Outdoor games for kindergarten preparatory groups


Organization of outdoor games in the preparatory group

Children aged 6-7 years go to the preparatory group. At this age, they choose activities according to their interests. The teacher must offer fun that will captivate, immerse in the process and bring benefits.

Mobile activities in kindergarten

Outdoor activities are mandatory daily leisure activities. Properly selected and organized activities contribute to harmonious development.

Gaming activities have the following effects:

  • Strengthens health. During fun, children breathe actively. More oxygen enters the body and metabolic processes accelerate. This promotes: increased appetite, strengthened immunity, full development of the respiratory system and muscle mass.
  • Improves learning skill. Every game is based on rules. Motor skills help improve intellectual abilities.
  • Develops the emotional sphere. Fun and interesting activities improve mood and strengthen friendships in the team.
  • Stimulates the development of personal qualities. Activities built on a competitive nature help develop leadership qualities and stimulate the desire to win. Group exercises develop a sense of support and encourage you to help your playing partner in order to jointly lead the team to victory.

Activities with active activities build discipline and patience in children, and develop a sense of responsibility.

Note . In the process, emotions spill out and excess energy is wasted. The nervous system is strengthened, and the manifestation of emotions in the form of hysterics and increased aggression during the day is significantly reduced.

Requirements for organizing outdoor games

Outdoor games must meet the requirements developed by the Ministry of Health and be included in the educational standard. They are tailored to suit age, physical ability and location.

Conducting exercises in accordance with developed standards

The standards of conduct include the following requirements:

  • the number of hours allocated for physical activity per week should not exceed more than 8;
  • must be carried out daily. In the morning, last no more than 15-30 minutes, and in the evening - 15-20 minutes;
  • classes with active physical activity should not last more than half an hour;
  • depending on weather conditions and time of year, you need to set aside at least one day a week for outdoor fun;
  • Everyone must have sportswear while exercising.

Note . The time allocated for training should consist of active exercises. They take up the time of the total duration of the lesson: up to 80% outdoors and up to 70% indoors.

The teacher, before selecting and organizing a game, must take into account the following points:

Pedagogical result:

The teacher must clearly know what skill should be developed during the game. This could be: the ability to play in a large area, the development of balance and coordination of movement, the skill of cooperation in pairs, and more.

Team results depend on coordinated actions

Number of participants and time:

  • The game should be selected so that everyone can participate. No one should be left behind.
  • If there was previously a calm activity, then the accumulated energy needs to be thrown out through active movements. And, conversely, shortly before bedtime or before activities that require concentration, you should choose calm, non-competitive activities.

Note . Also, all games should be selected depending on the availability of sports equipment.

The role of physical education

CHAPTER 6. ACTIVE GAMES IN THE PREPARATORY PART OF A PHYSICAL EDUCATION LESSON

Outdoor games and relay races are an effective means of physical education for children of primary school age. They include a variety of exercises that require attention, intelligence, agility, speed, strength, endurance; have a beneficial effect on the cardiovascular, muscular, respiratory and other systems of the body, activate metabolism, stimulate the functions of the endocrine glands.

While playing, children learn to take initiative, quickly navigate a specific environment and make the best decision. At the same time, they develop such qualities as determination, perseverance, etc. Games help fight the monotony that arises in the educational process. Every game is played in a new way every time, but always lively and with interest. Often one message about the upcoming game is enough to evoke positive emotions in children, pleasant excitement before the start of the game.

Games can be used in physical education lessons, in physical education classes in after-school groups, in general physical training sections, on hiking trips, and during independent studies.

The methodology for organizing and conducting outdoor games defines the following stages:

— game selection;

— preparation for the game;

— conducting the game (managing the game process);

- summing up the game.

The choice of game depends mainly on the pedagogical tasks that are set before the lesson; on the physical and technical preparedness of those involved; on the conditions and location of the game (gym, school playground, recreation, their size); on the availability of inventory and equipment.

A physical education teacher should select games and relay races in such a way that during the school year they provide comprehensive physical training for students and consolidate the motor skills they have acquired.

To foster a sense of collectivism and camaraderie, mutual assistance and support, games should contain tasks, the success of which depends on the coordination of the actions of all participants. To cultivate courage and determination, games are needed that involve a certain risk and the manifestation of volitional efforts.

The skills reinforced in games and game tasks should become more complex gradually. At first, you should include simple games in your classes, then, as you master them, move on to games that are more complex and require more time. Various relay races arouse excitement and interest among children of primary school age.

Preparing for the game. At this stage, the game is studied. You need to prepare a place for it and the necessary equipment (pins, cubes, hoops, turntables, balls, targets, ropes, flags of different colors, etc.). Taking into account the content of the game, markings are made on the floor (on the court), sports and gaming equipment is installed and laid out in certain places.

In order to prevent injuries when using equipment and various obstacles, the following safety rules must be observed:

– plan the placement of teams, the interval between participants and the routes of movement so as to completely eliminate the possibility of collisions;

– there should be no foreign objects in the path of movement of participants that could cause participants to trip;

– the height of obstacles for climbing, jumping, deep dismounts, and running on a narrow support should be adjusted taking into account the preparedness of the students;

– if an obstacle is overcome with a running long jump, then a free space of up to 4–5 m should be left behind it;

– in places where you jump from high obstacles, lay mats (in the gym) or provide pits with sand (on the sports ground).

Conducting the game (managing the game process). It is necessary to place students on the site, briefly and clearly explain the game, observe teams and individual participants, and guide them (at all stages of game activity). In games and relay races where the conditions provide for recording violations and errors, assistants should be involved in refereeing.

As the game progresses, the teacher can complicate or simplify individual rules, change the size of the area, the number and size of obstacles that the players overcome.

Summing up the game. Determining the results of the game, identifying mistakes and incorrect actions of participants has great educational significance. It is necessary to analyze the results after each repetition of the game task, indicating what led to victory and defeat, explaining the effectiveness of reasonable, quick and accurate actions. When summing up, one should take into account not only the speed, but also the quality of the game actions. It is useful to note those who performed better than others during the game.

In gymnastics, athletics, and ski lessons, it is recommended to conduct from 3 to 5 games: in the preparatory part - games of low mobility, in the main part - 2 - 3 games of high mobility, in the final part - games for developing attention and low intensity. Games that improve balance and coordination abilities of students are best given in the first half of the main part of the lesson, until attention is weakened by fatigue; game tasks and relay races that develop endurance - after games to improve coordination and speed abilities. From time to time, in the lower grades, you can conduct a competition lesson, that is, a lesson that consists entirely of outdoor games and various relay races.

Games for attention

"Class is for us." The players line up in one line. The teacher, facing the line, gives commands that the players must carry out only if the word “class” is said before the command, for example: “Class, turn left!” The one who made a mistake must take a step forward. After 6–8 teams, sum up the results.

"Dwarves and Giants." Players line up in one line (or in a circle). On the command “Giants” they stand on their toes and raise their arms up, and on the command “Dwarfs” they squat as low as possible with their hands on the floor. The one who made a mistake must take a step forward. After 6–8 teams, sum up the results.

Option. You can make the game more difficult. The teacher gives the command “Dwarfs”, and he himself rises on his toes; on the command “Giants” - crouches. Players must do what they hear, not what they see.

"Who has a long tail?" The players form a circle. The teacher names different animals. If the animal has a long tail, children should raise their right hand and wave it; if there is no tail or it is short, there is no need to raise your hand. The following animals can be named: horse (long), goat (short), cow (long), fox (long), hare (short), sheep (short), tiger (long), cat (long), bear (short) , pig (short), donkey (long), squirrel (long), etc. The teacher raises his hand in all cases. Anyone who makes a mistake is awarded a penalty point. The one who scores fewer penalty points during the game wins.

"Vegetables and fruits". Players line up one at a time. The teacher names various vegetables and fruits. If the word refers to vegetables, then the players should quickly sit down, and if it refers to fruits, raise their hands up. Those who made mistakes take a step forward. The players who make the fewest mistakes win.

Option. You can play the game differently. The players are divided into two teams and stand in two ranks facing each other at a distance of 3 - 4 m. On one of the flanks is the leader (teacher). When naming fruits, the players in the line standing to the right of the leader raise their hands, and when naming vegetables, the players standing on the left raise their hands. For every mistake made by a player, his team receives a penalty point. The team with the fewest penalty points wins.

"Prohibited movement." Before the formation, the teacher shows a number of simple general developmental exercises, which the children repeat after him. Before the game, they agree on one or two “forbidden movements” that cannot be performed, although the teacher can show them (for example, hands on the belt, crouching). The one who makes a mistake is eliminated from the game.

"Dangerous area". The position that will signal the “danger zone” is agreed upon in advance. The teacher conducts a set of exercises in open formation in a column of four or three. Each column represents a different team. If, when demonstrating an exercise, the teacher gave a signal about the “dangerous zone” (for example, arms to the sides), then all players must take the “crouched position” or another pre-agreed position. The team that does this first gets one point. After completing a set of exercises, the results are summed up and the winning team is announced.

“Do the opposite.” The teacher shows the exercise, and the players must perform it in the opposite direction. For example, the teacher bends forward, and the children bend backward; the teacher takes a step forward, and the children take a step back, etc.

"False movements." Children respond only to verbal commands, not paying attention to the distracting actions of the teacher. For example, when pronouncing the command “Hands forward - place it!”, the teacher shows the “hands up” position. Everyone must complete the task "hands forward" rather than "hands up".

"Forest, swamp, sea." Starting lines are drawn on opposite sides of the site. In the middle of the site, three circles with a diameter of 3 m are drawn in one row parallel to the starting lines. In one circle they write “forest” with chalk, in another – “swamp”, in the third – “sea”. Players are divided into two teams, each of which stands in a line behind its own starting line. You need to pay in number order.

The presenter (teacher) calls one of the numbers and adds a word, for example: “The third is a fox.” The third numbers of both teams must run into the circle with the inscription “forest”. The first player to run into the circle gets one point for his team. Then the presenter says, for example: “The sixth is a whale.” The sixth numbers must be in the “sea” as quickly as possible. If the presenter says, for example: “The second one is a frog,” then the second numbers should run into the “swamp.” The team with the most points wins.

"Nick - tak - tuk." Children walk in a column one after another. The teacher gives the “Tick” signal, then everyone bends left and right; at the signal “Tak” they stop, and at the signal “Tuk” they jump in place. All signals are repeated 5 – 8 times. The one who makes a mistake leaves the game. The sequence of signals must change. At the end of the game, you need to mark the most attentive player.

"Three - thirteen - thirty." Children move in a column one at a time. The presenter (teacher), located in the middle of the court (hall), quickly calls one number or another, and the players each time perform predetermined movements. For example, on the number “three” you need to put your hands on your belt, “thirteen” - hands forward, “thirty” - hands behind your head. The presenter himself takes positions that do not correspond to the named number. Players who make mistakes stand at the end of the column. The most attentive ones win.

"Semaphore". The teacher raises his hand up - “the path is open”, then the children run in a column one by one. The teacher lowers his hand to shoulder level - “the path is closed”, then everyone stops and runs in place. If the teacher’s hand is lowered down - “the semaphore is broken,” then the group stops all movement. The signals alternate. Players who make mistakes stand at the end of the column.

Running games

"Horses." Hoops (stalls) are laid out along the hall (platform). There should be two or three less than the number of players. The players are in a column. At the command “Step!” they walk: arms bent at the elbows, elbows pressed to the body, palms facing down - raise their knees high, touching their palms. At the command “Turn!” - turn around, go in the opposite direction. At the command “trot!” - run. These commands can be alternated. By command

"Into the stalls!" players try to quickly get into the hoop. Those who do not get the hoop are eliminated from the game. The game is repeated 3–4 times.

"Salki." They choose a driver. He tries to catch up and touch (slap) the players with his hand. The upset player becomes the driver, and the game continues. At the end of the game, the best driver and those players who were not pinned are noted.

"Third wheel". Players form a circle, standing in pairs (one behind the other, facing the center); the interval between pairs is 1–2 m. There are two players around the circle: one runs away, the other catches up. The runner, escaping pursuit, stands in front of any pair. The player standing behind in this pair becomes the “third wheel” - now he must run away from the driver. If the driver manages to make fun of the running player, they change roles.

"White bears". In the hall (on the platform) an “ice floe” is designated, where two drivers are located - the Bear and the Ursa. The remaining players are Bear Cubs; they run all over the site (swim in the sea). At the signal, the parent bears begin to catch their cubs in order to put them on the “ice floe”. The one who was caught in his arms is considered to be caught. When the second pair of Bear Cubs is on the “ice” (one, then the other), the two Bear Cubs caught first join hands and begin to catch their “brothers” and “sisters” (help their parents). When the third pair is delivered to the ice floe, the players who made up the second pair join the leading ones, etc. The game continues until two Teddy Bears remain uncaught. They are recognized as the most dexterous and, when playing again, are appointed drivers. Bear cubs are not allowed to separate the hands of those who caught them and escape, and those who catch them are not allowed to grab those running away by the hands and clothes. You cannot run out of bounds of the court (these players are considered caught).

"Seine". Two of the players are Fishermen, the rest are Fishes. The Fishermen, holding hands, catch the Fishes, surrounding them with their free hands. The caught Fishes join the Fishermen - the “net” increases. They stop fishing for fish when two or three fish remain uncaught. During fishing, the “net” should not break.

"Falcon and Ducks" The playground is divided into three parts: along the edges there are “lakes”, in Sokola. At the signal, the “flight” of Ducks from one lake to another begins. The falcon strives to catch (snatch) them. The greasy Duck is eliminated from the game, and the latter wins (this player becomes the Falcon in the replay).

Option. Two or three Falcons can fly in the field.

"Crows and Sparrows" One team is the Ravens, the other is the Sparrows. At the edge of the hall (area), the Crows stand in a line with their backs to the Sparrows, who, at the teacher’s command, perform squats (on the toes, on the entire foot, hands on the belt, forward, to the sides) and squat jumps. The crows join the game on the command “Crows!” (you can signal by croaking loudly). They turn around and try to touch (touch) the “flying away” Sparrows with their hands. It is allowed to salt only up to a certain “border” - draw a line in advance, lay down mats (Sparrows hide, for example, under the roof of a house). The affected players are eliminated from the game. Later the teams can switch roles.

"Cats and Sparrows" Two teams are located in ranks on opposite sides of the court, behind the lines. One team (the brave Sparrows) walks in a line towards the other (the Cats team). When there are 3 - 5 m left before the Cats, the teacher suddenly gives a signal (he can give the command “Cats!” or meow loudly). Then the Sparrows fly away from the Cats, and the Cats try to catch up with them. The affected players are eliminated from the game. You can’t salt outside the “border” (damn, laid mats). Later the teams can switch roles.

"Traffic light". Teams are in columns in front of the starting line. Next to each team there are 5-10 green objects (skittles, balls, cubes), and in the distance there are the same number of red objects. The task of the players of each team is to exchange red objects for green ones and vice versa as quickly as possible. Each time the player can carry only one item.

"Running down the corridor." Using ropes (ribbons) on the floor or on the platform, a “corridor” is designated. The length of the “corridors” is 10 – 20 m, width – 50 cm (later can be reduced to 30 cm). Children are divided into two teams, and they stand in columns one at a time in front of the starting line. At the end of the “corridor” there is a rotating stand (flag, pin). At the teacher’s signal, the first players of the teams each run along their own “corridor”, run around the turntable, return and, with a touch of their hand, give the start to the next player of their team, and they themselves stand at the end of the column. You cannot run out of the “corridor”. A player who violates this rule is penalized with penalty points.

"Line relay" The teacher divides the students (depending on their number) into two, three or four teams. Teams are lined up in columns one at a time at the starting line: the interval between them is 2 - 3 m. At a distance of 15 - 30 m from the start, rotating stands (pins, medicine balls, etc.) are placed.

At the signal, the first players of each team run to the posts, run around them to the left, return and touch the hand of the next player of their team, after which they stand at the end of the column. The team that finishes the relay race before the others and does not break the rules wins.

"Counter relay" Half of the players on each team stand on one edge of the court, the other half on the opposite (each group is in a column). At the signal, the first players on one side of the court run to the other side, touch the hand of the player on their team standing first (give him a start), and they themselves stand at the end of the column. The team whose players move to the other side or return to their side the fastest wins.

"Slalom". Teams are in columns, one at a time, behind the starting line. In front of each team there are 3-5 stands with an interval of 2-3 m (the first stand is 3-4 m from the start line). At the signal, the players alternately run around all the posts in a zigzag, return in the same way and pass the baton to another: you need to touch the hand of a teammate or pass him a ball, a stick, etc. The team that finishes the relay first wins.

Jumping games

"Sparrows". A circle with a diameter of 4 - 6 m is drawn. The driver (Cat) stands in the center of the circle, and the rest of the players (Sparrows) stand behind the circle. At a signal, the Sparrows jump into the circle, jump in it, and jump out of it. The cat tries to catch (pick) them in a circle. The upset player becomes the driver (Cat).

Option. Sparrows jump on one leg.

"Wolf in the Moat" Across the hall (site) there is a “ditch” 1.5 – 2 children’s steps wide (marked with ropes and ribbons). The Wolf is sitting in the ditch. At a signal, goats run from one side of the hall (area) to the other, jumping over a ditch along the way. The Wolf, without running out of the ditch, tries to catch the Goats jumping over (taunt with the touch of his hand). The affected players are eliminated from the game. The Goat's dashes are repeated three to four times, after which a new leader (Wolf) is appointed.

Options. There may be two or three Wolves in the ditch.

"Hares and Bug." On one side of the site there is a dog called Bug, and on the other there are Hares (their houses and holes can be marked with hoops). In the middle of the hall (site) there is a “fence” (indicated by a rope stretched at a height of 30–40 cm from the floor; it can be tied to posts or simply held). Behind the fence there is a vegetable garden, which is guarded by Bug.

Before the game starts, the Hares are in their holes, and the Bug is at home. If there are a lot of Hares, then they sit in holes in pairs (threes). The teacher gives the command “Hares, into the garden!” The hares take turns jumping over the fence (you need to land on both feet) and, once in the garden, eat cabbage (running, jumping).

When the teacher says: “Bug!” or “Woof-woof!” – The bug begins to catch the Hares (you need to touch the Hare with your hand, and he remains in place). The hares run to their holes, where they are safe. The hare should run into its own hole, and not into the neighboring hole. Those running stand behind those waiting in line to run into the garden. The teacher marks the caught Hares and releases them into their holes (later they can visit the garden again). The bug goes to its place. According to the terms of the game, she can: run only to the fence; Jump over the fence and chase the Hares to their holes. The most dexterous are the guys who have never been caught by the Bug.

"Jumping over bumps." The teams are lined up at the starting line. In front of them is a “swamp” where there are “bumps” (circles with a diameter of up to 40 cm). The distance between the “bumps” varies depending on the age and physical fitness of the children. At the teacher’s signal, each of the participants takes turns overcoming the “swamp” by jumping over the “bumps” back and forth, going around the flag (turning post). The team that completes the task first and with the fewest penalty points wins (penalty point - if the jump is inaccurate, the leg jumps off the “bump”).

"Grasshoppers". Teams are in columns at the starting line. In the distance are rotating stands (pins, medicine balls). The players of each team alternately jump on one leg to the post, go around it to the left and jump back. Returning to his team, the player touches the hand of the next player (this gives him a start), and then stands at the end of the column. The team that finishes the relay first wins.

Option. Forward - jump on the left foot, back - on the right or vice versa.

Ball throwing games

"Dead Eye" At a distance of 5 - 6 m from the children there is a wicker basket (plastic bucket), into which the children alternately throw a tennis ball.

"Hit the ball." Teams line up along the edges of the site (the distance between the lines is 10 - 12 m). There is a volleyball in the middle of the court on a raised platform (on a gymnastic beam or bench). Each player has a small ball. At the teacher’s signal, players of one team take turns throwing, trying to knock down the volleyball. If someone succeeds, the team gets one point. Then the balls

players of the other team throw. The team with the most points wins.

"Snipers". The players are divided into two teams. By lot, one of the teams goes to the “firing” line (marked line) and lines up. Everyone receives a small ball (two or three balls are possible). 10–12 pins are placed 5–8 m from them (with an interval of 50–80 cm). At the teacher’s signal, all team players throw balls in one gulp, trying to knock down the pins. Then the other team throws the balls. The team that knocks down the most pins wins.

"Accurate calculation." The teams line up behind the throwing line, everyone has a ball. Hoops are placed in front of the teams at a distance of 6–8 m from the throwing line. At the signal, the players take turns throwing the ball, trying to get it into the hoop. The team that hits the target the most times wins.

"Funny ball" The throwing line is marked on the floor (on the ground). At a distance of 3 m from this line there is a circle with a diameter of 80 cm. At a distance of 5 m from the circle there is the first line, followed by other lines at intervals of 1 m (8 - 10 lines in total). Children take turns throwing the ball. If the ball, having hit the circle, bounces over the first line, then the player who threw it receives one point; for the second - two points, etc. Throws can be performed with either the right or left hand.

"Hunters and the Wolf." The hunters stand behind a circle with a diameter of 10 m, one of them has a ball in his hands. In the center of the circle is the Wolf. Hunters throw the ball at the Wolf (try to hit him) or pass the ball to a friend so that he can make a targeted throw. The wolf dodges the ball (runs, jumps, crouches, etc.) within the circle. The player who hits the Wolf with the ball takes his place.

"Hunters and Ducks" Players of one team (Hunters) stand behind the circle line (around the lake), and the second (Ducks) stand in a circle (on the lake). Hunters shoot at Ducks (throw small balls). The ducks move within the circle (as they wish). The shot down Duck leaves the lake. The game continues until all the Ducks are knocked out. After this, the teams change roles. The team that spends the least time on the “hunt” wins.

LITERATURE

1. Agadzhanyan, N. A., Degtyarev, V. P., Rusanova, E. I. Health of students. – M., 1997. – 132 p.

2. Byleeva, L.V., Korotkov, I.M., Yakovlev, V.G. Outdoor games: a textbook for the Institute of Physical Culture; 4th ed., revised. and additional M.: Physical culture and sport, 1974. – 208 p.

3. Vasilkov, G. A. Gymnastics for children of primary school age. A collection of general developmental exercises for classes at school and at home: a manual for teachers of grades 1-4 and parents. – M., 1966. – 141 p.

4. Grizhenya, V. E. Organization and methodological techniques for conducting classes on outdoor games at university and school: educational manual. – M.: Soviet Sport, 2005. – 40 p.

5. Gurevich, I. A. Circular training in the development of physical qualities. 3rd ed. reworked and additional – M.: Higher School, 1985. – 265 p.

6. Evseev, Yu. I. Physical culture / Yu. I. Evseev; ed. 3rd, 2005. – 382 p.

7. Zakharov, E. N., Karasev, A. V., Safonov, A. A. Encyclopedia of physical training (Methodological basis for the development of physical qualities) / A. V. Karaseva. – M.: Leptos, 1994. – 368 p.

8. Kuznetsov, V. S., Kolodnitsky, G. A. Physical culture. Exercises and games in the classroom in elementary school: a methodological guide. – M.: Publishing house NC ENAS, 2006. – 272 p.

9. Nechaev, A. V., Obidova, O. A. Means and methods for developing the motor qualities of students: educational manual. – Kolomna: KSPI, 2007. – 73 p.

10. Nechaev, A. V. Development of professionally important physical qualities in physical education classes for students of pedagogical universities: textbook. – Kolomna: KSPI, 2008. – 126 p.

11. Popova, E. G. General developmental exercises in gymnastics. – M.: Terra-Sport, 2000. – 72 p.

12. Sample program for the discipline “Physical Education” at a university. – M.: Min. Images R.F., 2000. – 34 p.

13. Talaga E. Encyclopedia of physical exercises / trans. from Polish – M.: Physical culture and sport, 1998. – 142 p.

14. Yudina, N. N. Methods of conducting physical education lessons, outdoor games and other forms of physical education: Methodological recommendations for 3rd - 4th year students. – Kolomna, 1998. – 35 p.

APPLICATIONS

Appendix No. 1.

Sample summary of a physical education lesson

Lesson objectives: 1. Instilling discipline. 2. Development of dexterity

and speed.

Item no.ContentDosageGuidelines
Preparatory part of the lesson 12 – 15 min. lesson 1. Construction. Report. Greetings. 2. Report the lesson objectives. 3. Execution of commands: “be equal, at attention, at ease” “right, left, circle” 4. General developmental exercises: 1. Exercises in movement: – walking; – running of varying intensity; – walking exercises for the main muscle groups. 2. Exercises on the spot. 12 – 15’Check that you have a sports uniform. Monitor correct posture.
The main part of the lesson is 25 – 30 minutes.Construction. Explanation and conduct of outdoor games. 1. “Two Frosts” 2. “Day and Night” 3. “Pushing out of the circle” 4. “Counter relay race with a ball” 5. “Fun Train” 25 – 30’The leaders are changed 3 - 4 times; the guides are given to young men.
The final part of the lesson 3 – 5 min.Construction. Exercises to restore breathing. Summing up the lesson. Homework. 3 – 5’Identify the most active students

* ’ —minutes

Appendix No. 2.

Sample summary of general developmental exercises (warm-up)

Item no.ContentDosageGuidelines
Preparatory part of the lesson 10 – 12 min.Exercises in motion: 5. a) Walking: 6. 1. I.p. - hands on the belt. 1 – 4 walking on toes, 5 – 8 walking on heels. 7. 2. I.p. - hands behind your head. 1 – 4 walking on the outside of the foot, 5 – 8 walking on the inside of the foot. 8. b) Running: – side step with the right and left side forward; – cross step with the right and left sides forward; – running backwards; – “snake” running. c) Walking exercises: 1. I.p. – arms in front of the chest, elbows bent. 1 – 2 jerks with arms in front of the chest, 3 – 4 jerks with straight arms to the sides. 2. I.p. - hands behind head. 1 – 2 turn the body to the right side, 3 – 4 to the left side. 3. I.p. – hands forward. 1 – swing of the right leg to the left hand, 2 – IP, 3 – swing of the left leg to the right hand, 4 – IP. 4. I.p. - hands on the belt. 1 – tilt to the right leg, 2 – i.p., 3 – tilt to the left, 4 – i.p. 5. I.p. - hands on the belt. 1 – 2 lunge forward with the right leg, 3 – 4 lunge with the left leg forward, 4 – 6 times 4 – 6 30” 30” 30” 30” 4 – 6 4 – 6 4 – 6 4 – 6 4 – 6Pull your shoulders back, elbows to the sides, maintain posture. Hands on the belt. Hands at shoulder level. Elbows should not be connected. The swing leg is straight. Do not bend your knees. The rear leg is straight.
Preparatory part of the lesson 10 – 12 min.6. I.p. – full squat, hands on the belt. Walking in a full squat. 7. I.p. – full squat, hands on the belt. Jumping in a full squat. Exercises on the spot: 1. I.p. – legs together, right hand up, left hand down. Counter swings, 1 – 2 right above, left below, 3 – 4 change of hands. 2. I.p. – o.s.. 1 – 4 rotations with straight arms in the shoulder joint forward, 3 – 4 backwards. 3. I.p. legs apart, hands on the waist. 1 – 2 tilt the body to the right side, 3 – 4 to the left side. 4. I.p. – crouching emphasis. 1 – jump with your legs lying apart, 2 – ip, 3 – 4 the same. 5. I.p. – legs together, hands on the waist. 1 – lunge forward with the right leg, 2 – IP, 3 lunge forward with the left leg, 4 – IP. 6. I.p. – stand with your legs apart, hands behind your head. 1 – squat, arms forward, 2 – IP, 3 – squat, arms forward, 4 – IP. 7. I.p. – o.s., 1 – 4 jumps on the right leg, 5 – 8 on the left leg. 8. I.p. – o.s. 1 – 2 hands through the sides up, 3 – 4 hands down. 6 – 8 6 – 8 4 – 6 times 4 – 6 4 – 6 4 – 6 4 – 6 6 – 8 6 – 8 4 – 6Maintain distance between partners. The back is straight. Finish the swings with jerks. Don't bend your arms. The slope is deep. Legs are straight. The rear leg is straight. Squatting on a full foot. Jumping on your toes. Inhale through the nose, exhale through the mouth

* ” — seconds

Appendix No. 3.

Sample game card

Game card No. 1

"Two Frosts"

Venue: sports ground, gym.

ConstructionContentRulesOrganizational and methodological instructions
— “frost” — playing — leaderOn opposite sides of the hall there are platforms at a distance of 10 - 20 m with lines about and “school”. Two drivers are selected - “frosts”, the rest of the players are “guys”. The guys are located in one line behind the house line, and in the middle of the site - “outside” there are two frosts. 1. The players run out of the house only after the words “And we are not afraid of the frost.” 2. Having run out of the house, you cannot run back or linger in the house. In both cases, the player is considered caught. 3. The caught person remains in the place where he was caught - “frozen”. Frosts turn to the guys with the words: “We are two young brothers, Two frosts are daring.” One of them, pointing to himself, says: “I am frost - a red nose.” Another: “I am frost - blue nose.” And together: “Which of you will decide to set out on the little path?” All the guys answer: “We are not afraid of threats and we are not afraid of frost!” After these words, the guys run from home to school (beyond the line on the other side).

Educational edition

What classes include outdoor games?

The entire range of gaming activities is distributed over several time periods during the day.

Conducting games by time:

  • Morning. Lasts no more than 10-15 minutes. May end with gymnastic exercises.
  • After breakfast. It should not consist of activities requiring physical exertion.
  • Evening. Held after afternoon tea. They can be active and long lasting.
  • Five minutes. They are carried out as a break during activities that require perseverance. Children perform a set of exercises in a playful way. You can spend five minutes near desks and tables, moving a couple of steps away from them.
  • While walking. The teacher is engaged in a fun activity in the fresh air.

Note . During classes, the teacher must pay attention to children who do not keep up with their peers in some types of play activities. Children can improve their coordination with the help of equipment, playing with a ball, and jumping rope.

Types of outdoor games for preparatory groups

All outdoor games can be divided into several categories. These include:

Including rules:

  • Plot. Images of fairy-tale heroes are used here. The kids get used to the role and try to imitate the habits and movements of the characters.
  • Plotless. The point is to realize the idea - to build a figure with the help of your playmates. To do this, children need to be able to combine efforts to achieve results.
  • Sports. The teacher teaches the children the basics of adult activities, such as football, basketball, tennis and others. In this activity, equipment is used.
  • Folk. They are simple and the main task is to unite the children's team. The elements of the game are round dances, a stream and geese-swans.

Requiring various physical activities:

At different times of the day and location, children are loaded with physical exercises of varying intensity: from light to moderate or active.

Varying in the purposefulness of movements:

Depending on the activities and physical capabilities of the children, fun activities are selected to hone a specific skill. These include: throwing a ball, running and jumping over obstacles, rope climbing and others.

Classification of games by degree of mobility

The purpose of outdoor play for children in the preparatory group is to create conditions for the development of strength, speed, ability to withstand loads, dexterity, plasticity, coordination of movements and the ability to navigate in space.

Gaming activities are divided into three groups according to the intensity of physical activity:

With a little dynamics. The movements are smooth, not intense and not sharp, with slight tilts and turns. These games are designed to relieve tension after sitting in one position for a long time, and also help you relax.

Note . Suitable for winter.

Suitable fun:

  • Creating figures. The presenter voices the desired image, and the participants try to portray it.
  • Freeze and die. Children walk freely and freeze at the command of the leader.

With average dynamism. The guys make active movements during the game. They walk with a brisk step, squat, jump and do exercises with equipment. Games help strengthen physical fitness and develop coordination of movements.

Fun with medium dynamics

Suitable fun:

  • With a ball. The task is to hit the target. This could be a pin or other landmark.
  • Transfer of items. Participants overcome a simple obstacle in the form of a narrow strip or go around a pole to pass the object to the next team member.

With increased dynamism. Classes consist of exercises that quickly replace each other. The child runs, actively jumps and squats. Inventory is often used.

Suitable fun:

  • With a ball. Children throw the ball to each other or participate in other sports games.
  • With a teacher. The teacher appears in the form of a character who catches children.
  • Competition. They are divided into teams and perform a series of actions aimed at a team result in the form of victory.

Outdoor games for preparatory groups

Aldana Albegova

Outdoor games for preparatory groups

OUTDOOR GAMES

a type of gaming activity, the basis of which is a variety of active movements, motor actions, motivated by the plot of the game . P. and. promotes comprehensive improvement and consolidation of motor skills, vital motor qualities

"Homeless Hare"

.Goal: to develop speed of movement, orientation in space.
Progress of the game . A “hunter”
and
a “homeless hare”
are selected , the rest of
the “hares”
stand in hoops - houses.
The “homeless hare”
runs away, and
the “hunter”
catches up with him.
The “hare”
can get into the house, then
the “hare”
who was there must run away.
When the “hunter”
catches
the “hare”
, he himself becomes the hare, and
the “hare”
becomes
the “hunter”
.

"Pretties"

.Goals: teach to distinguish colors;
develop dexterity. Progress of the game . Plays with 5 people or more. A leader ( “monk”)
, who goes aside while the players (
“colors”
) choose their color.
“Colors”
sit on the bench.
“Monk”
and knocks on the door. “Who’s there?” asks the leader. “It’s me.” , a monk in blue pants, a bump on his forehead, a mouse in his pocket! - What did you come for? - For paint. - For what? - For...
(names the color)
. If there is no
“paint”
,
the “monk”
leaves. If there is, he catches up with her. The children change roles.

"Gardener"

.Goals: learn the names of colors;
develop dexterity. Progress of the game . The participants of the game sit in a row . Everyone chooses a name for themselves (the name of any flower)
.
The leader and the “gardener”
.
The presenter tells the “gardener”
the names of the flowers chosen by the players.
The “gardener”
says: “I was born a gardener, I’m seriously angry, I’m tired of all the flowers, except...”
(Names any flower.)
The one who called himself this flower runs away.
"Gardener"
is catching up.
If he catches up, the runner takes his place, that is, he becomes
.

"Streams and Lakes"

.Goal: develop dexterity.
Progress of the game . Children line up one after another in groups of 4-6, placing their hands on the belt or shoulders of the person standing in front - these are streams. At the signal “Streams are running!”
the children each run in their own column behind the leader.
At the signal “Lake”
, each team, holding hands, forms a circle.
that builds the circle the fastest wins When repeating the game, children run with their knees raised high, in a half-squat.
"Tag"

.Goal: to develop dexterity, the ability to navigate in space.
Progress of the game . A driver is selected, who receives a colored bandage and stands in the center of the site. After the “Catch”
, all the children scatter around the playground, and the driver tries to catch up with one of the players.
The one touched by the driver moves aside. After some time, the teacher gives the command “Stop!”
, the game stops, the number of those caught is counted and a new driver is chosen.

“The centipede walks along the kindergarten path”

.Goal: to develop motor activity.
Progress of the game .
Children stand one after another, take the person in front by the belt, squat down and move in a circle. The task is not to fall. "Daisies"

.Goals: consolidate knowledge about flower garden plants;
practice running while dodging. Progress of the game . Using a counting rhyme, a leader is chosen. In the game he will play the role of the girl Margarita. All other children will represent daisy flowers. “Flowers”
​​stand in a circle, and Margarita is in its center.
Children walk in a circle, holding hands, and say the words: Margarita collected daisies on the mountain, Margarita lost daisies in the yard. He wants to put everything back together, but he just needs to catch up with us. The children scatter all over the playground, and Margarita tries to catch up with them and stain them. The presenter, catching up with the child, says: “Flower garden
.
At this signal, the stained player must go to the “flower garden”
.
When there are 5-6 children there, the game stops. Margarita counts how many “daisies”
and names the other neighbors of the daisies in

.
The teacher notes which of the children was dexterous in the game, who named more plants in the flower garden. Rules of the game . “Daisies”
begin to run away only after the command
“Catch up!”
. Repeat the named plants a second time

“Passed - sit down”

.Goal: to develop dexterity and speed of movement.
Progress of the game .
Children are divided into two teams and line up in columns, one parallel to the other. Each team chooses a captain who stands opposite his team at a distance of 3–4 m. The captains each have a ball in their hands. At the leader’s signal, the captain throws the ball (in any or a predetermined way - from the chest, from the shoulder, from below, with both hands from behind the head, etc.) to the first player on his team. He catches it, returns it to the captain and immediately crouches down. The captain then exchanges passes with the second, third and other players on the team. Each player, returning the ball to the captain, crouches. When the last player in the column gives the ball to the captain, he raises it up, and the whole team quickly stands up. The team whose team passes the ball from the captain to the players and back faster and more accurately will be considered the winner. "Catch up with your shadow"

.Goal: to introduce the concept of light and shadow.
Progress of the game Educator . Who will guess the riddle? I go, she goes; I stand, she stands; I'll run, she'll run. (Shadow.)
On a sunny day, if you stand with your face, back or side to the sun, a dark spot will appear on the ground, this is your reflection.
It's called shadow. The sun sends its rays to the earth, they spread in all directions. Standing in the light, you block the path of the rays, they illuminate you, but your shadow falls on the ground. (Where else is there? What is it like)
“We won’t say what we saw, but we’ll show you what we did”

.Goal: to develop children’s intelligence and observation skills.
Progress of the game .
The driver is selected. He goes out the door. The remaining children agree on what movements they will make. Then they invite the driver. Leading. Hello children! Where were you, what were you doing? Children. We won’t tell you where we were, but we’ll show you what we did. If the driver guesses the movement performed by the children, then a new driver is selected. If he couldn't guess, he drives again. "Cucumbers"

.Goals: develop reaction speed, attention;
consolidate knowledge about eating cucumbers. Progress of the game . The game is played on the playground, which in this case will be a “garden”
.
Children walk in a column one after another throughout the “garden”
, pronounce words and perform appropriate movements: Children grew up in a garden bed.
Green strands, transition to a half squat. Cucumbers were hidden in them. They squat. And the sun has warmed up, They get up and raise their hands up. They instantly turned yellow. They dropped their hands. But they are good in a barrel! After the word good, the children run and take a place in a “barrel” (a drawn circle or hoop)
of five people each.
Whoever remains outside the “barrel”
names a dish made from cucumbers.
At the end of the game, the teacher involves the children in assessing the execution of movements, notes how quickly the children acted on the signal, and what they learned about cucumbers in this game.
"Goalkeeper"

.Goals: to strengthen the ability to navigate in space;
develop reaction speed and movement accuracy. Progress of the game . The adult throws the ball to the child, while simultaneously warning where the ball should go. The child must make a goalie movement in the given direction. Child. It’s not for nothing that I’m called a goalkeeper: I will always catch the ball. Adult: One, two, three, Look at the ball on the right (left, straight)
!

"Water the horse"

.Goal: to develop dexterity of movements.
Progress of the game . The child stands at a distance of 4–5 meters from the horse toy. They give him buckets and blindfold him. You need to go up to the horse and “drink”
it from a bucket (bring the bucket to the horse’s face

"Butterflies, Frogs and Herons"

.Goal: to develop imitative movements.
Progress of the game . Children run freely around the playground. At the teacher’s signal, they begin to imitate the movements of butterflies (waving their arms, frogs (go down on all fours and jump), herons (freeze while standing on one leg)
. As soon as the teacher says:
“Run again,”
the children begin to run across the meadow in any direction.

“Guess what our house is?”

.Goal: describe the trees and find them based on their descriptions.
Progress of the game . from a group of children, the rest of the children are divided into two groups . Each subgroup chooses a tree for itself, describes it to the driver, and he must recognize the plant and name the “house”
in which
“live
.
For example, children say in chorus: “Guess what our house is, we’ll tell you everything about it.”
Then one of the children gives a description: names the color of the trunk, remembers the height of the tree, shape, size of leaves, fruits and seeds.

"Traps"

Goal: Exercise in running. Develop dexterity and the ability to quickly navigate.

Move: Using a counting rhyme, a driver is selected - a trap and stands in the middle of the hall (area)

.At the signal: “One, two, three – catch!”
all the players run away and dodge the trap, which is trying to catch up with someone and touch them with their hand (stain)
.
The one touched by the trap moves aside. When 2-3 players are caught, another trap is selected. The game is repeated 3 times. If the group is large , then two traps are selected.
"Nimble Guys"

Goal: To develop dexterity, eye and precision of movements.

Progress: The players are divided into threes and stand in a triangle (the distance between the children is 1.5 m)

. One child in a trio throws the ball up with both hands, the second must pick it up and throw it up again, the third player catches the ball and throws it up, the first player must catch the ball, etc.

"Catch up with your mate"

Purpose: To train children in running with acceleration.

Progress: Children stand in two lines; the distance between the ranks is 3-4 steps. At the teacher’s signal, a run is performed to the opposite side of the site (distance 15 – 20)

.
The player in the second line tries to touch (spot)
the player in the first line before he crosses the conditional line. The teacher counts the number of losers. When repeating the game task, the children change roles.

"Tops and Roots"

Goal: To consolidate knowledge about the way vegetables grow, develop attention, visual and auditory perception, memory, and practice the ability to catch a ball.

Progress: 1. An adult shows a vegetable (imitation or natural)

or calls it, the children name it and show with movements where it grows; if on the ground, they stretch their arms up, if underground, they squat. A child can also act as an adult and show the vegetables himself.

Children stand in a circle. In the center is the driver with the ball. He throws the ball to the first player and names any vegetable. The player returns the ball to the leader and answers whether it is tops or roots. The one who never makes a mistake wins

"Don't stay on the floor"

Goal: To train children to run evenly while maintaining a distance, to develop coordination of movements in jumping.

Progress: Using a counting rhyme, a driver is selected - a trap. The trap runs around the hall (playground)

.
As soon as the teacher says “Catch!” all the children run up and try to climb to any height (gymnastic benches, cubes, gymnastic wall)
.
The trap is trying to show off. The guys he touched step aside. At the end of the game , the number of losers is counted and a new driver is selected.
"It flies - it doesn't fly"

Goal: Development of attention, response to verbal commands and voluntary regulation of behavior.

Progress: Children stand in a line. The presenter names various objects and raises his hands up. Children should raise their hands up only when the named object is flying. At the end, note those who have never made a mistake.

"Quickly get into line"

Goal: To develop attention and speed of movement.

Move: The players line up in three columns (in front of each column there is a cube of its own color)

.
The teacher suggests remembering your place in the column and the color of the cube. At the signal, the players scatter throughout the hall (area)
. After 30-35 seconds. The signal “Quickly in the column!” is given, and each child must quickly take his place in the column.

"Owl"

Goal: Development of attention, response to verbal commands and voluntary regulation of behavior.

Progress: An owl's nest is marked on the site. The rest are mice, bugs, butterflies. At the signal “Day!” - everyone is walking and running. After a while the signal “Night!” sounds. and everyone stops, remaining in the position in which the team found them. The owl wakes up, flies out of the nest, runs around the children, watches carefully, and takes the one who moves to its nest. At the signal: “Day!” - The game continues.

Rules: Stop in the position suggested by the teacher: stand on one knee, on your toes, forming pairs, with your feet on the same line.

"Giants and Dwarves"

Goal: To train children to act on a signal.

Progress: Driver (most often an adult)

explains to the guys that he can only pronounce the words “giants” and “dwarves.”
When the word “giants” is said, everyone should rise on their toes and raise their hands. And when you hear the word “gnomes,” everyone should sit down lower. The one who makes a mistake is out of the game .
Of course, the driver wants to ensure that the players make mistakes. To do this, he first pronounces the words “giants!” loudly and in a bass voice, and the “gnomes” - in a quiet, squeaky whisper. And then, at some point, it’s the other way around. Or when saying “giants,” the driver squats, and when saying “gnomes,” he rises on his tiptoes.

The pace of the game is accelerating and all players are gradually dropping out. The last player who has never made a mistake becomes the driver.

Card index of outdoor games with goals according to the Federal State Educational Standard

The teacher chooses a game from a program proposed and developed by leading teachers. The games offered in it are focused on the comprehensive development of the child physically, emotionally and mentally.

Note . Outdoor games in the preparatory group on a card index with goals according to the Federal State Educational Standard are designed to be held in any weather.

A complex of morning exercises for the preparatory group

For outdoor activities

Conducting outdoor activities

In good weather, as well as in spring and autumn in the fresh air, the teacher can keep children busy with the following games:

  • Funny boys. Children stand in a circle and hold hands. The teacher is in the middle and gives the command to move. The children begin to move in a circle and sing: We are funny guys, we love to run and jump. Well, try to catch up with us! One, two, three - catch it! The children run away, the teacher catches them. The caught guys move aside. The rest close the circle and sing again, leading a round dance. The role of catcher can be offered to any of the children.
  • Needle. Children join hands and line up. The guide begins to move by passing between the children and surrounding objects. Without releasing their hands, the kids should follow each other.
  • Mousetrap. The guys are divided into two unequal groups. The small group represents the mousetrap, the rest are children of mice. Children from the mousetrap group clasp their hands and stand in a circle. The round dance begins. The rest run around the circle and run into it. On command, the mousetrap children squat down. Those mouse children who remained in the circle are considered caught.
  • Traffic rules Children become familiar with the rules of the road and learn to cross the road when the light is green.

For indoor games in kindergarten

To conduct fun indoors in winter and in bad weather, you should choose less intense activities.

These include:

  • Five steps. Several children participate at the same time. They stand in a row and then quickly take steps in a straight line. At each step they pause and say a word. Words are selected from one category: names, fruits, animal names.
  • Incorrect movement. Children stand in a circle, and the teacher is in the center. He makes 5-6 simple movements, one of which is incorrect and cannot be repeated. Next, children try to reproduce all the movements and skip the wrong ones.
  • Repeat. The teacher places the children opposite him and asks them to depict some animal or object.

Group exercise indoors

Attention! More games can be found in specialized literature.

When conducting an outdoor game in a preparatory group, the teacher should be guided by a summary prepared in advance, which contains a plan for outdoor games.

When compiling it, you should focus on the following recommendations:

  • The event should not last more than half an hour.
  • Before starting the game, the teacher must interest the children. Talk about the upcoming fun. This should not take more than a few minutes.
  • Explain the rules. Make sure all children understand. To do this, the guys must speak out the basic rules themselves. It is worth taking 2-4 minutes for this.
  • The game itself lasts 15-20 minutes. The teacher controls the process and tries to involve all children in it. He tries to eliminate all conflicts and grievances that arise.

Note . At the end, the teacher sums up the results and asks the children for their opinions. It is important to find out whether you liked the lesson, whether there were any difficulties, or vice versa. It takes a few minutes.

Outdoor games in the preparatory group during a walk in kindergarten

A card index of outdoor games during a walk is presented for preschool children in the preparatory group of a kindergarten.

"White bears"

Goal: Develop speed, agility, endurance.

Progress of the game: On the edge of the area, which represents the sea, a small place is outlined - an ice floe. The driver standing on it is a “polar bear”. The remaining “cubs” will be randomly placed throughout the site.

“The Bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught one “bear cub”, he takes it to the ice floe, then catches another. After this, the two caught “bear cubs” join hands and begin to catch the rest of the players. At this time, the “bear” retreats to the ice floe. Having overtaken someone, two “bear cubs” join their free hands so that the caught one ends up between the hands, and shout: “Bear, help!” The “bear” runs up, greases the caught one and takes him to the ice floe. The next two caught also join hands and catch the rest of the “cubs”. The game continues until all the cubs are caught.

The last player caught wins and becomes the “polar bear”.

Rules: A caught “bear cub” cannot slip out from under the hands of the pair surrounding it until the “bear” insults it. When catching, it is forbidden to grab players by their clothes, and those running away are prohibited from running outside the boundaries of the area.

Outdoor game “At the bear in the forest.”

Goal: To develop children’s self-control, the ability to perform movements on a signal, and the skill of collective movement. Practice running in a certain direction, with dodging, develop speech,

Progress of the game: A line is drawn on one side of the site - this is the edge of the forest. Beyond the line, at a distance of 2-3 steps, a place for a bear is outlined. On the opposite side is the children's house. The teacher appoints the bear, the rest of the children - at home. The teacher says: “Go for a walk!” Children head to the edge of the forest, picking berries and mushrooms, imitating movements and saying in chorus: “I take berries and mushrooms from a bear in the forest. And the bear sits and growls at us.” The bear is sitting in its place at this time. When the players say “Roars!” the bear gets up, the children run home. The bear tries to catch them - to touch them. The bear takes the caught one to his place. After 2-3 caught, a new bear is selected.

L.I. Penzulaeva “Physical education in kindergarten” (preparatory group) 2015

Game "Be careful"

Goal: to teach children to quickly run after objects, listening to the command which object needs to be brought. Develop attention, dexterity, speed of movement.

Progress of the game: On one side of the court there are 5-6 players, on the opposite side (distance 8-10m) in front of each of them there are three objects (a cube, a rattle, a flag) to the signal “Run!” children rush towards objects. Approximately halfway along the path there is a signal indicating which of the three objects you need to take, for example a cube. Children take the named object and run with it to the starting line, the one who brought the object first wins, if the wrong object is taken, you need to go back and replace it.

Option 2

Tell the children right away which item to bring. Run to take the object and lift it up.

"Tag with a skipping rope"

Goal: to teach children to run in pairs or threes around the playground, holding on to a jump rope, trying to make fun of the children running around in all directions. Develop the ability to act coordinatedly in pairs, threes, coordination of movements, dexterity.

Progress of the game: Two children take an ordinary short jump rope by the ends, run around the playground, trying with their free hand to insult the rest of the children running away from them. The first one caught stands between the drivers, grabs the middle of the rope with one hand and joins in the catch. In order for the three drivers to be freed from their duties, each of them needs to catch one player.

Complication: include 2 pairs of traps in the game.

"Owl"

Goal: to teach children to act on a signal, run, scatteredly imitating birds, and maintain a motionless posture. Develop balance.

Progress of the game:

All the birds are playing, one child is an owl, which is located on the side of the playground. At the signal “day,” the birds fly away, flap their wings, and peck grains. At the signal “night” everyone stops and stands motionless. An owl flies out, looks out for those who move and takes them into the nest. in 15-20 seconds. The “day” signal is given again, the owl flies to the nest, and the children - birds fly around the playground.

"Changing Places"

Goal: to teach children to run from one side of the playground to the other in a line without bumping into each other. Develop the ability to form a line evenly, to act in concert, on a signal. Strengthen the side gallop, running with straight legs.

Progress of the game: Two teams of 8-10 people line up in lines facing each other on opposite sides of the site behind the city lines (distance 10-12m), and diverge to the width of outstretched arms. At a signal, they run towards each other, trying to get outside the opposite city as quickly as possible, then turn to face the center of the site and line up. The team that does it faster wins.

Option 2.

Cross at a side gallop, with straight legs.

"Giants and Dwarves"

Purpose: To train children to act on a signal.

Progress of the game : The driver (most often an adult) explains to the children that he can only pronounce the words “giants” and “gnomes”. When the word “giants” is said, everyone should rise on their toes and raise their hands. And when you hear the word “gnomes,” everyone should sit down lower. The one who makes a mistake is out of the game.

Of course, the driver wants to ensure that the players make mistakes. To do this, he first pronounces the words “giants!” loudly and in a bass voice, and the “gnomes” - in a quiet, squeaky whisper. And then, at some point, it’s the other way around. Or when saying “giants,” the driver squats, and when saying “gnomes,” he rises on his tiptoes.

The pace of the game is accelerating and all players are gradually dropping out. The last player who has never made a mistake becomes the driver.

Outdoor game “Migration of birds”

Goal: To practice climbing, developing agility and strength.

Progress of the game:

On one side of the hall there are children - birds. On the other side there are various aids - gymnastic benches, cubes, etc. - these are trees. At the signal “Birds fly away!” children, flapping their arms like wings, scatter throughout the hall. At the signal “Storm!” all the birds run to the trees and try to take some place as quickly as possible. When the teacher says “The storm has stopped!” Children descend from the heights and scatter around the hall again - “the birds continue their flight.”

Outdoor game "Mousetrap"

Goal: To develop in children the ability to perform movements according to a signal, according to a word, quickly forming a circle. Practice the game together.

Progress of the game: The players are divided into two unequal groups. The smaller one (about a third of the players) forms a circle - a mousetrap. The rest represent mice and are outside the circle.

Children depicting a mousetrap hold hands and begin to walk in a circle, left and right, saying:

“Oh, how tired the mice are, Their passion has gone away. They've all gnawed, they've all eaten, they're climbing everywhere - here's a scourge.

Beware, cheats, we will get to you. Let’s set up mousetraps and catch them all at once.”

At the end of the poem, the children stop and raise their clasped hands up. The mice run into the mousetrap and immediately run out the other side. At the teacher's signal:

"Pop!" - children standing in a circle lower their hands and squat - the mousetrap is slammed shut. Mice that did not have time to run out of the circle are read as caught. They also stand in a circle (and the size of the mousetrap increases). When most of the mice are caught, the children change roles and the game resumes.

L.I. Penzulaeva “Physical education in kindergarten” (preparatory group) 2015

Game "Tag - don't fall into the swamp"

Goal: to teach children to run without running beyond visual cues, with dodging. Develop dexterity, speed of movement, spatial orientation.

Progress of the game: On the site, sticks, cones, and pebbles indicate a place where you cannot run - a swamp (anthill, vegetable garden). Choose a trap. At a signal, he catches up with the children, trying to make them dirty.

Haunted by the trap, he leaves the game.

Option 2.

The trap stands in the center of a circle drawn on the ground or made of cord. Children run in and out of the circle, and Trap tries to make fun of the one who doesn’t have time to run out of the circle.

Outdoor game “Run quietly”

Goal: learn to move silently.

Progress of the game: Children are divided into groups of 4-5 people, divided into three groups and lined up. They choose a driver, he sits in the middle of the platform and closes his eyes. At the signal, one subgroup silently runs past the driver to the other end of the site. If the driver hears, he says “Stop!” and those running stop. Without opening his eyes, the driver says which group was running. If he correctly indicated the group, the children move aside. If you make a mistake, they return to their places. All groups run through this one by one. The group that ran quietly and that the driver could not detect wins.

L.I. Penzulaeva “Physical education in kindergarten” (preparatory group) 2015

"Burners"

Goal: to teach children to run in pairs at speed, to start running only after finishing the words. To develop speed of movement and dexterity in children.

Progress of the game: Children stand in a column in pairs. A line is drawn in front of the column at a distance of 2-3 steps. According to the counting, a Trap is selected. He stands on the line with his back to the other children. Everyone standing in pairs says:

“Burn, burn clearly so that it doesn’t go out. Look at the sky - the birds are flying, the bells are ringing. One, two, three - run!”

With the end of the words, the children standing in the last pair run along the column (one on the right, the other on the left, trying to grab hands. The trap tries to catch one of the pair and connect hands with him.

If the catcher managed to do this, he forms a new pair with the caught one and stands in front of the column, and the one left without a pair becomes a trap. If the Trap is not caught, he remains in the same role.

While pronouncing the words, the Trap does not look back; you can catch before the players hold hands.

Outdoor game "Sparrows and the cat"

Goal: to train children to act in accordance with the text of the poem, to run in a straight direction at the same time as a whole group, to use the entire area of ​​the hall.

Progress of the game: “Cat” is located on one side of the hall (area), and children – “sparrows” - on the other. Children - “little sparrows” approach the “cat” together with the teacher, who says: Kitty, kitten, cat, Kitty - a little black tail, he is lying on a log, pretending to be asleep. To the words “As if he’s sleeping,” the “cat” exclaims: “Meow!” - and begins to catch the “sparrows” who are running away from him to their house (beyond the line).

L.I. Penzulaeva “Physical education in kindergarten” (preparatory group) 2015

"Hot potato"

This is an active entertainment that brings all the children together in the yard. It perfectly develops such skills as dexterity, reaction speed, teamwork, strategic thinking, spatial orientation, and the time spent playing an exciting game flies by. All you need is a ball and a group of friends.

Goal: Remain the only person standing in the circle, seating your opponents in the center.

Description and rules of the game: from 6 to 12 children can participate in the entertainment. Children stand in a circle and begin to randomly throw each other the ball, which in this game is the “hot potato”. Everyone must catch the projectile and, without holding it in their hands for more than one second, throw it further. Players can also hit the ball with their palms instead of catching them to make the rules more difficult.

The participant is temporarily eliminated from the game and sits in the center of the circle if he did not catch, hit or drop the ball. The same thing happens to those who hold it in their hands for more than one second and are “burnt” by the hot potato.

You can return to the circle by catching the toy from a sitting position (standing up in the “penalty zone” is prohibited). If one person managed to do this, all participants inside return to the circle. In this case, the player who threw the ball takes their place.

If the ball, when thrown, touches someone sitting in the center of the circle, then that player returns to the circle. At the same time, all participants who touched it with their hands in the center of the circle also resume the game.

The action continues until one child remains in the circle, who is considered the winner.

Become the most dexterous and skillful in the yard!

Outdoor game "Don't get caught"

Purpose: to train children in jumping on two legs while moving forward

How to play: The players sit 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 a circle and jump out 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 new drivers.

L.I. Penzulaeva “Physical education in kindergarten” (preparatory group) 2015

"Change the subject"

Goal: to teach children to quickly run to the opposite side of the site, take an object and give it to their friend. develop the ability to act in a team, follow the rules, agility, and general endurance. Cultivate persistence in achieving positive results.

Progress of the game: On one side of the court, the players stand behind the line, forming 4-5 columns. On the opposite side of the site, opposite each column, circles with a diameter of 60-80 cm are outlined. Each first person in the column holds a bag of sand, a cube or another object in his hands. The same object is placed in the center of each circle. At the signal, players run to the mugs, put down an object and take another, then run back to their place and raise the brought object above their heads. The one who did it first is considered the winner. Those who come running pass the objects to those standing behind them, and they themselves run to the end of the column. When everyone has completed the task, the column with the most winnings is marked.

Complication: run after an object like a snake between the pins without dropping the pins.

Outdoor game "Bears and Bees"

Goal: practice running across the entire court, climbing the gym wall

How to play: The players are divided into two equal teams: one is bees, the other is bears.

On one side of the hall there is a beehive, and on the opposite side there is a meadow. To the side there is a den of bears. At a conditioned signal from the teacher, the bees fly out of the hive (they get off the heights of the gymnastic wall, gymnastic benches, etc.), buzz and fly to the meadow for honey. As soon as the bees fly away, the bears run out of the den, climb into the hive (climb onto elevated surfaces) and feast on honey. The teacher gives a signal:

“Bears!”, the bees fly to the hives, trying to sting (touch with their hands) the bears, they run away into the den. Stung bears miss one game. The game resumes, and after repetition, the children change roles.

Before the game, the teacher reminds the children that they need to get down from elevations, not jump, and climb onto the stairs no higher than the 4th or 5th rail.

L.I. Penzulaeva “Physical education in kindergarten” (preparatory group) 2015

Methods for analyzing outdoor games

In order to comprehensively develop a child and correct his behavior, you need to conduct a daily analysis of several characteristics and record them in special cards.

The teacher should pay attention to the following:

  • The game must correspond to the time it is played.
  • In the process, it is worth identifying leaders and shy children. Offer them other roles for the full development of their personality and the development of strong-willed qualities.
  • Monitor children's behavior during play. Cultivate in them a respectful attitude towards team members.
  • Pay attention to the child’s physical condition and select special games for some children to develop skills that are not sufficiently developed in them.
  • Motivate children to repeat certain actions to develop discipline and willpower.

Note . Timely adjustments to the plan for future games allow you to involve all children in the game and make it not only useful, but also fun.

With the correct selection and organization of outdoor games, children develop comprehensively. Interest in new things and the desire to win are awakened. The nervous system is not overstrained and in most cases excess tension is relieved. Children develop comprehensively and learn to interact with the team.

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