Greetings to my regular readers and casual blog visitors. Tatyana Sukhikh is with you. Do you want to know what today's topic is? Yes, these are outdoor games for physical education. It will be of interest to educators, teachers, and especially to physical education instructors in preschools.
Games are a natural companion in children's lives and a source of joyful, unforgettable emotions. They have a powerful force in raising children. Children's participation in them increases the level of physical and moral development.
Literature
Using the following literature, you can find a lot of useful information about holding games in kindergartens and primary schools.
- The Uchmag website offers information on various types of physical exercises in an extended-day elementary school group.
- And here you can purchase a coupon that gives you the right to participate in a webinar about the game as a method of physical education for children.
- You can find a useful event about the features of organizing fun and games on this page.
- You can learn about the physical development of five- and seven-year-old children and physical education activities here.
- And here is the most interesting summary and here is a card index of entertainment for preschoolers.
What to play with a crowd of children in a small room: 8 cool ideas
How to entertain a crowd of small children who are stuck in a small room due to bad weather outside or for other reasons? You can try to hand them albums and colored pencils, but if the children really want to go wild, then this will not distract them for long.
There are many active games that are suitable for small rooms. We've put together some great options.
Throw and slam
Children need to stand in a circle (although they can sit on the floor or chairs) and pick up a large soft ball. The first player throws the ball and, while it is in the air, claps his hands and then catches the ball. Then he passes the ball to the next player, who must repeat these actions, and further in a circle.
If one of the players fails to catch the ball, he is eliminated. When the ball is back in the first player's hands, he should try to clap twice while the ball is in the air. Increase the number of claps with each circle.
All my neighbors
This is the version of musical chairs. She will also need chairs. The more players you attract, the more fun it will be. Arrange the chairs (one less than the number of players) in a circle. The players occupy all the chairs, and the remaining one stands in the center of the circle.
He names some characteristic of his appearance that other players also have, for example: “All my neighbors wear blue T-shirts.” Players wearing blue jerseys must quickly stand up and take other chairs. The one who does not have time to do this becomes the next leader.
Hoops
For this game you will need several hoops. Place them on the floor at a short distance from each other. Tell children to do different exercises. For example, jumping on one leg or spinning in place. Then instruct them to start running between the hoops without touching them.
Then name the number, it depends on the number of players. Children must climb into the nearest hoop. When the number of players you named is in it, they should raise the hoop up. Players remaining outside the hoops are eliminated.
Addition
Divide the children into teams of two. On each team, one player will be “even” and the other will be “odd”. On command, both players on each team raise any number of fingers of one hand. Both players on the team then add up their chosen numbers.
If the sum is even, the corresponding player wins, and vice versa. The losers are eliminated, and the winners look for new partners for the next round.
Quiet ball game
Of course, you shouldn't judge children for laughing and chatting during a fun game. But sometimes this noise bothers adults. You can offer them a game in which silence is one of the main rules. You will need several small soft balls. Anti-stress toys are suitable.
Give the children one of these balls so they can toss it to each other. At the same time, they must remain silent. Players who cannot catch the ball or who speak are eliminated. Make the game more difficult and throw several balls at the same time.
Tic-tac-toe with hoops
For this game you will need nine hoops (if you don't have that many, use shoeboxes or other suitable items) and six balls of different colors.
Place the hoops on the floor to create a tic-tac-toe board. Divide the players into two teams. Line up the players of both teams one behind the other, place three balls in front of them. On command, the first player from each team must grab the ball, run up to the field and put it in any hoop.
Then he returns to his place, the next player takes the second ball, puts it in another hoop, and so on. The first team to put their balls in a row wins. If both teams use all the balls but fail to complete a row, the game continues. Each subsequent player transfers the balls to a different hoop.
You can make the game more difficult by asking children not to run to the hoops, but to throw balls from a short distance.
All aboard!
For this game you will need towels, blankets or small mattresses. Divide the players into teams and seat them on towels. Teams must be large so that it is difficult for them to fit on one towel. The team that can stay in place for ten seconds wins.
Up, down, stomp, slam
Children can stand or sit during this game. Tell them what actions to take. First raise your hands up, then lower them, then stamp your feet, and finally clap your hands. It is important for children not to get confused and to follow commands correctly.
The game can be made more difficult. For example, speak faster with each round. Or have children follow commands in reverse: when you tell them to raise their hands, they should lower them, and so on.
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Role of the game
Physical education of children
In games, children practice a variety of movements: jumping, running, climbing, catching, throwing, climbing. Many movements help to activate breathing, blood circulation and metabolic processes. They also have a beneficial effect on mental functioning. Games played in the fresh air are more healthy. Inspiring children with games mobilizes not only their physiological reserves, but also develops the efficiency of movements.
Play is an indispensable means of improving movement. It helps develop strength, speed, endurance, and coordination of movements. Since they do not fetter the will and freedom of the little ones, children feel relaxed in them. As a result of conducting outdoor games in kindergarten classes, children develop a positive attitude towards physical education.
Mental and moral education of children
In the process of such games, ideas, thinking, memory are activated, and imagination develops. They are accompanied by poems, songs, and counting rhymes. As a result, the little ones' vocabulary is replenished.
Such games are also indispensable for the moral education of children. They act in a team and obey collective demands. Following the rules of the game teaches children to develop will, develop endurance, self-control, and control actions and behavior. Thanks to outdoor games, children begin to make friends, help, and empathize with each other. Therefore, children really enjoy physical education classes.
Organization of outdoor games
Methodology for organizing outdoor games . How to organize an outdoor game. Functions of the teacher in organizing the game. Game selection. Selection of equipment and determination of the functions and purpose of the game.
Functions of a teacher, game leader . The most important responsibilities of a professional teacher who uses outdoor games as a means of targeted, organized physical education are: performing a set of organizational actions; conducting an outdoor game with the implementation of a complex of influences of a general developmental physical-motor and educational nature. Organizational actions of the teacher include: choice of game and factors of its effectiveness; analysis of the systemic and structural essence of the game; preparation of the game venue, equipment and auxiliary equipment. Organization of children for playing the game includes: explanation of the content of the game; placement of players with clarification of individual functions and rules; identification of drivers (if necessary); team formation; selection of captains; appointment of teaching assistants and explanation of their responsibilities, appointment of judges if necessary. Carrying out the game includes direct control of the game process, including: monitoring the progress of the game, compliance with the rules; personal implementation of refereeing; load adjustment; ending the game; summing up the game.
Choice of game and conditions for its successful implementation. The content of the selected outdoor game is determined by the goal factor and the main objectives of the lesson, or another form of classes within which it is supposed to be carried out. For a teacher, it is important that playing a game just for the sake of playing is a rather wasteful pastime based on the strategic goal of physical education - the formation of the physical culture of the child’s personality . As noted earlier, the selection of a game is based, first of all, on the main objectives of the lesson and the psychophysiological characteristics of the age of the participants in the game, the general level of their physical development and motor readiness, and the quantitative ratio of boys and girls in teams.
The organizational form of classes, or the event within which the game is supposed to be held, has a decisive influence on its preparation and conduct. The most acceptable form of academic lesson in educational and educational aspects, one of the elements of which is an outdoor game. It is in the lesson regulations that you can plan and purposefully solve the assigned tasks, since the lesson form determines age, gender, and the time allotted for the lesson.
Other forms, for example, classes in a summer camp, during a break between classes, impose additional professional responsibility on the teacher conducting the game due to the possible different ages of the participants, different initial physical fitness, time limits for the game and other associated factors.
The most suitable place for outdoor games is a summer sports ground or gym, which allows children to fully demonstrate their physical activity. Conducting games in school recreational conditions requires the conductor to demonstrate creativity, extraordinary organizational decisions, and, in general, fairly high professionalism.
The time of year and weather conditions certainly influence the choice of game and its content. In warm summer months and in hot weather, it is necessary to plan games with little physical activity to avoid overheating of the child’s body. And vice versa, in winter weather conditions, the chosen game should be full of active movements and movements.
Changes can be made to the content of the selected game in accordance with the organizational situations that arise (large or too small number of participants, lack of equipment, etc.). Changes in the game and rules as proposed by them are quite emotional and positively perceived by children, especially if this leads to better organization of the game and the quality of its implementation.
The analysis of the consistency and structure of the game is carried out by the teacher in the process of personal preparation for its implementation. Creating an idea of the game as a system allows you to highlight its main elements, their functions during the game, and think through the features of direct and indirect connections between the elements. The process of the game is something other than the implementation of connections between its components, for example, the interaction of the teacher and the team, the captain and the team, the implementation of the functions of assistants and the participation of the teacher in this, the influence of referees on the management of the game.
In the process of preparing for the game, the teacher must present the game in a structural aspect, that is, determine for himself the place, role and significance of each of the components of the game as a system. The game director must imagine all possible situations caused by the course of the game and think through possible solutions. It is important to foresee possible negative manifestations and imagine ways to eliminate them. In the system of outdoor play, the main elements are the players and the teacher-leader. Each participant in the game is an individual who has a different attitude towards the game and expresses himself in it. The teacher’s task is to create conditions under which all players, including passive and poorly prepared ones, would ultimately actively participate in it.
A preliminary analysis of the game involves the teacher choosing and assigning assistants, endowing them with functions corresponding to the content and conditions of the game. At the same time, assistants should, if possible, familiarize themselves with the game and its rules in detail.
Preliminary preparation of the venue for the game is an indispensable condition for its success. It is important to know that the participants in the game subtly sense the presence of preliminary preparation, which is manifested in their positive emotions, desire to play, and otherwise in indifference to the upcoming game.
Examples of preparing the venue for the game include appropriate marking of the site using various kinds of landmarks; drawing boundary lines, placement of equipment and aids in connection with the content of the game; clearing the site of snow, eliminating rain puddles, etc.
When preparing the venue for the game, you should remove all foreign objects that interfere with the progress of the game. When playing with the ball indoors, it is necessary to take into account its possible impacts on the glass, and with this both injuries and material waste. Windows must be protected with elastic or rigid mesh. If the conditions of the game are quite simple, then it is advisable to carry out the preparatory actions together with the participants of the game, which increases their organizational and emotional mood for the game actions.
Preparation of equipment and auxiliary equipment can be carried out by the teacher himself and his assistants. But the created situation in which all players actively participate in the preparation is especially valuable. The most popular equipment in outdoor games are balls, gymnastic sticks and jump ropes, hoops, and skittles. Colored vests and armbands are used to distinguish players and teams. Gymnastic apparatus, especially in relay races, and wooden cubes can be used as auxiliary equipment.
Inventory and auxiliary equipment are selected, and if necessary, specially created by student activists in accordance with the content and conditions of the game. The weight and size of equipment must correspond to the physical capabilities of the players. Storage of equipment, as a rule, is carried out in a specially designated place. But before the game, it is advisable to place it in places convenient for their quick placement in accordance with the game conditions.
It is advisable to explain the essence of the game in the formation or role arrangement of the students with which the game begins. The success of explaining and perceiving the essence and conditions of the game depends on how clearly, accurately and professionally the teacher himself imagines it. The explanation should be consistent, logical, and brief, except in the case of games of preschoolers and primary schoolchildren. At this age, a detailed, unhurried explanation is required due to the specifics of the perception of information by children of this age.
In the theory, methodology and practice of outdoor games, a fairly simple and reliable scheme for explaining the essence of the game has developed and operates. It consists of: the name of the game, its main distinguishing feature; game content; the roles of the players and their location on the court; assistant functions; rules of the game; conditions for determining the winners; answers to questions from game participants, which are addressed to all children. Particular attention should be paid to the rules of the game so as not to make forced stops during the game to clarify them. The explanation should be clear, with clear diction, with moderate emotions, but not monotonously, in a language accessible to children. In rare cases, to sharpen attention to the content of the game, rules and conditions, the teacher can use the technique of a short selective survey of listeners.
It is advisable to use every opportunity to simultaneously tell and show motor fragments of the game. An explanation of the essence of the game and the rules should be carried out when maximum attention of students to the actions of the teacher is achieved. The explanation of the content of the game and the conditions must be consistent, logical, and harmonious. In this case, it is advisable to be guided by the following story plan: the name of the game; the role of the players and their location; sequence of game actions; rules and other conditions of the game. When explaining the game, one should take into account the general mood of the children and the general psychological background of the team. If children's attention decreases during the story, it is necessary to shorten the explanation, if possible without compromising its meaning and the emotional side of the upcoming game. The explanation ends with answers to students’ questions, if any, and the answer should be addressed to all players. In cases where the game is repeated, attention is usually paid to its key points and clarification of the rules. An effective pedagogical technique is a selective survey of students about the meaning and content of the game, about the peculiarities of the rules for its implementation.
Placement of players with the definition of individual functions and rules of the game . An explanation of the essence of the game can be carried out in an organized formation of children, less often with their random but grouped placement. The most rational way of explanation is a story carried out in the position of the players in which the game begins. With different options for placing players, it is important that the teacher sees all the children, and they, in turn, see the teacher.
If the game begins with children moving in all directions, then to explain the game and starting actions, children are placed in a line or grouped near the teacher, but with the condition of a good mutual overview. When playing in a circle, the teacher takes a place to explain in the row of players, which ensures a good overview for everyone and the same perception of the story. The teacher should not be located in the center of the circle or even at some distance from it, since for a large number of players the meaning of the explanation of the essence of the game and the rules may not be heard. If the game is of a team nature, and the starting arrangement involves a line or column, then the teacher must, for the purpose of explanation, bring the team members closer together, position himself in the middle between the players, and be sure to turn them to face him. When explaining, the teacher should, without unnecessary emphasis, alternately address the players of one and the other team.
When starting placement, it is important to take into account the direction of the sun's rays and anticipate their effect on the listeners. Otherwise, the children's attention will be scattered by the rays of the sun. The same applies to the teacher when he is positioned in front of the students.
When placing children for a game, it is important to calculate the teacher’s position to show the elements of the game at the same time as the story. It is important that when demonstrating the teacher's actions, they are obvious to everyone playing.
Determining the individual functions of the players may include: dividing children into teams; choice of drivers; appointment of assistants.
Creating a team of players can be done in a number of ways. If it is necessary to create teams of equal strength, then this will be organized by the teacher himself as the most oriented in the preparedness of children. This method is acceptable in cases where outdoor games that are quite complex in content are played, as a rule, with elements of sports games, which corresponds to the age of high school.
There is a gymnastic method of distribution into teams by calculation. In this case, the children first line up in a “boys-girls” formation, and by a given calculation “first-second”, or “first-second-third”, etc. Each player receives his team number. This method allows you to quickly, most often in a physical education lesson, prepare for the game.
Distribution into teams can also occur through the use of figure marching techniques, for example, crushing. But this method, like any other, is applicable provided that the students master the elements of figure marching and the total number of players is an even number with an equal number of girls and boys.
For distribution into teams, it is possible to use the organizational method “by agreement”. It consists in the fact that children choose captains in pairs in which they were previously united and preferably based on approximately equal readiness. At the same time, children in pairs agree on which captain’s team they will play on. The captain, by calling a player, assigns him to his team. This method is emotional, takes into account the child’s individuality, has the character of a game even before the game and is quite popular among children and organizers.
There is a way to create teams "by captain's choice". The captains chosen by the players take turns selecting children for their team. This method is characterized by the speed of creating fairly equivalent teams. However, captains must be prepared for the fact that among the children there are also poorly prepared ones, so as not to leave them without attention, or better yet, to specifically invite such a child to the team, thereby placing trust in him and giving him the opportunity to fully express himself in collective actions. In the implementation of this method, the role of the teacher in preparing children for the role of captain is undoubted. This method is also most acceptable for high school students, who are already able not only to identify supporters by their level of preparedness, but also to perform personal actions, showing attention to insufficiently prepared children.
The selection of drivers and captains is an action that is quite subtle from a psychological and pedagogical point of view. Since there is an authoritarian method, when the driver is appointed by a teacher or game director, as well as a collective method - by the players themselves, there are a number of features that are important to consider when organizing the game. So, if captains are appointed only by the teacher, and often by the same students, then there is a danger of such children being singled out as close ones, loved by the teacher, which is, of course, unacceptable. On the other hand, it is also unacceptable for children to constantly choose the most prepared captain, since in this way conditions are not created for the manifestation of leadership qualities in less prepared children. Therefore, the teacher must have in his arsenal a number of ways to select captains, leaders, taking into account the psychological characteristics of children of a certain age and the possibility of demonstrating and developing leadership qualities.
The teacher himself can appoint a captain or driver. This method has one advantage - the quick organization of the game, but the will of the group of children is not taken into account. This shortcoming can be mitigated when the teacher explains the motives for his decision, and thus the negative of the volitional (non-game) decision will be weakened.
A common way to select a game leader is by lot. Selection by lot can be carried out by calculation, urgent solving of a riddle, a quick quiz, and in the simplest way - throwing a coin. Team compositions can be determined in the same way. As a draw, you can use a gymnastics stick, which the competitors grab from bottom to top with a hand, with the winner being determined by a complete, whole hand, grip from above.
An emotional way to determine the captain or driver is by drawing lots, based on drawing out straws held in the teacher's hand. The one who draws the shortest straw becomes the leader of the game.
When organizing the game, a method is used to select the driver according to the best, long-range throwing of the available projectile. Along with certain advantages, this method may not allow a poorly prepared child to feel like a leader.
There is a way to appoint the winner of the previous game as the driver. This approach stimulates children’s play activity, but even in this case, moderately and poorly prepared children may remain outside the zone of leadership attention.
The fairest way to assign a choice of captains or drivers is to establish the order in which such functions are performed. In order to avoid self-refusal, the teacher should explain the functions of the driver or captain, the significance of this role in determining the life position of each student, in the formation of organizational and management skills.
The assignment of assistants is carried out by the teacher to monitor compliance with the rules of the game, determine its result, and place equipment determined by the content of the game. The role of the assistant is also important for the formation of his social activity. Therefore, it is very advisable for all the players to play the role of assistants, and perhaps more often during the school year.
The teacher announces to the game participants the assigned assistants without explaining the reasons for his choice. Assistants can be appointed on their own initiative, at the request of the child. The number of assistants depends on the content of the game, the conditions of its implementation and the complexity of the rules. Assistants are appointed, as a rule, after an explanation of the essence of the game and the selection of captains or drivers. Children with weakened physical development or those exempted by a doctor from physical activity can be assigned to the role of assistants. If an outdoor game is played in an open area, on the ground, then assistants should be appointed in advance in order to carry out good preparation for the game in difficult conditions.
Similar articles:
Use of outdoor games for children aged 16 to 17 years
On the role of outdoor play in child development
The essence of outdoor games
Classification of modern outdoor games
Use of outdoor games for children from 11 to 15 years old
Card index for preschoolers
Let us present to your attention some entertainment that kids love to play.
Name of the game | Target | Progress of the game |
Sunshine and rain | 1. Teach kids to walk and run without pushing. 2. Teach them to act on the command of the teacher-instructor | The teacher says to the children: “The sun has appeared in the sky.” The guys start running around the playground. As soon as she gives the signal “It’s raining, quickly go home,” all the children run to their places. |
Dashes | Teach kids to run correctly in a given direction and perform simple tasks at the same time. | 1. Jogging at an average pace from 90 to 180 m. 2. Jogging on a flat path with your knees raised high. 3. Step over the slats that are on the ground and run. 4. Who takes a few steps to the place. 5. Who will run the distance faster. |
Aim better | Practice hitting the target | Draw a line on the ground. Place a basket at a distance of up to 2 m from it. The child approaches the line and throws a ball into the basket. The one who throws the most balls into the basket wins. |
I have suggested only a few of its many popular games. You can make a plan for them. Be sure to write to me if you liked the article and share it on social networks. I look forward to your feedback. Good luck!
The proposed games can be played in kindergarten, elementary school and just in the yard.Prohibited movement
A group of children stands in a line, the leader stands in front of them and invites the participants to repeat all his movements, with the exception of what is prohibited in advance (for example, you cannot repeat clapping your hands).
The one who breaks the rules takes a step back or is eliminated from the game.
After explaining the rules, accompanied by music, counting or drill chants, the presenter makes different movements, and the participants repeat them. Suddenly he makes an illegal move, and whoever repeats it loses and is eliminated.
Participants should not stop moving if the leader suddenly stops (stops clapping or hopping on one leg).
Marine figure, freeze!
At the leader’s signal, the children scatter around the playground and actively move, depicting different figures. These can be objects or figures of athletes, animals, working people. The presenter slowly pronounces the following chant: “The sea worries once, the sea worries two, the sea worries three, sea figure, freeze!”
The driver gives the command “Freeze.” Participants must freeze and hold, without moving, in the position in which this word caught them. The presenter slowly walks between the figures, and if no one moves, he gives the command “Recover,” after which everything starts all over again. If someone moves, he becomes the leader. The presenter can also choose a replacement - the most expressive figure.
Owl
Children choose an owl and a leader. The place of the “owl” is in the nest, away from the site. You can outline it with chalk and mark it with a flag. The players are on the playground, and the owl is in the nest. The presenter gives a signal: “The day is coming, everything comes to life!” Children run around the playground, move actively, imitating the flight of butterflies, birds, depicting frogs, mice, bunnies and other animals. The owl carefully waits for the leader's sudden signal.
At the presenter’s signal, “Night is coming, everything freezes!” The players must freeze in the position in which the signal caught them. An owl comes out of its nest to hunt. Noticing the player moving, she takes him by the hand and leads him to her nest. In one flight from the nest, she can kill two or three forest dwellers at once. At the signal “The day is coming, everything comes to life!” the owl returns to its nest, and the players again frolic on the playground. After two or three flights of the owl to hunt, it is replaced by another player from those who have never been caught by it. The owl is prohibited from observing the same player for a long time, and caught players are prohibited from escaping.
Who said "meow"?
Children stand in a circle. They choose a leader and a puppy. The puppy stands in the middle of the circle and closes its eyes, sleeping.
The driver silently points to the player who will be the kitten. Then the children hold hands and lead a round dance, saying in chorus: “A fluffy cat ran into our cheerful round dance and, while the puppy was sleeping, he said loudly “meow.”
The word “meow” is pronounced only by a kitten. At the driver’s command “Look,” the puppy opens its eyes and guesses who said “meow.”
If he guesses correctly, he goes to his place, and the guessed kitten becomes a puppy. If he does not guess correctly the first time, he is given a second try. If he doesn’t guess correctly again, they choose another puppy.
Santa Clauses
On opposite sides of the site, at a distance of 15–20 m, parallel lines mark the house and school. On the side of the house beyond the line, all the players gather. Two Santa Clauses are chosen. They stand in the middle of the site between school and home and, turning to the children, say the following words: “He is Frost and I am Frost, Blue Nose and Red Nose, which of you is not afraid to set off on a path?” The children answer in chorus: “We are not afraid of Santa Claus, we are not afraid of threats!” - and run from home to school. The frosts hit the children running past, the frosty ones “freeze” at the same moment and remain standing in place.
Then Santa Clauses again turn to the children with the same words, and they now run from school to home. On the way, they can help out the “frozen” ones by touching them with their hand, after which the “unfrozen” ones join the others. After two races, new Morozovs are chosen from the ungreasy guys.
During the game, you need to count those who have been greasy. As a result, we can note the players who were never caught and the pair of Frosts who had the most caught. The rules of the game prohibit staying in the house or school, running away from the place where you were caught, and also stepping beyond the Frost line.
The Wolf and the Hare
Children choose a wolf and a hare, then stand in pairs, holding hands, facing each other in a circle. At the signal, the wolf begins to chase the hare, running around the outside of the circle. A wolf can stain a hare, then they immediately change roles. The hare can escape by breaking the pair (by running into the house). He is replaced by the one to whom he turned his back, breaking the couple. If there are a lot of players, you can create houses not from pairs, but from a larger number of people. The hare can run in any direction, but he is prohibited from running through the house.
sparrows
From among the players, a driver is chosen - a cat. All other players are little sparrows. A circle with a diameter of 5–6 m is drawn on the site. The cat sits in the circle, and the sparrows stand outside it. At the leader’s signal, the sparrows jump into and out of the circle. The cat catches the sparrows that have not jumped out of the circle. The caught sparrows remain in the circle. After the cat catches several sparrows, a new cat is selected from among the uncaught ones. Sparrows hop on one or two legs by agreement.
A sparrow that runs across the circle is considered caught.
Wolf and kids
It is necessary to draw two parallel lines at a distance of approximately 1 m. This will be the ditch in which the wolf lives. Then a wolf is chosen. The rest of the players are goats. The goats stand on one side of the platform. At a signal, they run to the other side of the site, jumping over the ditch. The wolf is trying to catch (precipitate) the kids without running out of the ditch. The kids that are caught are counted and released. After several runs, a new wolf is chosen.
The rules of the game prohibit lingering in front of the ditch for more than 5 seconds and stepping into the ditch. Goats that violate these rules are considered caught. A greasy kid is not considered caught if the “wolf” steps outside the ditch.
The watchman and the hares
Two concentric circles are drawn on the site, with a diameter of 3 m and 10 m. The small circle is the watchman’s house, the large circle is the vegetable garden. The players - the hares - are outside the large circle. The driver - the watchman - is in a small circle (guardhouse). Hares jump in and out of the circle. The watchman runs out of the guardhouse and runs around the garden, trying to grease the hares. The greasy hare is taken to the lodge.
The game continues until several birds with one stone are caught. Then a new guard is selected. Within the garden, hares are only allowed to jump. A hare that enters a lodge remains in it.
Group jumps
The players line up along the wall of the hall. They are divided into groups of 2 to 5 people. Players from each group join hands. At the signal, the teams, jumping on one leg, strive to reach the opposite wall or the finish line. The team that comes first wins. Then the teams turn around and jump in the opposite direction. You can jump on one leg, holding the other by the ankle joint, or placing your hands on each other's shoulders. A victory is not counted if the players unclasp their hands or step on the other foot.
Rats
The participants of the game form a circle. They choose a rat. The rat goes to the middle of the circle. At a signal, the participants in the game try to hit the rat with a volleyball, which the rat dodges while running inside the circle. The one who hits the rat takes its place.
If the rat manages to catch the ball thrown at it, it continues the game and gets another life, which will save it the next time it is hit. If the attempt to catch the ball fails, the rat ceases to be a driver. The minimum number of participants in the game is 3 people. In this case, two players stand opposite each other, and the rat moves in a straight line between them.
Fight in a circle
This game can be played in teams or together. If a large number of people are participating, then they can all split into teams and choose captains who will send their players to a duel in a circle. A circle with a diameter of 2 m is drawn on the floor. Two participants from different teams enter it. Each of them stands on one leg, bending the other, and puts his hands behind his back. The participants’ task is to push the opponent out of the circle with their shoulder or torso, jumping on one leg. You cannot lower your bent leg and use your hands. Anyone who breaks this rule is considered a loser. The match ends in a draw if both players are outside the circle.
Fight in a circle-2
One of the variants of the previous game. The players sit with their backs to each other and grab each other's arms. Their task is to push the opponent out of the circle, pushing against their legs and back. Players can be allowed to stand up and fight while standing, but without lifting the opponent off the floor.
Fishing rod
To play you will need a rope 2-3 m long and a bag of sand - a fishing rod. You can also use a regular jump rope. The bag is attached to the end of the rope. A driver is selected from the participants. All players stand in a circle, and the driver stands in the middle of the circle with a rope in his hands. He rotates the rope with the bag so that it slides along the floor, making circle after circle under the feet of the players.
Players follow the movement of the bag and jump, passing it under them. The one who does not have time to jump and gets hit changes places with the leader and begins to rotate the bag in a circle.
Tags with ball
The game is similar to regular tag, but gives players more options through the use of a ball. The players run around the court, escaping from the driver, who is trying to harass them, and pass (or throw) the ball to each other. You cannot kick the player with the ball. The players' task is to pass the ball to the person being pursued before the driver hits him, and also to protect the ball from the driver.
The driver can touch the ball in the player's hands. In this case, the player becomes the driver. The driver can also spoil the ball by intercepting it on the fly. In this case, the player responsible for losing the ball becomes the driver.
Cross the road
This game develops tactical thinking. As in regular tag, players run away from the driver, who tries to insult them. But any player can save his friend from pursuit by crossing the driver’s path.
The driver does not have the right to continue the pursuit and must catch up with the new player. The upset player becomes the driver.
Squat tag
Using a counting rhyme, the driver is selected. The players run away from the driver, and he catches up and shoots down the players who did not have time to sit down with emphasis on their hands. Saled becomes the new driver, and the game continues. The squat can be replaced with another pose (for example, “swallow”).
2. Sports games in kindergarten
- Who's ahead?
- Race
- Racing in threes
- On the sled!
- Adjuster
- Who is first
- Fast sled
- Sled racing
- Collect the flags
- Descent into the gate
- Turtles
- Get the toy
- Engine
- Through the gate
- Ball on target
- Who's better at slipping?
- Who's next
- Catch up
- Running on one ski
- Through the gate
- Ski couples
- Slalom
- Along a narrow path
- Who will go faster
- Who will come last
- Relay races
- With a glass of water
- Get the item
- Take the ball
- Horses
- Stork
- Who's clever
- Crocodiles
- Catcher
- Battle at sea
- Do as I do
- Fountain
- Whoever is named catches the ball
- Fight for the ball
- Pass the ball
- Ball race
- Playing football together
- Kick the ball into the goal
- Who hits harder?
- Ball game
Physical education in childhood plays an important role in the comprehensive development of a person. From early childhood, the foundations of health and physical development are laid, and motor skills are formed. Children engage in physical education with great pleasure and love outdoor games. The highest form of ordinary outdoor games are sports games - hockey, football, basketball, table tennis, gorodki, badminton. Sports games are of great importance in solving educational and educational problems. They contribute to the development of accuracy, dexterity of movements, eye, and orientation in space. In the game, children have to quickly make decisions, which contributes to the development of thinking and speed of motor response to visual and auditory signals. During sports games, children develop positive moral and volitional character traits. Mandatory adherence to the rules in games helps to develop self-control, honesty, discipline, responsibility to the team, and the ability to take others into account.
Children learn to independently resolve conflicts and disputes among themselves. Taking into account the physiological characteristics of children, it is recommended to carry out only sports exercises with children of primary preschool age, and introduce elements of sports games to children of older preschool age. We bring to your attention sports games and exercises for preschool children.
Equipment:
sled.
Age
: 3–4 years.
Progress of the game:
The sleds are placed parallel to each other at a distance of 2–3 steps. Each of the children stands next to their sled. At the teacher’s signal, the children run around their sleds. The one who completes the task faster wins.
Equipment:
sleds, skittles.
Age:
3–5 years.
Progress of the game:
children stand in two columns one after another, holding the sled by the rope. A pin is placed in front at a distance of 10 m. At the teacher’s signal, the children take the sled to the pin, go around it and return to their place. The one who completes the task faster wins.
Equipment:
sled.
Age:
3–5 years.
Progress of the game:
Next to one sled are three children. One child carries the sled, the second sits on it, and the third pushes the sled from behind. At the teacher's signal, the race begins. Children drive to the designated landmark and return back. The game ends when each child from the trio plays all the roles. Those children who complete the task faster win.
Equipment:
sled.
Age:
3–5 years.
Progress of the game:
The sleds are placed parallel to each other at a distance of 3 steps, while there are fewer sleds than there are players. Children run freely around the playground. At the teacher’s signal “On the sled!” children run to the sled and sit on it. Latecomers are left without a seat.
Equipment:
sled.
Age:
6–7 years old.
Progress of the game:
children with sleds climb the mountain. A traffic controller stands below with flags in his hands. Children take turns sliding down the mountain on a sled. The traffic controller uses flags to indicate the direction of turn - right or left
Equipment:
sleds, ski poles.
Age:
6–7 years old.
Progress of the game:
children, standing on a sled, push off with ski poles in order to quickly get to a certain place and return back. Whoever completes this task first will win.
Equipment:
sled.
Age:
6–7 years old.
Progress of the game:
Children take turns sledding down an ice slide. Whose sled goes the farthest is the winner. The game is played separately for girls and boys.
Equipment:
sled.
Age:
6–7 years old.
Progress of the game:
Three children sit on each sled. They move forward to a certain place, pushing off the snow with their feet. The team that reaches the finish line first wins.
Equipment:
sleds, flags.
Age:
6–7 years old.
Progress of the game:
On the mountainside they place flags in one row one after another. While going down the mountain on a sled, children must collect flags. The one who collects the most flags wins.
Equipment:
sled.
Age:
6–7 years old.
Progress of the game:
When going down the mountain on a sled, children must pass through the designated gates without breaking them.
Equipment:
sled, flag.
Age:
6–7 years old.
Progress of the game:
children, two at a time, sit on the sled with their backs to each other. At the teacher’s signal, they push off with their feet, trying to cover a distance of 5 m to the flag as quickly as possible. The one who completes the task faster wins.
Equipment:
toy.
Age
: 6–7 years.
Progress of the game:
while sliding along an icy path, the child must reach a toy suspended on a rope.
Age:
6–7 years old.
Progress of the game:
children stand in pairs one after another, holding onto the belt of the child in front, and slide down the icy path.
Age:
6–7 years old.
Progress of the game:
children slide along the icy path, trying to pass through the gate without hitting it.
Equipment:
ball.
Age:
6–7 years old.
Progress of the game:
While going down the ice path, children throw the ball to the designated place.
Equipment:
skis.
Age:
5–7 years.
Progress of the game:
the child must ski a distance of 20–25 m with the least number of steps.
Equipment:
skis.
Age:
5–7 years.
Progress of the game:
Children, at the teacher’s signal, run up and slide on two skis until they come to a complete stop. The one who slips the farthest wins.
Equipment:
skis.
Age:
5–7 years.
Progress of the game:
children on skis line up in one line. At the teacher’s signal, they must catch up with the teacher. The teacher runs so that the children can catch up with him.
Equipment:
skis.
Age:
6–7 years old.
Progress of the game:
Each child stands on one ski (with poles) at the start line. At the signal, everyone rushes forward, pushing off with their free leg. The one who reaches the finish line first wins.
Equipment:
skis.
Age:
5–7 years.
Progress of the game:
Several small gates are placed on the path of skiers. Children must drive under them, trying not to hit them.
Equipment:
skis.
Age:
6–7 years old.
Progress of the game:
Children stand in pairs, holding hands, at the starting line. At the signal, the children run forward. The winner is the pair that reaches the finish line ahead of everyone else without separating their hands.
Equipment:
skis.
Age:
6–7 years.
Progress of the game:
children on skis snake their way between the placed flags. The winner is the one who reaches the finish line faster and does not knock down a single flag.
Equipment:
bicycle, skittles.
Age:
4–5 years.
Progress of the game:
children on bicycles line up at the starting line. At the signal, they must go along a path 80 cm wide, which is fenced on both sides with pins. The winner is the one who drives along the track without knocking over the pins.
Equipment:
bike.
Age
: 5–7 years.
Progress of the game:
children on bicycles line up at the starting line. At the signal, they race to the designated place. The one who reaches the finish line first wins.
Equipment:
bike.
Age:
5–7 years.
Progress of the game:
At the teacher's signal, the children rush forward. But they must travel the way to the finish line at the slowest speed possible. You can't stop. The one who comes to the finish line last wins.
Equipment:
bike.
Age:
6–7 years old.
Progress of the game:
children on bicycles must ride between the pins arranged in a zigzag pattern to the designated area. Having returned in a straight line, they pass the bicycle to the next child. The team that finishes the relay first wins.
Equipment:
bike.
Age:
6–7 years old.
Progress of the game:
driving past the table, the child must take a glass of water and move it to another table placed at a distance of 4–5 m.
Equipment:
bicycle, toy.
Age:
6–7 years old.
Progress of the game:
When riding a bicycle along a path, a child must reach with one hand a toy suspended on a rope at the height of the outstretched arm of a child sitting on a bicycle.
Equipment:
balls according to the number of players.
Progress of the game:
the children stand on the shore in one line. Balls are placed on the water according to the number of children playing. At the teacher’s signal, the children run into the water, each takes one ball and quickly returns to the shore. The one who does it the fastest wins.
Age:
5–6 years.
Progress of the game:
children walk, run, jump on the water, kicking up splashes with their feet.
Age:
5–6 years.
Progress of the game:
children walk in the water, raising their legs high.
Equipment:
rubber toys.
Age:
5–6 years.
Progress of the game:
There are many toys floating in the water. The children are on the shore. At the teacher’s signal, the children run into the water and begin to collect toys. The one who collects the most toys wins.
Age:
5–6 years.
Progress of the game:
children move in shallow places, resting their hands on the bottom, legs straightened and extended back.
Age:
6–7 years old.
Progress of the game:
children, standing in the water, form a circle. The selected driver stands in the center of the circle. At the teacher’s signal, the children scatter in a shallow place. The catcher tries to catch those running away.
Age:
6–7 years old.
Progress of the game:
children stand in waist-deep water in two ranks opposite each other. At the teacher’s signal, they begin “shooting” their opponents with their palms on the water, directing the splashes at them and trying to force them to retreat. During the game you should not touch each other with your hand.
Age:
5–6 years.
Progress of the game:
children stand in waist-deep water. The teacher performs some movement (squatting, immersion in water up to the chin, etc.) and asks the children to repeat this movement.
Age:
6–7 years old.
Progress of the game:
Several children stand in a circle in a shallow place. Then they sit on the bottom and, leaning on their hands, stretch their legs. At the signal, everyone simultaneously begins to move their legs up and down, raising a fountain of spray.
Equipment:
ball.
Age:
5–7 years.
Progress of the game:
children move freely around the playground. The teacher holds the ball in his hands. He calls the name of one of the children and throws the ball up. The named child must catch the ball and throw it up, calling the name of one of the children. The ball should not be thrown too high.
Equipment:
ball.
Age:
6–7 years old.
Progress of the game:
children are divided into two teams and placed on the playground in random order. One of the players is given a ball. At the teacher’s signal, the children begin to pass the ball to the players of their team. The opponents are trying to intercept the ball. The one who scores the most points wins.
Equipment:
ball.
Age:
6–7 years old.
Progress of the game:
The players stand in a circle. In the center is the driver. Children begin to throw the ball to each other, not allowing the driver to touch the ball. If he succeeds, he changes places with the player who threw the ball.
Equipment:
balls according to the number of players.
Age:
6–7 years old.
Progress of the game:
All children are free to sit on the playground. Each child has a ball. After the teacher’s signal, everyone kicks the ball, trying not to collide with each other.
Equipment:
balls.
Age:
6–7 years old.
Progress of the game:
children become pairs. Each player draws a circle around himself with a diameter of 2–3 m. The players pass the ball to each other, hitting it with their right or left foot, trying to get into the opponent’s circle. The child who hits the ball into the opponent's circle wins.
Equipment:
balls.
Age:
6–7 years old.
Progress of the game:
children stand against the goal - they are attackers. Two children are protectors. The attackers take turns scoring three goals into the goal. The defenders try to catch the balls and return them back to the attackers. Then the children change roles. The child who scores the most goals wins.
Equipment:
ball.
Age:
6–7 years old.
Progress of the game:
The players take turns making 3 kicks with their left and right feet, trying to send the ball as far as possible. The one with the ball that rolls the farthest wins.
Equipment:
ball, hockey sticks.
Age:
6–7 years old.
Progress of the game:
children with clubs in their hands stand in a circle. The driver stands in the center. There is a small ball in front of him. With a blow of the stick he tries to knock it out of the circle. Children standing in a circle prevent this and hit the ball back. The one who missed the ball changes the driver and stands in the center of the circle.
Table of contents
MAGAZINE Preschooler.RF
In preschool age, the leading activity is play. For the purpose of comprehensive development and education of a child, outdoor games are widely used. Play for children is an important means of self-expression, a test of strength, and the development of physical qualities. The most important advantage of outdoor games is that, taken together, they exhaust all types of natural movements inherent to humans: walking, running, jumping, climbing, throwing, catching - and therefore are the most universal and indispensable means in the development of physical qualities.Outdoor games are an excellent means of developing and improving the basic movements of children, strengthening and hardening their body. With the help of games, the physical development of a child improves: he becomes stronger and more resilient. Movements, in turn, help the child’s lungs work, blood circulation increases, and the metabolic process improves. A group of games based on various movements best satisfies the growing body's need for active actions. In outdoor games, children catch up with someone or run away from the driver. They don’t just run and jump, but depict some kind of animals. During the game, they train and strengthen certain muscle groups.
The role of outdoor games in raising a child In pedagogy, outdoor games are widely used, in which, in addition to the basic movements, others are used, for example, rhythmic clapping, stamping, etc. When conducting them, the teacher can pursue different goals depending on the stage of physical development. children. Outdoor play is a natural companion in a child’s life, a source of joyful emotions that has great power. With the help of outdoor games, you can solve various problems of moral, mental and of course physical education
Running games
Card 1
Mousetrap . The players are divided into 2 groups of unequal composition. The smaller group holds hands and forms a circle. They represent a mousetrap. The remaining children (mice) are outside the circle. Those depicting a mousetrap begin to walk in a circle, saying:
Oh, how tired the mice are, They gnawed everything, ate everything,
Beware, cheats, we will get to you.
Let's set up mousetraps. Let's catch everyone now!
Children stop and raise their hands up, forming a gate. Mice run in and out of the mousetrap. At the teacher’s “clap” signal, the children standing in a circle lower their hands, squat - the mousetrap slams shut. Mice that did not have time to run out of the circle (mouse trap) are considered caught. Those caught stand in a circle, the mousetrap increases. When most of the children are caught, the children change roles and the game resumes. The game is repeated 4 - 5 times.
Directions. After the mousetrap has slammed shut, mice should not crawl under the hands of those standing in a circle or try to break the clasped hands. The most dexterous children who have never fallen into a mousetrap should be noted
Card 2 We are funny guys . Children stand on one side of the playground outside the line. A line was also drawn on the opposite side of the site. To the side of the children, approximately halfway between the two lines, there is a trap. The trap is assigned by the teacher or chosen by the children. The children say in chorus: We are funny guys We love to run and jump. Well, try to catch up with us. One, two, three - catch it! After the word “catch,” the children run to the other side of the playground, and the trap catches up with the runners and catches them. The one whom the trap manages to touch before the runner crosses the line is considered caught. He steps aside. After 2-3 runs, the caught ones are counted and a new trap is selected. The game is repeated 4-5 times. Directions. If after 2-3 runs the trap does not catch anyone, a new trap is still selected. |
Card 3 Traps. Children are located randomly on the playground. The leader - the catcher, appointed by the teacher or chosen by the players, stands in the middle of the court. The teacher says: “One, two, three - catch it!” At this signal, all the children scatter around the playground, dodging the trap, which is trying to catch up with one of the players and touch him with his hand (stain). The one whom the trap touched with his hand moves aside. The game ends when the trap catches 3-4 players. A new trap is then selected. The game is repeated 4-5 times. Directions. In order for children to better navigate, you can give the trap some kind of distinctive sign - tie a ribbon on your hand, pin a bow, put on a hat with a plume, etc. If the trap turns out to be awkward and cannot catch anyone for a long time, the teacher stops the game and assigns another driver. |
Card 4 Carousel. Children form a circle, holding on to a cord whose ends are tied. They take the cord with their right hand and walk in a circle, first slowly, then faster, and in the end they run. Movements are performed in accordance with the text spoken aloud: Barely, barely, barely, barely The carousels were spinning, And then around, around, all running, running, running. While running, the teacher says: “Be-zha-li, be-zha-li.” After the children run in a circle 2-3 times, the teacher gives a signal to change the direction of movement, saying: “Turn.” The players turn in a circle , quickly grab the cord in their left hand and run in the other direction. Then the teacher says with the children: Hush, hush, don't rush! Stop the carousel! One, two, one, two, The game is over! The movement of the carousel gradually slows down. At the words “The game is over,” the children lower the cord to the ground and disperse around the playground. After the children have rested a little, the teacher will give a signal (bell, whistle, clapping, hitting a tambourine), according to which the players again stand in a circle, take hold of the cord, i.e., take their places on the carousel. The game is resumed and repeated 3-4 times. Directions. The teacher can instruct the children, using conventional signals, to quickly stand in a circle when repeating the game. A player who does not have time to take a seat before the third signal does not take part in the next ride on the carousel, but waits for the next boarding. |
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