stuffed ball. Conduct: On a signal, the guides pass the stuffed ball over their heads back, bending over. The second player, having received the ball, leans forward and gives it back between the legs, etc. The last player, having received the ball, runs forward with it, having reached the mat, makes a somersault forward with the ball in his hands, then continues to run and passes the ball to the guide of the oncoming column. They do the same, and he goes to the side. As a result, with each successive cycle, there are fewer and fewer players left. The team whose members finish the game the fastest wins. Do not let the hoop fall Goal: development of dexterity, prudence, speed. It is used as a lead-in exercise for training tasks with a hoop. Organization: the class is divided into teams, which, open at arm's length, line up one after the other behind the common starting line. Three lines are drawn at 6, 8 and 10 m from the start line. Players of the first line are distributed on a hoop. Conduct: On a signal, the players of the first line should roll their hoop forward, and when it crosses the 6th mark, run out and catch it before it falls to the floor. A participant who did not have time to catch his hoop or ran out ahead of time is out of the game (1 round). In the 2nd round - 8 m, etc. The team that retains the most players after the final round wins. Ten rope jumps Purpose: development of agility, speed, attention. It is used as a lead-in exercise for training tasks with a rope. Organization: the class is built in a column of four. The interval is 1.5 m, the distance is 3 m. The lines are distributed to the right-flank players on a rope. The method of jumping is discussed. Conduct: On a signal, the right-flank players of all ranks perform 10 jumps in place (in the agreed manner) and pass the rope to the next player, etc. last

the player, having completed the task, raises the rope above his head. The team that completes the task first wins. Catching "frogs" Purpose: development of dexterity, speed, attention, strength. It is used as an auxiliary exercise for training tasks with vaults. Organization: At a distance of 1012 m, the start and finish lines are marked. At 1.5 m in front of the starting line, a second one is marked. The class is divided into 2 teams, one of which stands behind the starting line and takes emphasis, crouching, relying on hands that are slightly forward. 1.5 m in front of them, the players of the other team take the same position. Conduct: On a signal, all participants in the game begin to jump forward with a “frog”, pushing off with their hands and feet. The task of the rear players is to catch up and knock down the players of the front team until they reach the finish line. Both teams then return to the starting line and switch places. The team that catches the most frogs wins. Athletics Downhill running Purpose: development of speed in light conditions and attention. It is used as an auxiliary exercise for training tasks in sprinting. Organization: on a free field with a slope of up to 1012, the class lines up in one line behind the common starting line. Ahead, after 20 and 50 m, two transverse control lines were drawn. Conduct: On a signal, all players run forward, downhill, and for the first 20 meters they must run evenly, without overtaking each other, but having caught up with the first line, start running for distillation. The winner is the participant who first crosses the 50 m line without violating the rules. The scores for boys and girls are separate. Relay race with obstacles Purpose: development of speed and agility. It is used as an introductory exercise for training sessions with the transfer of the baton. Organization: the class is divided into 2 teams lining up in a column one at a time behind the common starting line. The interval between the columns is 3 m. The guides receive a relay baton. At 15 m there is a turntable, and in the middle of the 15 m segment a hoop is placed, in the center of which a small white circle is outlined with chalk. Conduct: On a signal, the guiding players of the columns run to the turning post, having reached the hoop lying in the way, climb through it, then put the hoop in place, with a white circle in the center, and run further. Having caught up with the turntable, they go around it and return back, climbing through the hoop again, after which, according to the rules of the track and field relay race, they pass the wand to the next player. The team that finishes the relay fastest wins. Jumping on one leg Purpose: development of strength, agility, jumping ability. It is used as an auxiliary exercise for long jump training tasks. Organization: the class is divided into 2 teams lining up in a column one at a time behind the common starting line. Conduct: On a signal, the guiding players of the columns, standing on one leg, perform five jumps in a row, as far forward as possible, and stop. Second numbers

start this task from the place where the previous jumper of their team stopped, etc. The winner is determined by the total length of jumps of all team players. Jump over the "stream" Purpose: development of speed, jumping ability, prudence. It is used as an auxiliary exercise for long jump training tasks. Organization: the class is divided into two teams, lined up in a column one behind the starting line. After 8 m from the start, a conditional stream of two meters wide is indicated by two parallel lines, and after another 8 m, a swivel stand is placed in front of each column. Conduct: On a signal, the guiding players of the columns run to the turntable, jump over the stream with a run, go around the counter and come back, overcoming the stream in the same way, and pass the baton to the next player. For each failure to cross the stream, the team is added 2 penalty seconds. The team that finishes the relay in the shortest time wins. Accurate throwing Purpose: development of dexterity, prudence. It is used as an auxiliary exercise for target throwing training tasks. Organization: the class is divided into competing couples, who are given a small ball and a gymnastic mace. The players of each pair stand facing each other at the ends of the 8th line, in the middle of which they place a mace. Transverse marks are made on the line at a distance of 1 m. Conduct: On a signal, players in pairs begin to throw the ball in turn at the mace, trying to knock it over. The player who knocked down the mace moves it one meter closer to him, and the game continues under the same conditions. The one who brings the mace to himself with well-aimed throwing wins. Dodge the ball Purpose: development of speed and agility, operational thinking. It is used as a lead-in exercise for training tasks with throwing the ball at the target. Organization: the participants of the game disperse around the court, in the center of which is the leader with a tennis ball in his hands. Conduct: On a signal, the players randomly move around the court, dodging the ball thrown at them by the leader. The participant who was hit by the ball enters the support group of the driver and, together with him, the rest of the players are tagged using auxiliary passes of the ball. As a result, the number of stale players increases. The winner is declared the last remaining unfelled player, recognized as the fastest and most dexterous. Throwing with the ultimate rebound Purpose: development of dexterity, prudence, strength. It is used as an auxiliary exercise for training tasks for throwing a ball and a grenade at a target and at a distance. Organization: At 8 m opposite the basketball backboard, a starting line is drawn. Behind it, parallel lines are drawn through each meter with a digital indication of the footage. The class is divided into 2 teams, and they are built in columns one by one behind the starting line. The guides receive the ball. Conduct: On a signal, the guiding players of the columns throw the ball at the backboard at a rebound distance, immediately pick it up at a run and give it to the next participant. The further the bounce, the more points. The team whose players score the most points wins. catch up with the front

Purpose: development of speed and dexterity, attention. It is used as a lead-in exercise for training tasks with a low or high start. Organization: the class is divided into 2 teams, which line up one behind the other. The distance between the lines is 23 m. At 3040 m, a control line is drawn in front of the first line. Conduct: On a signal, both teams from a high (low) start run to the control line. At the same time, the players of the back rank strive to catch up and, by touching their hands, spot the one running in front of them. Players who have been tarnished before the control line must stop and raise their hand. Their number is counted. Then the teams change places. Long jumps with the ball "penguin" Purpose: development of speed and agility, jumping ability, prudence. It is used as a lead-in exercise for long jump training tasks. Organization: the class is divided into 2 teams, which line up in columns behind the starting line. A turntable is placed at 15 m. The guiding players each take a basketball and hold it between their legs. Conduct: On a signal, the guiding players of the columns with long jumps with the ball sandwiched between their knees rush to the rack, go around it and come back. The player who lost the ball must pick it up, return to the place of loss and continue from there. The team that finishes the relay first wins. Throw the ball higher Goal: development of speed, strength, prudence. It is used as an auxiliary exercise for training tasks with running and throwing the ball for a distance. Organization: participants stand in one line in front of a circle with a diameter of 3 m, in which lies a small ball, and are calculated in order. From the circle there is a marked treadmill. Two judges are appointed: one at the circle, the other at the treadmill (he has flags of different colors in his hands). Conduct: On a signal from the line, the first player enters the playing circle, takes the ball lying there and throws it up. While the ball is flying, the player runs along the treadmill, trying to run as far as possible during the flight of the ball. At the moment the ball lands, the judge at the circle says loudly: “stop”, and the judge at the track puts a flag in front of the place where the runner was caught by the landing of the ball. Then the same task is performed alternately by all participants. The winner is the one whose flag will stand next. Obstacle race Purpose: development of speed, jumping ability, attention. It is used as an auxiliary exercise for training tasks to overcome vertical and horizontal obstacles. Organization: the class is divided into 23 teams, which, with a 5-meter interval, stand on the site behind the starting line in columns one at a time. At 20 m, a turntable is placed, and 2 barriers are installed on the way to it at an equal distance. In the middle of the way back, a checkmate is placed. Conduct: On a signal, the first players of the columns run to the rack, jumping over 2 barriers along the way, go around the rack and come back, jumping over the mat with a run, then pass the baton with a touch of the hand. For each hurdle or checkmate not jumped, 2 penalty seconds are added. The team that completes the task in the shortest time wins. "Caterpillar" Purpose: development of speed, agility, tactics of joint actions.

Organization: the class is divided into 2 teams, lined up in columns one at a time behind the starting line. A stuffed ball is placed 10 meters in front of each team. Conduct: At the signal, the participants sit on the floor with their legs bent. Each participant grabs the partner sitting behind him by the ankles, and the whole column resembles a crawling caterpillar, alternately moving either the legs or the buttocks. Moving, thus, they reach the stuffed ball, go around it and also return back. Pursuit with a handicap Purpose: development of speed, agility, attention. Organization: With an interval of 34 m, draw 2 parallel lines A and B. The finish line C is drawn at a distance of 810 m from line B. The players are divided into 2 teams and line up in 2 lines on lines A and B. Team B players occupy an uncomfortable position. Conduct: On a signal, the participants rush to the finish line, with the players of the back team trying to catch up and tarnish the players of the front team. One point is awarded for each touched. Then the teams change places. The victory is awarded to the team with the most points. Sports games Ten hits with a pass Purpose: development of speed, dexterity, attention. It is used as an auxiliary exercise for training tasks in dribbling and passing the ball in basketball or handball. Organization: the class lines up in 3 lines. Right flank players of all ranks receive the ball. Distance and interval - 2 m. Conduct: On a signal, the right-flank players start dribbling the ball on the spot with 10 bounces from the floor, and with 11 strokes they direct the ball bounce to the next player. The last player, having completed the task, raises the ball over his head. The team that completes the task first wins. Ball flight Purpose: development of speed, dexterity, prudence. It is used as a lead-in exercise for training tasks on receiving and passing the ball in basketball, volleyball. Organization: the class is divided into several equal teams, which line up one after the other. One meter in front of the first line between two posts at a height of 2.5 m, a cord with flags is pulled. The players in the first line are dealt a ball. Administration: On a signal, the players of the first line must throw the ball over the cord and, quickly running under it, catch the ball on the other side. A player who does not have time to catch the ball before it lands is out of the game. Then the second line performs the same task. In the 2nd round, the distance increases to 1.5 m, in the 3rd - up to 2 m, etc. The team that retains the most players after the final round wins. Race balls in a circle with side steps Purpose: development of speed, agility, attention. It is used as an auxiliary exercise for training tasks with receiving, dribbling, passing the ball in basketball. Organization: the class is divided into 2 teams that line up opposite each other behind the front lines of the basketball court. At 2 m in front of each line, a circle with a diameter of 6 m is outlined with chalk, and the ball is given to the guide.

Conduct: On a signal, the players of both ranks begin to dribble the ball with side steps in their circle, making the first turn with their right side forward, and the second player with their left side, after which they pass the ball to the second numbers of their ranks and step aside. The team that finishes the task first wins. Interception of the ball Purpose: development of speed, dexterity, operational thinking. It is used as an auxiliary exercise for training tasks with ball passes in basketball. Organization: in the game, the participants receive the ball and line up in a circle. A ball interceptor is selected that goes to the center of the circle. Conduct: On a signal, the players begin to pass the ball, and the interceptor, running in a circle, tries to intercept the ball in flight, on the floor, or take it from the hands. Having seized the ball, the interceptor takes the place of the player who lost the ball. Rapid passes Purpose: development of speed, dexterity, attention. It is used as an auxiliary exercise for training tasks on passing the ball in volleyball, basketball. Organization: the class is divided into several equal teams that choose captains and stand in columns one at a time behind the starting line. Behind the other line, drawn 46 meters in front of each team, is its captain with the ball in his hands. The method of passing the ball is discussed. Conduct: On a signal, the captains begin to pass the ball to the first player in their column. Having received the ball, the player returns it to the captain and squats, etc. If during these passes the receiving player misses the ball, then he must run to pick it up, return to his place and only then continue the game. The team that finishes the task first wins. Throws into the basket from the spot Purpose: development of dexterity, attention, accuracy. It is used as an auxiliary exercise for training tasks with basket shots in basketball. Organization: the class is divided into 2 teams, each of which occupies its own half of the basketball court and line up in a column one by one behind the free throw line. The guides receive the ball. Conduct: On a signal, the captains begin to throw into the ring, then run to the backboard to pick up the ball and pass to the next player in their column, and they themselves return and stand at the end of the column. The team with the most balls in the basket wins. Relay of volleyball passes Purpose: development of speed, accuracy of movements, attention. It is used as a lead-in exercise for training tasks with aimed passing of the ball in volleyball. Organization: the class is divided into 2 teams, each of which is given a longitudinal half of the volleyball court. Each team lines up in its area in 2 oncoming columns different sides grid, behind the lines of attack. The captains get the ball. Conduct: On a signal, the captains pass the ball with both hands from above through the net to the guide of the opposite column of their team and run to the end of their column. The one to whom the ball is addressed sends it through the net to the next player in the same way. The team that finishes the volleyball relay first wins. Single combat at the shield

Purpose: development of speed, dexterity, attention. It is used as an auxiliary exercise for training tasks with the fight for the ball in basketball. Organization: the class is divided into 2 teams, which line up in columns one by one behind the middle line of the basketball court and are calculated in order. The distance between the columns is 23 m. Conduct: the teacher throws a basketball at the backboard and calls any serial number of the participants in the game. Players of both teams under this number run out of formation and rush to the backboard, trying to take possession of the ball before the opponent. The one who succeeds brings his team a point and immediately makes a long pass to the leading player of his column, and he, having received the ball, quickly passes it with both hands back along the column, from hand to hand, to the last player in the ranks, who, having received ball, lifts it up. The player who lost the ball in single combat at the backboard runs with side steps to his original place in the column, trying to overtake the ball, which is passed over the heads of the players of the rival team. If the runner with side steps is in his place before the finish of the ball, then his team is awarded one point. If not, the opposing team gets another point. The team whose players score the most points wins. Recommendations for teachers of physical culture of the Kalininsky district of the city of Donetsk "The use of outdoor games in physical education lessons to develop attention and ingenuity."

Dosh teacher IIIIst. № 20 Yaremenko I.Yu. Mobile games for attention and observation. Traffic light Two teams line up one at a time. The leader stands in front of the formation, in his hands he has a “traffic light” 2 cardboard mugs. The first circle is green on one side, yellow on the other, red on the other side, and yellow on the other. On the green light, the students march in place, on the yellow one they stop and clap their hands, on the red one they quickly squat. The team with the fewest mistakes wins. Simple arithmetic The guys are built in a line one at a time. The facilitator calls different numbers one after the other, and after each number the students call the next one in order. If 0 is found in the number, then we put our hands on the belt, if two zeros - hands forward, three zeros - sit down. The players who made fewer mistakes are marked. Right and left The players stand in a circle, with their backs to the center. The leader moves along the outer side of the circle and, stopping near one of the players, says: "Hands." The player to whom

turned, stands calmly, but the player on the right raises his right hand, and on the left - his left. Whoever makes a mistake is out of the game. Look and remember Two commands. Players sit on the bench, each team facing in the opposite direction. For 1 - 1.5 min. The children must remember everything that they see in front of them. Then the teams turn to face each other and tell what they remember. To do this, players of opposite teams ask each other questions. An example of what lies behind the gymnastic mat? What is at the window? How many balls are on the floor? For each correct answer, the team receives 10 points. Water - earth - air The players form a circle leading with the ball - in the center. He throws a ball to any player, calling one of the words. The player, having caught the ball, must quickly name the animal, fish or bird that lives in this environment. After that, he returns the ball to the leader. Player responses must not be repeated. Who has an item? The players form a tight circle, hands behind their backs. One of the players is holding a small item. In the center of the circle is the driver. On command, the students begin to imperceptibly pass the object from hand to hand. The task of the driver is to carefully observe the actions of the players and guess who has the item. The one he points to stretches his arms forward. If the driver guessed correctly, then this player and the driver change places. Subtle hearing Players move in a column one at a time and listen to the signals given by the leader. The host has two whistles of different tones. At the signal of each whistle, the students perform different movements. The one who confuses the signals becomes the horses of the column. “We walk in hats” The players stand holding a light load on their heads, for example, a bag of sand weighing 200500 g - a “hat”. After checking the posture of schoolchildren, the leader gives a signal to walk. Children should walk normally while maintaining correct posture. The winner is the one whose hat has never fallen and at the same time he has not broken his posture. “Listen carefully” Students walk in a circle and assume poses as directed by the facilitator. On the word "stump" they get on one knee, lowering their head and hands, then immediately get up and continue to move in a circle. At the word "Christmas tree" they stop and put their lowered hands away from the body, assuming the correct posture. At the word "stop" they stop and raise their hands up, connecting them above their heads. Then the presenter gives these three commands in a breakdown. If one of the players makes a mistake, he leaves the game. At first, commands are given every 610 seconds, then the interval gradually decreases to 35 seconds. The host constantly monitors the correct posture of the children. "Swallow" Children stand in the main stance, arms extended upwards. The host invites them to transfer their body weight to the right leg and at the same time bring the torso to a horizontal position. At the same time, the left straight leg is retracted and assumes a horizontal position. Then do the same with the left leg. This position must be maintained as long as possible, preferably arching in the back. A more difficult version of the exercise is to perform the “swallow” with your eyes closed. The facilitator evaluates the trainees and marks their progress. "Cars" The players are built in two lines parallel to each other, the participants of the second - facing the back of the head of the players of the first. Schoolchildren from the first line get on all fours (hands

straightened, brushes rest on the floor, legs slightly apart). Those standing behind them in the second line grab the legs in front of them standing at the ankles. At the signal of the teacher, each “wheelbarrow” thus obtained (of two students) begins to move forward, trying to be the first to reach the finish line drawn on the ground at a distance of 1520 m from the start. A competition is held between the pairs for the quality and speed of the task. "Propeller" Children stand in a circle or in lines, feet shoulder-width apart. Their right hand is raised up and moves forward, describing a circle, the left at this time moves back and up. Hands are always located on one straight line and make up, as it were, two propeller blades. The leader at the end calls the fastest and most accurately working "propellers". "Geese swans" On one side of the site, a circle is drawn - a "house" in which the "geese" live. On the opposite side stands the "shepherd". To the side of the house is a "den" in which there is a "wolf". The rest of the place is "meadow". The teacher assigns the children to the role of the wolf and the shepherd. The rest depict geese: they walk with a proud posture, pull their necks up, fly, hiss. The shepherd says: "Geese, geese." Geese stop and answer: "Gagaga". Shepherd: "Do you want to eat?" Geese: "Yes, yes, yes." Shepherd: "So fly." Geese: "We can't. The gray wolf under the mountain does not let us go home. Shepherd: "So fly as you want, just take care of your wings." Geese fly home through the meadow, and the wolf, running out of the lair, tries to catch them. Recommendations for teachers of physical culture of the Kalininsky district of the city of Donetsk

"The use of motor games in physical education lessons with interdisciplinary connections" Dosh teacher IIIIst. № 20 Yaremenko I.Yu. Relay races and games with interdisciplinary connections

 Steam locomotive. The students are divided into two teams, stand in columns, holding their elbows, and walk in place, depicting a "train". The teacher pronounces the words loudly so that each syllable falls on a step. On the syllable in the word that is stressed, the players perform a more firm footing. The team that makes a mistake receives a penalty point.  Relay with a ball - words are written in a column on the cards. Relay participants need to pick up and write test words for these words. Example, sit - sitting, measure - measure. On command, the first participant clamps the ball between his legs, jumps with it to the chair, completes the task and returns to his team by running.  Relay race with gymnastic sticks - words with errors are written on the cards (basket, midal, vogzal). Two teams. On command, the participant puts the g / stick on his shoulders, runs to the chair, completes the task, correcting the mistake and returns to his team by running, passing the g / stick to another participant.  Attention game. The students stand in a line. The teacher explains, “I will call out loud and do various exercises. If you hear a word related to a noun, then do the exercise with me (raise your hands up, squat, etc.). If the spoken word refers to another part of speech, then you stand still. For each violation of the rules of the game, the participant takes a step forward.  The game "Catch up - run away." Participants are divided into two teams and lined up at the center line at a distance of 3 m from each other. Lines are drawn at opposite ends of the hall - "houses". One team is nouns and the other is adjectives. The teacher alternately names the words (nouns or adjectives). The team whose name the spoken word refers to tries to catch up with the players of the opposite team, and they tend to run away to their house. The players who were caught up join the opposing team.

Development fine motor skills hands Working with a small ball. Vertical direction.  Throw the ball straight down and catch (up; up - on the floor - catch from below) Oblique direction.  Stand in front of a wall. Throw the ball forward and up towards the wall, let it fall to the floor and then from below, when it bounced off the floor, catch it.  Ball against the wall - catch  Ball obliquely down and forward on the floor to the wall floor - catch  Ball obliquely down and forward on the floor to the wall to catch  Back against the wall, throw the ball obliquely back and up - against the wall - catch Arcuate direction.  Put your left hand with your palm against the wall and, bringing your right hand under your left, throw the ball from the left side with your left hand so that it flies in an arc and so that you can catch it on the right side of your left hand (the same with the other hand)  Put one foot with your foot against the wall, throw the ball with the same hand, bringing it under the leg from the opposite side so that it can be caught on the right side (the same with the other leg) Exercises in throwing the ball from the right hand to the left  Ball to the floor in front of you with one hand , catch the other  Throwing the ball from one hand to another (palm up; down)  Passing the ball from one hand to another under the foot » work with boards 15 * 30 (three pieces) "Collect the eggs" kinder surprise eggs, different colors References: 1. Grishkov V.I. Novosibirsk book edition, 1992. 2. Fridman M.G. Sports and health work in the children's recreation camp - M .: "Prosveshchenie", 1991. 3. Babenkova E.A. How to help children become healthy. - M.: methodical manual, 2003. 4. Bogranova G.P. Physical education lessons in 57 classes. - M .: "Enlightenment", 1999. Journals "Physical education at school", 20092010.


These games very well develop the child physically, as well as cheer up children

SKIING

Draw two lines on the asphalt with chalk, a sharp object on the ground for each team. We draw the lines intricately, in zigzags, so that they either move away or move closer. The participant is given 2 gymnastic sticks, which are now skis. On a signal, the players run, placing their feet only on the drawn lines, back and forth. While moving, you can help yourself with sticks.

SKATE RUN

The player gets up in large galoshes and overcomes the distance back and forth.

HORSE RIDING

The player sits on a stool, holding the edges and helping himself with his feet, overcomes the distance back and forth.

ROWING

It is necessary to take a gymnastic stick (no more than 1 m). The first one squats down with a gymnastic stick in his hands. On a signal, he starts moving forward. At the same time, for each step, she must touch the ground with a stick: a step with her left foot - with the right end, a step with her right foot - left end - 10 m. Returns back running.

THE LITTLE HUMPBACKED HORSE

The participant bends at the waist, takes the ball (ball) and puts it on his back. To prevent the ball from falling during movement, it must be held with your hands, while remaining in a half-bent state. But the participant will need to overcome obstacles, for example, three stools placed on the relay line will need to climb up, then jump off it.

THE CORE OF BARON MUNCHHAUSEN

The core is a ball on which it is written: “core”. Participants must saddle the core, holding it between their knees and holding it with their hands. At a signal in this position, they must make their way to the turning flag and back. If the balloon pops, the team is out of the game.

PUSS IN BOOTS

The first participant, on a signal, must quickly put on big boots and quickly run to the finish line. It can be complicated. Place 3 skittles along the way. Running past them, each participant must linger and bow, beautiful and original (3 bows)

ROPE WALKER TIBUL

Stretch an ordinary rope along the ground from start to finish. All players in turn will run along it to the turn, and on the way back they will try to jump the entire distance on one foot. At the same time, you need to be careful: each time you put your foot on the rope, and not past. Otherwise, the judge's clap is heard, with which he warns of the danger.

FOX ALICE AND THE CAT BASILIO

2 members. One bends one leg at the knee and holds it with his hand, remaining on one leg. The second is blindfolded. The fox puts his free hand on the cat's shoulders, and on a signal they cover the distance back and forth.

DON'T KNOW ON A BALLOON

The participant takes a bucket in one hand, in which balls, skittles, cubes, etc. The other is a ball. And he runs with them to the finish line, where the hoop is located. The player puts one item from the bucket into the hoop. Returning to the team, he betrays the bucket and ball to the next participant. He does the same.

We offer several types of outdoor games and relay races, which (at the discretion of the teacher) can be included in a physical education lesson, as well as used in extracurricular activities with young gymnasts. It depends on the tasks that the teacher sets for himself, on the level of preparation of students and the conditions for conducting classes. Games in gymnastics lessons are designed to enhance the attention of students, are associated with the performance of general developmental exercises. Naturally, the motor content of the games makes it possible to purposefully carry out the versatile physical training of schoolchildren by means of gymnastics.

Attention Games

"Group, watch out!"

The players stand in line half a step apart from each other, facing the leader, who gives commands and at the same time performs simple exercises. All students must do the exercises after him if the teacher pronounces the word “group” in front of the team. If he did not say this word, then those involved stand motionless. Those who break this rule or do not execute the correct command take a small step forward out of line and continue to play. The game lasts 3-4 minutes. After its completion, only the most attentive remain in the ranks. An approximate set of commands for the game is as follows: “Line up!”, “Quietly!”, “Hands forward!”, “Sit down!”, “Stand up!”, “On the spot march!”, “To the left!”, “Raise the right! » and etc.

Option 1 "Forbidden movement".

The players stand in a line or line up in a circle (semicircle). The teacher is in front of them. He names and performs a series of movements (such as charging), which all the players repeat after him. Before the start, one or two “forbidden movements” are stipulated that the players should not do (for example: “Hands on the belt”, “Forward bend”, etc.). The player who made a mistake and followed the “forbidden movement” after the teacher must take a step forward.
Whoever makes three mistakes is out of the game.

Option 2 "Forbidden movement"

"Prohibited Element". The teacher, during classes on any of the projectiles, names one or more prohibited elements that cannot be performed during work on the projectile. Distracting those involved in various tasks, the teacher from time to time offers to perform a “forbidden element”. It can be agreed that if the student made a mistake, then he performs 10 (20) push-ups in the emphasis lying on speed as a “punishment”.

"Get it by youself".

The class is divided into two teams, which are built in lines at different ends of the hall facing its middle, calculated in numerical order. The teacher calls any number. The player must quickly go to the middle of the hall and show 3 different exercises. Then a player from the other team comes out and shows 3 new exercises that are not similar to the previous ones. In the event that one of the exercises is repeated, the team is awarded 1 penalty point. The game lasts 5-6 minutes, its result is summed up by the amount of penalty points.

"Catch - do not catch."

The players sit on a bench or stand in a line. In the hands of the leader is a tennis ball. He throws the ball to one of the players, while naming some gymnastic term, for example, “flip”, “somersault”, etc. He can also name another word that is not related to gymnastics (for example, “crawl”, “pole” , “nail”: etc.) - The one to whom the ball is addressed must catch it if the term referred to refers to gymnastics and, conversely, not respond to the throw if the word has nothing to do with gymnastics. The winner is determined by the smallest number of penalty points.

"The word is the key."

The teacher, in the process of studying students on each projectile, calls the “key word”, without which none of his commands should be carried out. He gives commands, necessarily using or deliberately missing keyword when giving certain orders (for example, he must definitely say: “Attention” or “Start”, “Proceed”, “You can”, etc.). Students should carefully follow the speech and commands of the teacher. For incorrect execution of the command, the trainee receives 1 penalty point! The winner is determined after the end of classes by the smallest amount of penalty points.

"Attention, let's start!"

Students stand in lines or in two or three columns. The teacher shows exercises numbered 1, 2, 3, 4 and 5 in a certain sequence. Then he gives the command: “Exercise 3 (or any other) - start!” Students do the exercise at the same time. Whoever makes a mistake receives a penalty point. If the students stand in a line, it can be agreed that the one who performed the movement incorrectly takes a step forward. The team in the line which after 3-4 minutes. If more players survive, the winner is declared.

"Jumpers and Creepers".

Players - boys count on the first or second and move around the hall with a light run, keeping a distance of 4-5 steps. At the command of the teacher “Hands to the sides”, the first numbers stop in the position of the legs apart, and the second numbers crawl between their legs. If the teacher raised his hands up, the second numbers stop and take the stop position while bending over with support on their knees, and the first numbers jump over them with support on their backs (leapfrog), pushing off with both legs. Then the first and second numbers switch roles. The game-exercise lasts 2-3 minutes, after which the most attentive students are noted.

Games using different types of movement in gymnastics lessons

The games that are given below no longer set the task of checking the attention of those involved, as in the games described above, but include a variety of general developmental exercises related to various types movements.

"Gymnastic poles".

In the game, which can be called “tegging with poses”, everyone scatters around the hall, and the chosen driver catches up and tries to knock down one of the runners who did not have time to take the position of half the twine. Salted becomes the new driver and the game continues. It is possible to agree that the evaders will perform simpler gymnastic exercises - “swallows”, “herons”, etc.
In another version of the game, everyone moves freely around the hall, where gymnastic benches are placed. Running away from the driver, players can jump onto the bench. In this case, the driver must pursue another player who did not have time to jump on the projectile or hang on the gymnastic wall.

"Walkers".

To play, you need two parallel bars and mats. Two competing teams stand 5-6 m in a column one at a time in front of the bars, standing longitudinally. On a signal, the first numbers of the teams, reaching the bars, take the stop position and, rearranging their hands alternately, move to the opposite end of the projectile. Jumping, they return to their team, touching the second player who repeats the exercise with their hand, etc. The team wins, completed the task faster. However, the teacher has the right to give penalty points for falling from the projectile, spreading the legs during movement, not pulled out socks, as well as premature running out to the projectile.

"In focus on the log."

Two teams with an equal number of players stand facing each other 5 m from the ends of the balance beam. The middle of the log is marked with chalk. On command, the first numbers of each of the teams run to the log, jump into the position of support on their hands across the log and, moving their hands, begin to move to the middle. Having reached it, everyone jumps off the log and runs to his team, touching the next player with his hand and standing at the end of the column. The one who takes the baton repeats the exercise. Before the start of the game, it is explained that you need to start moving along the log from the very beginning, in case of a fall, jump again and continue moving. The team that completes the task first and with fewer mistakes wins.

"Who is stronger."

Two teams of approximately equal strength line up against the ends of the parallel bars (as in the game "Walkers"). At the signal of the teacher, the first number of teams run to the bars, take the position of emphasis on their hands and perform flexion and extension of the arms in emphasis. In this case, the angle of flexion of the arms must be at least 90 °, and the arms must be fully extended. After completing the feasible number of push-ups for each, the players jump off and run back to their columns, passing the baton to the next player. The team with the most push-ups wins.

"Go ahead, don't fall."

On the platform (floor) with two ropes (5-7 m) a corridor 2 m wide is indicated. The class is divided into two teams. One is located on the start line in the corridor, the other with inflatable (volleyballs can be) 5 m on the sides (right and left) of the corridor.
On a signal, the players of the team located in the corridor, one by one, at an arbitrary interval, perform a handstand and in the rack try to “walk” the entire length of the corridor. If the person walking on his hands falls, the players of the opposing team throw the ball at him. If they manage to get into this player, he is out of the game. If the player manages to stand up before he is tagged with the ball, he has the right to continue moving further. Then the teams switch roles. Winners are determined by the fewest number of players eliminated from the game.

"Running on the hands."

The players are in pairs. Each pair assumes a support position lying on their hands shoulder to shoulder. Hands placed side by side are tied with a ribbon. On a signal, the couples move in the lying position to the set mark, then return in the same way. In another version, the couples are located on the start line. One takes the position of the emphasis lying, and the other takes it by the shins. On a signal, the pairs move to the set mark, and then, having switched places, return back. These game exercises can be carried out in the form of a relay race.

"Caterpillar".

The class is divided into two teams.
The players of each team take the position of the stop while sitting in a column, holding hands on the feet behind the person sitting on the team. Opponents are located in front of the start line (head player). On a signal, both "caterpillars" move forward to the mark (8-10 m), and then return back. The team that finishes first wins. A team whose players are separated during the movement is given a penalty point. For 3 penalty points, regardless of the championship at the finish line, the team is considered defeated.

"With the ball in an emphasis sitting."

The players are divided into two teams, no more than 5 people in each. Landmarks are set on the site (chairs, mats, a horse, etc.). The game is played with one inflatable ball or ball.
Moving in an emphasis while sitting on bent legs, the players of both teams try to hit the opponents' landmarks (there are no more than 3 for each team) by hitting the ball. At the same time, you can hit the ball, pass it, put it into play with your head, torso, legs. There are no special players on the team; protecting landmarks, so the protection of landmarks is carried out by any of the players. The ball (ball) can be passed through the air, along the floor, it can be hit, hit, rolled, etc.
Team, 8-10 min. The game that hits more landmarks is declared the winner.

"Mill".

For the game you need a low crossbar and mats. Equal in composition, two teams of junior high school students line up perpendicular to the crossbar 5-6 m from it in parallel columns.
On a signal, the first numbers of each team, running up to the crossbar, with a swing of one and a push of the other, perform a lift with a coup at close range. Having jumped back with a 180 ° turn, they run back to their team, passing the baton by touching the hand to the second number, and they themselves stand behind. The team that completes the task first wins. You can complicate the task of the players by setting the requirement to perform 2-3 flips at close range, agreeing to perform another dismount.

"Hunting for bumps."

A gymnastic carpet or the middle of the hall, free from shells, is conditionally called a "swamp". Its shores are delineated by lines formed by a long rope that limits the site. Behind them are "hunters" with an inflatable ball. The other half of the players - "frogs" (6-10 people) are located in the "swamp" on the bumps. Tussocks are gymnastic hoops (one for each frog) or gymnastic mats (one mat for two frogs).
On a signal, the hunters begin to throw the ball, trying to hit the frogs. They dodge the ball, crouching, bouncing, but not leaving their bumps. The player tagged with the ball does not leave the area, however, in this case, the hunters team scores a point. The game lasts 3 minutes, after which the opponents change places. The winner is determined by most points received.
The rules of the game forbid the hunters, throwing the ball, to cross the edge of the "shore", and the frogs to leave their "bumps". In case of violation of these rules of the game, one point is recorded for the opposing team.

"Sappers".

Teams compete in the arrangement of shells, performing exercises and cleaning shells. For example, at the first signal, you need to install a gymnastic bench at an angle to the gymnastic wall, strengthen a suspension bridge nearby, and put a gymnastic mat below. The first team to complete the task receives 10 points, the second - 8 points.
At the second signal, the players in the teams should climb the wall along the bench, cross to the bridge and perform a “depth jump”. The team gets 10 points for first place. After that, a signal is given to clean up the shells, for which 10 points are awarded to the winners.

"Get around the horse."

In front of two teams, they put on a gymnastic horse without handles. On a signal, the first team numbers jump on their horse. Everyone, being at an emphasis, must go around the horse around. Then the other team players do the same. For each fall from a horse, 1 penalty point is awarded. The team that finishes the game first and makes the fewest mistakes wins.

"Don't lose your balance."

In this game, students compete with each other without dividing into teams. Jumps are performed in turn from the height of a gymnastic horse (gymnastic box, plinth). After landing after a deep jump, the player must follow the rules:
do not leave the place, do not touch the mat with your hands. During the game, a certain sequence of jumps is established. They are selected according to the degree of increasing difficulty (for example, in a group, bending over, legs apart, bending over with a turn of 180 °, etc.). Upon reaching a pre-set jump difficulty limit, players repeat them in reverse order. The host and the players themselves determine the students who more accurately performed jumps and landed without falls and jumps.
Option 2.

The player dives into the depths with a small ball in his hand. During the flight, you need to throw a tennis ball at a target (projectile or mat) located 8-10 m from the jumper. In another case, a player performs a jump and his teammate or leader throws him a ball, which he must catch and land without losing his balance.

"Prone ball passing".

Two teams are located in columns next to each other (the distance between the players is 1.5 m). Take a sitting position on your heels. The guides in each column are given a ball. On a signal, they fall on their backs, without changing their starting position, and pass the ball to the next in the column. In the same way, the second number passes the ball to a friend from behind. The latter lies on his back, touches the floor with the ball behind his head and then passes the ball from hand to hand; player in front. The first team to finish the relay with the ball passed both ways wins.

Option 2.

Players in columns sit down one after another, but the first numbers grab the ball with their feet, lie on their backs and pass the ball to the person sitting behind. Thus, the ball reaches the last player, after which everyone turns (sitting) 180 °. The trailing player, holding the ball between his legs, also turns around and, bending back (lying on his back), passes the ball to the beginning of the column. The head player, having received the ball, turns around again (everyone does this after him) and lifts the ball up. The team that finishes passing the ball first and without errors wins.

Bridge and Cat.

The players of the two teams are located one by one at the start line. In front of them, at 5-10 m, two circles with a diameter of 1 m are designated with a rope. On a signal, the first numbers run forward and, having reached the first circle, perform a bridge. Then the second numbers rush forward, crawl under the bridge and run to the far circle, where they take the stop position while standing bent over (arching their back like a cat). Now the first number runs to the far circle and crawls under the player, who has taken the stop position, standing bent over. After that, both players, holding hands, run to their team. As soon as they cross the start line, new players run forward in turn, and those who come running stand at the end of the column. The team that finishes the game first wins.

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