Sparrows car is an outdoor game. Outdoor games according to traffic rules. Convenient format for creating a card index of games
Features of the game and its educational significance. This game teaches kids to manage their behavior. The task of children is to perform game actions in a timely manner, which are determined by the role. Game situation involves alternating two types of actions - active movements and their inhibition, which requires certain efforts from preschoolers.
Tension is relieved through the child’s active imagination while fulfilling the role he has taken on. Thus, play also contributes to the development of imagination. Unlike other games, there are no passive roles: everyone mentally continues to fulfill their role even when they are not making active movements.
Description of the game and methods of its implementation. During the walk, the teacher draws the children’s attention to how the sparrows fly, how they jump, how they scatter in different directions,
when cars pass or people approach. He invites the kids to play with sparrows and cars.
An adult outlines a place on the ground where sparrows can fly and jump. The space must be large enough.
Along the edges of the area he draws circles, triangles, etc.
These are houses for sparrows in which you can hide when the car starts driving. The teacher explains that sparrows have nothing to fear in their house; they can look out the window and, as soon as the car leaves, fly out again for grains and worms.
The teacher agrees with the children that at first he will be a car, and shows how the car will hum and drive by.
Having made these movements, the adult says: “It has become quiet in the yard, there is no one!” Fly, sparrows! Children run out to the middle of the playground, pretending to be flying and jumping birds. Suddenly a horn sounds and the car appears on the site again.
The sparrows are hiding in their houses.
To give the children a break, the car drives from end to end along the site two more times, then returns to the parking lot and says: “Fly, sparrows!” This is repeated several times.
After this, several children are selected to represent cars. Now the teacher only leads the game:
gives signals to cars and sparrows. For example, a horn means that cars are about to leave, and the words “Fly, in your little clothes!” will be a signal for the sparrows. As the game is repeated, the roles may change.
Rules of the game.
1. Cars and sparrows should act only on their own signal and return to their place on time.
2. Sparrows are prohibited from getting caught by cars, and cars are prohibited from entering the road at the wrong time.
Tips for the teacher. So that waiting for their exit is not tedious for children, you can introduce a number of additional actions of a calm nature into the game: for example, sparrows preen their feathers, chirp, and cars fill up with gasoline.
The further course of the game depends on how you play the role of the car. It is necessary to create a situation in which the sparrow children will understand why they should hide in the houses, that is, to show the relationship between the characters.
It is important to ensure compliance with the rules. If one of the children violates them (for example, the sparrow flies out at the wrong time), he is eliminated from the game for one round (since the car crushed his paw).
Olga Putilina
Summary of the outdoor game “Sparrows and a car” with children of the second junior group
Game activities to teach children traffic rules
at 2 younger group"Rainbow".
Summary of the outdoor game« Sparrows and car» .
Target: Introduce children to outdoor game« Sparrows and car» . Through mobile game to give children an idea of the street, cars, roads. Develop skills of conscious safe behavior on the street. To teach children to run in different directions without bumping into each other, to start moving and change it at the teacher’s signal, to find their place on the chair - "bird nests". Expand orientation in the surrounding space, attention. Create a positive emotional mood.
Material: steering wheel or toy automobile, hats - masks "birds".
Progress of the game:
Educator.
Children, you and I live in big city. There are many roads in our city where large cars drive. There are a lot of cars in the city, they drive often. And in order not to get hit by the wheels of cars, you need to be very attentive and careful while walking along the streets of our city. Look, guys, what a beautiful bird flew to us group. She is still small and does not know how to behave on the street. Let's play a game "Birds and automobile» and teach her to be attentive and careful. Now we too will become birds. We put on hats and masks. I say magical words: “Turn around yourself, turn into birds”. And you become birds. Sit down, "birds", on the chairs. (Children - "birds" sit on chairs). These are your nests. The birds sat in the houses and flew off for a walk. The birds have arrived, the birds are not big. Everyone was flying, everyone was flying. They flapped their wings. How do birds fly? (The teacher shows, and the children repeat) .The birds are also chirping. How do they tweet? (Chick-chi-rick, Chick-chi-rick). (Children - "birds" fly around the room, waving their arms - "wings" .
So they flew, flapping their wings. They flew onto the path (the children squat down, pecked the grains (they tap their fingers on their knees, They say: "Klu-klu-klu") .
Guys, there in the garage, look, there is a car (point to the steering wheel or toy car) . (At this time the teacher becomes by car) . The teacher picks up a steering wheel or a toy car and speaks: « The car leaves"garage". He is running down the street. Puffing, hurrying, blowing the whistle buzzing: Beep, beep, the car is humming. Beware, beware. Beep-beep. Be careful, step aside! Fly away, little birds, out of the way. Fly to your nests so that the car didn't run you over. ("Birds" fly to "nests" (sit on chairs). (The car goes into the garage) .
The teacher praises the children: “Well done, guys, the car didn't run you over. We flew off again to look for grains.”
(Game repeated 2-3 times) . Next time the child pretends « automobile» .
Publications on the topic:
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Equipment: sheet of paper, pencil, rope.
Progress of the lesson. The teacher gathers the children around him and says: “Today we will play the game “Sparrows and the Car.” All of you will be sparrows, and one of you will be a car. The sparrows will fly and peck the grains, but when they hear the car horn, they should fly away to their nests.” Then the teacher draws a plan group room and indicates with circles the location of nests for sparrows (in the room such nests will be chairs standing along the wall), and with a triangle placed in the corner of the plan - a garage for a car (the corner of the room is fenced off with rope). Children, looking at the plan, arrange chairs/nests and fence off the space for the garage with rope.
The teacher chooses a child who will represent a car and tells him: “You will go when I nod my head to you.” The game begins, the sparrows fly out. The teacher tells the children various movements: flying, jumping, pecking grains, sitting, drinking water. Then he nods his head to the child pretending to be a car and says: “Honk the horn softly.” A beep sounds. The teacher exclaims: “Fly away, sparrows, to your nests!” He tries to correct the car’s movements with the words: “The car has slowed down,” “Now it’s going fast,” “Be careful, don’t run over anyone.” All the sparrows flew to their nests. The car returned to the garage. The game is repeated 2-3 times, each time a new “car” is selected.
GAME “KATY’S DOLL HAS A HOUSEHOLDING PARTY!”
Equipment: model of a doll's room - a large box (50 cm x 50 cm x 50 cm) without a lid, with windows and doors painted on the sides (Fig. 65). Three or four pieces of doll furniture of different shapes (round, square, rectangular): chairs, sofa, stools (if there is no ready-made furniture, it can be made from boxes); figurines cut out of cardboard, corresponding in shape and size to pieces of doll furniture (circle, square, rectangle); a piece of paper representing a doll's room. Windows and doors are marked with dashes in appropriate places.
Progress of the lesson. Children sit at the table, with a doll room in front of them. The teacher says that the Katya doll received a new apartment and placed furniture in it. She placed a table in the middle, a chair next to it, and a sofa against the wall under the window (the story is accompanied by the placement of objects). When initially playing the game, there should be no more than three pieces of doll furniture.
The teacher continues the story: “Misha the bear came to visit Katya and saw how she conveniently arranged the furniture in her room. He wanted to put a chair, table and sofa in his place in the same place where they are at Katya’s.” The teacher explains that Misha’s room is located on a sheet of paper, shows where the door and windows are, says that instead of things Misha will have figures similar to them (each player is given one of the cardboard figures depicting a piece of furniture: a circle, a square or a rectangle ). The teacher invites the children to think about which figurine can replace a table, which can replace a chair, which can replace a sofa. He helps to select figures - substitutes for pieces of doll furniture, without naming the form, but only showing and calling them furniture. “This is a table,” the circle shows. “This is a stool,” the square shows. “And this is a sofa” - shows the rectangle). Then he invites the children to take turns putting their figurine on a certain place on a piece of paper, i.e. draw up a plan for a doll's room. After this, the teacher invites the two children to tell how they arranged the furniture in Mishutka’s room.
Note. When organizing the game, you should remember that the door and window in the toy room and on the sheet where the child places
the figures must be positioned equally. When repeating the game, various options for arranging furniture in the toy room can be used and the number of items can increase (for example, you can add a wardrobe, TV, piano, etc.).
GAME “THREE BEARS”
Equipment: two flannelgraphs, a contour image of a house, three trees and three bears: large, medium and small. Three paper strips of different lengths (Fig. 66).
Progress of the lesson. Children sit down in front of flannel prints standing nearby. On one flannelgraph there is a house (in the center) and trees, in the corner there are figures of three bears; on the other there are strips of different lengths (in the corner). The teacher says that three bears came to visit the children. They will make riddles about where they are going and from where they are going, and use paper strips to depict this on a flannelgraph. And the children should arrange the bears on another flannelgraph in the same way as the paper strips are arranged.
The teacher places paper strips on the flannelgraph in any order, for example, places a large strip on the left side, then a small and medium one. Calls one of the children and offers to place bear figures in the same order and in the same sequence on another flannelgraph. In this case, to the left of the house there should be a large bear, then a small one and, finally, a medium one. If a child makes a mistake, the teacher or children help him. After the figures are arranged, the teacher asks the child to tell where and from where, in what order the bears walked (for example, from the forest to home - the biggest bear (father) walked ahead, followed by the smallest (son-Mishutka), and at the end - average (mama bear), etc.). Then the teacher places the stripes in a different place on the flannelgraph and in a different sequence, and the called child accordingly places bear figures on another flannelgraph.
GAME “WHERE IS THE BEAR?”
Equipment: six to seven paper cut-out images various items doll furniture (round table, square chairs, rectangular wardrobe and sofa, etc.); a large sheet of paper (doll's room) with painted windows and doors; a paper cut out figurine of a bear of such a size that it can fit under any piece of doll furniture; a plan of a doll's room drawn on a sheet of paper, on which the furniture is indicated by different geometric shapes(circle, square, rectangle); small red circle (Fig. 67).
Progress of the lesson. The teacher explains to the children: “We need to hide the bear in the doll’s room.” First, the teacher does this, and the child searches. A “letter” - a plan of a room with furniture arranged - can help you find the bear. The teacher places a bear figurine under some piece of furniture so that the children do not see it. Then he places a red circle on the object on the room plan under which the bear lies. Using the plan, the child must find the bear. Then the children themselves hide the bear and mark its location on the plan.
GAME "HARES AND WOLF"
Equipment: a sheet of paper and a pencil, headbands for hares, a hat for a wolf.
Progress of the lesson. The teacher tells the children: “Today we will play the game “Hares and the Wolf.” Explains the content of the game and draws a plan of the group room. He consults with the children on how to designate houses for rabbits, a ravine for a wolf, and where to place them. Depicts the houses as circles, the ravine as a rectangle. Explains the rules: “Each hare has a hole-house. Hares will jump around the clearing, sit down, eat grass, and cowardly look around to see if there is any danger. When they see a wolf, the hares run to their burrows and roost there. And the wolf will live in the ravine (on the carpet). He will run to catch the bunnies when they are playing (you are only allowed to touch the bunny).” The teacher assigns the child to the role of the wolf. The game begins. The teacher says: “Hares, go to your houses. Wolf, hide in the ravine. Don’t rush to catch the bunnies, let them jump on the lawn, nibble the grass, forget about the danger, then sneak away slowly.” Then the teacher reads poetry:
Hares gallop, hop, hop, hop,
To the green meadow.
They pinch the grass, eat it,
Listen carefully: Will the wolf come?
At the teacher's signal, the wolf salivates the hare. Those who were hit go into the ravine. The game is played several times. Another child is then assigned to play the role of the wolf. At the end of the game, the teacher notes how the children portrayed hares and a wolf.
Find your color
Goal: to form orientation in space, to teach to act on a signal, to develop dexterity and attention.
Progress of the game: the teacher distributes flags of 3-4 colors to the children. Children with flags of the same color stand in different places in the hall, near flags of a certain color. After the teacher says “Go for a walk,” the children disperse in different directions. When the teacher says “Find your color,” the children gather near the flag of the corresponding color.
The game may be accompanied musical arrangement. As a complication, when the game is mastered by children, you can change the orientation flags in places, placing them in different places in the gym.
Sunshine and rain
Goal: to develop the ability to walk and run in all directions, without bumping into each other; teach to act on a signal.
Progress of the game: children sit on chairs. The teacher says “Sunny!” Children walk and run around the hall in different directions. After the owls “Rain!”, they run to their places.
The game can take place with musical accompaniment. After the game is well mastered, words can be replaced with sound signals.
Sparrows and car
Goal: to develop the ability to move in different directions without bumping into each other; improve the ability to respond to a signal, develop orientation in space.
Progress of the game: children sit on chairs on one side of the hall. These are “sparrows” in nests. On the opposite side is the teacher. It depicts a car. After the teacher says, “The sparrows have flown,” the children rise from their chairs, run around the hall, waving their arms. At the teacher’s signal “Car”, the children run away to their chairs.
After children have mastered the game, sound signals can be used instead of words.
Train
Goal: to develop the ability to walk and run after each other in small groups, first holding on to each other, then not holding on; teach to start moving and stop at a signal.
Progress of the game: first, a small group of children is involved in the game. At first, each child holds on to the clothes of the person in front, then they move freely one after another, moving their arms, imitating the movements of wheels. The role of the locomotive is first played by the teacher. Only after repeated repetitions is the role of the leader assigned to the most active child.
Cucumber... cucumber...
Goal: to develop the ability to jump on two legs in a straight direction; run without bumping into each other; perform game actions in accordance with the text.
Progress of the game: at one end of the hall there is a teacher, at the other there are children. They approach the trap by jumping on two legs. The teacher says:
Cucumber, cucumber, don’t go to that end,
A mouse lives there and will bite your tail off.
After the end of the chant, the children run away to their house. The teacher pronounces the words in such a rhythm that the children can jump twice for each word.
After the children have mastered the game, the role of the mouse can be assigned to the most active children.
Mother hen and chicks
Goal: improve the ability to crawl under a rope without touching it; develop dexterity and attention; act on a signal; foster mutual assistance and camaraderie.
Progress of the game: children pretending to be chickens together with a hen are behind a stretched rope. The hen leaves the house and calls the chickens “ko-ko-ko”. At her call, the chickens crawl under the rope and run towards her. When the chickens say “Big Bird,” they quickly run away. When the chickens run into the house, you can raise the rope higher so that the children do not touch it.
Run quietly
Goal: to cultivate endurance, patience, and the ability to move silently.
Progress of the game: children are divided into three groups and line up behind the line. They choose a driver, he sits in the middle of the platform and closes his eyes. At the signal, one subgroup silently runs past the driver to the other end of the hall. If the driver hears, he says “Stop!” and those running stop. Without opening his eyes, the driver says which group was running. If he correctly indicated the group, the children move aside. If you make a mistake, they return to their places. All groups run through this one by one. The group that ran quietly and that the driver could not detect wins.
Aircraft
Goal: to develop the ability to move in different directions without bumping into each other; teach to act on a signal.
Progress of the game: before the game it is necessary to show all the game movements. Children stand on one side of the playground. The teacher says, “We are ready to fly. Start the engines! Children make rotational movements with their arms in front of their chest. After the signal “Let's fly!” spread their arms to the sides and run around the hall. At the signal “Landing!” The players go to their side of the court.
The game is more emotional with musical accompaniment.
Find your house
Goal: to develop the ability to act on a signal, navigate in space; develop dexterity, attention, and the ability to move in different directions.
Progress of the game: with the help of the teacher, children are divided into groups, each of which stands at a certain place. At a signal, they scatter around the hall in different directions. After the signal “Find your house,” children should gather in groups near the place where they stood at the beginning.
After mastering the game, the original houses can be swapped. The game is more emotional with musical accompaniment.
Rabbits
Goal: to develop the ability to jump on two legs moving forward; develop dexterity, ingenuity, confidence.
Progress of the game: on one side of the hall there are chairs arranged in a semicircle - these are rabbit cages. On the opposite chair is the watchman's house. Children squat behind chairs. When the caretaker releases the rabbits onto the meadow, the children crawl under the chairs one after another and then jump forward. At the signal “Run to the cages,” the rabbits return to their places, crawling under the chairs again.
Bubble
Goal: to teach children to form a circle, changing its size depending on game actions; develop the ability to coordinate actions with spoken words.
Progress of the game: children together with the teacher, holding hands, form a circle and pronounce the words:
Blow up the bubble, blow up big.
Stay like this and don't burst out.
The players, in accordance with the text, move back holding hands until the teacher says “The bubble has burst!” Then the players squat down and say “Clap!” And they go to the center of the circle with the sound “sh-sh-sh”. then they stand in a circle again.
Where does the bell ring?
Goal: to develop the eye, auditory orientation, and the ability to navigate in space.
Progress of the game: children stand on one side of the hall. The teacher asks them to turn away. At this time, another adult, hiding, rings the bell. Children are asked to listen to where the bell rings and find it. The children turn and follow the sound.
You need to ring the bell loudly first, then lower the sound.
Colored cars
Goal: consolidate knowledge of color, improve orientation in space, develop reaction
Progress of the game: children are placed at the edges of the hall, they are cars. Each has its own colored circle. The teacher is in the center of the hall, holding three colored flags. He raises one, and those with a circle of this color scatter around the hall in different directions. When the teacher lowers the flag, the children stop. The teacher raises a flag of a different color, etc.
The game is more emotional with musical accompaniment.
Where did you knock?
Goal: to consolidate the ability to navigate in space and follow the rules of the game.
Progress of the game: children stand in a circle. The driver stands in the middle and closes his eyes. The teacher silently walks around the circle from behind, stops near someone, knocks with his stick and places it out of sight. Steps aside and says “It’s time!” The person standing in the circle must guess where they knocked and approach the person who has the wand hidden. Having guessed, he takes the place of the child behind whom the wand was hidden, and he becomes the driver.
Cat and mice
Goal: improve the ability to navigate in space, avoid collisions; move in a general game situation.
Progress of the game: on one side of the hall an area is fenced off - this is the house of mice (height 50 cm). on the other side of the hall is the cat's house. The teacher says:
The cat is guarding the mice, pretending to be asleep!
Children crawl under the slats and run around.
The teacher says:
Hush, mice, don't make noise.
And don't wake the cat!
Children run easily and silently. With the words “The cat has woken up,” the child pretending to be a cat runs after the mice. Children do not crawl under the slats, but run into the holes through the unfenced part.
By the bear in the forest
Goal: to consolidate the ability to move randomly, imitate game movements, move in accordance with the text.
Progress of the game: children are located on one side of the hall, and the driver is on the other. Players move towards the sleeping bear and say:
By the bear in the forest
I take mushrooms and berries.
But the bear doesn't sleep
And he growls at us.
The bear growls and tries to catch the children, but they run away. Having caught someone, he takes him to him. The game is repeated.
Mousetrap
Goal: develop speed, agility, attention; learn to coordinate words with game actions.
Progress of the game: the players are divided into two unequal subgroups. The smaller one forms a circle - a mousetrap. The rest are mice. Players in a circle move and say sentences
Oh, how tired the mice are, it’s just their passion.
They've chewed everything, eaten everything, they're crawling everywhere - here's a scourge.
At the end of the words, the children stop and raise their clasped hands up. The mice run into the mousetrap and immediately run out the other side. At the signal, the children lower their arms and squat. Mice that did not have time to run out are considered caught. They also stand in a circle. The game continues. When most of the children are caught, the subgroups switch places.
Who has the ball?
Goal: develop mindfulness; consolidate the ability to perform game actions in accordance with the rules of the game.
Progress of the game: players form a circle. A driver is selected who stands in the center. The remaining players move tightly towards each other, everyone's hands are behind their backs.
The teacher gives someone a ball, and the children behind them pass it to each other. The driver tries to guess who has the ball. He says “Hands!” and the one to whom they are speaking must put out both hands. If the driver guessed correctly, he picks up the ball and stands in a circle. The player from whom the ball was taken becomes the driver.
Shaggy dog
Goal: improve the ability to move randomly, move in accordance with the text, develop orientation in space, dexterity.
Progress of the game: children stand on one side of the hall. The driver - the dog - is on the other side. Children quietly approach him with words
Here lies shaggy dog, with his nose buried in his paws.
Quietly, quietly, he lies, either dozing or sleeping.
Let's go up to him, wake him up, and see what happens!
After these words, the dog jumps up and barks loudly. The children run away, and the dog tries to catch them.
Take care of the item
Goal: to teach children to act on a signal; develop dexterity, endurance, eye.
Progress of the game: children stand in a circle. Each child has a cube at their feet. The teacher is in a circle and tries to take a cube from one child or another. The player, whom the driver is approaching, crouches down and covers the cube with his hands and does not allow anyone to touch it. At first, the driver does not take the cubes from the children, but only pretends to do so. Then, when repeating, he can take the cube from the player who did not have time to cover it with his hands. This child is temporarily not participating in the game.
Subsequently, the role of driver can be offered to the most active children.
Cars
Goal: develop agility and speed; consolidate the ability to move around the site in all directions.
Progress of the game: each player receives a steering wheel. At the driver’s signal (the green flag is raised), the children scatter in a scattered manner so as not to interfere with each other. At another signal (red flag), the cars stop. The game is repeated.
The game is more emotional with musical accompaniment.
We are funny guys
Goal: develop dexterity, evasiveness; improve the ability to follow the rules of the game.
Progress of the game: children stand on one side of the court outside the line. A line is also drawn on the opposite side - these are houses. There is a trap in the center of the site. The players say in chorus
We are funny guys, we love to run and jump
Well, try to catch up with us. 1,2,3 – catch it!
After the glory of “Catch!” children run to the other side of the playground, and the trap tries to catch them. Anyone whom the trap manages to touch to the line is considered caught and moves to the side, missing one run. After two runs, another trap is selected.
Find yourself a match
Goal: to develop dexterity, the ability to avoid collisions, and act quickly on a signal.
How to play: For the game you need handkerchiefs according to the number of children. half of the handkerchiefs are one color, half of another. At the teacher's signal, the children run away. To the words “Find a pair!” Children with identical scarves stand in pairs. If the child is left without a pair, the players say “Vanya, Vanya, don’t yawn, quickly choose a pair.”
The teacher's words can be replaced with a sound signal. The game is more emotional with musical accompaniment.
Fishing rod
Goal: to develop dexterity, attention, speed of reaction.
Progress of the game: the players stand in a circle, the teacher is in the center, he holds in his hands a rope to which a bag of sand is tied. The teacher rotates the rope in a circle just above the ground, and the children jump up, trying to prevent the bag from touching them. Having described two or three circles with the bag, the teacher pauses, during which the number of those caught is counted.
Don't get caught
Goal: develop agility, speed; play according to the rules; improve jumping on two legs.
Progress of the game: the players are positioned around a cord placed in the shape of a circle. In the center there are two drivers. At the teacher's signal, children jump on two legs in and out of the circle as the traps approach. Anyone who has been stained receives a penalty point. After 40-50 seconds, the game stops, the losers are counted, and the game is repeated with a new driver.
Firefighters in training
Goal: strengthen the ability to climb gymnastic walls, develop dexterity and speed; improve the ability to act on a signal.
Progress of the game: children stand in 3-4 columns facing the gymnastic walls - these are firefighters. The first ones in columns stand in front of the line at a distance of 4-5 meters from the wall. On each span, bells are tied at the same height. On signal children standing first, run to the gymnastics wall, climb up it and ring the bell. They go down, return to their column and stand at its end; the teacher marks the one who completed the task faster. Then a signal is given and the next pair of children runs.
Don't stay on the floor
Goal: to develop agility, speed, evasiveness; play according to the rules.
Progress of the game: a trap is selected, which, together with all the children, runs around the hall. As soon as the teacher says the word “Catch1,” everyone runs away from the trap and climbs onto objects. The trap tries to catch the ones running away. The children he touched move aside. At the end of the game, the number of those caught is counted and a new trap is selected.
Traps with ribbons
Goal: to develop speed, agility, eye; improve orientation in space, running in all directions.
How to play: children stand in a circle, each with a colored ribbon tucked into the back of their belt. There is a trap in the center of the circle. At a signal, the children run in different directions, and the trap tries to pull out the ribbons from them. At the stop signal, the children gather in a circle, and the driver counts the ribbons.
The game can be played with complications:
There are two traps in a circle.
- there is no trap, boys collect ribbons from girls, and girls from boys.
Fox and chickens
Goal: develop dexterity, speed of reaction, learn to act on a signal, develop orientation in space.
Game progress: on one side of the hall there is a chicken coop (you can use benches). Chickens are sitting on a roost. On the other side is a fox hole. At a signal, chickens jump from their perches and move freely around the free space. With the words “Fox!” the chickens run into the chicken coop and climb onto the roost, and the fox tries to catch the chicken. Not having time to escape, she takes her into a soybean hole. When the driver catches 2-3 chickens, another trap is selected.
Traps
Develop agility, agility, and speed.
Progress of the game: children line up behind the line on one side of the court. They must run to the opposite side without the trap standing in the middle catching them. Those who are covered are considered floodplain. After 2-3 runs, those caught are counted. Choose a new trap.
Two frosts
Goal: develop reaction speed, dexterity; consolidate the ability to coordinate game actions with words.
Progress of the game: two houses are designated on opposite sides of the court. The players are located in one of them. The drivers - Frost the Red Nose and Frost the Blue Nose stand in the middle, facing the players and say the text
I am Frost Red Nose. I am Frost Blue Nose.
Which of you will decide to hit the road?
The players answer in chorus: “We are not afraid of threats, and we are not afraid of frost!”
After these words, the children run to the other side of the playground, and the Frosts try to catch and freeze them. The “frozen” ones stop at the place where they were touched and stand motionless until the end of the run.
Networks
Goal: to develop dexterity, ingenuity, spatial orientation, and the ability to follow the rules of the game.
Progress of the game: some children stand in a circle and hold hoops. Others - "fish" - scurry back and forth through the hoops. The following are possible options:
1. Pike chases fish.
2. Children with hoops move slowly, when given a signal, they run in a circle, and then it is impossible to get out of it.
3. Children with hoops stand motionless and only begin to move when given a signal.
The catch is being counted.
Geese-swans
Goal: develop dexterity, speed of reaction; consolidate the ability to perform the actions of the assumed role; coordinate words with game actions.
Progress of the game: on one edge of the hall the house in which the geese are located is indicated. On the opposite side there is a shepherd. To the side is the lair where the wolf lives. The rest is meadow. Children are chosen to play the roles of a wolf and a shepherd, the rest are geese. The shepherd drives the geese out into the meadow, they graze.
Shepherd: Geese, geese!
Geese: Ha-ha-ha!
Shepherd: Do you want to eat?
Geese: Yes, yes, yes!
Shepherd: So fly.
Geese: We can’t, the gray wolf under the mountain won’t let us go home!
Shepherd: Well, fly as you want, just take care of your wings!
The geese, spreading their wings, fly, and the wolf tries to catch them. After several runs, the number of floodplains is counted.
Air football
Goal: improve agility, strength, ingenuity; develop coordination of movements.
Progress of the game: children from a sitting position, holding the block with their feet, roll onto their backs and throw the block through the net, into the goal or into the distance. You can use a ball instead of a block.
Flies, doesn't fly
Goal: to consolidate children’s knowledge about flying and non-flying objects; cultivate endurance and patience.
Progress of the game: children stand or sit in a circle, with the teacher in the center. He names animate and inanimate objects that fly and do not fly. When naming an object, the teacher raises his hands up. Children should raise their hands up if the object flies.
An option with a ball is possible.
The sea is agitated
Purpose: to provide knowledge about various steamships, ancient sailing ships, and rigging items.
Progress of the game: the players sit on chairs, each is assigned a specific name. Then the captain begins to move around the outer circle, naming the items necessary for the voyage. All named objects stand up. To the words “The sea is agitated1,” the children begin to move to the music, depicting the movements of the waves. Captain's command: “Calm down the sea!” serves as a signal that you need to take your seats on the chairs as soon as possible. The one left without a chair becomes the captain.
Mail
Goal: to develop gaming imagination and the ability to follow the rules of the game.
Progress of the game: the game begins with a roll call between the players and the driver:
Ding, ding, ding!
-Who's there?
- Mail!
- Where?
- From the city...
- What are they doing in that city?
The driver can say that they are dancing, singing, drawing, etc. All players must do what the driver says. And the one who does the task poorly,
gives away the forfeit. The game ends as soon as the driver collects five forfeits. Then the forfeits are redeemed by completing various tasks.
At Mazal's
Goal: improve coordination of movements.
Progress of the game: participants sit on chairs and choose Grandfather Mazal. Everyone else moves away from him and agrees that they will show. Then they go and say:
“Hello, grandfather Mazal with a long white beard, brown eyes, and white mustache.”
Hello kids! Where were you, what were you doing?
- We won’t tell you where we were, but we’ll show you what we did.
Everyone performs the movements that were agreed upon. When the grandfather guesses, the players run away, and he catches them.
Bird catcher
Purpose: to learn to distinguish and imitate the calls of various birds; develop the ability to navigate with your eyes closed.
Progress of the game: players choose the names of the birds. They stand in a circle, with a blindfolded bird catcher in the center. Birds dance in circles
In the forest in the little forest,
On a green oak tree
The birds are singing merrily.
Ah, the birdcatcher is coming,
He will take us into captivity.
Birds, fly away!
The birder claps his hands and starts looking for birds. Whoever is caught screams, imitating a bird.
The driver must guess the player's name and the bird.
Four elements
Goal: to develop attention, memory, dexterity.
Progress of the game: the players stand in a circle, with the leader in the middle. He throws the ball to one of the players, while pronouncing one of the words of the elements (for example, air). The one who caught the ball must name the inhabitant of the air. If the name is land - animal, if water - fish. When the word fire is said, everyone should turn around several times, waving their hands.
Don't take black, don't take white, don't say "Yes" or "No"
Goal: to develop attentiveness, the ability to monitor your answers during the game, to consolidate knowledge about the environment.
Game flow: The game starts like this:
They sent you a hundred rubles,
Buy what you want,
Black, don't take white,
“Yes”, “No” do not say.
After this, the driver conducts a conversation, asking questions. The one who is confused in the answer gives the driver a forfeit. After the game, those who made a fine redeem their forfeits by completing various tasks.
Paints
Goal: to consolidate knowledge of color and shades; improve basic movement skills.
Game progress: choose an owner and two sellers. All other players are paints who choose their colors. The buyer knocks:
Who's there?
- Buyer.
- Why did you come?
- For paint.
- For what?
- For blue.
If this paint is not available, the owner says: “Race on one leg along the blue track.”
The buyer who guesses the most colors wins.
Flowers
Goal: to consolidate knowledge about colors (or any other objects, such as sports equipment), improve reaction and speed.
Progress of the game: each player chooses a flower for himself. By lot, the chosen flower begins the game. It calls any other flower, such as a poppy. Mac runs, and Rose catches up with him. Then the poppy can name any other flower. The winner is the one who has never been caught.
Pick a pair
Goal: develop logical thinking, learn to play as a team.
Progress of the game: children are offered a pair of words that are in a certain logical connection. For example: cause-effect, genus-species. It is necessary to select for the indicated third word, from a number of existing ones, a word that is in the same logical connection with it.
For example: school - training, hospital - doctor, goal - football, etc.
And third words: student, treatment, patient, ball, T-shirt.
Snowball
Goal: learn to form a sequence in words, remember previous words, coordinate movements with words.
Progress of the game: group game consists in the gradual formation of a sequence of words, and each subsequent participant in the game must reproduce all previous words while maintaining their sequence, adding his own word to them. The game is played with the ball being passed.
Forbidden number
Goal: to promote the development of attention.
Progress of the game: the players stand in a circle. You need to choose a number that cannot be spoken; instead, you need to clap your hands silently the required number of times.
Listen to the command
Goal: to promote the development of attention, improve the ability to organize independently, and calm down.
Progress of the game: children walk to the music. When the music stops, everyone stops and listens to the command spoken in a whisper and immediately carries it out.
Opposite word
Goal: to teach children to justify their decision, to select words opposite to what is indicated.
Progress of the game: invite children to choose words that are opposite in meaning to the data.
For words that have an ambiguous meaning (for example, raw), it is proposed to find all possible words of the opposite meaning and justify your decision.
Guess the word
Goal: improve the ability to follow the rules of the game, develop classification skills, and highlight the most significant features.
Progress of the game: children are asked to guess the names of randomly selected objects, while asking clarifying questions that can be answered “Yes” or “No.”
Birds
Purpose: to consolidate children's knowledge about various birds; improve the ability to follow the rules of the game.
Progress of the game: players choose a mistress and a hawk. The rest are birds. A hawk flies. Mistress says
Why did you come?
- For the bird!
- For what?
Hawk calls. If the named bird is not there, the owner drives him away. The game continues until the hawk catches all the birds.
Fishing
Goal: to consolidate children's knowledge about various types fish, improve the ability to act according to the rules.
Game progress: players are divided into two groups. Some stand opposite others at a distance of several steps. One group is fishermen, the second is fish. At the beginning of the game they have a conversation:
What are you knitting? (fish)
- Seine. (fishermen imitate movements)
- What will you catch?
- Fish.
- Which one?
- Pike.
- Catch it.
The fish turn and run to the line. Fishermen try to catch as many fish as possible.
Screw
Goal: to develop creative imagination, imagination, plastic movement.
Execution: I.P. Main jay. The body rotates right and left. The arms follow the body freely.
One, two, three, four, five -
You should fly into space!
Humpty Dumpty
Goal: to develop creative imagination, the ability to get used to the image, advanced characteristic movements, perform movements simultaneously with the text
Execution: the teacher pronounces the words:
Humpty Dumpty sat on the wall
Humpty Dumpty fell in his sleep...
The child turns his body to the right - to the left. When he hears the words “Fell in his sleep,” he sharply tilts his body down.
Fakirs
Goal: to train individual muscle groups, develop the ability to convey the characteristic features of an image.
Progress of the game: children sit, legs crossed, hands on knees, hands hanging down, back and neck relaxed. The head is lowered, the chin touches the chest. Eyes closed.
To the appropriate music, children’s hands first “come to life”, then their arms and head rise, and the body stretches forward and upward.
Psycho-gymnastics without fixating attention on breathing (4-5 years)
Bear cubs in a den
The children go home one by one, following the bear's tracks. They sit down and wait for the game.
Game with cones
Throwing cones. They catch them and use their equipment to hold them with their paws. Do they put the cones aside and let their paws fall down? bodies are resting. Performed 2-3 times
Games with a bee
Children raise their knees to make houses. A bee flies under your knees. The bear flies and the other raises its legs.
Cold - hot
Squeeze into a ball and relax your torso.
Scarf games
Tie scarves without opening your eyes. Rotate your head from side to side. Okay, it's warm. Show with facial expressions.
Bee interferes with sleep
The play of facial muscles. The bee decided to sit on the tongue - the children quickly pressed their lips together, made their lips into a tube and began to twist them from side to side.
Relaxation
The cubs closed their eyes and wrinkled their noses from the bright sun. The bee flew in again and sat on the forehead (we move our eyebrows up and down).
Rest
The cubs are sleeping. Mom is in the forest.
Water got into my ears
While lying on your back, shake your head rhythmically, shaking water out of one ear and out of the other.
Face tans
Chin sunbathing - expose your chin to the sun, slightly unclench your lips and teeth (inhale). The bug flies and closes your mouth tightly (holding your breath). The bug flew away. Open your mouth slightly and breathe out lightly.
If your nose gets sunburned, expose your nose to the sun. Mouth half open. A butterfly is flying. He chooses whose nose to sit on. Wrinkle your nose, lift your sponge up, mouth half open (hold your breath). The butterfly has flown away, relax. Inhale.
Eyebrows are a swing. Move your eyebrows up and down.
Rest
Sleeping on the shore.
Psycho-gymnastics with fixation of attention on breathing (6-7 years)
By the sea
Children “play in the water, come out and lie down on the sand with their arms and legs spread out.
Playing with sand
Pick up sand in your hands (inhale). Hold the sand tightly by clenching your fingers into a fist (holding your breath). Sprinkle sand on your knees, gradually opening your fingers (exhale). Shake the sand from your hands and let them fall helplessly along your body.
Ant game
An ant climbed onto your toes - force the socks towards you, legs tense (inhale). Relax your legs in this position. Listen to which finger the ant is sitting on (hold your breath). By instantly relieving tension in your feet, release the ant from your toes (exhale). We lower our socks down to the sides.
Sunshine and cloud
The sun went behind the cloud - they huddled into a ball (holding their breath). The sun came out - it was hot, we relaxed (exhale).
Everyone is sleeping.
Goal: to train individual muscle groups, improve endurance, and the ability to convey movements through pantomime.
Execution: children sit freely, pretending to be sleeping in different positions. The presenter enters the hall and sees:
In the yard he meets a darkness of people.
Everyone is sleeping.
He sits rooted to the spot.
He walks without moving.
He stands with his mouth open.
He approaches the figures of the children, tries to wake them up, takes them by the hands, but their hands drop limply.
Barbell
Goal: train individual muscle groups, develop endurance, willpower.
Execution: pull up and jerk the barbell, then throw it. Rest.
Reindeer exercises
Children are divided into two teams. The teams are divided into pairs, with a deer in front. There's a musher in the back. You can wear reins or a hoop. Whose team will finish the distance faster?
Analyk
A ball game similar to basketball, but without a ring and a net. Members of one team throw the ball to each other, and at the same time members of the other team try to take it away. (one participant in the game should not hold the ball for too long; he should quickly pass it to the players of his team).
Young reindeer herder
At a distance of 3-4 meters there are deer antlers (you can use ring throws0. The captains throw 5 rings onto the antlers. This is a competition for captains.
Clever reindeer herders
A figure of a deer is placed at a distance of 3-4 meters from the children. The children take turns throwing the ball at the deer, trying to hit it. Then they stand at the end of the column. The winner is determined by the number of hits in the teams.
p/i “Find yourself a partner”
Target:
Progress of the game:To play, you need handkerchiefs of two colors (according to the number of children) (half of the handkerchiefs are one color, the rest are another). Each player receives one handkerchief. At the teacher’s signal, all children scatter, trying to occupy the entire area of the hall (playground). To the words “Find a pair!” or the beginning of a piece of music, children with handkerchiefs of the same color stand in pairs. If the child cannot find a partner, the players say: “Vanya (Kolya, Olya), don’t yawn, quickly choose a pair!”
p/i "Cars"
Target:Learn to respond to a signal.
Progress of the game:Each player receives a steering wheel (cardboard or plywood). At the teacher’s signal (raising the green flag), the children scatter in all directions so as not to interfere with each other. At another signal (raise the red flag), the cars stop. The game is repeated.
p/i “Let’s find the little sparrow”
Target:Rest after physical activity.
Progress of the game:The players close their eyes, and the teacher hides the little sparrow on the playground. At the signal, the children open their eyes, calmly walk around the playground and look for him. The one who found it picks it up, the game repeats again
p/i "Airplanes"
Target:Improve accuracy of orientation in space.
Progress of the game:Children stand in several columns to different parties hall The place for each column is indicated by an object (cube, pin, medicine ball). The players portray pilots. At the teacher’s signal: “For flight!” - children perform circular movements with bent arms in front of the chest - “start the engines.” At the next signal: “Let’s go!” - children raise their arms to the sides and run - “fly” in different directions throughout the hall. At the signal: “Landing!” - children - “airplanes” find their place (at their cube) and line up in columns.
p/i “Cucumber, cucumber…..”
Target:Strengthen your leg muscles and develop a sense of rhythm.
Progress of the game:On one side of the hall there is a teacher (trap), on the other side there are children. They approach the trap by jumping on two legs. The teacher says:
Cucumber, cucumber,
Don't go to that end
There's a mouse living there
He'll bite your tail off.
Children run away beyond the conventional line, and the teacher catches up with them. The teacher pronounces the text in such a rhythm that the children can jump twice for each word.
p/i "Sparrows and the cat"
Target:Develop speed and agility.
Progress of the game:“Cat” is located on one side of the hall (platform), and children – “Sparrows” - on the other.
Children - “sparrows” approach the “cat” together with the teacher, who says:
Kitty, kitten, skating rink,
Kitty has a little black tail,
He's lying on a log
Pretended to be asleep.
To the words “As if he’s sleeping,” the “cat” exclaims: “Meow!” - and begins to catch the “sparrows” who run away from him to their house (beyond the line).
m/n “Where did you knock?”
Target: Cultivate attentiveness and organization.
Progress of the game:Children stand in a circle (or sit). The driver goes to the middle and closes his eyes. The teacher silently walks around the circle behind the children, stops near one of the children, knocks with a stick and puts it in the child’s hands, steps aside and says: “It’s time!” The person standing in the circle must guess where they knocked and go to the one who has the wand hidden. Having guessed, he takes the place of the child who had the wand, who becomes the driver. If the child does not guess correctly, then he drives again. If he makes a mistake the second time, then they choose a new driver. Children must remain silent while playing.
p/i "At the bear in the forest"
Target:Teach children to move in accordance with the text, quickly change directions of movement.
Progress of the game:On one side of the hall (site) a line is drawn - this is the edge of the forest. Beyond the line, at a distance of 2-3 steps, a place for the bear is outlined. At the opposite end of the hall, the “home” line for the children is designated. The teacher appoints one of the players to be a bear (you can choose a counting rhyme), the rest of the players are children, they are at home.
The teacher says: “Go for a walk.” Children head to the edge of the forest, pick mushrooms - imitate the appropriate movements - and say:
"At the bear in the forest
I take mushrooms and berries,
But the bear doesn't sleep
And he growls at us.”
The bear gets up with a growl, the children run away. The bear tries to catch (touch) them. He takes the caught child to his “bor.” The game resumes. After the bear has caught 2-3 children, another bear is appointed or selected.
p/i "Cat and Mice"
Target:Strengthen stepping over a gymnastic bench or crawling under it.
Progress of the game:On one side of the hall, slats are placed on chairs or stands with a cord stretched at a height of 50 cm from the floor level - this is a house of mice. At some distance from the house of mice, there is a cat (a child in a cat’s hat) on a chair.
The teacher says:
Who guards the mice?
Pretended to be asleep.
Children crawl under the slats (or cords), stand up and run around in all directions.
The teacher says:
Hush, mice, don't make noise
And don't wake the cat.
Children - "mice" easily, trying not to make noise, run around the entire hall. After 20-25 seconds, the teacher exclaims: “The cat is awake!” The driver is a “cat”, shouts: “Meow!”, and runs after the “mice”, and they hide in the “holes” (they crawl under the slats and run into the holes through the unobstructed part). The game is repeated several times. Another child is chosen to play the role.
p/i “Find your color”
Target:Develop spatial and visual orientation.
Progress of the game:The players are on the court with multi-colored ribbons in their hands. In different parts of the site, there are 4 hoops on the floor with flags in the center, the colors of which correspond to the colors of the ribbons. At the command “STEP MARCH!” children walk in all directions on the playground, and at the command “FIND YOUR COLOR!” line up in a circle around a hoop with flags of their own color. The game is repeated 3-4 times, the teacher changes the location of the flags and marks attentive players.
p/i "Lovishki"
Target:Develop dexterity and intelligence in children.
Progress of the game:Children are on one side of the hall behind the conventional line. They are given the task: to run to the next conditional line (to the other side of the hall) so that the driver, who is in the center of the hall, does not have time to insult anyone. After the teacher’s words: “One, two, three – run!” - children run to the other side. The one who is touched by the trap is considered caught and moves aside. After two runs, those caught are counted and another driver is selected.
m/n “Guess where it’s hidden?”
Target:Cultivate attentiveness and organization.
Progress of the game: Hide a toy and describe its appearance to your child. For example: “Yellow; the body is round; the head is round; the beak is sharp." (Chicken.) If one of the children guesses what or who you were describing, you give him the hidden object.
When children in the group learn to guess objects from verbal descriptions, they will hide and describe the object themselves. The adult divides them into two groups. Children from different groups take turns describing different objects to the other group, which must guess what object it is.
The game can be diversified by hiding objects in a “wonderful bag” and asking the child, after he guesses correctly, to find this object by touch .
p/i "Colored cars"
Target:Cultivate attentiveness and organization.
Progress of the game: Children stand along the walls of the room. These are cars in the garage. Each player holds a flag in his hands (a ring, a cardboard disk of blue, yellow or green). The teacher stands in the center of the room facing the players, holding three flags of the corresponding colors in his hands. He raises 1 of the flags (or maybe 2 or all 3), children who have an object of this color run around the playground, imitate the car driving, and honk their horn. When the teacher lowers the flag, the cars stop, turn around and head to their garages. Then the teacher raises a flag of a different color and the game resumes.
m/n “Guess who called”
Target:Increase the activity of the hearing aid.
Progress of the game:Children sit in a circle. One child stands or sits in the center of the circle and closes his eyes. The teacher, without naming the child's name, points with his hand at one of the children who is sitting behind him. The one pointed to stands up and loudly calls the name of the child who is sitting in the middle of the circle. If the child guessed who called him, he opens his eyes and they change places with the one who called his name. If he doesn’t guess correctly, the teacher asks him not to open his eyes, but listen again to who says his name.
p/i "Horses"
Target:Form coordination of motor actions.
Progress of the game:Children are divided into two equal groups: some children pretend to be horses, others – grooms. Each groom has a jump rope. At the teacher’s signal, the “grooms” harness the “horses” (they put on the reins - jump ropes). According to the following instructions from the teacher, the children first move at a walk, raising their legs high at the knees, then start running (in different directions) so as not to interfere with each other. After some time, the “horses” stop, they are unharnessed and released into the meadow, the “grooms” also rest. At the teacher’s signal, the children change roles and again perform walking and running exercises. The game is repeated several times with different game stories(horses go for hay, firewood, etc.).
p/i "Salki"
Target:Develop speed and improve response to sound signals.
Progress of the game:According to the counting rhyme, the driver (“salka”) is selected. The platform on which they play is conventionally established. Everyone scatters around the site, the driver announces “I’m a tag!” and begins to catch up with all the players. Whoever catches up and “touches” (touches) becomes a “tag”, loudly announces this, and begins to catch up with the players. We continue ad infinitum.
m/n “Find and keep silent”
Target:Develop spatial orientation and a sense of endurance.
Progress of the game: Children stand along one side of the playground facing the teacher. At the teacher’s signal, they turn to face the wall. At this time, the teacher hides the scarf (or something else). Then the children open their eyes, turn around and begin to look for the scarf. The finder, without showing that he has already found it, approaches the teacher and quietly speaks in his ear where he found the scarf, and takes his place in the line (or sits on a bench or chair). The game continues until most of the children find the scarf.
p/i "Rabbits"
Target:Develop in children the ability to move in a team; find your place on the site; practice climbing, running, jumping on 2 legs.
Progress of the game:On one side of the site they place hoops - rabbit cages. Chairs are placed in front of him, to which hoops are tied vertically. A chair is placed on the opposite side - the watchman's house, and the teacher sits on this chair. Between the house and the rabbit cages is a meadow. Children in small groups of 3-4 people form circles.
“The rabbits are sitting in cages,” says the teacher, acting as a guard; children squat down. The teacher approaches the cages one by one and releases the “rabbits” with the words: “Take a walk, eat some grass.” The “rabbits” climb through the hoops and begin to run and jump.
After a while, the teacher says, “Run to the cages!” The “rabbits” run home, each returning to their cage, climbing through the hoop again.
The “rabbits” remain in the cage until the guard lets them out again.
p/i "Fox and chickens"
Target:Strengthen jumping from a gymnastic bench.
Progress of the game:On one side of the hall there is a “chicken coop” (you can use a gymnastic bench). In the “chicken coop” there are “chickens” sitting on a “roost”. On the opposite side of the hall is the fox’s “hole”. All free space is the yard.
One of the players is designated a fox, the rest of the children are chickens. At the teacher’s signal, the chickens jump from their roost, run around the yard, flapping their wings, and pecking at grains. On the signal: “Fox!” - “chickens” run away. The "fox" is trying to catch the "chickens". She takes the “chicken” who did not have time to escape into her hole. The game resumes. When the “fox” catches 2-3 “chickens”, another “fox” is chosen.
p/i “Ball over the net”
Target:Strengthen the ability to throw the ball over the net.
Progress of the game:A rope or net is stretched between trees or gymnastic stands at the level of the child’s chest.
Lines are drawn on both sides of the rope (net) at a distance of 1 m from it. Groups of children (4-6 people on each side) stand on lines opposite each other.
The one who stands on the edge gets the ball. At the teacher’s signal “begin!” he throws the ball over the net to a child standing opposite him. He, having caught the ball, throws it to the person standing next to him, etc. When the ball reaches the last one last player, the teacher notes what mistakes one and the other group of players made. When repeating, another group starts the game.