Topic 10. Definition and meaning of outdoor games. Methodology for children of different age groups.

The use of outdoor games in the pedagogical process presupposes strict adherence to the didactic principles of accessibility, systematicity, sequence of activity, and awareness. For each age group, games must be selected in accordance with the principle of the predominant type of movement: walking, running, throwing, jumping or climbing.

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 the children’s physical development. Advanced Russian scientists P.F. Lesgaft, E.A. Pokrovsky, V.V. Gorinevsky, taking into account the important role of outdoor games in the development of a child’s physical strength and in acquiring certain skills, paid a lot of attention to the collection and study of such games. They explained their importance for the physical development of children and advocated their practical implementation in the system of education of the younger generation. Subsequently, these progressive ideas were reflected in the works of scientists who developed the theory and methodology of outdoor games in different parts of the physical education system.

Outdoor play is a natural companion in a child’s life, a source of joyful emotions that has great power.

Outdoor games are a traditional means of pedagogy. One of the characteristic features of outdoor games is the desire for results. The child experiences joy from satisfying the need for movement, from the emotional atmosphere of the game; a special emotional upsurge is caused by the achievement of a real, visible positive result - winning. The variety of outdoor games has long led researchers and compilers of collections to the need to group games and classify them. The study of outdoor games for preschoolers was carried out by such teachers as L.I. Chulitskaya, E.A. Arkin, M.M. Kontorovich, N.A. Metlov, L.I. Mikhailov, and later V.M. Boguslovskaya, A.I. Bykova, A.I. Sorokina, E.G. Baturina, N.G. Kozhevnikova, N.N. Quilpio et al.

Classification of outdoor games for preschoolers

Games are classified according to complexity, motor content, degree of physical activity, use of aids and equipment, and the primary formation of physical qualities. In the “Kindergarten Education Program” and in existing collections of outdoor games, the classification is based on the sign of the predominant type of movement (running or jumping, throwing, climbing, etc.). When selecting for each type of basic movements, continuity between age groups is observed. This helps the teacher plan games in connection with the formation of certain motor skills in children. In the collection M.M. Kontorovich and L.I. Mikhailova , it is customary to divide games according to the degree of muscle tension caused in children: into games of large, medium and low degrees of mobility. High mobility - the whole group participates (running, jumping, "Traps", "Tags") medium mobility - the whole group actively participates, but the nature of the movements is relatively calm (walking, passing objects) low mobility - movements are performed at a slow pace, moreover their intensity is not significant (walking game, attention games, “sea figure”, “Find and remain silent”).

Outdoor games are varied in their content and organization. Some games have a plot, roles, and rules that are closely tied to the plot; game actions in them are carried out in accordance with the requirements, given role and rules. In other games there is no plot and roles; only motor tasks are offered, regulated by rules that determine the sequence, speed and dexterity of their implementation. Thirdly, the plot, the actions of the players are determined by the text, which determines the nature of the movements and their sequence.

All games for preschool children based on movement can be divided into two large groups: outdoor games with rules and sports games . The first group consists of games that differ in content, in the organization of children, in the complexity of the rules and in the uniqueness of motor tasks. Among them are plot and plotless games, and fun games. The second group is sports games: gorodki, badminton, basketball, table tennis, football, hockey. When working with preschool children, they are used with simplified rules. In the younger groups of kindergarten, the most widely used are plot-based outdoor games , as well as simple games without a plot, such as traps and fun games. Plotless games with elements of competition, relay races, games with objects (kids, skittles, ring throws, serso, etc.) are not yet available to children. Sports games are not played at all at this age. At the same time, when working with children of primary preschool age, play exercises are widely used, occupying an intermediate place between gymnastic exercises and outdoor games.

Part II. Outdoor games: evening

This part of the encyclopedia includes outdoor games:

Reaction - 1. Tug game - 1. Catch-up - 1. Search game - 1. Accuracy game - 1. Ball game - 1. Multi-stage team sports game - 1 (with elements of jumping ropes and ball games).

This part of the encyclopedia includes “silent” games:

Theater games – 2, incl. team - 1. Art games - 1. Word game - 1. Team game with objects - 1. Competitive game with objects - 1.

№ Name and description of the game

Type of game Approximate time required Equipment required

Block 1. Outdoor games

1. RING. The players stand a few steps in front of some wall (you can play while sitting), with the leader opposite them. The players hold their palms in a “boat” position in front of them, and the leader hides the “ring” in his (also cupped) palms. Approaching each player, he pretends that he is placing the ring in his hands (slowly passes his “boat” between the player’s hands). The presenter goes around all the players, steps aside and says: “Ring, ring, go out onto the porch!” The one who has the ring must run out so as not to be grabbed and touch the agreed object with his hand at a distance of 3-4 meters. If he can, then he becomes the leader, and the leader becomes a player. For reaction, with a driver (develops: reaction, speed) 5-6 laps, up to 10 minutes equipment: any bright small object as a “ring”

2. BUFFALO IN THE PEN. 2 people are selected from among the players. They are "buffalos". The remaining players stand in a circle and join hands, forming a pen. The task of the “buffaloes” is to break out of the circle, breaking the chain with a running start. If they succeed, the players who fail to hold them become buffaloes. Tug-of-war, steam room (develops: strength) 5-6 circles, up to 10 minutes equipment: no

3. DEVIL. The wide area is divided into three stripes, the middle of which is “hell”. In “hell”, holding hands, two drivers stand. They are "devils". The remaining players (also in pairs) are located on the two outer fields and try through hell to run from one field to another. The devils try to catch them, and if this succeeds, those captured also become devils, that is, drivers. The last couple not to go to hell wins. Catch-up, doubles (develops: agility, speed) Duration of the game: until the winning pair is determined inventory: no

4. Blind man's buff. Classic yard games. One player is blindfolded, and in this form he tries to catch the rest of the players. Usually the game takes place in a strictly defined territory, from which it is prohibited to leave. If the territory is large enough, then the players should make some sounds from time to time (for example, clap their hands or ring a bell) so that the driver can navigate. Players can try to confuse the driver by giving signals from several directions at once. The player whom the driver touched changes places with him. Search, with a driver (develops: coordination, orientation in space) 3-4 circles, up to 10 minutes equipment: blindfold made of thick material, bells according to the number of players

5. HARES. A large area is outlined on the ground, with a small one inside it in the center. One player is appointed as the driver - “hunter”, the rest of the players become “hares”. The hares move freely over a larger area, the hunter only in a small circle. His task is to shoot down any hare; the number of attempts is limited by the number of balls the hunter has. The “killed” hare replaces the leader. Accuracy, with a driver (develops: coordination, dexterity, eye) 5-6 laps, up to 10 minutes equipment: several tennis balls

6. DOG. Players stand in a circle and throw a large, light ball to each other until someone makes a mistake and drops it. This player goes into the circle and stands in the middle (dog on a chain). The players continue to throw the ball, but try not to be grabbed by the person standing in the center. If, nevertheless, the central player manages to catch the ball, then he can throw it at anyone, and whoever he hits takes his place. With a ball, with a driver (develops: agility, speed, reaction) up to 10 minutes equipment: ball

7. BIG RELAY RACE. After dividing into 2 teams (2-4 people each), it is carried out in 5 stages with the sequential participation of all team players: 1) bicycle race (with transfer to the next player at the start); 2) movement with stepping through hoops (with a pass to the next player at the start); 3) jumping rope (with transfer to the next player at the start); 4) running with the ball, hitting the hoop at the flag with the ball (with a pass to the next player at the start); 5) “swimming” in a basin, pushing off with your hands (with a handover to the next player at the start). Sports, team relay race (develops: agility, strength, speed, sense of team, various skills and abilities) Duration of the game: until the winning team is determined equipment: flags or pins to indicate the distance; identical pairs of objects: 2 teenage bicycles, 2 hoops, 2 jump ropes, 2 plastic basins, 2 balls

Block 2. “Quiet” games around the fire

8. CROCODILE The first team comes up with some simple word and selects a player from the other team who will have to “show” this word. Moreover, this player is prohibited from making sounds and writing letters, but he uses active gestures, breathtaking facial expressions, antics, and so on, depending on the player’s imagination. His team tries to understand the meaning of what is shown and gives answer options. If the hidden word is difficult to explain, then you need to try to explain it in parts. After guessing/not guessing, the teams change roles. Theatrical, team (develops: artistry, observation, abstract thinking) 3-4 circles, up to 15 minutes equipment: no

9. CHINESE DINNER An equal amount of small sweets is poured into bowls. When the whistle blows, participants must eat the offered “dish” as quickly as possible using chopsticks. With objects, competitive (develops: coordination, dexterity) until the winner is determined equipment: Bowls and pairs of identical planed sticks according to the number of participants, “sea pebbles” candies

10. GIVE HONOR The driver offers players combinations of movements with a change of hands. For example: 1) at the same time “salute” with your right hand, and extend your left hand forward with a “class” gesture. Then clap your palms and do the same, quickly changing hands; 2) put your hands on your knees, clap your hands, take your nose with your right hand, and your right ear with your left hand. Then clap again and change hands, etc. Theatrical, with driver (develops: coordination, reaction) equipment: no

11. THE MUMMY 2 teams of 3 people each participate. The first participant stands motionless - this is the “mummy”. The second participant tries to wrap the “mummy” with toilet paper from neck to toe as quickly and tightly as possible. Once he finishes, the third participant must unwind the mummy back. The winner is the team that not only completed it faster, but also tore the paper as little as possible. With items, team (develops: agility, speed) until the winning team is determined inventory: 2 rolls of toilet paper

12. PLASTICINE LETTERS Participants in the game are given plasticine. The presenter names any letter, and the players must make an object starting with this letter as quickly as possible (we finish with a whistle). The author of the most recognizable object becomes the driver. Artistic, with a driver (develops: fine motor skills, creativity, reaction) 3-4 laps, up to 15 minutes equipment: soft plasticine bars according to the number of participants, whistle

13. DAMAGED TELEPHONE The driver makes a sentence (preferably a well-known one - for example, a tongue twister) and very quietly communicates it in the ear of the nearest player, etc. The last player reports what he heard, and the chain is restored aloud. The one who last conveyed the sentence correctly becomes the new driver. With words, with a driver (develops: attention, imagination, creativity) equipment: no

Plotless outdoor games

Plotless games such as traps and dashes are very close to plot ones - they just don’t have images that children imitate, all other components are the same: the presence of rules, responsible roles (traps, tags), interconnected game actions of all participants. These games, like the story ones, are based on simple movements, most often running combined with catching and hiding, etc. Such games are available to both younger and older preschoolers.

Plotless games require children to be more independent, quick and dexterous in their movements, and spatially oriented. Gradually the games become more complex, with more complex tasks.

Game exercises

Outdoor games and exercises are interrelated, however, in terms of purpose, pedagogical objectives, content and methodology, the game and exercise are not identical. An outdoor game is based on a certain concept (figurative or conventional). Exercises are methodically organized motor actions, specially selected for the purpose of physical education, the essence of which is to perform specific tasks (“Crawl to the rattle”, “Hit the goal”, etc.).

Games with competitive elements

(“Whose line will be most likely to line up”, “Who will be most likely to go to their flag”, etc.). These games are based on performing certain motor tasks in accordance with the rules. Elements of competition encourage children to be more active, to demonstrate various volitional and motor qualities (speed, endurance, etc.) Games are available to older children (5–6 years old); they are not played in younger groups. Games with elements of sports games - are held only with children of senior preschool age according to simplified rules (small towns, badminton, hockey, basketball, etc.). Outdoor games , like other types of games, are a form of organizing children’s lives and are of great importance in developing communication skills and developing relationships between children in a kindergarten group. This point is especially important nowadays, when most children, for safety reasons, are deprived of the opportunity to participate in yard games, which until recently were a good educational school. Effective development of the physical qualities of children of primary preschool age is possible if a methodology is developed and used, including:

  • Purposeful use of a system of outdoor games, focused on the development of certain physical qualities (speed, agility, speed, etc.).
  • A more expanded scope of outdoor games compared to the traditional method.

Properly organized outdoor games can act as a way to correct children’s relationships, contribute to the development of positive qualities, and are a means that can have a positive impact on relationships with peers of middle preschool children. To solve the problem, it is necessary to use outdoor games in educational activities, since they can turn a lazy person into a hard worker, and a know-nothing person into a skillful person. Outdoor games were included in various forms of physical education such as: physical development classes, outdoor and indoor exercises, morning exercises, walks, etc.

At each physical development lesson, we used outdoor games of a different nature: large, medium and low mobility. Most often, games of a plot nature were used, since the plot captures the child’s attention, and emotions are most clearly manifested in them. To create children's interest in the game, we introduced masks into the games and turned on music. In relay games, various objects were used: jump ropes, rope, balls, skittles, etc. The feeling of joy in children was especially pronounced when the games were accompanied by music , since music affects children’s emotions and creates a certain mood in them. We used games to music during morning exercises and invigorating exercises. In the game “Entertainers,” we developed the expressiveness of movements in children, so that they felt relaxed, showed movements both with humor and with different emotional states. To do this, we used verbal image cues: Smile like: a cat in the sun; like Pinocchio; like a sly fox; as if you had seen a miracle. Get angry like: a child whose ice cream was taken away; like a person who has been hit. Be scared like: a child lost in the forest; the hare who saw the wolf; a kitten at which a dog barks. You are tired, like: dad after work; a person lifting a heavy load; an ant dragging a big fly. Relax like: a tourist who has taken off a large backpack; a child who worked hard but helped his mother. It was difficult for children to show these emotions at first. They didn't understand what we wanted from them. Children are very fond of outdoor games, where imitative movements are repeated simultaneously with words.

Part I. Outdoor games: day

This part of the encyclopedia includes:

Chaining games - 3, incl. team - 2. Reaction game - 1. Catch-up - 2. Tug of war - 2, incl. team -1. Ball games – 2. Search game – 1. Competitive sports games: 5, incl. team - 2. Humorous outdoor game - 1.

№ Name and description of the game

Type of game Approximate time required Equipment required

Block 1. Games with the driver

1. DRAGON. The players line up one after another. The right hand is placed on the right shoulder of the person in front. The first player is the head of the dragon, the last is its tail. The purpose of the head is to catch the tail. The dragon's body (the rest of the players) is in constant motion and obediently follows its head. The chain of players should not be broken. The one through whose fault the break occurred becomes the head. The dragon's body plays along with the tail, not allowing its head to grab it. When the head catches the tail, the last player in the column goes forward and becomes the head, and the player who was second to last becomes the new tail. Hitching, general group with a driver (develops: coordination, dexterity) 5-6 laps, up to 10 minutes equipment: no

2. SALKI. Players line up at a distance of 30-40 cm from each other. Outstretched arms with open palms are held behind the back. One of the players stands behind them. Walking along the line, he pretends as if he wants to drop a pebble into someone's palm. Finally he drops it into someone's hand. The player who received the stone suddenly breaks out of the ranks. Neighbors to the right and left must grab him (or smack him) before he moves. But at the same time they do not have the right to leave the line. If he is caught, he changes places with the leader. For reaction, with a driver (develops: reaction, observation) 5-10 laps, up to 10 minutes equipment: small smooth pebble

3. EDIBLE-INEDIBLE. The players line up in front of the leader. The presenter throws the ball to each player in turn, while pronouncing a word. If the word turns out to be “edible” (“candy”, “milk”, etc.), then the player must catch the ball, and if “inedible” (“pot”, “brick”, etc.), then push it away The one who makes a mistake (for example, caught a “shoe” or pushed away a “watermelon”) changes places with the driver. The game causes friendly laughter if the unlucky player catches an object that is completely unsuitable for food, for example, “panties” or “snot.” And in some cases, disgruntled losers try to prove that you can eat both a cat and a toadstool, although the latter only once. With a ball, with a driver (develops: observation, reaction) up to 15 minutes equipment: ball

4. TRAIN. Choose one driver. He is a locomotive. The rest are carriages. Each carriage player builds a depot for himself: he lays out a rope ring on the site. The locomotive does not have its own depot. He goes from one carriage to another. Whoever he approaches follows him. This is how all the cars are assembled. When all the cars are assembled, the locomotive gives a signal (for example, blows a whistle) and everyone runs to the depot circles, including the locomotive. The player left without a seat becomes the driver. Catch-up with a driver (develops: reaction, agility, speed) 3-4 laps, up to 10 minutes equipment: whistle, rope rings with a diameter of about 20 cm according to the number of participants.

5. KERCHIEF. They close their eyes, and at this time the driver hides the scarf in a certain limited area. Having hidden it, the driver says: “The scarf is resting.” The players try to find the scarf, and the leader guides them, saying “warm” if one of the players approaches the scarf and “cold” if they begin to move away. The person who finds the scarf must pick it up unnoticed and throw it at one of the players. Salinated becomes the new presenter. Search, with a driver (develops: observation) 3-4 circles, up to 10 minutes equipment: scarf

6. POTATOES. The driver (“potato”) squats down, the rest of the players sit around him and throw the ball, just like when playing volleyball. The dropped ball attaches to the potato - the potato grows. Players can not only throw the ball, but also jam the potatoes, that is, hit the ball with force with their palm, trying to hit those sitting. If the player misses, he joins the potato. Sitting players have the right to jump out of their crouches, trying to catch a flying ball. If this succeeds, the catcher changes places with the one whose pass he intercepted. In a simplified version, standing players may not hit the ball immediately; they are allowed to catch it first and then throw it to a partner. With a ball, with a driver (develops: general physical and tactical skills) up to 10 minutes equipment: ball

Block 2. Games focused on team victory of participants

7. HERD. From the participants, 2-3 wolves, one stallion and several foals are selected. The remaining players, holding hands, form a circle - a corral. In the middle of the circle are the foals. They make sounds that imitate the neighing of a horse. A stallion walks around the paddock, protecting the herd from the invasion of wolves. The wolves are trying to break the circle and kidnap the foals. If a stallion kills a careless wolf, it is considered killed. The game continues until the stallion kills all the wolves or the wolves drag all the foals into their lair. Tug-of-war, with a driver (develops: sense of team, speed, reaction) 3-4 laps, up to 10 minutes equipment: no

8. KANGAROO. Players are divided into two equal teams and compete in one-legged jumps while holding a glass of water in their outstretched hand. You need to run around the circle and pass the glass to the next team member. The winning team is determined by the speed of the distance and the volume of water in the glass. Sports, team relay race, (develops: dexterity, coordination of movements) duration of the game - until the winning team is determined equipment: flags or skittles to indicate the distance, glasses of water

9. GET IT. The players are divided into two teams, lined up, holding hands (one team faces one way, the other the other, the last players in the teams also hold hands). An orange is placed in front of the first players at a distance of 1.5-2 meters. The goal is to reach and pick it up. Tug-of-war, team relay race, (develops: team feeling, strength) 3-4 laps with changing positions of players, up to 15 minutes equipment: 2 oranges

10. PULL-PUSH. 20-30 meter running competition. The participants of each pair stand with their backs to each other and join hands. Task: run to the finish line and return to the start. The difficulty is that each player runs backwards in one direction, and backwards in the other. Hitching, pair relay, (develops: speed, coordination of movements) In stages, until the winning pair is determined, equipment: flags or pins to indicate the distance

11. CENTIPEDE. Team players sit tightly in a circle, behind each other’s heads. On the command “One, two, three!” each slowly kneels down to the player standing behind them. After which the “centipede” begins its movement. The difficulty in the game is that without sufficient coordination and coherence it is almost impossible to take a step, since the “centipede” moves only when all players move simultaneously. If someone gets out of rhythm or gets his feet mixed up, then the “centipede” tends to crumble and it’s very difficult to keep it from breaking. In the team version of the centipede game, each team must bypass the flag and return to the start before the other. Hitching, team relay race, (develops: coordination of movements) Duration of the game: until the winning team is determined, equipment: flags or pins to indicate the distance.

12. HARVEST. A pile of oranges according to the number of participants is placed in front of each team. The players' task: take turns, as quickly as possible, carry the oranges without using their hands (hands clasped behind their backs) to the harvesting site, indicated by a flag or pins. Sports, team relay race (develops: speed, agility) Duration of the game: until the winning team is determined equipment: oranges according to the number of participants, flags or skittles to indicate the distance

Block 3. Games focused on personal victory of the participants

13. FROGS. Two participants are given 2 sheets of paper. They must cross the “swamp” over “bumps”. You need to put the first sheet on the start, stand on it with both feet, and put the second sheet in front of you. By stepping on it, you can move the second sheet forward, etc. Thus, it is necessary to get to the flag as quickly as possible, go around it and return to the start. Sports, competitive (develops: coordination of movements, speed) 3-4 paired circles, up to 10 minutes equipment: sheets of A-4 paper, flags or pins to indicate the distance

14. COCKERS. A large rope ring is laid out on the grass. Standing on one leg and crossing their arms over their chests, the participants try to push each other out of the circle or force each other to stand on both legs. Those who cannot resist leave the game. The most interesting final is when the two strongest opponents remain in the circle. Sports, competitive (develops: coordination of movements, strength) Duration of the game: until the winner is determined equipment: rope ring with a diameter of about 1.5 meters

15. CRABS. Two participants squat down, spread their arms to the sides and move sideways, with side steps. You need to get to the flag, go around it and return to the start. To make the task more difficult, you can have players roll a small ball in front of them with one hand. Sports, competitive (develops: coordination of movements, dexterity) Duration of the game: 3-4 paired circles, up to 10 minutes equipment: tennis balls, flags or skittles to indicate the distance

16. FISHEREN. Each player has a 1.5 meter thread with a balloon at the end tied to his belt. Task: catch as many fish as possible (pop other players' balloons without letting them pop your own). Catch-up, without a driver (develops: reaction, agility, speed) Duration of the game: until the winner is determined equipment: threads and balloons according to the number of players

Final humorous game

17. LUNOKHOD. The driver is determined using a counting rhyme. The players sit in a circle, the driver squats and begins to move around on his haunches. This is already funny. What’s even funnier is that the presenter, in the most squeaky tone, continuously announces: “Pee-pee-pee! I am Lunokhod-1! “The player who laughed first joins him with a squeak: “I am Lunokhod 2!” As the number of lunar rovers increases, the game becomes funnier. The toughest player must count to one hundred. At the same time, he should not take his eyes off the “lunar rovers”. If the player succeeds, he wins! If not, then the driver takes his place, etc. to the definition of “the most serious person.” inventory: no

Examples of outdoor games

In the game “Homeless Hare,” children performed the movements of hares: they jumped onto the meadow, had fun, danced, waved their paws, and sang songs. One student was so busy doing the moves that she forgot about the fox and was very surprised and confused when she was left without a house. When playing the game again, we reminded her about the fox. She was very pleased when she managed to occupy the house. We developed the emotions of surprise, fear, anger, pity in the game “Geese and the Wolf” . In order to unite the children's team, we use group games (especially team games) to unite players with a common goal - victory in the competition. Team members will help each other quickly complete the task you set, and after the game the children will discuss their impressions and share their emotions for a long time. In the process of physical education of children of primary preschool age, outdoor play plays a leading role. Being one of the main means and methods of physical education, outdoor play allows you to effectively solve health-improving and educational tasks. It has a comprehensive impact on the physical development and health of the child. During the game, the motor activity of children causes an active state of the whole organism, enhances metabolic processes, and increases vitality. In the process of play activities, children develop moral and volitional qualities, develop cognitive powers, and gain experience in behavior and orientation in a group environment. An active game with rules is a conscious, active activity of a child, the goal of which is achieved by accurate and timely completion of tasks related to the rules that are mandatory for all players. According to the definition of P.F. Lesgaft, outdoor play is an exercise through which a child prepares for life. The exciting content and emotional intensity of the game encourage certain mental and physical efforts. Play can be a means of self-knowledge, entertainment, relaxation, and a means of physical and general education. Play is a very emotional activity, so it is of great value in educational work. Among the wide variety of games in the formation of a child’s diversified personality, outdoor games are given the most important place. The importance of outdoor games is great: they are both a means and a method of raising a child. Outdoor play as a means and as a method is characterized by a variety of effects on the child due to physical exercises included in the game in the form of motor tasks. In outdoor games, various movements are developed and improved in accordance with all their characteristics, the characteristics of children’s behavior and the manifestation of the necessary physical and moral qualities are directed. With the help of outdoor games, you can solve various problems of moral, mental and, of course, physical education. As Shapkova L.V. notes, “with hypokinesia (inactivity) in children, the activity of biochemical processes decreases, immunity to colds and infectious diseases weakens, the range of capabilities of the respiratory and cardiovascular systems narrows, the neuromuscular system weakens, various postural defects form, which leads to muscle hypotonia, decreased mobility of the chest in all its parts, general weakening of the body and decreased vitality. A characteristic consequence of these disorders in the functioning of various systems and organs is the deterioration of physical and psychomotor qualities: coordination, accuracy and speed of movements, speed of motor reaction, mobility and general performance.” Taking into account the age characteristics and physical fitness of those involved in outdoor games, they have a beneficial effect on the growth, development and strengthening of the musculoskeletal system, the muscular system, on the formation of correct posture in children, and also increase the functional activity of the body. Active motor activity of a playful nature and the positive emotions it evokes enhance all physiological processes in the body, improve the functioning of all organs and systems. A large number of movements activates breathing, blood circulation and metabolic processes. This in turn has a beneficial effect on mental activity. It has been proven that outdoor games improve the physical development of children, have a beneficial effect on the nervous system and improve health, because Almost every game involves running, jumping, throwing, balance exercises, etc. The game plays a big role in the formation of personality. During the game, memory and ideas are activated, thinking and imagination are developed. During the game, children act in accordance with the rules, which are mandatory for all participants. The rules regulate the behavior of the players and contribute to the development of mutual assistance, collectivism, honesty, and discipline. At the same time, the need to follow the rules, as well as overcome obstacles inevitable in the game, contributes to the development of strong-willed qualities - endurance, courage, determination, and the ability to cope with negative emotions. Children learn the meaning of the game, learn to act in accordance with the chosen role, creatively use existing motor skills, learn to analyze their actions and the actions of their comrades. Outdoor games are often accompanied by songs, poems, counting rhymes, and game starters. Such games replenish vocabulary and enrich children's speech. In outdoor games, the child has to decide for himself how to act in order to achieve the goal. Rapid and sometimes unexpected changes in conditions force us to look for more and more new ways to solve emerging problems. All this contributes to the development of independence, activity, initiative, creativity, and intelligence. Outdoor games are of great importance for moral education. Children learn to act in a team and obey common requirements. Outdoor play is collective in nature. The opinion of peers is known to have a great influence on the behavior of each player. In a collective outdoor game, each participant is clearly convinced of the benefits of common, friendly efforts aimed at overcoming obstacles and achieving a common goal. The main task of outdoor games is to strengthen the health of those involved and promote their proper physical development; promote the acquisition of vital motor skills and abilities and improvement in them; development of reaction, development of dexterity, knowledge of movement and new capabilities of the body. To implement the tasks, it is necessary to apply the following methods:

  • Analysis of theoretical and scientific-methodological literature on the research topic;
  • Pedagogical supervision;
  • Questioning.

Theoretical analysis and synthesis of literature involves a search for literary sources, which was carried out in libraries, materials from magazines, collections of scientific papers, other scientific and scientific-methodological publications were analyzed, and Internet resources were also used. Many researchers recommend including outdoor games in physical education classes at preschool educational institutions and in children’s daily lives. The practical significance lies in the possibility of using the proposed outdoor games for physical development with children. Having mastered the general tasks of education, we apply them taking into account the individual characteristics of each child. To do this, we used medical examination data for all indicators in order to know which of the children had deviations from the norm of physical development. For the first time, work days analyzed the state of children's motor skills, as well as their overall level of development.

We outlined specific tasks for each child. Children who are timid and unsure of their movements need help in overcoming difficulties: lower the rope lower when jumping, place the basket closer when throwing a ball, support them for balance while walking, etc. But this must be done unnoticed so that the child’s self-esteem does not suffer. Children are easily excitable, overly active and also require attention; we often involve them in games that contribute to the development of inhibitory processes. We carefully analyze an unfamiliar game, mentally play it and only after that offer it to the children. We also first think through where it would be more appropriate to hold this or that game: indoors or on the site. Methodological literature usually recommends learning new games in class. But this can also be done during play hours, for example during a morning walk, when children and the teacher have enough time at their disposal. In order for this work to be systematic in each group, so that not a single child falls out of attention, outdoor games are included in the long-term plan of educational work, as well as in the plan of work for every day. It should be noted what outdoor games will be played with the whole group, what games he will organize with a group of children, and which he will offer to individual children. With the help of the game, the head of physical education or teacher carries out several tasks: strengthens, heals the children’s body, develops movements, causes joyful experiences, develops moral qualities, etc. When including a particular game in the plan, the teacher must know what qualities and skills he can develop and consolidate with its help: in one game running predominates, and in another - throwing, in one - endurance is required from children, and in another - agility, etc. When choosing a game, the teacher should keep in mind where he assumes to carry it out: indoors or on the site.

When selecting games, seasonality is also taken into account. In the summer, when children live among nature, you can use games such as “Catching Butterflies”, “Frogs and Heron”, etc. For winter time, you need to select games in which you can use specific winter materials - snow banks for jumping and balance, snowballs for throwing, etc. When planning games, the teacher should take into account the state of the group. In the case where the group is not sufficiently organized, it is better to initially conduct quieter games in a circle, games with singing, gradually moving on to games with scattered movement, or give simple games. When choosing a game, the teacher takes into account its place in the daily routine; for example, at the end of the day, when the children are already tired, he plays a quieter game. When selecting games for classes, in addition to general educational tasks, you have to especially take into account the hygienic side of each game - the degree of its load, the impact on physiological processes. The choice of game for a lesson depends on which part of the lesson it is included in. If the game is given in the first part of the lesson, it is introduced in order to organize a children's team, teach children to line up in a column, in pairs, in a circle, and place themselves on the playground. These are, for example, the games “Whose team will get together sooner”, “Find yourself a mate”, etc. In the second part of the lesson, a high mobility game is played. For the final part of the lesson, a game of medium or low mobility is selected, the goal of which is to bring the body to a relatively calm state. You can use the following games for this: “Who left?”, “Guess by the voice,” “Find where it’s hidden.” Most often, one, sometimes two games are given in a lesson. For example, one game is included in the second - the main part of the lesson (required), another - in the final one. Outdoor games, creating an atmosphere of joy, make the most effective complex solution to health, educational and educational problems. Active movements, determined by the content of the game, evoke positive emotions in children and enhance all physiological processes.

Children’s play activities objectively combine two very important factors: on the one hand, children are involved in practical activities, develop physically, and get used to acting independently; on the other hand, they receive moral and aesthetic satisfaction from this activity and deepen their knowledge of their environment. All this ultimately contributes to the education of the individual as a whole. Consequently, outdoor games are an effective means of diversified development.

Part III. Games on the bus (on the way to the sea)

This part of the encyclopedia includes “quiet” games: Reaction game – 1.

Games with objects – 2. Games with words – 1. Theatrical humorous games – 2.

№ Name and description of the game

Type of game Approximate time required Equipment required

1. PASS THE HAT The first player (sitting behind the driver) puts on the “hat”. It must be passed on further - from head to head without the help of hands. If the hat falls, the transmitter puts it back on his head and tries again. Ideally, the game ends when the first player is back in the cap. With apparatus, non-competitive relay race (develops: agility, coordination of movements) 1 lap, up to 10 minutes equipment: a bright cap or panama hat slightly larger than the size suitable for the participants

2. EARTH, WATER, AIR The leader walks along the aisle in front of the players and, pointing at each in turn, says: “Water, earth, air.” He can stop at any moment. If the driver stopped at the word “Water,” then the child to whom he pointed must name a fish, reptile or animal living in water. If it is called “Earth”, you need to name the one who lives on earth. If it is called “Air” - the one who flies. If the child does not name the word before the count of “three,” then he becomes the leader. With words, with a driver (develops: attention, reaction, thinking) 3-4 laps, no up to 10 minutes

3. GRANDMOTHER WENT TO THE MARKET... The driver leans on the back of the seat facing the salon and begins: “Grandma went to the market and bought an old coffee grinder” and shows how she will grind coffee (with her right hand she turns the imaginary handle of the coffee grinder). The person sitting next to you repeats the same words and also begins to turn the handle, etc. round. When everyone is involved in the process, the turn again reaches the presenter and he shows the following movement: “Grandma went to the market and bought an old iron” (strokes with her left hand, without ceasing to grind). Next circles: Grandma bought a rocking chair (to rock) and finally a cuckoo clock ("Peek-a-boo, Peek-a-boo, Peek-a-boo."). The point is to perform all actions simultaneously with the driver. Whoever gets lost takes his place. Theatrical, humorous with a driver (develops: attention, reaction, imagination in the driver) 3-4 laps, up to 10 minutes equipment: no

4. SPARROWS AND RAVENS The driver leans on the back of the seat facing the cabin. The conditions of the game are agreed upon in advance. For example, with the command “Sparrows”, children will cover their eyes with their hands. And at the command “Crows” - raise your hands up. Now you can start the game. The driver slowly pronounces, syllable by syllable, “In - ro -... ny!” Children must quickly perform the movement that was assigned to the crows. Anyone who gets lost is eliminated from the game until the driver changes. The last one remaining becomes the driver. Reaction, with a driver (develops: attention, reaction) 3-4 laps with changing tasks, up to 10 minutes equipment: no

5. METAL WORKERS Each player is given a box of paper clips. When the leader whistles, the players begin to assemble the chain using paper clips. The winner is the one who, within a certain time (before the next whistle), collects the longest chain of paper clips. With objects, competitive individual (develops: agility, speed, fine motor skills) 10 minutes (or until the “empty box”) equipment: boxes of paper clips according to the number of participants, whistle

6. Me too! The presenter tells a story about himself, preferably a fable. During the story, he pauses and raises his hand up. The rest should listen carefully and, when the leader raises his hand up, shout “And I!”, if the action mentioned in the story can be performed by a person, or remain silent if the action is not suitable. For example, the presenter says: “Once I went into the forest... Everyone: “Me too!” I see a squirrel sitting on a tree... -...? The squirrel sits and gnaws nuts... -.... - She saw me and let’s throw nuts at me... -...? - I ran away from her... -...? (etc.) There are no winners in this game - the main thing is a cheerful mood. Theatrical, humorous with a driver (develops: attention, reaction, imagination in the driver) 3-4 laps, up to 10 minutes equipment: no

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