Outdoor game “Simple traps. Sedentary games for the older group of kindergarten. Card index


Target: teach children to run in all directions, dodging traps. Develop speed of movement, reaction, and the ability to act on a signal.

Progress of the game:

The children are on the playground, Trap is standing in the middle of the playground. At the signal - one, two, three - catch1 - all the children run around the playground, dodging the trap. The one whom the Trap has tainted moves aside.

Option 2:

The trap cannot catch someone who has managed to sit down.

Option 3:

You cannot catch someone who managed to stop and stand on one leg.

Option 4:

The trap must hit the runners with the ball.

Option 5:

You cannot catch those children who managed to stand on some elevated object in time.

Outdoor game "Rope"

Target: teach children to run fast, trying to pull the rope. Develop speed and agility.

Progress of the game:

A rope 1 m long is placed on the floor. Flags are placed at a distance of 5-6 m from its ends. Two children stand at the ends of the rope facing their flags. At the signal: “One, two, three, run,” the children each run to their flag, run around it, return and pull the end of the rope. The one who manages to do this first wins.

Option 2:

A jump rope is placed under two chairs with their backs facing each other, the children sit on the chairs while the music is playing, the children run around the chairs, as soon as the music stops, the children must sit on their chair and grab the end of the rope; the one who did it first wins.

Outdoor game “Relay race in pairs”

Target: teach children to run in pairs, holding hands, trying to run to the finish line ahead of their rivals. Develop endurance and agility.

Progress of the game:

Children stand in 2 columns in pairs behind a line on one side of the playground. There are landmarks on the opposite side. At a signal, the first couples, holding hands, run to the landmarks, run around them and return to the end of the column. The column whose players complete the task faster and do not separate their hands while running wins.

Complication:

children stand with their backs to each other and clasp their elbows.

Outdoor game "Don't get caught"

Target: teach children to jump over the rope on two legs forward, backward, swinging their arms, pushing with their legs. Develop dexterity. Strengthen the arches of your feet.

Progress of the game:

Children sit around a cord placed in the shape of a circle. There are two drivers in the center. At the teacher’s signal, the 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 counting those caught, the traps are changed and the game resumes.

Complication: children jump into a circle on one leg or sideways.

Outdoor game "Frogs and Heron"


Target: teach children to jump in place from a deep squat, jump over a rope located at a height of 15 cm, different ways: with two legs, one, running, trying not to be caught by the heron. Develop agility and speed of movement.

Progress of the game:

A swamp is marked in the middle of the site, pegs are driven in with a height of -15 cm. They hang a rope with weights on them so that it does not sag. To the side of the swamp is a heron. Frogs jump in the swamp, catching mosquitoes. At the signal “Heron!” -she steps over the rope and begins to catch frogs. They can jump out of the swamp in any way: pushing off with two legs, one leg, or running. The caught frogs go to the heron's nest.

Anyone who steps over the rope is considered caught; you can only jump over.

Complication: introduce the second heron, raise the rope to a height of 20 cm.

Target: Develop dexterity and intelligence in children. Practice running with dodging, catching and lining up in a circle.

Description: The players line up in a circle, each receives a ribbon, which he places behind his belt or behind his collar. There is a trap in the center of the circle. At the signal “run”, the children run away, and the trap tries to pull out a ribbon from someone. The one who has lost his ribbon moves aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The catcher counts the number of ribbons and returns them to the children. The game starts with a new trap.

Rules: The catcher should only take the tape, without delaying the player. The player who has lost his ribbon steps aside.

Options: Choose two traps. You cannot take a ribbon from a crouched player. The players run along the “path”, “bridge”, jumping over “bumps”.

Outdoor game “Hunters and Hares”

Target: Improve the skills of jumping and throwing at a target on both legs. Develop agility, speed and spatial orientation.

Equipment: ball.

Separation of roles: Choose one or two “hunters” who stand on one side of the site, the rest of the children are “hares”.

Progress of the game.

The hares sit in their “burrows” located on the opposite side of the site. The “hunters” walk around the area and pretend to be looking for “hares”, then go to their places and hide behind the “trees” (chairs, bench).

In the words of the teacher:

Bunny jump and jump. jumping gallop

Into the green forest

The “hares” go out onto the platform and jump. To the word “Hunter!” The “hares” run to their “minks”, one of the “hunters” aims the ball at their feet and whoever it hits takes with them. The “hares” go out into the forest again and the “hunter” hunts them again, but throws the ball with his second hand. When the game is repeated, new “hunters” are chosen.

Instructions for the game. Make sure that the “hunter” throws the ball with both his right and left hands. "Hunters" throw the ball only at the feet of the "hares". The one who threw the ball picks it up.



Outdoor game "Bear and Bees"

Target: Teach children to get off and on the gymnastics wall. develop agility and speed.

The beehive (gymnastic wall or tower) is located on one side of the site. On the opposite side there is a meadow. To the side is a bear's den. No more than 12-15 people participate in the game at the same time. The players are divided into 2 unequal groups. Most of them are bees that live in a hive. The bears are in the den. At a given signal, the bees fly out of the hive (get off the gymnastic wall), fly to the meadow for honey and buzz. As soon as they fly away, the bears run out of the den and climb into the hive (climb onto the wall) and feast on honey. As soon as the teacher gives the “bears” signal, the bees fly to the hives, and the bears run away into the den. Those who do not have time to hide are stung by the bees (touched with their hands). Then the game resumes. Stung bears do not participate in the next game.

Directions . After two repetitions, the children change roles. The teacher makes sure that the children do not jump, but climb down the stairs; if necessary, provide assistance.

Outdoor game “Free space”

Target: Develop agility and speed; the ability not to collide.

The players sit on the floor in a circle, legs crossed. The teacher calls two children sitting next to each other. They get up and stand around the circle with their backs to each other. At the signal “one, two, three - run,” they run in different directions, reach their place and sit down. The players mark who was the first to take an empty seat. The teacher calls two other children. Game continues.

Directions. You can also call children sitting in different places of the circle to run.

Outdoor game "Wolf in the Moat"

Target: Teach children to jump, develop dexterity.

A ditch is marked across the site (hall) by two parallel lines at a distance of about 100 cm from one another. There is a driver in it - a wolf. The rest of the children are goats. They live in the house (they stand outside the line along the border of the hall). On the opposite side of the hall, a line separates the field. To the words “Goats in the field, wolf in the ditch!” children run from the house into the field and jump over the ditch along the road. The wolf runs in the ditch, trying to mop up the jumping goats. The greasy one walks to the side. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 dashes, another driver is selected or assigned.

Directions . A goat is considered caught if the wolf touches it at the moment when it jumps over the ditch, or if it hits the ditch with its foot. To complicate the game, you can choose 2 wolves.

Outdoor game "Frogs and Herons"

Target: To develop dexterity and speed in children. Learn to jump back and forth over an object.

The boundaries of the swamp (rectangle, square or circle) where the frogs live are marked with cubes (20 cm on a side), between which ropes are stretched. There are sandbags at the ends of the ropes. At a distance is a heron's nest. Frogs jump and frolic in the swamp. The heron (leader) stands in his nest. At the teacher’s signal, she, raising her legs high, heads to the swamp, steps over the rope and catches frogs. The frogs escape from the heron - they jump out of the swamp. The heron takes the caught frogs to her house. (They remain there until they choose a new heron.) If all the frogs manage to jump out of the swamp and the heron does not catch anyone, she returns to her house alone. After 2-3 games, a new heron is selected.

Directions. Ropes are placed on the cubes so that they can easily fall if they are touched while jumping. The fallen rope is put back in place. The players (frogs) should be evenly distributed over the entire area of ​​the swamp. There may be 2 herons in the game.

Outdoor game "Water"

Target: bring up friendly relations between children.

The driver sits in a circle with his eyes closed. The players move in a circle saying:

Grandfather Vodyanoy,

Why are you sitting under water?

Look out for a little bit

For one minute.

The circle stops. The merman gets up and with his eyes closed approaches one of the players. His task is to determine who is in front of him. The merman can touch the player standing in front of him, but his eyes cannot be opened. If Vodyanoy guesses the player’s name, then they change roles and the game continues.

Traps – 100 game options

Series “Let's diversify outdoor games”


Artem Yuryevich Patrikeev

Photographer Artem Patrikeev


© Artem Yurievich Patrikeev, 2017

© Artem Patrikeev, photographs, 2017


ISBN 978-5-4485-7059-9

Created in the intellectual publishing system Ridero

“Traps” or “Lovishka” are quite options simple games, in which the driver’s task is to catch everyone (according to the name), this is how they differ from “Tar.” Games of this type are usually fun, interesting and fast, since the number of players is constantly decreasing. In this brochure you will find one hundred variations of this game.

Traps - game options

1. The usual option.

A driver is selected - a trap. All players scatter around the playing area. At the signal, the trap begins to catch players (salt). Those caught leave the game. They play until the driver catches all the players, after which a new driver is selected and the game is repeated.

It is interesting to note the time it takes the driver to complete the task, and then the time of the rest of the drivers. This way you can identify the fastest trap.

If the driver cannot catch the players for too long, then we play for a certain time.


2. Trap with poems.

The driver is selected using the counting table and stands in the center of the playing area. The rest of the players stand around him and hold hands. At the leader’s signal, the players begin to move in right side with words:

Aw-ow-ow,
Let's hear about spring.
Spring! Spring!
Red-red!
Spring came,
Light, warmth brought!
We welcome spring,
Let's play trap!
One, two, three, catch it! 1

At the word “catch,” all the players scatter across the entire court, and the trap begins to catch them. Those caught are eliminated from the game.


3. "Multiple traps."

The usual version of traps, but now everyone caught joins the trap, so there are more and more drivers. The game continues until everyone is caught.

This is a very fast version of the game. It can be held in a large area so that there is space for the players to run around.


4. "Trap with a ball."

The usual option, but the driver now runs with the ball and throws it at the players. A direct hit or a hit from the floor is considered.


5. “The trap is a ball from the wall.”

The usual option, but the driver must throw the ball at the wall so that it bounces off the wall into one of the players. Any hit of the ball from the wall is counted, even if it hits the floor, ceiling, another player (which means that with a successful throw, you can knock out several participants in the game at once), etc.


6. "Catch with the ball and return."

The trap also knocks players out with the ball, but for each miss, one of the previously knocked out players returns to the game. It is best to make sure that those caught sit on the bench and enter the game in order after a miss. That is, after the first miss, the player who was eliminated first enters the game, and so on. This way it will be more convenient to track the order of those who were pissed off and left the game and those who will be returning back.

This option will make it more difficult for the catcher to move away and he will spend a lot of time running after the ball.

We remember that you need to knock out only by throwing the ball. You cannot hold the ball in your hands, run up and touch a player with it.


7. "Trap with a bag on its head."

The usual option, but each player (including the driver) puts a bag (or any convenient flat object). The players disperse throughout the territory, and the game begins at the signal. The players' task becomes more complicated; now they have to run away from the driver and keep an eye on the bag. If a player drops the bag, he is eliminated from the game. If the driver drops the bag, then all caught players return to the game. If no one has been caught yet, then nothing happens (or you can count one “candle”, that is, the first one caught will immediately return to the game).

If it’s hard for the driver, then for each drop of his bag you can return one disgraced player, and not all of them together.

The bag cannot be adjusted after the start of the game. This is equivalent to a fall. So the players need to somehow wriggle out if the bag starts to slip - tilt their head, torso, run in some other way, etc.


8. "Trap in two halves."

The playing area is divided in half. Each half has its own trap driver. Half of the players are on one side, the other is on the other. To avoid confusion, it is advisable to somehow identify the children - give them bandages different colors on hands or vests.

At the signal, the game begins. The task of the traps is still the same - to catch players. Each person caught does not leave the game, but moves to the next circle, to the second trap. But if the second driver also catches him, then the player is completely out of the game. This is how players change in circles and then drop out. It will be interesting to compare which trap will cope with its charges faster. But on the other hand, the drivers can be represented as one team and then the time that the couple will spend on fishing can be counted. At the end, after several games, compare which pair was the fastest.


9. "Trap with a lasso."

The trap is given soft things in his hands big ring(this could be a hoop wrapped in soft fabric or something similar), with which he should catch the scattering players. That is, the trap must throw the ring so that it fits on the player. In this case, the catch counts and the player is eliminated.

In this option, you need to remember about safety. The guys must be prepared for the fact that the hoop can fall on them, fly all the way to their feet, and then they can get caught on it.

You can only throw a lasso with a throw. You cannot put on a hoop and hold it (this way the player can get injured by crashing into the held lasso).


10. "Trap with a ball on an elastic band."

The game is played using a ball with an elastic band, with which the driver shoots. Every one who wins is eliminated. This option is convenient for catching because, in fact, his hand is extended due to the elastic band, and then there is no need to run and catch the ball, it will fly by itself, or it can be pulled up with the help of an elastic band.


11. "Trap on all fours."

The usual option, but we play on all fours. Can be used different variants: running on hands and knees; arms and legs; on all fours with your back to the floor.


12. “Crawling traps.”

The usual option, but all players move by crawling.


13. "Traps in the squat."

A difficult option for movement, but it helps to work on the leg muscles.


14. “Traps – hands behind your back.”

The game takes place on normal rules, but the driver keeps his hands behind his back in a lock (or they are tied to him). This is how he tries to spoil the players. This option is carried out in small rooms, when there is no way for players to normally escape from the driver.


15. “Traps – hands behind back 2.”

The usual version of the game is for the driver to run and catch players. But now those who have become horny do not drop out, but put their hands behind their backs in a castle and continue to play in this way. If they are caught a second time, they are eliminated. We remember that you need to run carefully with your hands behind your back. If a player accidentally trips and falls, he must have time to unclasp his hands and, if possible, absorb his fall (but without exposing his straight arms).


16. "Traps in three sites."

The site is divided into three equal parts. All players are in the first court. Three drivers are chosen, each one goes to his own area. The first one doesn't get anything, he will get dirty with his hands. The second one receives a ball with an elastic band, which he will use to catch the players. The third one receives a medium rubber ball, which he will use to knock out the players.

The game goes as follows. At the signal, the first driver begins to catch the players. Each person who is salted moves to the second platform. The second driver begins to play 15-20 seconds after the first (regardless of how many players he already has on the court). Everyone settled in the second area moves to the third. The third driver joins the game 15-20 seconds after the second. Players are completely eliminated from the third site.


17. "Traps on the hops."

The driver is given a hop-ball (a rubber ball with a handle that you can sit on and jump on, it is also called a hopper). The remaining players scatter around the playing area. The trap tries to catch all players. This task is quite difficult for him, so you can limit the playing area.


18. "Traps on hops-2."

"Traps" "Spider and Flies"

"Fishing Rod" "Shapes"

"Owl" "Frogs in the Swamp"

"We funny boys» "Burners"

"Migration of Birds" "Carousel"

"Jumpers" "Day and Night"

"Keys" and others.

Outdoor game "Traps"

Using a counting rhyme, a trap driver is selected and stands in the middle of the hall (area). At the teacher’s signal “One-two-three-Catch!” all the players run up and dodge the trap, which is trying to catch up with someone and touch it with their hand. 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.

Outdoor game "Don't stay on the floor"

Using a counting rhyme, a trap driver is selected. The trap runs around the hall (playground) with the children. As soon as the teacher says “Catch!” all the children run away and try to climb any elevation (benches, cubes, gymnastics 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.

Outdoor game "Fishing Rod"

Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the bag on a rope in a circle just above the ground (the floor), and the children jump, trying so that the bag does not touch their legs. First, the teacher shows the children how to jump: push off energetically from the floor and tuck their legs under them. The teacher rotates the bag in both directions sides alternately.

Outdoor game "Don't get caught"

A circle is drawn on the floor (or laid out from a cord). All players stand behind the circle at a distance of half a step. The driver is selected. He stands in a circle anywhere. Children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are in the circle. The child whom the driver touched moves aside. After 30-40 seconds the game stops. Another driver is chosen, and the game is repeated with all the children.

Outdoor game "Owl"

An “owl” driver is selected, the rest of the children depict butterflies, birds, etc. At the teacher’s signal: “Day!” - children run all over the hall to the command: “Night!” — they freeze and stop in the place where the team found them. The “owl” comes out of its nest and takes those who move to it. The game repeats itself.

Outdoor game “Migration of birds”

On one side of the hall are the bird children. On the other side there are various aids - gymnastic benches, cubes, modules, etc. - these are trees. At the teacher’s signal, “The birds are flying 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!”, the children descend from the elevations and scatter around the hall again - “the birds continue their flight.” Childcare provider insurance is required.

Outdoor game “Traps with ribbons”

Children stand in a circle; Each child has a colored ribbon tucked into the back of their belt. There is a trap in the center of the circle. At the teacher’s signal: “One-two-three-catch!” - the children run around the playground. The trap runs after the players, trying to pull a ribbon from someone. At the teacher’s signal: “One-two-three – quickly run into the circle!” - everyone lines up in a circle. The teacher invites those who have lost their ribbons to raise their hands, that is, lost, and counts them. The trap returns the ribbons to the children, and the game is repeated with a new driver.

Outdoor game "Shapes"

At the teacher’s signal, all children scatter around the playground (hall). At the next signal, all players stop at the place where the team found them and take some pose. The teacher notes those whose figures turned out to be the most successful. The game is repeated 2-3 times.

Outdoor game “We are funny guys”

Children stand on one side of the playground outside the line. A second line is drawn on the opposite side of the site. There is a trap in the center of the site. The players say in chorus:

We are funny guys

We love to run and jump,

Well, try to catch up with us.

One, two, three, catch!

After the word “catch!” the children run to the other side of the playground, and the trap catches them. The child who is caught by the trap before he crosses the line is considered caught, moves aside and misses one run. After two runs, another trap is selected. The game is repeated 3-4 times.

Outdoor game "In places"

The players form a circle. In front of each child there is an object (a cube, a bag, a pin). At the teacher’s signal, everyone scatters around the hall in different directions, and the teacher removes one object. At the signal “Get to your places!” All players must quickly stand in a circle and take a place near some object. The one who is left without a place is considered a loser. The game is repeated several times.

Outdoor game "Sly Fox"

The players stand in a circle. The distance between children is one step. The teacher invites the children to close their eyes, walks around the circle behind them and touches one child - he becomes a fox. The players open their eyes and look carefully at each other, guessing which of them is the sly fox and whether she will give herself away in some way. The children ask in chorus, first quietly, then louder: “Sly fox, where are you?” After pronouncing these words three times, the sly fox goes to the middle of the circle, raises his hand and says: “I’m here!” Everyone runs around the site, and the fox catches them. He takes those caught to his house (predetermined place). When the fox catches 2-3 children, the teacher says: “In a circle!” All players stand in a circle and the game resumes.

Outdoor game “Jumping Sparrows”

The teacher lays out a circle of rope on the floor (or draws it on the ground) (sandbags or cubes can also be guides). The driver is chosen - the kite. He stands in the middle of the circle. The rest of the children are sparrows, they stand outside the circle. The little sparrows jump in and out of the circle. The kite runs in a circle and does not allow the sparrows to stay there for a long time. The sparrow, which the driver touched, stops, raises his hand, but does not leave the game. The teacher marks those whom the kite has never caught. The game is repeated after a short break.

Outdoor game “Catch up with your partner”

The players stand on one side of the playground: one group of children is in front, the second is behind (the distance between them is at least two steps). At the teacher’s signal, the first ones quickly run away to the other side of the playground, the second ones catch them (grease them). Having run to the other side of the playground, the children change roles. The game is repeated 3-4 times. The game ends with walking in a column one at a time.

Outdoor game "Day and Night"

The players are divided into two teams - “Day and Night”. A line is drawn (or a cord is placed) in the middle of the hall (area). At a distance of two steps from the line, the teams stand with their backs to each other. The teacher says “Get ready!”, then gives one of the teams a signal to run, for example, says: “Day.” Children run away beyond the conventional line, and the players of the second team quickly turn around and catch up with their opponents, trying to mark them before they cross the conventional line. The team that manages to stain wins large quantity players of the opposing team.

Outdoor game “Two Frosts”

On opposite sides of the site, lines indicate two houses. The players are located in one of the houses. Two drivers (Frost - red nose and Frost - blue nose) go to the middle of the site, face the children and say:

We are two young brothers,

Two frosts are removed,

I am Frost - red nose,

I am Frost - blue nose,

Which one of you will decide

Hit the road - set off on the path?

All players answer in chorus:

We are not afraid of threats

And we are not afraid of frost.

After this, the children run to another house, and the frosts try to freeze them (touch them with their hands). The frozen ones remain in the place where the frost overtook them and stand there until the end of the run. Frosts are counting how many guys they managed to freeze. After two runs, other frosts are chosen.

Outdoor game "Spider and flies"

In one corner of the hall there is a circle (or cord) marking the web where the leader, the spider, lives. The rest of the children are flies. At the teacher’s signal, all the flies scatter around the hall, “fly”, and buzz. The spider is in the web.

At the teacher’s signal “Spider!” the flies stop in the place where the team found them. The spider comes out and looks carefully. The spider takes whoever moves into its web. After two repetitions, the number of flies caught is counted. The game resumes with another driver.

Outdoor game "Keys"

The players stand in circles drawn in any order (or laid out from short cords) at a distance of at least 2 m from one another. The driver is selected. He approaches one of the players and asks: “Where are the keys?” He answers, “Go to... (calls one of the children, knock!” At this time, other children try to change places. The driver must quickly take the empty circle while running. If the driver cannot take the circle for a long time, he shouts: “Found the keys! “Then all the players change places, the one left without a place becomes the driver.

Outdoor game “Frogs in the swamp”

On one side of the hall (behind the line) there is a crane driver. In the middle of the hall there is a swamp (a circle made of cord). Frog children sit around and say:

Here from a hatched rotten place

Frogs splashed into the water.

Kwe-ke-ke, kwe-ke-ke,

It will rain on the river.

With the end of the words, the frogs jump into the swamp. The crane catches frogs that did not have time to jump. The caught frog goes to the crane's nest. When the crane catches several frogs, a new crane is chosen from among those who have never been caught. The game resumes.

Outdoor game “Hunters and Ducks”

Children are divided into two equal teams - hunters and ducks. The ducks stand in the middle of a large circle. The hunters throw a ball (large diameter), trying to hit the ducks with it. The duck touched by the ball is eliminated from the game. When the majority (about a third) of the ducks are hit, the teams change places.

Outdoor game "Wolf in the Moat"

In the middle of the hall (site) two parallel lines are drawn (or ropes are placed) at a distance of 80-90 cm from one another - this is a ditch. On one side of the site beyond the line there is a goat house. They choose a leader - a wolf. All goats are located in the house (beyond the line). The wolf stands in the ditch. At the signal from the teacher “Wolf in the Ditch,” the goats run to the opposite side of the hall, jumping over the ditch, and the wolf tries to catch them (touch them with his hand). The wolf takes the caught goats aside. The signal sounds again. After two runs, all the caught goats return to their home, and a new driver is selected.

Outdoor game "Burners"

The players line up in two columns, holding hands in pairs. Ahead is the driver. The guys say in unison:

Burn, burn clearly

So that it doesn't go out.

Look at the sky:

Birds are flying

The bells are ringing!

One-two-three - run!

After the word “run!” children standing in last couple, lower their hands and run to the beginning of the column: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he has time to join hands with his partner again. If the driver manages to do this, he joins hands with the caught one, and they stand in front of the column. The one left without a partner becomes the driver. To increase physical activity, you can divide children into two teams.

Outdoor game "Carousel"

Children form a circle holding on to a cord right hand, walk in a circle, first slowly, then faster and start running. Movements are performed in accordance with the text spoken out loud:

Barely, barely, barely, barely,

The carousels are spinning

And then, around, around,

Everybody run, run, run.

After the children run 2-3 laps, the teacher stops them and gives a signal to change the direction of movement. The players turn around and, grabbing the cord with the other hand, continue walking and running. Then the teacher says with the children:

Hush, hush, don't rush!

Stop the carousel!

One-two, one-two,

The game is over!

The movement of the carousel gradually slows down. In the words “The game is over!” children stop, put the cord on the ground (floor) and disperse around the playground.

Svetlana Vtyurina
Outdoor games

Outdoor games: "Trap-Dash", "The Birds and the Cage", "Traps in pairs", "Trap with a Ribbon", "Bears with a Chain", "Fishing rod", "Two Frosts", "Hunters and Beasts", "Migration of Birds".

1. P. /I: "Trap-Dash". Children stand on one side of the hall beyond the line. A line was drawn on the opposite side of the hall. There is a trap in the middle of the hall. After words: “One, two, three, catch!”- the children run across to the other side of the hall, and the trap catches them. Anyone who is touched by the trap before the runner crosses the line is considered caught and moves aside. After 2-3 runs, those caught are counted and a new trap is selected.

2. P. /I: "The Birds and the Cage". Children are divided into two subgroups. One forms a circle in the center of the site (children walk in a circle holding hands)- this is a cell. Another subgroup is birds. Instructor speaks: “Open the cage!” children forming a cage raise their hands. Birds fly into a cage (in a circle) and immediately fly out of it. Instructor speaks: “Close the cage!” the children give up. Birds remaining in the cage are considered caught. They stand in a circle. The square increases and the game continues until there are 1-3 birds left. Then the children change roles.

3. P. /I: "Traps in pairs". They choose a driver. At the signal, the children run away. The driver catches by touching the runner with his hand. The caught person is paired with the driver. They join hands and catch other children. Those caught also form a pair and participate in fishing. The game ends when all the children are caught. The last child caught becomes the driver.

4. P. /I: "Trap with a Ribbon". The driver is selected. All children have ribbons tucked into their backs, like ponytails. You need to run away or dodge the trap, not allowing him to pull out this tail. Whoever pulls out the tail of the trap is considered caught and moves aside.

5. P. /I: "Fox Hunt". A hunter and 5 foxes are selected. The rest of the children form 4 circles and are evenly distributed around the room. Each circle is a fox hole where one fox lives. A fox runs between the circles and has no hole. A hunter catches her. As soon as a fox runs into a hole, the fox that is in it must immediately run out and escape from the hunter in another hole.

6. Outdoor game: "Bears with a Chain". In a certain place in the hall a small circle is outlined - this is a den where 2 bears live. The players run around the hall, watching the den. The bears wait for an opportunity, run out unexpectedly, holding hands, and catch up with those running away. If they hit a player, they loudly pronounce his name, take him by the hand and run away with him into the den. Players can help out comrades: if they catch up with the bears and touch the hand of one of them, then the bear releases the caught one.

7. P. /I: "Fishing rod". The driver is selected. Children form a circle, the driver stands in the center and rotates the rope above the floor. Children should jump so that the jump rope does not hit their feet. Whoever is hit comes out games.

8. P. /I: "Two Frosts".on opposite sides of the hall 2 houses are marked with lines. The distance between them is 8-10m. The players are located in the same house. Frosts arise in the middle of the hall between the houses and try to freeze those running from house to house.

9. P. /I: "Hunters and Beasts". Children pretend to be forest creatures animals: hares, bears, foxes. In a certain place in the hall, a circle representing the hunters’ house is drawn in chalk. Each hunter has 2 balls in his hands. Children run scattered around the hall, hunters throw a ball. Whoever is hit by the ball is considered caught.

10. P. /I: "Migration of Birds". At one end of the hall there are children - they are birds. At the other end of the hall there are facilities on which you can fly (gymnastic benches are trees. At the instructor’s signal6 "The birds are flying away!"- children, flapping their arms like wings, scatter throughout the hall; to the next signal "Storm!"- run to the heights and hide there. When the instructor said T: "The storm has stopped!", the children descend from the elevations and scatter around the hall again.

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