Outdoor games for children of the preparatory group of kindergarten. Card index. Outdoor game “Trap, take the tape”


P/i "Mousetrap"

Purpose of the game : Improve motor coordination and dexterity.

Progress of the game: The players are divided into two unequal groups. A smaller group of children hold hands and form a circle. They represent a mousetrap. The remaining children (mice) are outside the circle. Those depicting a mousetrap begin to walk in a circle, saying:

Oh, how tired the mice are,

They gnawed everything, ate everything,

Beware, you rascals,

We'll get to you.

Let's set up mousetraps,

Let's catch everyone now!

Children stop, raise their clasped hands up, forming a gate. Mice run in and out of the mousetrap. At the teacher’s signal “Clap”, the children standing in a circle lower their hands, squat - the mousetrap slams shut. Mice that did not have time to run out of the circle (mouse trap) are considered caught. Those caught stand in a circle, the mousetrap increases. When most of children are caught, the children change roles, and the game resumes. The game is repeated 4-5 times.

m/n “Who has the ball?”

Purpose of the game: develop mindfulness; consolidate the ability to perform game actions in accordance with the rules.

Progress of the game:

The players form a circle, the driver is chosen. He stands in the center of the circle, and the rest of the children move tightly towards each other, everyone’s hands behind their backs.

The teacher gives someone a ball (6-8 cm in diameter), and the children pass it around in a circle behind their backs. The driver tries to guess who has the ball. He says: “Hands!” - and the one who is being addressed must put both hands out, palms up, as if showing that he does not have the ball. If the driver guessed correctly, he takes the ball and stands in a circle, and the player who has the ball begins to drive. The game repeats itself.

p/i “Lovishka” (with ribbons)

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

Progress of the game: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 “One, two, three - catch,” the children run away, and the catch tries to pull the ribbon from someone. The one who has lost his ribbon moves aside. At the signal “One, two, three - quickly run into the circle!”, the children line 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. The game starts with a new driver.

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

p/i "Figures"

Target:Nurture creative abilities.

Progress of the game: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.

m/n “Find and keep silent”

Target:Develop attention in children.

Progress of the game:The teacher hides an object in advance and invites the children to find it. The one who saw the object approaches the teacher and quietly reports the find. The teacher marks the children who turned out to be the most attentive.

p/i "We funny boys»

Target: .

Progress of the game: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 trap is assigned by the teacher or chosen by the children. The children say in chorus:

We are funny guys

We love to run and jump.

Well, try to catch up with us.

One, two, three - catch it!

After the word “catch,” the children run to the other side of the playground, and the trap catches up with the runners and catches them. The one whom the trap manages to touch before the runner crosses the line is considered caught. He steps aside. After 2-3 runs, another trap is selected. The game is repeated 3-4 times.

Directions. If after 2 - 3 runs the trap does not catch anyone, a new trap is still selected

p/i "Fishing Rod"

Target:Improve coordination abilities, strengthen leg muscles.

Progress of the game:The players stand in a circle; the teacher will stand in the center of the circle. He holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the rope with the bag in a circle just above the floor (ground), and the children jump up on two legs, trying to prevent the bag from touching their legs. Having described 2-3 circles with the bag, the teacher pauses, counts the number of people touching the bag and gives instructions on how to perform jumps.

p/n “Take it quickly”

target:Improve the speed of response to a signal.

Progress of the game: Children form a circle and, at the teacher’s signal, walk or run around objects (cubes, cones, pebbles), which should be one or two smaller than the children. On the signal: “Take it quickly!” - Each player must take an object and raise it above his head. The one who did not manage to pick up the object is considered a loser.

p/i "Empty space"

Target:Develop the ability to navigate in space and speed

Run.

Progress of the game:The players stand in a circle with their hands on their belts to create windows. The driver is selected. He walks behind the circle and says: I walk around the house

And I look out the windows,

I'll go to one

And I'll knock softly.

After the word “I’ll knock,” the driver stops, looks into the window opposite which he stopped, and says: “Knock-knock-knock.” The person standing in front asks: “Who has come?” The driver says his name. The person standing in the circle asks: “Why did you come?” The driver answers: “We’re running to the race,” and both run around the players in different directions. There is an empty space in the circle. The one who reaches him first remains in the circle; the latecomer becomes the driver, and the game continues.

m/n "Classes"

Target:Teach children to long jump.

Progress of the game:Classics (5 - 6) are painted on the asphalt.
The child takes a flat pebble and throws it into the first class. Then he jumps on two legs to the first class, picks up a pebble and jumps back. He throws a pebble into the second class, and he himself jumps first into the first class, and from there into the second. He also picks up a pebble and jumps through the first class. Then he throws it into third grade and so on until he goes beyond the class line. After this, the rest of the children begin to jump. When it’s the first child’s turn again, he takes his pebble and throws it into the class he didn’t get into before. All the children play this way in turn. The child from the group who completes all classes first wins.

p/i "Don't get caught"

Target:Develop dexterity and coordination of movement.

Progress of the game:The players sit around a cord laid out on the floor in the shape of a circle. There are two drivers in the center of the circle. At the teacher’s signal, children jump on two legs into the circle and back out of the circle as the traps approach. The player who has been “tarnished” receives a penalty point. After 50 sec. The game stops, the losers are counted, the game is repeated with new drivers.

p/i "Migration of birds"

Target:Strengthen climbing the gymnastic ladder.

Progress of the game:At one end of the hall there are children - “birds”. At the other end of the hall there are aids on which you can “fly up” (gymnastic benches, cubes, etc.) - “trees”.

At the teacher’s signal: “The birds are flying away!” - children, flapping their arms like wings, scatter throughout the hall; to the signal: “Storm!” - run to higher ground and hide there. When the teacher says “The storm has stopped!”, the children descend from the hill and scatter around the hall again (“the birds continue their flight”). During the game, the teacher must belay the children, especially when descending from the gymnastics wall.

m/n "Don't stay on the floor"

Target:Develop the ability to act on a verbal signal, quickly navigate the environment.

Progress of the game:A driver is selected - a trap, who runs with the children throughout the hall (area). As soon as the teacher said: “Catch!” - everyone runs away from the trap and tries to climb onto some elevation (bench, cube, stump, etc.). The trap tries to catch the runner before they have time to stand on the dais. Children touched by the trap step aside. At the end of the game, the number of caught players is counted and another driver is chosen. The game resumes.

p/i “Ball for the driver”

Target:Develop dexterity and speed of reaction, the ability to play in a team.

Progress of the game:The players are divided into 2-3 teams. Each team lines up in a circle; in the center of each circle is a driver with a ball in his hands. The drivers throw the ball to the players in their circle one by one and receive it back. When the ball has passed all the players, the driver raises it above his head and says “Ready!” Whose team is faster?

p/i "Geese - Swans"

Target:Develop in children self-control and the ability to perform movements when given a signal. Exercise running with dodging.

Progress of the game:On one side of the hall (platform) the house in which the geese are located is indicated. On the opposite side of the hall there is a shepherd. To the side of the house is a den (approximately in the middle of the hall) in which a wolf lives, the rest of the place is a meadow. Children are selected to play the role of a wolf and a shepherd, the rest play geese. The shepherd drives the geese out into the meadow, they graze and fly.

SHEPHERD: Geese, geese!

GEESE: (stop and answer in unison). Ha, ha, ha!

SHEPHERD: Do you want to eat?

GOOSE: Yes, yes, yes!

SHEPHERD: So fly!

Geese: We can't:

Gray wolf under the mountain

Doesn't let us go home.

SHEPHERD: So fly as you want,

Just take care of your wings!

The geese, spreading their wings (with their arms spread out to the sides), fly home through the meadow, and the wolf, running out of the den, tries to catch (spot) them. The caught geese go to the den. After two runs, the number of geese caught by the wolf is counted. Then new drivers are chosen - a wolf and a shepherd.

m/n “Flies - doesn’t fly”

Target:Develop the ability to distribute attention, teach concentration.

Progress of the game:Children stand in a circle, with the teacher in the center. He calls animate and not animate objects those that fly and those that don't. For example, the teacher says: “The plane flies, the chair flies, the sparrow flies,” etc. Children should raise their hands up if a flying object is named.

p/i "Zateiniki"

Target:Develop children's physical activity.

Progress of the game:A driver is selected - an entertainer who stands in the center of the circle formed by the children. Holding hands, children walk in a circle to the right and left, saying:

In an even circle one after another

We are going step by step.

Stay where you are! Together together

Let's do it like this………..

The children stop and lower their hands; the entertainer shows some movements, and all players must repeat it.

p/i "Firefighters in training"

Target:Strengthen the ability to climb a gymnastic wall without missing the slats.

Progress of the game:Children line up in four columns facing the gymnastics wall - these are firefighters. On each span of the gymnastic wall, bells are hung at the same height (on a rail).

At the teacher’s signal: “March!” - children, standing first in columns, run to the gymnastic wall, climb up it, ring the bell, go down and return to the end of their column. The teacher marks the child who completed the task the fastest. Then the signal is given again and he runs next group children, etc.

Target:Develop attentiveness and activity of sensory systems.

Hodge games:The players stand in a circle, with a blindfolded driver in the center of the circle. One of the children approaches the driver, and the driver must recognize his friend by touch. The game continues 5-6 times, each time a new driver is selected.

p/i "Frost Red Nose"

Target: Develop speed and agility

Move: On the opposite side of the site two houses are marked, the players are located

In one of the houses. The driver - Frost the Red Nose stands in the middle of the court facing the players and says:

I am Frost Red Nose.

Which one of you will decide

Hit the road - set off on the path?

The players answer in unison:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost,” the children run across the playground to another house, and the driver catches up with them and tries to touch them with his hand and “freeze them.” The “frozen” ones stop at the place where they were touched and stand motionless until the end of the run. The teacher and Frost count the number of “frozen” ones. After each dash, a new Frost is chosen. At the end of the game, they compare which Frost froze more players.

p/i "Hunters and Hares"

Target : Cultivate dexterity

Progress:A hunter is chosen from among the players, the rest are hares. On one side of the hall (platform) there is a place for the hunter, on the other there is a house for the hares. The hunter walks around the hall, pretending to look for tracks of hares, and then returns to his house. Hares jump out from behind the bushes and jump (on 2 legs, on the right or left - whoever wants) different directions. On the signal: “Hunter!” - the hares run into the house, and the hunter throws balls at them (he has 2-2 balls in his hands). The hares he hit are considered shot, and he takes them into his house. After each hare hunt, the hunter changes, but is not chosen from among those caught.

p/n "Brave Little Sparrows"

Target : Develop speed and agility

Progress:Children line up in a circle, with two snowballs in front of each player. In the center of the circle the leader is a cat. Children pretend to be a sparrow and, at the teacher’s signal, jump into the circle through the snowballs and jump back out of the circle as the cat approaches. A sparrow touched by a cat. Receives a penalty point, but is not eliminated from the game. After some time, the teacher stops the game and counts the number of “salty” ones; a new driver is selected.

p/i "Sly Fox"

Target: Develop speed and agility

Progress:The players stand in a circle at a distance of one step from each other. To the side, outside the circle, the fox's house is indicated. At the teacher’s signal, the children close their eyes, and the teacher walks around them from the outside of the circle and touches one of the players, who becomes the leader - the sly fox. Then the children open their eyes and ask in unison 3 times (at short intervals) (first quietly, then louder): “Sly fox, where are you?” After the third question, the sly fox quickly runs out to the middle of the circle, raises his hand and says: “I’m here!” All the players scatter around the site, and the fox catches them (by touching them with his hand). After the fox catches 2-3 children and takes them to his house, the teacher says: “In a circle!” The game resumes.

m/n "Ball School"

Target : development of dexterity, quick reaction, attention

Target:A small ball is given for the game. Children play alone, in twos and in small groups. The player performs the movement task in order. Having successfully dealt with one, he moves on to the next. If a child makes a mistake, he passes me x to another. When continuing the game, he starts with the movement in which he made a mistake.

p/i "Bears and Bees"

Target: Develop speed and agility

Progress: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 down from a hill (this could be a gymnastic bench, a wall, etc.)), fly to the meadow for honey and buzz. The bees fly away, and the bears run out of the den and climb into the hive (fly up to a hill) and feast on honey. As soon as the teacher gives the signal: “Bears!”, the bees fly to the hives, and the bears run away into the den. The bees that do not have time to hide sting (by touching with their hand). Stung bears miss one game. The game resumes, and after it is repeated, the children change roles.

p/i "Owl"

Target: Form creative imagination

Progress:On one side of the hall there is an owl's nest. The driver, an owl, is placed in the nest. The rest of the children pretend to be birds, butterflies, beetles - they scatter all over the hall. After some time, the teacher says: “Night!” - and all the players stop in place in the positions in which they found themselves at night. The owl flies out of its nest, flaps its wings and looks to see who is moving. The one who moves is taken by the owl to his nest. The teacher says: “Day!” - and butterflies, bugs, birds come to life and again begin to fly and whirl. After two flights of the owl to hunt, the number of those caught is counted and a new leader is selected.

p/i "Pair running"

Target: Learn to run in pairs

Progress:“Change the subject.” Children (two children, each with a cube in their hands), at the teacher’s signal, run to the hoop (35 m), exchange the cube for a ball and return back to the team. Pass the ball to the next players. The next children exchange the ball for a cube. Task for children: change one object for another as quickly as possible.

m/n “Who gets to the flag faster”

Target: improve the ability to crawl

all fours and ability to navigate

in space

Progress:all players sit on chairs. At a distance of 5-6 steps from the edge of the playground, a line is drawn behind which there are 4-5 children. On the opposite side of the site, at a distance of 18 - 20 steps, a chair is placed opposite each person, on which a flag is placed. The chairs are on the same line. At the teacher’s signal, the children run to the flags, take them, lift them up, and then put them back. The teacher notes which of the children raised the flag first. Then all those running sit on chairs, and the next 4-5 people take their place across the line. The game ends when all children run once to the flag.

p/n “Burn, burn clearly!”

Target: Develop speed and agility

Progress:Players stand in a column of two, holding hands, with the leader in front of the column. The children say in chorus:

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!

At the end of the words, the players of the last pair lower their hands and run to the beginning of the column - one to the right, the other to the left of it. The driver tries to stain one of the players before he has time to join hands with his partner. If the driver has stained the player, then he pairs up with him at the front of the column.

m/i “Hit the hoop”

Target: Develop eye and precision of motor actions

Progress:3 teams participate, children form a column behind the throwing line facing the wall (3-4 m from the throwing line). Opposite each team there is a hoop on the floor (1.5-2 m from the throwing line). The first players hold the ball in their hands. At the signal, the first players throw the ball against the wall so that, when it bounces, it hits the hoop and then into their hands. Having caught the ball, the children pass it to the next one, and they themselves stand at the end of the column. For each accurate throw, the team is awarded one point. The team that scores wins large quantity points.

p/i "Homeless Hare"

Target: Improve the speed of reaction to an audio signal

Progress:A hunter and a homeless hare are selected from among the players. The rest of the players - the hares - draw circles for themselves (at home), and everyone stands in it.

The “homeless hare” runs away, and the “hunters” catch up with him. The “hare” can escape from the “hunter” by running into any circle; then the “hare”, flocking in the circle, must immediately run away, because now he becomes homeless and the “hunter” will catch him. As soon as the “hunter” has caught (killed) a hare, he himself becomes a “hare”, and the former “hare” becomes a “hunter”.

p/i "Carousel"

Target:develop rhythmic movements in children and

The ability to coordinate them with words

Progress:Children form a circle, holding the cord with their 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 have run 2-3 laps, the teacher organizes 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,

So the game is over.

The movement of the “carousel” gradually slows down. To the words “The game is over!” the children stop.

m/p "Knock down the pin"

Target: Train accuracy, strengthen arm muscles

Progress:Players stand in a line behind the starting line of 6-8 people. At a signal, children change snowballs, trying to knock down the pins (distance 4-5 m from the starting line). Players who managed to hit the targets are noted.

p/i "From hummock to hummock"

Target: develop the ability to jump on two legs with

moving forward

Progress:The teacher lays out flat hoops in a checkerboard pattern (6 pieces in two lines). The players line up in two columns and, on command, perform jumps on two legs from hoop to hoop. The distance between children when jumping is 2-3 hoops, in order to prevent injuries. The team that completes the task quickly and correctly wins.

p/i "Counter dashes"

Target: Strengthen children's ability to run races

Progress:The group is divided in half. The players stand on opposite sides of the court behind the lines in a line at a distance of at least one step from each other. Each group of children has ribbons of their own color on their hands - blue, yellow. At the teacher’s signal “blue”, children with blue ribbons run to the opposite side. The children standing opposite stretch out their palms forward and wait for those running to touch them with their hands. The one who was touched runs to the other side of the court, stops behind the line, turns around and raises his hand up. Etc.

p/n "Serso"

Target: Develop attention, eye, coordination

movements, accuracy

Progress:Two children stand opposite each other at a short distance (2-3 m). One of them throws rings towards another, and he catches them on a stick.

If there are a large number of participants, children, divided into pairs, stand opposite each other at a distance of 3-4 m. One of them (by agreement) has a stick in his hands, the other has a stick and several rings (initially 2, later 3-4) . The latter puts rings on the tip of the stick and throws them one at a time towards his partner, who catches the rings on his stick. When all the rings are thrown, the caught rings are counted, after which the children change roles. The one who catches the most number of rings wins.

p/i "K&"

Card index sedentary games for older preschoolers.

Outdoor game "Mousetrap"
The players are divided into two unequal groups. A minority of children form a vicious circle - a “mousetrap”. The rest of the children stand behind the circle - “mice”. Children walk in a circle saying:
How tired we are of mice,
What developed was their passion.
(mice children run outside the circle)
Everyone gnawed, everyone ate,
Let's catch them now!
(children stop, raising their hands up).
The “mice” children run in from one side of the circle and run out from the other or nearby. At the instructor’s command: “Clap! "The mousetrap children squat down, quickly lowering their hands. The remaining “mice” children in the circle are considered caught. The game continues, the children change places.

Sedentary game “Who has the ball?”
With the help of a counting rhyme, a driver is selected, who stands in the center of the circle. Children stand in a circle tightly shoulder to each other, hands behind their backs. The driver must guess who has the ball. The instructor starts the game with a small ball in his hand. Walking in a circle, the instructor passes the ball into the hand of one of the players, and the children must pass this ball to one side or the other in a circle so that the driver does not notice.

Outdoor game "Traps"
Using a counting rhyme, a driver is selected who stands in the center of the circle. All other players stand in a large circle, with a satin ribbon hanging behind each player’s back. Children walk in a circle saying:
We are funny guys, we love to jump and play.
Well, try to catch up with us! (and run all over the site).
The driver runs after the children, trying to pull out the tape. Those who are left without a ribbon at the end of the game are considered losers. At the end, the ribbons of the losing children are counted. The driver who collected the most ribbons is noted. The game is repeated 2-3 times with other drivers.
Sedentary game “Find and remain silent”
The physical education instructor starts the game. He shows the children some toy, the children remember it. The instructor invites everyone to squat down at the end of the playground, facing the wall, while he quickly hides the toy and warns the children that the one who finds the toy first should not point a finger at it or say out loud where it is hidden. At the instructor’s command: “We are looking. "" children get up, calmly walk and search. The one who found it first comes up to the instructor and speaks so that the others do not hear. The game continues until the majority of children find the toy. The most attentive and resourceful player who was the first to find the toy is noted He hides it next.The game is repeated 2 times.
Outdoor game “Make a figure”
At a signal from the physical education instructor, the players take a figure or pose of some kind. fairy tale hero, animal, insect, etc. The music stops, the instructor notes the most interesting figure. The game is repeated 3-4 times.
Outdoor game "Fishing Rod"
The players stand in a circle, with the physical education instructor in the center. He holds a rope with a bag of sand tied to it. At the instructor’s command: “Let’s start!” "He begins to rotate the rope in a circle above the floor. As the rope approaches, the players jump over it with both feet together, jumping high so that the rope does not touch their feet. Having described 3-4 circles, the instructor stops and counts the number of players who touched the bag. The game continues 2-3 times.


Children stand in a circle or in a line, the instructor stands so that everyone can clearly see and hear him. He begins to name animate and inanimate objects that fly and do not fly. Names the object and raises his hands up. Children should raise their hands up if a flying object is named, for example:

Children raise their hands up.

Children raise their hands up.

Children raise their hands up.



Outdoor game "Quickly take it"
The physical education instructor places cubes, balls, sandbags, small rubber toys, and cones throughout the playground, which should be 1-2 less than the number of children playing. To the music, children run around between objects. As soon as the music stops, the children take one object at a time and raise it above their heads. The one who did not manage to pick up any object is considered a loser. The game is repeated 2-3 times.

Sedentary game "Entertainers"
With the help of a counting rhyme, an entertainer is selected, which stands in the center of the circle formed by the children. Holding hands, children walk in a circle to the right, then to the left and say:
In an even circle one after another
We are going step by step.
Stay where you are!
Together together
Let's do it like this.
The children stop, lower their hands, and the entertainer shows some kind of movement. Everyone must repeat it. The one who best repeats the movement becomes the new entertainer. The game is repeated 2-3 times.
Outdoor game: “Migration of birds”
At one end of the hall there are children - they are “birds”. At the other end of the hall there are gymnastic benches, cubes, etc. - these are “trees”. At the instructor’s command: “The birds are flying away!” "The children, flapping their arms like wings, scatter throughout the hall. At the instructor's command: “Storm! “They run to higher ground and hide there. When the instructor says: “The storm has stopped! ", the children descend, ("the birds" continue their "flight"). During the game, the instructor must insure the children, especially when descending. The game continues 2-3 times.

With the help of a counting rhyme, a driver is selected, who stands in the center of the circle. Children stand tightly in a circle, shoulders to each other, hands behind their backs. The driver must guess who has the ball. The physical education instructor starts the game, he has a small ball in his hand, walking in a circle, he gives the ball into the hand of one of the players, and the children must pass this ball to one side or the other in a circle so that the driver does not notice.
Outdoor game: “Don’t get caught”
From those playing, 2-3 drivers are selected using a counting rhyme, and they stand in the center of the circle. The rest of the children stand in a circle and, at the instructor’s signal, begin to jump in and out of it with both feet as the drivers approach. The fastest driver, who caught the most of all the players, and the clever player, who was never caught, are noted. The game is repeated with a change of drivers 2 times.

Sedentary game “Make a figure”
At the signal from the physical education instructor, the players walk to calm music. The instructor tells the children to take the figure of some fairy-tale hero or animal, etc. The music stops, the instructor marks the most interesting figure. The game is repeated 3-4 times.
Outdoor game "Don't stay on the floor"
With the help of a counting rhyme, a driver is selected, who runs with the children throughout the hall. As soon as the instructor says: “Catch! “, everyone runs away from the driver and, as he approaches, climbs onto some hill (a bench, cubes, stairs, chair, and the driver tries to catch those running. Those whom he touched move aside. At the end of the game, the caught players are counted. The game continues with a new driver, and the driver who caught the most is noted.
Sedentary game “Who has the ball? »
With the help of a counting rhyme, a driver is selected, who stands in the center of the circle. Children stand tightly in a circle, shoulders to each other, hands behind their backs. The driver must guess who has the ball. The physical education instructor starts the game, he has a small ball in his hand, walking in a circle, he gives the ball into the hand of one of the players, and the children must pass this ball to one side or the other in a circle so that the driver does not notice.

Outdoor game "Geese-swans"
On one side of the hall the house in which the “geese” are located is indicated. On the opposite side of the hall there is a “shepherd”. On the side of the site is the “wolf’s” lair. The rest of the place is meadow. With the help of a counting rhyme, “wolf” and “shepherd” are selected, the rest of the children are “geese”. The “shepherd” drives the “geese” out to the “meadow” for a walk and a run.
Shepherd: Geese, geese!
Geese (in unison): Ha - ha - ha!
Shepherd: Do you want to eat?
Geese (in unison): Yes, yes, yes!
Shepherd: So fly here!
Geese (in unison): We can’t! The gray wolf under the mountain does not let us go home.
Shepherd: So fly as you want, just take care of your wings.
The “geese” run home through the “wolf’s” den, and the “wolf” runs out of the den and tries to catch the “geese.” The “geese” that ran away from the “wolf” and returned home safely are noted. The game continues with another “shepherd” and “wolf”.
Sedentary game “Flying, not flying”
Children stand in a circle or in a line, the physical education instructor stands so that everyone can clearly see and hear him. He begins to name animate and inanimate objects that fly and do not fly. Names the object and raises his hands up. Children should raise their hands up if they named a flying object, for example:
Physical education instructor: Parachutist (raises his hands up).
Children raise their hands up.
Physical education instructor: Airplane (raises hands up).
Children raise their hands up.
Physical education instructor: Helicopter (raises his hands up).
Children raise their hands up.
Physical education instructor: Dom (raises his hands up).
Children do not raise their hands up, etc.
At the end, the instructor counts those players who never made a mistake and were attentive.
Outdoor game “Firemen in training”
Children line up in two columns at the starting line at a distance of 4-5 m from the gymnastics ladder. There is a bell suspended at the top of the gymnastics ladder. At the instructor's command: “March! “The first children run, climb the stairs, ring the bell, go down, run back, passing the baton with a clap on the shoulder to the next “fireman.” The team of “firemen” that completes the task faster wins.
Breathing exercises
1. I. p. standing, feet shoulder-width apart, arms along the body. One time - slowly raise your hands up with the words: “Tick”, while inhaling through your mouth, two times - exhale, lowering your hands down saying: “Tak” (8-10 times).
2. Il. the same, arms at the chest bent at the elbows at shoulder level. One time - we bend our arms to the sides, inhaling through the nose, two times - slowly exhale through the mouth, hands in
And. p. (8-10 times).
3. I. p, standing, feet shoulder-width apart, hands on the belt. At once - head to the left, inhale through the nose, in and. p., exhale through the nose, two - turn the head to the right, inhale through the nose, head in and. etc., exhale through the nose (inhale and exhale only through the nose and quickly) (3 times).
Outdoor game "Traps"
Using a counting rhyme, a driver is selected who stands in the middle of the site. The rest of the players stand on the court behind the line. After the instructor’s words: “One! Two! Three! Run! “Children run across the line to the opposite side of the playground, and the driver catches the children before they run across the playground and stand over the line. The fastest children and the most dexterous drivers are recognized. The game is repeated with a new driver 2-3 times.
Sedentary game “Edible - Inedible”
Children stand in a circle or in a line. In the center of the circle or in front of the line stands a physical education instructor with a large ball in his hands. This game can also be played by one of the children. The driver throws the ball, naming edible and inedible, for example:
Physical education instructor: Pasta with meat. The child catches the ball and throws it back. Physical education instructor: Cake. The child catches the ball and throws it back. Physical education instructor: Ice cream. The child catches the ball and throws it back. Physical education instructor: Home. The child does not catch the ball. Physical education instructor: TV. The child does not catch the ball. Physical education instructor: Car. The child does not catch the ball, etc. Children who have never made a mistake are noted.
Outdoor game "Third wheel"
Children are divided into pairs, standing behind each other, forming a large circle. The two drivers remain outside the circle, and at the instructor’s command: “Run! “One catches up with the other, running in a circle after all the standing couples. In this case, the runner can stand in front of any pair at any time, and the third in this pair runs away from the catcher. If the one catching up catches the one running away, then they change roles.
Sedentary game “Tops, Roots”
Children stand in a circle or in a line. In the center of the circle or in front of the line, there is an instructor with a large ball in his hands. This game can also be played by one of the children. The driver throws the ball, calling the tops or roots, for example:
Physical education instructor: Eggplant.
Child; Vershki (catches the ball and throws it back).
Physical education instructor: Radish.


Child: Roots (catches the ball and throws it back).



Child: Roots (catches the ball and throws it back).
Physical education instructor: Strawberry.
Child: Vershki (catches the ball and throws it back).
Physical education instructor: Garlic.
Child: Roots (catches the ball and throws it back).

Child: Vershki (catches the ball and throws it back), etc.

Outdoor game "Frost - Red Nose"
With the help of a counting rhyme, the driver is selected - “frost”, who stands in the center of the site, and his house is on the side. The remaining players stand on one side of the court as a line.
Frost: I am Frost - Red Nose, Which one of you decides to set off on the little path.
Children (in chorus): We are not afraid of threats and we are not afraid of frost!
After the words, the children must run to the opposite side of the playground beyond the line where the “frost” has no right to run. The distance from the starting line to the finish line is 3-4 m. Whoever the “frost” catches during the dash takes him to his home. Those “frosts” that caught the most players in one run are noted. The game is repeated with another “frost”.
Sedentary game "Vegetables and fruits"
Children stand in a circle or in a line. In the center of the circle or in front of the line, there is an instructor with a large ball in his hands. This game can also be played by one of the children. The driver throws the ball, naming a vegetable or fruit, for example:
Physical education instructor: Carrots.

Physical education instructor: Cabbage.
Child: Vegetable (catches the ball and throws it back).
Physical education instructor: Orange.

Physical education instructor: Grapes.
Child: Fruit (catches the ball and throws it back).
Physical education instructor: Pineapple.
Child: Fruit (catches the ball and throws it back).
Physical education instructor: Cucumbers.
Child: Vegetables (catches the ball and throws it back).
Physical education instructor: Potatoes.
Child: Vegetable (catches the ball and throws it back).
Physical education instructor: Pear.
Child: Fruit (catches the ball and throws it back).
Children who have never made a mistake are recognized.
Outdoor game “Hunters and Hares”
With the help of a counting rhyme, a “hunter” is selected, the rest of the children are “hares”. On one side of the hall is the house of the “hunter”, on the other is the house of the “hares”. As the music begins, the “hunter” comes out and looks for traces of the “hares”, then returns to his place. The “hares” jump out of their house and jump all over the clearing on two legs in different positions. At the instructor’s command: “Hunter! “The “hares” run away to their house, and the “hunter” throws small balls at the “hares”, as if shooting from a gun. The one whom the “hunter” hits with the ball is considered killed and goes to the “hunter’s” house.
The game is repeated with a new “hunter”. The most accurate “hunter” is noted, with the most “hares” killed.
Sedentary game "Counting"
Children in the preparatory group know a lot of counting and checking. All the players stand in a circle, one of the guys - the driver, who stands behind the circle, begins to say a counting rhyme, pointing at each player in turn. Whoever the counting ends on becomes the next driver. The child who correctly divides words into syllables and who has good memory and who told a lot of rhymes. Also noted is the funniest and interesting counting rhyme.
Ahi-ahi-ahi-oh,
Grandma was sowing peas.
He was born thick,
We'll rush - you're empty!
A bunny is running along the road
Yes, my legs are very tired.
The bunny wanted to sleep,
Come out and look!
A heron walks through the swamp,
He won't find a job.
She sat down on a stump,
She ate five frogs at once.
One two three four five,
Come out and look!
Our Tom wanted to eat,
He reached into the refrigerator.
There is sour cream in the refrigerator,
Meat, fish, eggplant,
Cucumbers and grapes.
Zucchini and lemonade.
If you want to eat too,
So come out quickly!
Jerry lives happily
Jerry sings songs!
One two three four five,
Come on, Jerry, sing again!

Outdoor game "Sorcerer"
With the help of a counting rhyme, a “sorcerer” is selected, who stands in the center of the circle built by the other players. Players walk in a circle saying:
We are funny guys
We love to jump and gallop,
Well, try to catch up with us!
All the children run away. Anyone touched by the “sorcerer” is considered bewitched. The child who was bewitched
stands in place, feet shoulder-width apart. Other children can disenchant him if they crawl on all fours between the legs of the bewitched one. Bewitched children do not have the right to stand close to the wall. The game continues with the change of “sorcerer” 3 times. Those children who ran away from the “sorcerer” and those who bewitched the most children are noted.

Outdoor game “Whoever is named, catches it”
One driver is selected and stands in a hoop lying on the floor in the center of the site. At the instructor’s command: “Let’s start!” “Children run, jump, walk. The driver throws the ball up, loudly saying someone's name, for example Vasya, and runs away. Vasya runs, catches the ball, gets into the hoop, and also says his name. Throws the ball, runs away, etc.
Outdoor game “Mice and houses”
Using a counter, the driver is selected. The rest of the children stand in rings or circles drawn on the floor and take places in them - “mice in houses.” The driver comes up to some house and says: “Mouse, mouse, sell the house!” "She refuses. Then the driver goes
to another mouse. At this time, the “mouse”, who refused to sell the house, calls one of the players and changes places with him. The driver strives to take the place of one of those running across. If he succeeds, then the one left without a place becomes the driver. If he doesn't succeed, he goes from house to house asking him to sell the house. If the driver says: “ The cat is walking! “, then everyone must change places, and the driver strives to take someone’s house.

Sedentary game “Guess by touch”
Using a counting rhyme, the driver is selected and stands in the center of the circle, blindfolded. The rest of the children stand in a circle. The instructor slowly turns the driver, who approaches the player and determines by touch who it is. The most attentive driver is noted. The game continues with another driver 3-4 times.
Outdoor game "Owl"
Using a counting rhyme, an “owl” is selected. She sits on one side of the hall: there is her nest; the rest of the playing birds, grasshoppers, butterflies, beetles, mosquitoes and flies are located throughout the hall. After a while the instructor says: “Night! " The players freeze in the position in which the night found them. An “owl” flies out into the night and runs between “birds”, “butterflies”, “grasshoppers”, “flies” and “mosquitoes”, watching them. If she notices that someone has moved, then she takes him to her nest. The instructor says: “Day! " Everything comes to life, and again the “insects” are circling, flying, crawling. The game is repeated 2-3 times.
Sedentary game "Four Elements"
The players stand in a circle. The physical education instructor explains that there are 4 elements: water, air, earth, fire. For example, fish, frogs, crayfish live in water, people, animals, insects, etc. live on earth, but no one lives in fire.
If the driver throws the ball and says: “Water”, “Earth” or “Air”, then the player to whom the ball was thrown must catch it, name the person who lives in this element, and throw the ball back to the driver. If the driver says: “Fire! ", then you cannot catch the ball.
For an incorrect answer or catching the ball to the word “fire”, the player is eliminated from the game. They play until the last remaining participant.

Outdoor game "Crucian carp and pike"
On opposite sides of the playground, the houses of the “crucian carp” are marked with lines. The driver is selected using the counting table - “pike”. All other children are “crucian carp”. The “carp” are divided into two teams and go to their homes, and the “pike” stands in the middle of the site. At the instructor’s signal, all the “crucians” run (swim) to the opposite side. The “pike” catches those running across. The one who is caught stands aside. After 2-3 runs, when there are 5-6 “crucians” caught, they form a net: they stand in one line in the middle of the site and hold each other’s hands. Now, at the instructor’s signal, the “crucian carp” run to the other side through the net (under the arms, and the “pike” stands behind the net and catches those running out of it. The caught “crucian carp” also join the net. The game ends when all the “crucian carp” are caught. Then a new driver is selected or the last caught “crucian carp” becomes the “pike.” The instructor can, after 2-3 runs, appoint one of the children as the “pike.”
Sedentary game “Seasons, months and days of the week”
Children stand in a large circle. The phase culture instructor, for example, gives Olya a large ball and asks her to name the months of summer. Olya takes the ball, goes to the center of the circle, hits it on the floor with both hands and calls it: June, July, August and passes the ball to whomever she wants, for example Andrey. The instructor asks him to name the days of the week. Yura - 4 seasons, Alina the months of spring, Katya - how many days in the week, Pavlik - what time of year it is, etc. Those who answer the question incorrectly or think for a long time are eliminated from the game. The one who remains last wins.
Outdoor game "Shander-mander"
All players stand in a large circle. With the help of a counting rhyme, a driver is selected, who stands in the center of the circle with a large ball in his hands. The driver hits the “si” on the floor with two or one hand and says:
Shander-mander lippopander (children run and stop when they finish the words).
I spin, spin, whoever I want, It will be. (name of player)
The driver says loudly how many steps there are to the person he named, for example to Sasha. There are 3 giant steps before him (large, wide steps, 5 ordinary steps, 7 ant steps (mincing steps) and 2 hare steps (jumping on two legs). The driver performs these steps and reaches Sasha. Throws him the ball, Sasha catches it and starts the game again. If Sasha doesn’t catch, then the same child remains the driver.You can name 2 or 3 types of walking, or all 4.
Sedentary game “What has changed? »
The physical education instructor places small rubber toys in front of the children and asks them to look carefully and remember them. On command: “Close your eyes! “The children close their eyes, and the instructor quickly swaps toys or removes one. On command: “Open your eyes! “Children open their eyes and answer what has changed or what has disappeared. The most attentive children are recognized. The game is repeated 2-3 times.
Outdoor game “Defense of fortifications”
Children stand in a circle. With the help of a counting rhyme, a defender is selected who protects the pin standing in a small drawn circle in the center of a large one. Players try to knock down the pin with a ball. The ball can be thrown, but from general circle the thrower is not allowed to go out and change place. The one who manages to knock down the pin takes the place of the defender.
Sedentary game "Stream"
Children become pairs, holding hands, stand next to each other and form a long “corridor”, raising their arms up. One child, left without a partner, begins to flow as a stream. It goes into the stream from the end of the “corridor”
and goes to the beginning of the stream, taking the hand of a friend from your couple, whomever he wants. Unmarried child | away from the stream to the end of the “corridor”, then enters the stream, taking whoever he wants by the hand, etc. Thus, the stream flows slowly, moving forward.
Outdoor game “Horses and runners”
A 3x3 or 5x5 m playing area is outlined. Children are divided into two teams: horses and runners. On one side of the site is the horse house. Runners run around the playing area within its boundaries. The horses send one of their team to the field (to the site). The horse catches runners by jumping on one leg. The physical education instructor calls the horse: “Home! " He returns, and the next player in line jumps into the field instead. And so the horses change all the time. The caught runners are captured by the horses. The game ends when all players are in the field
overfished. Then the teams change roles. The game repeats itself.
Sedentary game “Tender words”
Children stand in a circle and, passing the ball in any direction, say affectionate words, for example, Sasha says: “Darling” and passes the ball to Katya, she says: “Sunny” and passes the ball to Christina, etc. Those whose words are repeated, are considered losers and leave the game. The one who says the most kind words wins.
Outdoor game: “Burners”
Players stand in a column in pairs. A line is drawn in front of the column at a distance of 2-3 steps. Using a counting rhyme, a driver is selected, he stands on the line, with his back to the players and 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 last couple, scatter to the sides forward along the column and connect again before the driver catches one of the players. If the driver managed to do this, he forms a new pair, standing in front of the column. And the player left without a pair becomes the leader. The game continues until every pair has run.
Sedentary game "Colors"
Using a counting rhyme, the “owner” and “buyer” are chosen. The rest of the players are “colors”. Each paint comes up with a color for itself and quietly names it to the “owner,” who invites the “buyer.” The “buyer” approaches the players, and a conversation ensues:
- Knock Knock!
- Who's there?
- Buyer.
- What did you come for?
- For paint.
- For what?
- For the blue one.
If there is no blue paint, then the “owner” replies: “Go along the path, bring me blue boots, wear them, wear them and bring them back!” “If the “buyer” guessed the color of the paint, then he takes the “paint” for himself. When the “buyer” guesses several “colors”, he becomes the “owner”, and a new “buyer” is chosen from among the “colors”.

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 variants of fairly simple games in which the driver’s task is to catch everyone (as the name suggests), this is how they differ from “Tag”. 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."

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.

Find your color
Goal: to form orientation in space, to teach to act on a signal, to develop dexterity and attention.

Progress of the game: the teacher distributes flags of 3-4 colors to the children. Children with flags of the same color stand in different places in the hall, near flags of a certain color. After the teacher says “Go for a walk,” the children disperse in different directions. When the teacher says “Find your color,” the children gather near the flag of the corresponding color.

The game may be accompanied musical arrangement. As a complication, when the game is mastered by children, you can change the orientation flags in places, placing them in different places in the gym.

Sunshine and rain
Goal: to develop the ability to walk and run in all directions, without bumping into each other; teach to act on a signal.

Progress of the game: children sit on chairs. The teacher says “Sunny!” Children walk and run around the hall in different directions. After the owls “Rain!”, they run to their places.

The game can take place with musical accompaniment. After the game is well mastered, words can be replaced with sound signals.

Sparrows and car
Goal: to develop the ability to move in different directions without bumping into each other; improve the ability to respond to a signal, develop orientation in space.

Progress of the game: children sit on chairs on one side of the hall. These are “sparrows” in nests. On the opposite side is the teacher. It depicts a car. After the teacher says, “The sparrows have flown,” the children rise from their chairs, run around the hall, waving their arms. At the teacher’s signal “Car”, the children run away to their chairs.

After children have mastered the game, sound signals can be used instead of words.

Train
Goal: to develop the ability to walk and run after each other in small groups, first holding on to each other, then without holding on; teach to start moving and stop at a signal.

Progress of the game: first, a small group of children is involved in the game. At first, each child holds on to the clothes of the person in front, then they move freely one after another, moving their arms, imitating the movements of wheels. The role of the locomotive is first played by the teacher. Only after repeated repetitions is the role of the leader assigned to the most active child.

Cucumber... cucumber...
Goal: to develop the ability to jump on two legs in a straight direction; run without bumping into each other; perform game actions in accordance with the text.

Progress of the game: at one end of the hall there is a teacher, at the other there are children. They approach the trap by jumping on two legs. The teacher says:

Cucumber, cucumber, don’t go to that end,
A mouse lives there and will bite your tail off.

After the end of the chant, the children run away to their house. The teacher pronounces the words in such a rhythm that the children can jump twice for each word.

After the children have mastered the game, the role of the mouse can be assigned to the most active children.

Mother hen and chicks
Goal: improve the ability to crawl under a rope without touching it; develop dexterity and attention; act on a signal; foster mutual assistance and camaraderie.

Progress of the game: children pretending to be chickens along with a hen are behind a stretched rope. The hen leaves the house and calls the chickens “ko-ko-ko”. At her call, the chickens crawl under the rope and run towards her. When the chickens say “Big Bird,” they quickly run away. When the chickens run into the house, you can raise the rope higher so that the children do not touch it.

Run quietly
Goal: to cultivate endurance, patience, and the ability to move silently.

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

Aircraft
Goal: to develop the ability to move in different directions without bumping into each other; teach to act on a signal.

Progress of the game: before the game it is necessary to show all the game movements. Children stand on one side of the playground. The teacher says, “We are ready to fly. Start the engines! Children do rotational movements hands in front of the chest. After the signal “Let's fly!” spread their arms to the sides and run around the hall. At the signal “Landing!” The players go to their side of the court.

The game is more emotional with musical accompaniment.

Find your house
Goal: to develop the ability to act on a signal, navigate in space; develop dexterity, attention, and the ability to move in different directions.

Progress of the game: with the help of the teacher, children are divided into groups, each of which stands at a certain place. At a signal, they scatter around the hall in different directions. After the signal “Find your house,” children should gather in groups near the place where they stood at the beginning.

After mastering the game, the original houses can be swapped. The game is more emotional with musical accompaniment.

Rabbits
Goal: to develop the ability to jump on two legs moving forward; develop dexterity, ingenuity, confidence.

Progress of the game: on one side of the hall there are chairs arranged in a semicircle - these are rabbit cages. On the opposite chair is the watchman's house. Children squat behind chairs. When the caretaker releases the rabbits onto the meadow, the children crawl under the chairs one after another and then jump forward. At the signal “Run to the cages,” the rabbits return to their places, crawling under the chairs again.

Bubble
Goal: to teach children to form a circle, changing its size depending on game actions; develop the ability to coordinate actions with spoken words.

Progress of the game: children together with the teacher, holding hands, form a circle and pronounce the words:

Blow up the bubble, blow up big.
Stay like this and don't burst out.

The players, in accordance with the text, move back holding hands until the teacher says “The bubble has burst!” Then the players squat down and say “Clap!” And they go to the center of the circle with the sound “sh-sh-sh”. then they stand in a circle again.

Where does the bell ring?
Goal: to develop the eye, auditory orientation, and the ability to navigate in space.

Progress of the game: children stand on one side of the hall. The teacher asks them to turn away. At this time, another adult, hiding, rings the bell. Children are asked to listen to where the bell rings and find it. The children turn and follow the sound.

You need to ring the bell loudly first, then lower the sound.

Colored cars
Goal: consolidate knowledge of color, improve orientation in space, develop reaction

Progress of the game: children are placed at the edges of the hall, they are cars. Each has its own colored circle. The teacher is in the center of the hall, holding three colored flags. He raises one, and those with a circle of this color scatter around the hall in different directions. When the teacher lowers the flag, the children stop. The teacher raises a flag of a different color, etc.

The game is more emotional with musical accompaniment.

Where did you knock?
Goal: to consolidate the ability to navigate in space and follow the rules of the game.

Progress of the game: children stand in a circle. The driver stands in the middle and closes his eyes. The teacher silently walks around the circle from behind, stops near someone, knocks with his stick and places it out of sight. Steps aside and says “It’s time!” The person standing in the circle must guess where they knocked and approach the person who has the wand hidden. Having guessed, he takes the place of the child behind whom the wand was hidden, and he becomes the driver.

Cat and mice
Goal: improve the ability to navigate in space, avoid collisions; move in a general game situation.

Progress of the game: on one side of the hall an area is fenced off - this is the house of mice (height 50 cm). on the other side of the hall is the cat's house. The teacher says:

The cat is guarding the mice, pretending to be asleep!
Children crawl under the slats and run around.

The teacher says:

Hush, mice, don't make noise.
And don't wake the cat!

Children run easily and silently. With the words “The cat has woken up,” the child pretending to be a cat runs after the mice. Children do not crawl under the slats, but run into the holes through the unfenced part.

By the bear in the forest
Goal: to consolidate the ability to move randomly, imitate game movements, move in accordance with the text.

Progress of the game: children are located on one side of the hall, and the driver is on the other. Players move towards the sleeping bear and say:

By the bear in the forest
I take mushrooms and berries.
But the bear doesn't sleep
And he growls at us.

The bear growls and tries to catch the children, but they run away. Having caught someone, he takes him to him. The game repeats itself.

Mousetrap
Goal: develop speed, agility, attention; learn to coordinate words with game actions.

Progress of the game: the players are divided into two unequal subgroups. The smaller one forms a circle - a mousetrap. The rest are mice. Players in a circle move and say sentences

Oh, how tired the mice are, it’s just their passion.
They've chewed everything, eaten everything, they're crawling everywhere - here's a scourge.

At the end of the words, the children stop and raise their clasped hands up. The mice run into the mousetrap and immediately run out the other side. At the signal, the children lower their arms and squat. Mice that did not have time to run out are considered caught. They also stand in a circle. Game continues. When most of the children are caught, the subgroups switch places.

Who has the ball?
Goal: develop mindfulness; consolidate the ability to perform game actions in accordance with the rules of the game.

Progress of the game: players form a circle. A driver is selected who stands in the center. The remaining players move tightly towards each other, everyone's hands are behind their backs.

The teacher gives someone a ball, and the children behind them pass it to each other. The driver tries to guess who has the ball. He says “Hands!” and the one to whom they are speaking must put out both hands. If the driver guessed correctly, he picks up the ball and stands in a circle. The player from whom the ball was taken becomes the driver.

Shaggy dog
Goal: improve the ability to move randomly, move in accordance with the text, develop orientation in space, dexterity.

Progress of the game: children stand on one side of the hall. The driver - the dog - is on the other side. Children quietly approach him with words

Here lies a shaggy dog ​​with his nose buried in his paws.
Quietly, quietly, he lies, either dozing or sleeping.
Let's go up to him, wake him up, and see what happens!

After these words, the dog jumps up and barks loudly. The children run away, and the dog tries to catch them.

Take care of the item
Goal: to teach children to act on a signal; develop dexterity, endurance, eye.

Progress of the game: children stand in a circle. Each child has a cube at their feet. The teacher is in a circle and tries to take a cube from one child or another. The player, whom the driver is approaching, crouches down and covers the cube with his hands and does not allow anyone to touch it. At first, the driver does not take the cubes from the children, but only pretends to do so. Then, when repeating, he can take the cube from the player who did not have time to cover it with his hands. This child is temporarily not participating in the game.

Subsequently, the role of driver can be offered to the most active children.

Cars
Goal: develop agility and speed; consolidate the ability to move around the site in all directions.

Progress of the game: each player receives a steering wheel. At the driver’s signal (the green flag is raised), the children scatter in a scattered manner so as not to interfere with each other. At another signal (red flag), the cars stop. The game repeats itself.

The game is more emotional with musical accompaniment.

We are funny guys
Goal: develop dexterity, evasiveness; improve the ability to follow the rules of the game.

Progress of the game: children stand on one side of the court outside the line. A line is also drawn on the opposite side - these are houses. There is a trap in the center of the site. The players say in chorus

We are funny guys, we love to run and jump
Well, try to catch up with us. 1,2,3 – catch it!

After the glory of “Catch!” children run to the other side of the playground, and the trap tries to catch them. Anyone whom the trap manages to touch to the line is considered caught and moves to the side, missing one run. After two runs, another trap is selected.

Find yourself a match
Goal: to develop dexterity, the ability to avoid collisions, and act quickly on a signal.

How to play: For the game you need handkerchiefs according to the number of children. half of the handkerchiefs are one color, half of another. At the teacher's signal, the children run away. To the words “Find a pair!” Children with identical scarves stand in pairs. If the child is left without a pair, the players say “Vanya, Vanya, don’t yawn, quickly choose a pair.”

The teacher's words can be replaced with a sound signal. The game is more emotional with musical accompaniment.

Fishing rod
Goal: to develop dexterity, attention, speed of reaction.

Progress of the game: the players stand in a circle, the teacher is in the center, he holds in his hands a rope to which a bag of sand is tied. The teacher rotates the rope in a circle just above the ground, and the children jump up, trying to prevent the bag from touching them. Having described two or three circles with the bag, the teacher pauses, during which the number of those caught is counted.

Don't get caught
Goal: develop agility, speed; play according to the rules; improve jumping on two legs.

Progress of the game: the players are positioned around a cord placed in the shape of a circle. In the center there are two drivers. At the teacher's signal, children jump on two legs in and out of the circle as the traps approach. Anyone who has been stained receives a penalty point. After 40-50 seconds, the game stops, the losers are counted, and the game is repeated with a new driver.

Firefighters in training
Goal: strengthen the ability to climb gymnastic walls, develop dexterity and speed; improve the ability to act on a signal.

Progress of the game: children stand in 3-4 columns facing the gymnastic walls - these are firefighters. The first ones in columns stand in front of the line at a distance of 4-5 meters from the wall. On each span, bells are tied at the same height. At the signal, the children standing first run to the gymnastics wall, climb up it and ring the bell. They go down, return to their column and stand at its end; the teacher marks the one who completed the task faster. Then a signal is given and the next pair of children runs.

Don't stay on the floor
Goal: to develop agility, speed, evasiveness; play according to the rules.

Progress of the game: a trap is selected, which, together with all the children, runs around the hall. As soon as the teacher says the word “Catch1,” everyone runs away from the trap and climbs onto objects. The trap tries to catch the ones running away. The children he touched move aside. At the end of the game, the number of those caught is counted and a new trap is selected.

Traps with ribbons
Goal: to develop speed, agility, eye; improve orientation in space, running in all directions.

How to play: children stand in a circle, each with a colored ribbon tucked into the back of their belt. There is a trap in the center of the circle. At a signal, the children run in different directions, and the trap tries to pull out the ribbons from them. At the stop signal, the children gather in a circle, and the driver counts the ribbons.

The game can be played with complications:

There are two traps in a circle.
- there is no trap, boys collect ribbons from girls, and girls from boys.

Fox and chickens
Goal: develop dexterity, speed of reaction, learn to act on a signal, develop orientation in space.

Game progress: on one side of the hall there is a chicken coop (you can use benches). Chickens are sitting on a roost. On the other side is a fox hole. At a signal, chickens jump from their perches and move freely around the free space. With the words “Fox!” the chickens run into the chicken coop and climb onto the roost, and the fox tries to catch the chicken. Not having time to escape, she takes her into a soybean hole. When the driver catches 2-3 chickens, another trap is selected.

Traps
Develop agility, agility, and speed.

Progress of the game: children line up behind the line on one side of the court. They must run to the opposite side without the trap standing in the middle catching them. Those who are covered are considered floodplain. After 2-3 runs, those caught are counted. Choose a new trap.

Two frosts
Goal: develop reaction speed, dexterity; consolidate the ability to coordinate game actions with words.

Progress of the game: two houses are designated on opposite sides of the court. The players are located in one of them. The drivers - Frost the Red Nose and Frost the Blue Nose stand in the middle, facing the players and say the text

I am Frost Red Nose. I am Frost Blue Nose.
Which of you will decide to hit the road?

The players answer in chorus: “We are not afraid of threats, and we are not afraid of frost!”

After these words, the children run to the other side of the playground, and the Frosts try to catch and freeze them. The “frozen” ones stop at the place where they were touched and stand motionless until the end of the run.

Networks
Goal: to develop dexterity, ingenuity, spatial orientation, and the ability to follow the rules of the game.

Progress of the game: some children stand in a circle and hold hoops. Others - "fish" - scurry back and forth through the hoops. The following are possible options:

1. Pike chases fish.
2. Children with hoops move slowly, when given a signal, they run in a circle, and then it is impossible to get out of it.
3. Children with hoops stand motionless and only begin to move when given a signal.

The catch is being counted.

Swan geese
Goal: develop dexterity, speed of reaction; consolidate the ability to perform the actions of the assumed role; coordinate words with game actions.

Progress of the game: on one edge of the hall the house in which the geese are located is indicated. On the opposite side there is a shepherd. To the side is the lair where the wolf lives. The rest is meadow. Children are chosen to play the roles of a wolf and a shepherd, the rest are geese. The shepherd drives the geese out into the meadow, they graze.

Shepherd: Geese, geese!
Geese: Ha-ha-ha!
Shepherd: Do you want to eat?
Geese: Yes, yes, yes!
Shepherd: So fly.
Geese: We can't Gray wolf under the mountain won't let us go home!
Shepherd: Well, fly as you want, just take care of your wings!

The geese, spreading their wings, fly, and the wolf tries to catch them. After several runs, the number of floodplains is counted.

Air football
Goal: improve agility, strength, ingenuity; develop coordination of movements.

Progress of the game: children from a sitting position, holding the block with their feet, roll onto their backs and throw the block through the net, into the goal or into the distance. You can use a ball instead of a block.

Flies, doesn't fly
Goal: to consolidate children’s knowledge about flying and non-flying objects; cultivate endurance and patience.

Progress of the game: children stand or sit in a circle, with the teacher in the center. He names animate and inanimate objects that fly and do not fly. When naming an object, the teacher raises his hands up. Children should raise their hands up if the object flies.

An option with a ball is possible.

Ocean is shaking
Purpose: to provide knowledge about various steamships, ancient sailing ships, and rigging items.

Progress of the game: the players sit on chairs, each is assigned a specific name. Then the captain begins to move around the outer circle, naming the items necessary for the voyage. All named objects stand up. To the words “The sea is agitated1,” the children begin to move to the music, depicting the movements of the waves. Captain's command: “Calm down the sea!” serves as a signal that you need to take your seats on the chairs as soon as possible. The one left without a chair becomes the captain.

Mail
Goal: to develop gaming imagination and the ability to follow the rules of the game.

Progress of the game: the game begins with a roll call between the players and the driver:

Ding, ding, ding!
- Who's there?
- Mail!
- Where?
- From the city…
- What are they doing in that city?

The driver can say that they are dancing, singing, drawing, etc. All players must do what the driver says. And the one who does the task poorly,
gives away the forfeit. The game ends as soon as the driver collects five forfeits. Then the forfeits are redeemed by completing various tasks.

At Mazal's
Goal: improve coordination of movements.

Progress of the game: participants sit on chairs and choose Grandfather Mazal. Everyone else moves away from him and agrees that they will show. Then they go and say:

“Hello, grandfather Mazal with a long white beard, with brown eyes, with a white mustache"

Hello kids! Where were you, what were you doing?
- We won’t tell you where we were, but we’ll show you what we did.

Everyone performs the movements that were agreed upon. When the grandfather guesses, the players run away, and he catches them.

Bird catcher
Purpose: to learn to distinguish and imitate the calls of various birds; develop the ability to navigate with your eyes closed.

Progress of the game: players choose the names of the birds. They stand in a circle, with a blindfolded bird catcher in the center. Birds dance in circles

In the forest in the little forest,
On a green oak tree
The birds are singing merrily.
Ah, the birdcatcher is coming,
He will take us into captivity.
Birds, fly away!

The birder claps his hands and starts looking for birds. Whoever is caught screams, imitating a bird.

The driver must guess the player's name and the bird.

Four forces
Goal: to develop attention, memory, dexterity.

Progress of the game: the players stand in a circle, with the leader in the middle. He throws the ball to one of the players, while pronouncing one of the words of the elements (for example, air). The one who caught the ball must name the inhabitant of the air. If the name is land - animal, if water - fish. When the word fire is said, everyone should turn around several times, waving their arms.

Don't take black, don't take white, don't say "Yes" or "No"
Goal: to develop attentiveness, the ability to monitor your answers during the game, to consolidate knowledge about the environment.

Game flow: The game starts like this:

They sent you a hundred rubles,
Buy what you want,
Black, don't take white,
“Yes”, “No” do not say.

After this, the driver conducts a conversation, asking questions. The one who is confused in the answer gives the driver a forfeit. After the game, those who made a fine redeem their forfeits by completing various tasks.

Paints
Goal: to consolidate knowledge of color and shades; improve basic movement skills.

Game progress: choose an owner and two sellers. All other players are paints who choose their colors. The buyer knocks:

Who's there?
- Buyer.
- Why did you come?
- For paint.
- For what?
- For blue.

If this paint is not available, the owner says: “Ride on one leg along the blue track.”

The buyer who guesses the most colors wins.

Flowers
Goal: to consolidate knowledge about colors (or any other objects, such as sports equipment), improve reaction and speed.

Progress of the game: each player chooses a flower for himself. By lot, the chosen flower begins the game. It calls any other flower, such as a poppy. Mac runs, and Rose catches up with him. Then the poppy can name any other flower. The winner is the one who has never been caught.

Pick a pair
Goal: develop logical thinking, learn to play as a team.

Progress of the game: children are offered a pair of words that are in a certain logical connection. For example: cause-effect, genus-species. It is necessary to select for the indicated third word, from a number of existing ones, a word that is in the same logical connection with it.

For example: school - training, hospital - doctor, goal - football, etc.

And third words: student, treatment, patient, ball, T-shirt.

Snowball
Goal: learn to form a sequence in words, remember previous words, coordinate movements with words.

Progress of the game: the group game consists of gradually forming a sequence of words, and each subsequent participant in the game must reproduce all previous words while maintaining their sequence, adding their own word to them. The game is played with the ball being passed.

Forbidden number
Goal: to promote the development of attention.

Progress of the game: the players stand in a circle. You need to choose a number that cannot be spoken; instead, you need to clap your hands silently the required number of times.

Listen to the command
Goal: to promote the development of attention, improve the ability to organize independently, and calm down.

Progress of the game: children walk to the music. When the music stops, everyone stops and listens to the command spoken in a whisper and immediately carries it out.

Opposite word
Goal: to teach children to justify their decision, to select words opposite to what is indicated.

Progress of the game: invite children to choose words that are opposite in meaning to the data.

For words that have an ambiguous meaning (for example, raw), it is proposed to find all possible words of the opposite meaning and justify your decision.

guess the word
Goal: improve the ability to follow the rules of the game, develop classification skills, and highlight the most significant features.

Progress of the game: children are asked to guess the names of randomly selected objects, while asking clarifying questions that can be answered “Yes” or “No”.

Birds
Purpose: to consolidate children's knowledge about various birds; improve the ability to follow the rules of the game.

Progress of the game: players choose a mistress and a hawk. The rest are birds. A hawk flies. Mistress says

Why did you come?
- For the bird!
- For what?

Hawk calls. If the named bird is not there, the owner drives him away. The game continues until the hawk catches all the birds.

Fishing
Goal: to consolidate children's knowledge about various types fish, improve the ability to act according to the rules.

Game progress: players are divided into two groups. Some stand opposite others at a distance of several steps. One group is fishermen, the second is fish. At the beginning of the game they have a conversation:

What are you knitting? (fish)
- Seine. (fishermen imitate movements)
- What will you catch?
- Fish.
- Which one?
- Pike.
- Catch it.

The fish turn and run to the line. Fishermen try to catch as many fish as possible.

Screw
Goal: develop creative imagination, imagination, plastic movement.

Execution: I.P. Main jay. The body rotates right and left. The arms follow the body freely.

One two three four five -
You should fly into space!

Humpty Dumpty
Goal: to develop creative imagination, the ability to get used to the image, advanced characteristic movements, perform movements simultaneously with the text

Execution: the teacher pronounces the words:

Humpty Dumpty sat on the wall
Humpty Dumpty fell in his sleep...

The child turns his body to the right - to the left. When he hears the words “Fell in his sleep,” he sharply tilts his body down.

Fakirs
Purpose: to train separate groups muscles, develop the ability to transfer characteristic features image.

Progress of the game: children sit, legs crossed, hands on knees, hands hanging down, back and neck relaxed. The head is lowered, the chin touches the chest. Eyes closed.

To the appropriate music, children’s hands first “come to life”, then their arms and head rise, and the body stretches forward and upward.

Psycho-gymnastics without fixating attention on breathing (4-5 years)

Bear cubs in a den
The children go home one by one, following the bear's tracks. They sit down and wait for the game.

Game with cones
Throwing cones. They catch them and use their equipment to hold them with their paws. Do they put the pine cones aside and let their paws fall down? bodies are resting. Performed 2-3 times

Games with a bee
Children raise their knees to make houses. A bee flies under your knees. The bear flies and the other raises its legs.

Cold - hot
Squeeze into a ball and relax your torso.

Scarf games
Tie scarves without opening your eyes. Rotate your head from side to side. Okay, it's warm. Show with facial expressions.

Bee interferes with sleep
The play of facial muscles. The bee decided to sit on the tongue - the children quickly pressed their lips together, made their lips into a tube and began to twist them from side to side.

Relaxation
The cubs closed their eyes and wrinkled their noses from the bright sun. The bee flew in again and sat on the forehead (we move our eyebrows up and down).

Rest
The cubs are sleeping. Mom is in the forest.

Water got into my ears
While lying on your back, shake your head rhythmically, shaking water out of one ear and out of the other.

Face tans
Chin sunbathing - expose your chin to the sun, slightly unclench your lips and teeth (inhale). The bug flies and closes your mouth tightly (holding your breath). The bug flew away. Open your mouth slightly and breathe out lightly.

If your nose gets sunburned, expose your nose to the sun. Mouth half open. A butterfly is flying. He chooses whose nose to sit on. Wrinkle your nose, lift your sponge up, mouth half open (hold your breath). The butterfly has flown away, relax. Inhale.

Eyebrows are a swing. Move your eyebrows up and down.

Rest
Sleeping on the shore.

Psycho-gymnastics with fixation of attention on breathing (6-7 years)

By the sea
Children “play in the water, come out and lie down on the sand with their arms and legs spread out.

Playing with sand
Pick up sand in your hands (inhale). Hold the sand tightly by clenching your fingers into a fist (holding your breath). Sprinkle sand on your knees, gradually opening your fingers (exhale). Shake the sand from your hands and let them fall helplessly along your body.

Ant game
An ant climbed onto your toes - force the socks towards you, legs tense (inhale). Relax your legs in this position. Listen to which finger the ant is sitting on (hold your breath). By instantly relieving tension in your feet, release the ant from your toes (exhale). We lower our socks down to the sides.

Sunshine and cloud
The sun went behind the cloud - they huddled into a ball (holding their breath). The sun came out - it was hot, we relaxed (exhale).
Everyone is sleeping.

Goal: to train individual muscle groups, improve endurance, and the ability to convey movements through pantomime.

Execution: children sit freely, pretending to be sleeping in different poses. The presenter enters the hall and sees:

In the yard he meets a darkness of people.
Everyone is sleeping.
He sits rooted to the spot.
He walks without moving.
He stands with his mouth open.

He approaches the figures of the children, tries to wake them up, takes them by the hands, but their hands drop limply.

Barbell
Goal: train individual muscle groups, develop endurance, willpower.

Execution: pull up and jerk the barbell, then throw it. Rest.

Reindeer exercises
Children are divided into two teams. The teams are divided into pairs, with a deer in front. There's a musher in the back. You can wear reins or a hoop. Whose team will finish the distance faster?

Analyk
A ball game similar to basketball, but without a ring and a net. Members of one team throw the ball to each other, and at this time members of the other team try to take it away. (one participant in the game should not hold the ball for too long, he should quickly pass it to the players of his team).

Young reindeer herder
At a distance of 3-4 meters there are deer antlers (you can use ring throws0. The captains throw 5 rings onto the antlers. This is a competition for captains.

Clever reindeer herders
A figure of a deer is placed at a distance of 3-4 meters from the children. The children take turns throwing the ball at the deer, trying to hit it. Then they stand at the end of the column. The winner is determined by the number of hits in the teams.

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Thrones and chapels Upper Temple 1. Central altar. The Holy See was consecrated in honor of the feast of the Renewal (Consecration) of the Church of the Resurrection...
The village of Deulino is located two kilometers north of Sergiev Posad. It was once the estate of the Trinity-Sergius Monastery. IN...
Five kilometers from the city of Istra in the village of Darna there is a beautiful Church of the Exaltation of the Holy Cross. Who has been to the Shamordino Monastery near...
All cultural and educational activities necessarily include the study of ancient architectural monuments. This is important for mastering native...
Contacts: rector of the temple, Rev. Evgeniy Palyulin social service coordinator Yulia Palyulina +79602725406 Website:...
I baked these wonderful potato pies in the oven and they turned out incredibly tasty and tender. I made them from beautiful...