Outdoor games. Predator and herbivores. Outdoor games: play on a swing


In good weather, especially in summer, children of all ages spend a huge amount of time outside. Gathering in large companies, they arrange entertainment that allows them to spend time with benefit and interest.

In this article, we bring to your attention some fun outdoor games for children, with which children can throw out their energy and have fun.

Outdoor games for children

Most often, for children of school and preschool age, active games are organized in the open air, which allow children to relax a little and get distracted from their studies. In particular, boys and girls can be offered the following amusing entertainment:

  1. Closing the Circle. Among all the guys, one driver is chosen, while all the other participants stand up, holding hands, and form a circle. The driver turns away, after which the children begin to entangle the circle with all their might, climbing over other players in any possible way, but without opening their hands. The driver's task is to return the circle to its original state, but not to break it, that is, not to disengage the hands of other participants.
  2. "Funny jumps". Before starting this game with chalk or a stick, you need to draw a circle with a radius of 1.5-2 meters. One of the guys is placed in the center of the circle, and the rest are scattered around its perimeter. At the signal, all players start alternately jumping in and out of the circle. The child standing in the center must touch them with his hand, after which the children are considered caught. The game continues until one participant remains.
  3. "Kitten". Among the players, a driver is chosen, who hides behind a tree or any other object and begins to meow. The rest of the guys must find him as quickly as possible. In this case, the "kitten" is allowed to change its location while no one sees it. The game continues until the driver is found, and then, if desired, repeats with a new player in his capacity.

Also, for the company of children in the fresh air, fun competition games are suitable:

  1. "Running in reverse". In this fun, all the guys are divided into pairs, the participants of each of which turn their backs to each other and hold hands. In this position, without disengaging from each other, they need to run to a given point and back. Participants who succeed in achieving the goal faster than others win.
  2. "Giants and Lilliputians". For this game, you need a leader who will give commands to the players. He should say to the children the words "midgets", "giants", as well as any others, for example, "stand up", "sit down", "close your eyes" and others. At the same time, in response to the word "midgets", the players should sit down, and to the word "giants" - stand up and stretch their arms up. The participants of the game should not react to all other commands at all. Those players who have confused something are eliminated. The winner is the one who was able to hold out longer than the others.
  3. "4 Elements". This game is a great pastime for younger students and, moreover, contributes to the development of attentiveness in children. Before it starts, all the players stand in a circle, and one of them, holding the ball in his hands, is in its center. The leader alternately throws a ball to each child, pronouncing one of 4 words: "earth", "fire", "air" or "water". The one to whom the projectile was thrown must respond correctly to the given command - in response to the word "earth" name any animal that other players have not previously named, the word "water" - a fish, "air" - a bird, and with the word "fire "Just wave your hands. An inattentive player is eliminated immediately. The winner is the participant who managed to hold out longer than the others.

Finally, the outdoor classics for children will be excellent entertainment for a large company, for example:

  1. "Kangaroo". All players are divided into 2 ranks, the captain of each of which is awarded a small tennis ball. The task of each participant is to squeeze the projectile between the knees and run so to a given point, and then return and pass the ball to the next player. If in the process the object falls to the ground, the child must stop, squeeze it between the legs again and continue the task. The team that managed to cope in the shortest time wins.
  2. "Baba Yaga in a mortar." The guys should be divided into 2 teams, the captain of each of which receives a small bucket and a mop. The player stands with one foot in the bucket and leaves the other on the ground. Its task is to simultaneously support the bucket by the handle and hold the mop so that it does not fall. In this position, the relay participant must reach the set point, return to his line and pass the items to the next player. The winners are the guys who reach the goal faster.

which means that children and adults spend more time on the street. It's time for interesting outdoor games.

You can play in small and large companies with adults.

Outdoor games

These games teach children:

Manage your behavior (this is useful for school),

Comply with the rules of the game

- be inventive, find a way out of the current situation,

Learn to deal with people.

Also, outdoor games develop quickness, coordination of movements, agility, dexterity and other useful qualities. For children to be able to play, they need an adult so that he can organize the game, explain the rules of the game, and then control the game so that there are no misunderstandings.

It is advisable to carry out outdoor games in the yard, in the country or for a walk. Today I will offer you some of the games that have been passed down from generation to generation-tag and blind man's buff.

Sticks or tags

This game is very popular all over the world. It has different names, but the content remains the same: one or more drivers catch other players and, if caught, change roles with them.

The game is played outdoors, indoors, with children of different ages and adults. The number of participants is from 3 to 40. The game does not require leaders and judges.

By lot or by counting (you can choose) the leader is chosen - "tag". The boundary of the game area is conventionally set. all scatter within the bounds of the play area. The driver says: "I am a tag!" - and begins to catch the players. Whoever catches up and pisses (touches), he becomes a "tag" and says, raising his hand up: "I am a tag!" He begins to catch the players, and the former "tag" runs away with everyone.

Rules:

1. Catching the players means touching someone with your hand or a certain object (handkerchief, stick), but not grabbing the player and not dragging him.

2. Players can only run within the established boundaries.

3. The one who has run out abroad is considered to be caught and changes roles with a "tag".

4. Each new driver should announce this so that the children know from whom to be saved.

This game comes in many varieties.

Zhmurki

This old game also has many types. Children of different ages play it. The number of participants is from 4 to 20. The essence is the same: the driver with his eyes closed - "blind man's buff" - must catch other players and guess who he caught.

Hide and seek with a voice.

All players join hands in a circle. The driver stands in the middle of the circle. He is blindfolded. You can give a stick in your hands.

All players move in a circle in one direction until the driver says: "Stop!" Everyone stops, and the driver stretches his hand forward. It should be taken by the player at whom it is directed. The driver asks for a voice. The player calls the driver by name, can change his voice, it will be funnier. If the driver guessed who called him, then they change places. If he guessed wrong, he continues to drive.

Rules:

2. If the driver has not guessed right three times, he is replaced by another player.

Confusion

This is an interesting old game. It is useful to conduct it when they want to unite children, make friends, remove various barriers, and bring in a joyful mood. This game can be played outdoors, in a gazebo, indoors, at a birthday party, with guests. children can play together with adults, it will be more interesting.

How to play confusion

They choose a mother and daughter. Mom leaves. all players join hands in a circle. My daughter confuses this round dance - you can raise your hands, step over them. cross. The main thing is not to let go of your hands. When the players get confused. They call mom.

Mom unravels the threads and must return everyone back to the circle. into place. the rule is the same: players should not let go of their hands. If mom has untangled the threads. another driver is selected.

Stop

The players line up at one end of the court. at the other end, with your back to them. becomes the presenter. He covers his eyes with his hands and says: "Walk quickly, look, don't yawn!"

The task of the players is to get as close to the host as possible. After a short time, the presenter says: "Stop!" Players must freeze and stop. The host turns around quickly. If he notices that someone did not have time to stop, he sends the player back and then everything is repeated again.

The game continues until one of the players approaches the presenter and touches him with his hand before he has time to look back. Then everyone runs away, and the leader catches up with them. Whoever was caught up becomes the leader.

Jumping Sparrows

A circle is drawn on the floor or on the court of such a size that all the players can fit around its circumference. One of the players is a "cat". He stands in the center of the circle.

The rest of the playing - "sparrows. "They stand behind a circle at the very edge. At the signal of the leader, the "little sparrows" begin to jump inside the circle and jump out of it. a "cat" tries to catch one of them at the moment when he is inside the circle. The one who is caught becomes a "cat". and "cat" - "sparrow". Further, the game is repeated.

Two rams

This game can be played in pairs in turns. Two children, legs wide apart, tilt their bodies forward, rest their foreheads against each other. Hands are clasped behind the back. The task is to resist each other, without budging, as long as possible. You can make sounds - "Be-be-be."

Here are some outdoor activities that kids can play outdoors.

Then I will also offer you games for children.

In the meantime, write what outdoor games your children like to play. Do you play with them? Do children know how to follow the rules of the game? What outdoor games did you play as a child, remember?

Waiting for your comments.

If it's not difficult for you, click on the social buttons. networks. Let your friends read it too.

"HELLO".

All stand in a circle, face, shoulder to shoulder. The driver walks along the outside of the circle and touches one of the players. The driver and the player who have been touched run in different directions along the outside of the circle. Having met, they shake hands and say: "Hello!" You can also give your name (this is discussed in the conditions of the game). Then they run further, trying to take an empty seat in the circle. The one who is left without a place becomes a driver.

"TRAFFIC LIGHTS".

On the site, you need to draw two lines at a distance of 5 - 6 meters from each other. The players stand behind one line. The driver stands between the lines approximately in the middle with his back to the players. He names a color. If the players have this color in their clothes, they freely pass by the driver. If the player does not have such a color, then the driver can grease the running player. The soldier becomes the driver.

"PATH".

The participants in the game line up in a chain one after another. The one who is the first in this chain becomes the driver. Everyone follows a snake along the path to the back of the head one after another, and the driver overcomes various obstacles. At the signal of the driver, the first player becomes at the end of the snake, and the driver becomes the one who turned out to be the first player.

"ENCHANTED CASTLE".

The players are divided into two teams. The first is to disenchant the "castle", and the second is to prevent her from doing so. The "lock" can be a wall or a tree. Near the "castle" there are "main gates" - the guys from the second team are blindfolded. The players who must dis-spell the "castle" begin to move around the site at the command of the leader to the main gate. Their task is to imperceptibly reach the gate, pass through it and touch the "castle". In this case, the game is considered over. But the task of the second team is to insult those who are moving towards the "castle". Those who get hurt are eliminated from the game. At the end of the game, the teams change roles.

"NEST".

Children squat in a circle, holding hands - this is a "nest-breather". A "bird" sits inside. Outside another "bird" flies - the leader and gives the command "The bird flies!" The "nest" crumbles, and everyone flies like birds. The leader commands: "Into the nest!" Everyone squats again. The one who did not have time becomes the leader.

"HARE WITHOUT LOG".

The participants in the game stand in pairs facing each other, raising their clasped hands up. These are "hare houses". Two drivers choose - "hare" and "hunter". The "hare" must run away from the "hunter", while he can hide in the house, that is, stand between the players. The one to whom he stood with his back becomes a "hare" and runs away from the "hunter". If the "hunter" hits the "hare", then they change their roles.

"SANTI-FANTASY LIMPOPO".

The players stand in a circle. The driver leaves the circle for a few seconds at a short distance. During this time, the players choose who will be the "showing the movements". This player will have to show various movements (claps, pats on the head, kicks, etc.). All other players repeat the movements behind him. The driver's task is to determine who will show the movements. The movements begin with ordinary claps. At the same time, throughout the entire game, the guys utter the words in chorus: "Santa-candy wrappers lim-po-po ...". At a moment that is imperceptible for the driver, the one showing changes the movement, everyone must quickly change the movement too, so as not to let the driver guess who is leading them. The game continues until the exhibitor is found.

"CROWS AND SPARROWS".

Draw two parallel lines at a distance of 1-1.5 m. Measure 4-5 m from them and draw two more lines. The first two lines are the start lines, the second are the "houses".

Teams line up with their backs to each other near the first lines, that is, at a distance of 1 - 1.5 m. There are two teams, one of them is "sparrows" and the other is "crows". The leader stands between the teams and calls the words: "sparrows" or "crows". If the presenter said "crows", then the crows chase the sparrows, which are trying to escape behind the second line. If the host says "sparrows", then the sparrows run and catch the crows. The game ends when there are no players left in the team.

"SEINE".

The game takes place on a limited area, the boundaries of which cannot be left by any of the players. Two or three players join hands, forming a "seine". Their task is to catch as many "swimming fish" as possible, that is, the rest of the players. The task of the "fish" is not to get caught in the "seine". If the fish could not evade and ended up in the "seine", then it joins the leaders and itself becomes a part of the "seine". "Fish" do not have the right to tear the "seine", that is, to disengage the hands of the drivers. The game continues until the player who turns out to be the most agile "fish" is determined.

"DRIPPING".

Six players stand in pairs, holding both hands and raising them. These are traps, they are located at a short distance from each other. All others join hands, forming a chain. They must move through traps. At the command of the presenter (clap, word, etc.), the traps are "slammed", that is, the guys forming traps give up. Those players who are caught in traps form pairs and become "traps" themselves. The winner is the one who does not fall into any of the traps.

"WATER".

The driver stands in a circle with his eyes closed. The players walk in a circle with the words:

"Water, water, That you are sitting under water, Look out for a little, For one minute 1, 2, 3".

The circle stops. "Waterman" points his hand at one player and approaches him without opening his eyes. His task is to determine who is in front of him. "Water" can touch the player standing in front of him, but you cannot open your eyes. If the driver guessed right, they switch roles, and now the one whose name was named becomes the driver.

"PROTEINS ON TREE".

All players are "squirrels", they should stand near the tree and hold onto it. A "dog" is running between the trees - the driver. The "squirrels" move from tree to tree, and the "dog" must catch someone or another option: the "dog" must take the place of one "squirrel".

"FLASHLIGHTS".

All players stand in pairs in a circle, one player behind the other. Everyone's hands are down. The driver also stands on the line of the circle. He has no partner behind him. He should look into the eyes of one of the players in the circle and wink at him. The one to whom they winked runs from his seat and stands behind the driver's back. But he may not be able to do it, because the player behind him can hold him. If he manages to do this, everyone remains in their places. If the player manages to run away, then the player left without a pair becomes the driver himself.

"SALKI".

One driver is selected, who must catch up and grease the players. The salted player also becomes a driver, while he must run and hold with one hand for the part of the body for which he was shocked. The winner is the one not caught by the driving players.

CAPTURE THE DRAGON'S TAIL.

The players stand in a line, holding each other's shoulders. The first participant is the "head", "the last is the tail" of the dragon. The head should touch him.

"SCHOOL OF SCORTERS".

(Mini-lightning)

One of the participants is the commander (leader), the rest are "scouts". Before the start of the game, the commander gives the command to line up in a line and acquaints the children with the tasks that they will have to complete.

"PARACHUTISTS" - children stand on a log, squat, then raise their hands up, stand up and jump from the log.

"ALIEN PATROL" - To avoid the enemy, all hide behind trees and bushes and silently move a certain distance leading.

"PASSION" - scouts flee from the enemy, turn into bunnies, jump. Dogs chase them, children also become dogs, bark loudly, growl, chase away other people's dogs.

"RETURN" - the scouts have successfully completed the mission and are returning home. First, they float along the river (depict rowing in boats), then fly on an airplane and, choosing a place to land, settle at the "airfield".

"ZHMURKI WITH A BELL".

The driver's eyes are closed. Someone from the participants turns it on the spot. In this case, you can pronounce a tongue twister: - "Where are you standing?" -"On the bridge". - "What are you eating?". "Sausage". - "What are you drinking?" -"Kvass". - "Look for the mice, not us."

After these words, the children scatter around the room. "Zhmurka" should guess by touch if it catches someone.

"LIPUCHKA".

The participants in the game run on the command of an adult. Two drivers, holding hands, are trying to catch fleeing game participants. At the same time, they say: "I am sticky - sticky, I want to catch you!" Each caught "Velcro" participant is taken by the hand, and he also becomes the driver with them. Then a fourth player joins them, etc.

"GLUE RAIN".

Children stand one after another in a row. Each participant holds the shoulders in front of the one standing. In this position, "snake", they overcome various obstacles, perform the tasks of the leader,

FOR EXAMPLE:

Go over the hummock - Go over the log - Jump over the puddle - Go around the "wide lake"<

When completing assignments, children should not unhook from each other.

"FISHERMAN AND FISH".

A large circle is drawn on the site. One of the players - "fisherwoman", is in the center of the circle, he crouches down on his haunches. The rest of the players - fish, encircling the circle, say in chorus: "Fisherman, fisherwoman, catch us on the hook."

At the last word, the fisherman jumps up, runs out of the circle and starts chasing the fish, which scatter across the entire site. The caught one becomes a fisherman and goes to the center of the circle.

"FIND A SHARE".

All participants stand in a circle. The driver is selected, he stands in the center of the circle. One of the players is given a small handkerchief. He passes it to another, standing nearby, but so that the driver does not notice. Whoever the driver notices the handkerchief becomes the driver.

"THE CAT IS COMING".

For the game, a playground is outlined, in the corner of which the "cat's house" is marked, and on the sides - "mouse holes". The host plays the role of the cat. The game begins with a saying from the teacher:

Mice, mice, come out, Play, dance, Come out quickly, The mustachioed cat-villain is sleeping!

"Mice" crawl out of "holes", run, jump, repeat the words in chorus:

Tra-ta-ta, tra-ta-ta There is no mustachioed cat!

But here the teacher gives a signal: "The cat is coming!". All mice should freeze and not move. The "cat" bypasses the "mice" and takes those who have moved into its house. Brave "mice" behind the cat's back can move, but must freeze as soon as the cat turns in their direction. The teacher says, "The cat is gone!" and the mice come to life again.

"SHAPE _ BIRTHDAY".

The driver is chosen, he counts: 1, 2, 3! - everyone participating in the game scatter in different directions. One of them has a handkerchief in his hand, tied with a knot. The driver is trying to catch up with the player who has a handkerchief in his hands and stain it. The joggers can toss the handkerchief to each other. If the handkerchief falls to the ground, the game is over. It continues again as soon as the handkerchief is picked up from the ground.

"ICEBERGS".

The presenter draws three circles of different sizes (large, medium, small) on the asphalt or spreads whatman paper on the floor so that all the participants in the game can fit in them. All players move freely and chaotically around the court. At the command of the host "Icebergs" everyone must fit in the allocated space. Whoever steps over the edge is out of the game. As the game continues, the available area gradually diminishes, leaving the smallest circle at the end.

Players stand in a circle. The leader commands: "Touch yellow, one, two, three!" The players try to grab the thing (object, body part) of the other participants in the circle as quickly as possible. Those who do not have time are eliminated from the game. The presenter repeats the command again, but with a new color. The last one wins.

COSMONAUT

On the edges of the site, 6-8 triangles are drawn - "rocket launchers". Inside each of them, they draw circles - "rockets", but necessarily a few less circles than the players. All participants stand in a circle in the center of the site. At the command of the leader, they walk in a circle, holding hands, saying the words: "Fast rockets await us for walking around the planets. We will fly to whatever we want, to this one! But there is one secret in the game: there is no place for latecomers!" After that, everyone runs to the "rocket launcher" and takes their places in the "rockets". Those who did not have time to take a place are eliminated from the game.

"CAPTURE SPARROW".

Children stand in a circle, choose "sparrow", "cat". "Sparrow" in a circle, "cat" - behind a circle. She tries to run into the circle, to catch the "sparrow". Children are not allowed.

"TAKE A HOUSE".

Children split into pairs, join hands - these are houses. A group of children are birds, there are more of them than houses. Birds fly. "The rain is falling," the birds are occupying the houses. Those who did not have enough of a house are eliminated from the game, and then they change with children - "houses".

SANTIC

The players stand in a circle. The driver leaves the circle a short distance for a few seconds ... During this time, the players choose who will be the "showing". This player will have to show different movements (clap his hands, stroking the head, stamping his foot, etc.) All other players should immediately repeat his movements. After the show is selected, the driver is invited to the center of the circle. His task is to determine who is showing all the movements. The movements begin with ordinary claps. At the same time, throughout the entire game, the words "Santiki-candy wrappers-lim-po-po" are pronounced in chorus. In an imperceptible moment for the driver, the showing demonstrates a new movement. Everyone should instantly adopt it, so as not to give the driver the opportunity to guess who is leading them. The driver may have several attempts to guess. If one of the attempts is successful, then the proponent becomes the leader.

Enchanted castle

2 teams are playing. 1 should disenchant the "castle", and 2 should prevent them from doing so. A "lock" can be a tree or a wall. Near the "castle" there is the main gate - the yard of the guys from the 2nd team, blindfolded. In general, all players on this team must be blindfolded. They are arbitrarily, as they want, are located on the playground. Players who must disenchant the "castle" at the command of the leader begin to silently move to the main gate. And the task is to imperceptibly reach the gate, go through it and touch the "castle". In this case, the game is considered over. But the task of the second team, blindfolded, is to insult those who are moving towards the "castle". Those who get hurt are eliminated from the game. At the end of the game, the guys change roles. To stipulate the condition: will the guys from the 2nd team stand still or they can move around the site.

SHORE AND RIVER

Attention. On the ground, 2 lines are drawn at a distance of 1 m. Between these lines there is a "river", and along the edges - a "bank". Everyone is on the "banks". The leader gives the command: "RIVER", and everyone jumped into the "river". At the command "BEACH", all jump to the "shore".

THE KING WAS RIDING IN THE FOREST

The king rode through the forest, through the forest, through the forest Found himself a princess - 3 r Let's jump with you - 3 And kick up with our legs - 3 We'll clap our hands - 3 And we will stomp our legs - 3 Let's circle with you - 3 Well, and then we'll make friends - 3

KAPKANCHIKI

The four players stand in pairs, holding both hands and raising them up. These are traps, they are located at a small distance from each other. All others join hands, forming a chain. They must move through traps. On the clap of the leader, the traps are "slammed"; traps give up. Those who are caught in the kapan form pairs and also become traps.

The Golden Gate is not always admitted First time - forgiven Second time - prohibited And for the third time - we will not let you in.

The rest run in a chain under their arms in a circle. (the circle can move)

Two or three players join hands, forming a "seine". Their task is to catch as many "swimming fish" as possible. If the "fish" is caught, then it joins the leaders and becomes part of the "seine".

BURNERS

Play on the lawn, summer playground at least 20-30 m 15-25 people. Participants, divided into pairs, join hands. Couples become one after another a string. Ahead, 3-5 m from the first pair, the driver is standing. Everyone speaks in unison:

Burn, burn clearly. In order not to go out. Look at the sky: Birds are flying, Bells are ringing ...

The driver stands with his back to the players. Starting with the words "look at the sky," he looks up. At this time, the last pair separates their hands and goes forward. Having almost caught up with the "burner", they wait for the word "ring" and rush to run forward past the driver. He chases after any of them and tries to catch by touching with his hand, before they again join hands. Whom the "burner" catches, so he becomes a pair in front of the string. The rest drives. If the "burner" has not caught anyone, he "burns" again - he catches the next pair.

The "burner" has no right to look around and spy. Otherwise, a couple preparing to run can change their queue with another. No one should start running before the word "jingle" is heard.

The "Burner" can only catch the runners as long as they join hands.

EARTH, WATER, AIR, FIRE

You will need a ball for this Armenian folk game. Everyone stands in a circle, in the middle is the leader. He throws the ball to one of the players, while pronouncing one of four words: “earth,” “water,” “air,” fire. ”If the presenter said“ earth, ”the one who caught the ball must quickly name which one either a domestic or wild animal; the player responds to the word "water" with the name of a fish; to the word "air" - the name of a bird. When the word "fire" is used, everyone should quickly turn around several times, waving their arms. Then the ball is returned to the presenter. those who fail to respond correctly to the words of the presenter leave the game.

ATOMS AND MOLECULES

All the players move randomly around the playground, at this moment they are all "atoms". In a molecule m. and 2, and 3, and 5 atoms. Those who play on the leader's command will need to create a "molecule", i.e. grab each other. If the presenter says: "The reaction is going on in three", then 3 players are linked, and so on. The signal for the molecules to disintegrate again into separate atoms is the leader's commands: "The reaction is over." The signal for returning temporarily eliminated players to the game is the command: 4 "Reaction goes one at a time."

On two opposite sides of the court, the lines of "cities" are drawn, the players are divided into two teams and the captains are chosen. Each team lines up in a line behind the line of their city, facing the middle of the site. The team captain who starts the game sends any player to the other team's town. Its participants extend their right arms forward, bent at the elbows, palms up. The sent player touches the palm of one or the palms of two or three players three times in succession, saying: "One, two, three!" after the third touch, he runs back to his city, and the one he touched the third time rushes after, trying to catch (shower) the caller. If he catches, the summoner goes prisoner and stands in the back of the head behind him. If he does not catch him, he himself goes prisoner.

Then the captain of the other team sends his player to the challenge. The sent player must challenge an opponent who is weaker or equal in running speed. If he is a strong runner, he can help out the captured player of his team. To do this, he summons a player, behind whom is a prisoner. If the summoned does not catch up with him, then he goes prisoner, and his captive also returns to his team. If the summoned catches up with the enemy, then he will already have two prisoners. The team with more prisoners wins. Usually the captain also participates in the game, and if he is captured, another player replaces him. They are trying to help out the captain by all means.

SALKS ON ONE LEG

A driver is appointed - a tag, all the rest are freely placed on the site. Salka, jumping on one leg, tries to catch up and beat the players, and those, also jumping on one leg, dodge. If the tag caught up and touched the player, they switch roles. From time to time you can change the leg on which you are jumping, but running is prohibited.

WOLF IN RVU

In the middle of the playground, two parallel lines 50-60 cm wide are drawn. There are two driving wolves in the moat. The rest of the playing goats are on one side of the moat. At the signal of the leading goat, they try to cross the moat in order to get to the other side of the site in the pasture. Wolves can only catch goats when they are in the moat (when the goats are jumping or when they are near the moat). A goat that ran to the moat, but was afraid of the wolf and did not jump within three seconds, is considered caught. The littered ones step aside, they are counted, and they are again included in the game. Each time the leader gives a signal to start the goats to the pasture. After two or three runs, new wolves are selected, and the game is repeated. The goats that have never been caught and the wolves that have caught the largest number of goats win.

FISHING ROD

The players stand in a circle. In the middle of it is a driver with a rope, at the end of which a bag of sand is tied. At the command of the leader, the driver begins to circle the rope with the bag above the ground so that the bag constantly touches the ground. The players jump over the rope when it comes to their feet, trying not to hit. The one who touches it becomes the driver.

The players form a circle and are settled in order. One becomes the driver. He takes a small ball and walks out to the middle. The driver hits the ball hard on the ground and calls someone's number. The summoned runs after the ball, and the rest scatter around the court. As soon as the summoned grabs the ball, he shouts: “Stop!”, And everyone should stop instantly. Then the player with the ball throws it at the one closest to him, but he can dodge without leaving his place. If the thrower misses, then he must run after the ball, while the others can run farther. Taking the ball, the driver shouts again "Stop!" - and tries to insult anyone. The bitten becomes the new driver, the players surround him, and the game starts over.

Option. The driver does not hit the ball on the ground, but throws the ball as high as possible and calls the number of a player, he catches it, and if he catches it, he can immediately throw it up, calling another number. If the summoned does not catch the ball and it falls to the ground, you need to quickly pick it up and then proceed as indicated above: fire the nearest, etc.

BREAKED

The driver with the ball (volleyball) is the bouncer, the rest are randomly placed on the court. At the signal, the bouncer starts throwing the ball at the players who are trying to dodge or run away. The bouncer can also run around the court, and his task is to spot as many players as possible with the ball. When he succeeds, he counts out loud: "One, two, three ..." and so on. Players can catch the ball thrown at them and, when they succeed, become bouncers. When a high-flying ball hits a player's head, it is not out of the game. Sometimes you even have to hit the ball with your head if you can't dodge it in time. The player who shoots the ball against more of the participating students wins.

DO NOT GIVE TO THE DRIVER

One of the players - the driver - is inside the circle, and all the others are outside, those standing outside the circle throw the ball in all directions, and the driver tries to touch it. You need to throw no higher than your head, you can roll the ball on the floor. If the driver manages the ball, he enters the circle, and the driver becomes the one that was thrown with the ball. Option. Two balls are introduced into the game and there are two drivers in the circle.

DEFENDER

The players stand in a circle. A ball is placed in the center of it or three clubs become. A defender stands near the object. The players, throwing the ball to each other, try to distract the defender to the side and then hit the object in the center of the circle with a quick throw. The defender tries to hit the ball. The player who manages to hit the target becomes the defender.

S N A Y P E R

Play on a volleyball court (or draw squares of about the same size). The players are divided into two teams, each with a captain. The teams stand in squares, the captains are behind the end lines of the court, on opposite sides, that is, so that the opposing team is between the captain and the team. They play with a volleyball.

First, between the captain and the players of his team, who got the right to start the game by lot, the ball is tossed twice:

the captain throws the ball into the field, it is returned to him. This is done so that the players of the other team have time to take comfortable places on the court.

With the third throw, you can start spotting. The player hit by the ball that was thrown at him must leave the field and go to his captain. A hit does not count if the ball hits the head. When catching or hitting a player in any other way, a bounced or dropped ball may be lifted. But if he rolled out of bounds to the opponent's side, the team loses him.

When all players in the team are knocked off the field, the captain enters the field (he can enter the field at any time, but only if his team has the ball). In place of the captain on the front line of the field, one of the players knocked out or in the field becomes. When the captain enters the platform, the transfer is made twice again, and from the third time it is already possible to spot. The game is won by the team that knocks out all the opposing players from the field (including the captain who entered the field).

Option. The game begins with the presenter tossing the ball, and the players, jumping up, try to beat off with their hand in the direction of their team; the salted player goes beyond the endline of the opposing team and remains there until their players throw the ball into his hands, after which he returns to his team and on a par with others; play against the clock and the result is determined by who has more prisoners.

FOUR BALLS

Two teams are located on the volleyball court on opposite sides of the net. Each has two volleyballs. At the signal of the head, the players throw balls from different corners (from the back lines) of the court to the side of the opponent. The task is to catch or pick up and toss these balls to the opponent's side as soon as possible. A team loses a point if there are three balls on its side. She also loses a point when the thrown ball passes under the net or lands outside the court. The game consists of two or three parties of 10 points. After each point played, the balls are put into the game by new pairs of players. During the game, everyone moves clockwise on the court (like in volleyball).

OVERCOME THE BALL

The players stand in a circle at arm's length. The driver comes out of the circle. After five or six people from the place where he is, one of the players is given a volleyball. After the driver's signal, those in the circle begin to quickly pass the ball to each other in a circle, and the driver runs in the same direction. He tries, having run around the circle, to get into place before the ball, after going around the circle, returns to the initial circle. If the driver manages to overtake the ball, and he becomes the driver. The ball is not allowed to be thrown to each other, it can only be passed from hand to hand.

CIRCULAR RUN

Splitting into two teams, the players form two circles. Each player standing in the inner circle remembers the player of the opposite team standing in front of him. Then, at the signal of the leader, the players standing in the circles begin to move with side steps in different directions. On the second signal, the players in the outer circle scatter, and the players in the inner circle chase them. You need to chase only the player in front. The presenter counts to thirty, then says: "Stop!" - and counts the salted. Then the teams switch roles.

ONE IN A CIRCLE

An old, but still very popular game of Hungarian schoolchildren. Fifteen to twenty players stand in a circle and throw a small ball to each other. If someone drops the ball, it goes into the middle of the circle. Those standing in the circle continue to throw the ball, making sure that the one in the center does not intercept it, and then throw it at the one in the middle, trying to hit it. If they hit, then the bounced ball is caught and thrown again. But if the person standing in the middle intercepts the ball, he throws it at someone standing in the circle, and if he hits, then changes places with him. The game is fast paced and very emotional.

CIRCULAR SHOOTING

A circle is drawn with a diameter of 8-10 meters. It consists of ten players - five from each team. The same number of players stand on the outside of the circle, and from each team through one. To indicate their zone, lines are drawn in the form of rays from the circle. Teams are given different colored belts. The ball is handed over from the teams by lot. Each player can re-roll it to a partner inside or outside the circle. Having seized a favorable moment, the one behind the circle tries to hit the player of the opposite team who is in the circle with the ball. He tries to dodge or catch the ball (in the latter case, he passes the ball to his partners, and he himself remains in the circle, continuing to play). If the ball hits a player and bounces off, falls to the ground, the player is eliminated - leaves the court. Touching the ball after bouncing off the ground or off another player is not considered salting. Another rule, those outside the circle are not allowed to cross the boundary lines with neighbors from the other team in the fight for the ball or to snatch the ball from their hands. If this rule is violated, the ball is passed to the other team. Two games are played, and the victory is awarded to the team that knocked out all opponents faster.

ROPE-SWITCHING ROPE

One of the players takes the rope by one end and, reaching the middle of the site, rotates it horizontally, intercepting it from one hand to the other behind his back. The rest of the participants sit in a circle, resting their hands behind, and when the rope passes under their feet, lift them up. The one who is hooked by the rope is out of the game.

Option. The players are in support lying on their hands, with support on their knees. With a push of their hands, they raise the body from the floor, passing the rope under their hands.

PULL IN A CIRCLE

Two concentric circles are drawn on the ground - one in the other - with a diameter of 1 and 2 m. All the players surround a large circle and hold hands tightly. At the signal from the leader, everyone begins to move in a circle to the right or left, without letting go of the joined hands. At the second signal, everyone stops and tries to pull their neighbors into the circle by the hands. The players, fleeing, strive either to jump over a large circle in order to get into a small one, where it is allowed to be, or to step over, but so as not to separate their hands. Once in the big circle, they again join hands. Players who disconnect their hands during the tug are both out of the game. When the remaining players are unable to circle the large circle, they stand around the small circle and pull each other into it. In this case, there is nowhere to escape from being drawn.

Fight of the roosters

A circle with a diameter of 3-4 m is drawn on the ground. The players are divided into two teams and line up in two lines around the circle, one against the other. Each team elects a captain. The captains send one player - the rooster - to the circle. Each of them stands on one leg, bends the other, puts his hands behind his back. At the signal of the leader, the roosters, jumping on one leg, begin to push each other out of the circle with their shoulder or strive to force their opponent to stand on both legs. The winner wins a point for his team. Then the next pair of roosters goes to the middle of the circle, etc. The game continues until everyone is in the role of roosters. The team with the most victories wins. If, during the push, both players exit the circle, no victory will be awarded to either player.

PUSH OUT OF THE CIRCLE

Four to six circles with a diameter of 3 m are drawn on the court. All players are divided into two equal teams and line up on opposite sides of the court, facing one another. Each team has its own captain. The captains send one player to each round. Couples in circles receive a gymnastic stick. Both players hold the stick in their hands, pressing one end of it with their elbows. At the signal, the players, pressing on the stick, try to push each other out of the circle. The winner receives the winning point. Then new pairs become in circles. The winning team is determined by the sum of the points received. The loser is declared to be the one who stepped over the line with at least one foot. If both players exit the circle at the same time, no point is awarded to anyone. The competition time for pairs can be limited to 1-2 minutes.

POTYAG (Belarusian game).

The participants of the game line up on the center line (extreme). Players of different teams stand across one and face in different directions. At the signal, the players are taken by the arms, forming a chain. On the second signal, they begin to push and pull their rivals on the team, trying to lead them beyond the extreme line. Thus, several attempts are carried out, according to the results of which the winning team is revealed.

SALKS WITH FOOTBALL

Six seven players stand on the field in no particular order, one of them is a tag. At the signal, the tag tries to catch up and beat someone, but other players pass the ball to him with kicks, and it is impossible to shoot someone who has the ball. Then the tag switches to catching the other player, but the ball is passed to him too. It takes a lot of dexterity and quickness from the tag to improve the right moment and hit the one who did not have time to intercept the ball. If the tag touches the ball or takes possession of it, it is replaced by the one who made an inaccurate pass. The winner is the one who has never driven a tag or driven fewer times (the first tag is not taken into account).

FOOTBALL CANCER

It is an entertaining game, however, it gives considerable physical activity. It is played on a basketball or volleyball court. "Cancers" either sit or move around the site in the position of the support lying behind, without going beyond it. At the signal, the driver, standing on the front line, strikes the ball to hit one of the crayfish. The latter can defend against being hit by the ball by extending their legs towards the ball or by moving in a specified position. If the driver hits the player's torso or arms with the ball, he swaps places with him. If the driver missed or hit the player in the legs. Cancers, having received the ball at their disposal, begin to pass it to each other with their feet, moving in the appropriate position around the court. When the driver manages to take the ball away from the crayfish, he again throws it at the crayfish from the place where he intercepted. The game lasts about 10 minutes. Either the former drivers win or less than the number of times.

MOVE FAST

In the forest, the leader sets the task for the players: to move behind him secretly, being at a distance of 30-40 m. When the players take places at the indicated distance, the leader goes forward, but from time to time stops, turns around and tries to notice someone from the players. Seen and named correctly by his last name is attached to him. This is done until one is left unnoticed, he will be the winner (provided that he observed the specified distance).

MASK FAST

The presenter counts to twenty with his eyes closed. During this time, the players must scatter in different directions and quickly hide. Having finished counting, the leader blows his whistle (says: "I'm starting to look!") And, opening his eyes, examines everything around him, without leaving his place. He calls all those found by their last names. The winner is the one to be discovered last.

GAME WITH A BEAR

The players stand in a circle. A bear and his guard are sitting on a bench in the middle. Both hold the ends of a half-meter rope in their hands (knots are made at the ends to make it easier to hold). Those standing around cautiously move up to the bear, trying to touch it. But both the bear and its guard can grab the player. If this succeeds, then the captured one becomes a bear, and the bear becomes a guardian. But it is not easy to grab the player, since the movements of the bear and the guard are hindered by a rope, which they have no right to let go of.

LABYRINTH

Children stand in several lines. 2 drivers (hare, wolf). Children stand at arm's length (the side ones do not raise their hands). The hare runs through the maze without running under the hands. At the command of the teacher "to the right" the children turn and the hare is already running through another labyrinth. The wolf catches up with the hare, if it catches up, they change.

HUNTUNYA

Any number of participants can play. All participants in the game, if it is a free area, form a large circle. In the center is the driver with a handkerchief in his hands. He throws a handkerchief up, while he flies to the ground, everyone laughs loudly, a handkerchief on the ground - everyone subside. Only the handkerchief touched the ground, this is where laughter begins, and from the funniest we take a fant - this is a song, a verse, etc.

HELLO

Everyone stands in a circle with their faces shoulder to shoulder. The driver walks along the outside of the circle and touches one of the players. The driver and the player who have been touched run in different directions along the outside of the circle. When they meet, they shake hands and say: "Hello." You can also give your name. Then they run further, trying to take an empty seat in the circle. The one who is left without a place becomes a driver.

HARE WITHOUT LOG

Children stand in pairs, facing each other, with their clasped hands raised up. These are "houses" or "hare's den". Two drivers are selected - "hare" and "hunter". The hare must run away from the hunter, while he can hide in the house, i.e. stand between the players. The one to whom he stood with his back becomes a "hare" and runs away from the hunter. If a hunter bares a hare, then they change roles.

ZOO.

Everyone sits in a circle so that one chair is free. The driver stands in the center of the circle. Each participant sitting in a circle calls himself some kind of animal. The participant sitting to the left of the free chair slaps his right hand on it and names some animal. Anyone who has heard the name of the animal chosen by him should take an empty chair. The participant, to the right of whom the chair is free, must slap on it and name another animal. The driver's task is to have time to take a chair before cotton. The one who did not have time to slap becomes the driver.

Every adult is well aware that physical activity is simply necessary for a child for his proper development and health. That is why the organization of collective games is of particular importance for teachers, educators and parents who seek to provide children with good rest and satisfy their need for movement.

Such games differ from other types of games in that the actions of the participants are regulated by rules that exclude the use of dangerous techniques and tactless actions in relation to each other, and this contributes to the education of mutual respect.

Returners

You need a whistle to play. The best time to play the game is to rest. An adult asks the children to line up, after which he explains the rules of the game: at the signal of the leader, the participants run in different directions, run around the clearing, dance, take various poses, depicting animals. As soon as they hear the signal, the players must return to their original place and again stand in line. The game is repeated 3 times.

Third wheel

This game is best played in a meadow, wasteland, a large clearing in a forest or grove. The number of players must be sufficient so that, holding hands, they form a large circle. Then the participants rebuild, breaking up into pairs. One of the players in a pair stands behind the other, and the last one looks to the center of the circle. The distance between the pairs is about 3 m. Then one pair is selected, and at the signal of the leader, one player from the pair runs away, and the other catches up.

Participants run inside the circle, and outside of it they can only run around the players (no more than 2 pairs in a row). And the one running away and catching up at will and at any moment can switch roles with standing couples who are closely watching the game. Those standing in the inner circle run away, in the outer one they catch up. When the escaping player feels that he is tired or cannot run away from the stronger and more agile one who is catching up, he stands behind any pair, and immediately the one who ends up in the inner circle of this pair is considered the third and becomes the escaper. Similarly, a player who is catching up can transfer his functions to another, standing up to any pair in front of her, then the player of the outer circle, becoming the third, and therefore superfluous, becomes the catching one.

The game requires dexterity, quickness of reaction, attention and does not tire the players, since during the game there is a frequent change of roles, the participants act as observers, and catching up, and running away. If the overtaker catches a player, then the caught one is eliminated from the game, and along with him (at the choice of the overtaker) - one more player. The vacant place in the pair is taken by the catching up one.

The next pair is selected, the circle narrows, the game continues until there are 2 pairs of players left. They are considered the winners. Since the rules of the game are quite complex, it is better to play it with children of middle and senior school age.

Silent game

You will need a blindfold to play. It is better to play such a game in a grove, park or a rare forest - where there are many dry branches. One of the players - the driver - stands up near a tree, a large stone, a small bush or stump. He is blindfolded. The rest of the players disperse in different directions at a distance of about 25-30 m. The leader (adult) is near the driver. At his signal, the children begin to slowly approach the driver, trying to walk as quietly as possible. The task of the players is to get closer to the driver and touch him or the object near which he stands with his hand. Whoever succeeds is considered the winner and becomes the driver. The presenter gives a signal to change the driver and continue the game. Hearing a rustle, the driver shouts: "I hear you!" and shows with his hand the direction from which the sound is coming. If the direction is generally indicated correctly, the leader signals the participant to leave the game, stand next to him and be very quiet until it ends. Until the eliminated player approaches the leader, the rest of the players do not move, violators of the rules are also eliminated from the game. The game ends if someone got to the driver or if the driver heard all the players, or after a certain time, for example 15 minutes. In this case, the driver is considered the winner (if none of the players got to him unnoticed, and he heard at least one player) or the participant who got closest to the driver.

Treasure

The game can be played in a large yard, park or outside the city. To carry it out, you will need an object (you can use a toy, a bag of sweets, a ball or other sports equipment for collective games).

The organizer carries out preliminary work, which consists in the preparation of signs. Their number and complexity depend on the size of the site and the age of the players.

For younger students, 3-5 simple pointers are enough, for older children it is desirable to use a larger number of pointers, they should be more complicated. A pointer is any item that provides information on what to look for in this particular place (“search here”). If the game is played outside the city, then the pointer can be a broken branch stuck into the ground, a bunch of grass pulled out by the roots and lying on the road, a cross scratched on the ground or drawn on a stone with chalk, a pyramid of three stones among the grass, a ribbon or a piece of cloth on a branch, etc.

Signs should stand out from the surrounding area. It is better for younger students to make them more visible than for children of middle and senior school age.

If the game is played in a courtyard or park, the pointers can be signs drawn with chalk on the asphalt, a newspaper or magazine supposedly forgotten on a bench, pieces of colored paper pasted with tape, etc. It all depends on the imagination of the person hiding the object.

The area where the players will look for the treasure is determined in advance. Before the start of the game, the object must be hidden, and then place pointers on the site.

In the immediate vicinity of the pointer or on it there should be information on how to find the next one, or, if it is the last pointer, where to look for the treasure. For example, under a pyramid of stones there may be a note: "30 steps, direction to a tall oak tree." Treasure hunters take 30 steps in the indicated direction and begin to examine everything around in search of a new sign, find a piece that is tied to a branch of a bush with the inscription “Treasure” on it. In the middle of the bush, the children find a bag of sweets.

The search for the treasure begins from the site, which has been determined in advance - the first sign is searched for there.

Older children can be divided into two teams: one is hiding treasure, the other is looking for it.

At the end of the game, the adult, together with the children, tidies up the area, be sure to give a positive assessment of the work performed.

Hare houses

The players represent bunnies. Everyone has their own house, but one (driving) house does not. He approaches the house of any participant in the game and asks: "Please give me the house." The bunny does not intend to give up his house to a stranger. He runs in a circle to the right, the driver - to the left. They run around all participants, touching everyone. The player who was touched must occupy an empty house. At the command of the host, the game stops. The bunny, left without a house, drives.

Hide and seek

The game is played in a grove, park, sports field or in the yard, outside the city, where there are small shelters. The boundaries of the playing field are determined.

If the area is large enough, a whistle may be needed to play. The driver is selected and the place where he will start the search and where he will "tap" the found players. The driver's seat should be approximately in the center of the site, preferably near a tree, large stone, stump, park bench, etc. He blows a whistle or shouts: “Hide!”, Closes his eyes and counts to 10 (or 20). During this time, the players must hide. Having counted to the end, the driver again whistles the whistle or shouts: “I'm going to look!”, Opens his eyes and starts looking for players. He can move away from the driver's seat, but when a hiding one is found, the driver must return to his seat and name the found participant in the game. If the name is named correctly, the one who was found leaves the game. In the event that the driver makes a mistake, the player does not leave his seat and, in turn, can get caught, that is, run to the driver's seat earlier and give his name, ensuring himself a victory. The game continues until all players are found. Then the first player found becomes the driver. Children of different ages can play such a game; an adult organizes it with the kids, who guarantees compliance with the rules of the game.

The search for players can be limited in time, for example, in 10 minutes the driver must find one, two or several participants in the game. Or the game continues until the moment when the driver finds the first of the hidden, then the driver gives a signal with a whistle or shouts: "Found!". Then all the players leave their hiding places, the found one becomes the driver, and the game resumes. The duration of the game is set by the participants themselves, having previously agreed on the rules for changing roles. In addition, this game can be played by children and adults together, the whole family.

The same one named Sharp Eye

It is best to play the game on a playground, in a park or forest, where there are many trees, bushes, as well as various objects and places for shelter.

One of the participants is designated as the driver, and all the other players, together with the adult, are hiding nearby. After that, the presenter returns.

He stops near the driver and gives the signal to start the game. Participants try to imperceptibly approach the driver, but the latter carefully observes their every action, turns in different directions. At this time, participants run across or crawl towards other shelters. If the driver notices the player, he calls his name, and the latter comes up to the leader and continues to watch the game with him.

However, the participant does not respond if the driver has not guessed it.

After the set time has elapsed, the leader gives the signal to end the game, after which all players leave their hiding places. The participant who is closest to the driver is considered the winner.

Hidden Cubes

To play you will need a set of children's blocks (with pictures drawn on them or written letters, numbers). Having determined the playing field in advance (usually a playground), the adult hides the cubes in various places, but so that it is not difficult for the kids to find them. Then the leader asks the children to split into two teams, which take their places on opposite sides of the leader.

The task of each team: moving forward, carefully examine everything around and find as many cubes as possible. The team that finds the most dice wins. At the end of the game, the adult, together with the children, examines the cubes and asks to name what is depicted on them or what letters or numbers are written, after which he rewards all the participants who took part in the game with small prizes - sweets, miniature figures carved by older children from colored cardboard.

Don't go, hares, to the garden!

You will need a wooden stick or chalk to play. The game is attended by at least 5 people. The leader (adult) draws a circle with a diameter of 2.5-3 m on a preselected area. This is a vegetable garden. A driver is selected from the number of participants using a counting tool. He will be the watchman.

The watchman stands in a circle, the rest of the players are hares that want to get into the garden. At the signal from the leader, the hares begin an "offensive", in every possible way distracting the watchman's attention to themselves, so that those participants who are behind the driver's back can enter the "forbidden territory". The one whom the driver touches outside the circle runs across, without entering the circle, to the opposite side.

This fun game will be a great entertainment for children while relaxing not only in the park or forest, but also on the summer playground.

Magic balloons

To play you will need balloons (according to the number of participants in one of the teams). It is best to play the game in an open space. The leader (adult) asks the children to split into two teams. The players of the second team line up, moving away from the leader and the players of the first team at a distance of 25-30 steps. They hold hands and spread them apart, after which they disengage. As a result, a distance is formed between the players in the chain.

Each member of the first team picks up one balloon. The task of the players is to penetrate the chain formed by the members of the second team, without allowing themselves to be pissed off.

As soon as all participants take their places, the presenter gives the signal to start the game. Participants with balls run up to the chain, after which they try to slip into free space. The players of the second team are trying with all their might to detain the participants with the balls. The one who was shocked gives his ball to the presenter and continues to watch the game with him. If the players of the first team manage to carry at least half of the balls through the chain, they win, and if they fail, the members of the first team win.

At the end of the game, the leader asks all children to stand in a circle. Participants with balls in their hands throw them to those who are standing opposite, with the words: "Thank you for the game!" Those who caught, in turn, throw balls to those who are standing opposite, with the same words, after which the presenter with a bunch of balls in his hands addresses all the participants: "Thank you guys for the game!" If possible, the exchange of balloons can be replaced by launching them into the sky.

Fishermen and fish

You will need a wooden stick or chalk to play. An adult draws a circle with a diameter of 4-4.5 m on the playground. Two children are selected from among the players who will be fishermen. They join hands, forming a fishing net. The rest of the participants are fish. They swim in the lake - they run inside the circle. Fish cannot run out of the circle.

At the command of the leader, the fishermen run into the lake, trying to catch fish, run in pairs, without disengaging their hands. The caught fish stand between the fishermen. Thus, with each caught participant, the network expands, and the number of fish becomes smaller and smaller. When the net becomes large enough, the fishermen have the opportunity to surround the fish. If the fishermen joined hands, forming a circle, then the fish inside the circle are considered caught.

Fish can escape from the net if one of the fishermen (they are always at the edges of the net), while moving, released the hand of the player next to him. The fisherman must, as quickly as possible, take the hand of a player who has not yet detached from the net. The game continues until the fishermen have caught all the fish. The player who is caught last is considered the winner.

At the end of the game, the extreme participants in the network join hands, and the children begin to dance, sing any funny song.

Nuts, cones and mushrooms

The game is played with children of preschool or primary school age. A driver is chosen from among the players, who stands next to the leader. The rest of the participants, at the command of the adult, line up and are calculated by three. The first numbers are nuts, the second are cones, and the third are mushrooms. Then the adult says, "Raise your hands, nuts." The first numbers raise their hands. The host continues: "Raise your hands, mushrooms." The third numbers raise their hands. "Raise your hands, bumps." The second numbers raise their hands.

After that, the presenter asks the children to form triplets (nut, cone, mushroom). Each three joins hands, forming a circle. An adult with a driver stands in the middle of the site. After the presenter exclaims: "Bumps!", All participants, named bumps, change places. The driver at this time seeks to take any vacant place.

If he succeeds, then he becomes a bump, and the one who was left without a place - a driver. At the command "Mushrooms!" or "Nuts!" other players are swapped. In the midst of the game, an adult exclaims: “Mushrooms! Nuts! Cones! " Participants must have time to switch places.

The game can be made more difficult by introducing a competitive element: the presenter notes how quickly the participants changed places, who turned out to be the fastest - nuts, cones or mushrooms.

Miraculous transformation

This game is best done with older preschool or primary school children. In sunny summer weather, an adult together with children goes for a walk in the park or forest. During the rest, the leader asks the children to get comfortable and starts the game. He chooses the most modest and shy child and asks him to come up. Having established a friendly contact with the participant (an adult can put his hand on the child's shoulder, take the participant by the hand, etc.), the presenter addresses the other players: “Guys, now we’ll play with you. Listen to the fairy tale. " The host then tells the following story.

Fairy tale text

Sasha (Dasha) (an adult calls the name of the child who stands next to him) - a worm (caterpillar). He (she) is green (green), like leaves on trees and grass. Such a beautiful color! But look, Sasha (Dasha) is sad (sad). He (she) is sad because he fell into a stream that took him (her) far, far from home. And now he (she) is all alone (alone).

Then the presenter proposes to the children: “Let's, guys, cheer Sasha (Dasha). I will say magic words, and you repeat. " Children agree with an adult, dance around the leader and repeat the following in chorus after the leader: “We are beautiful flowers. We have petals, and beetles (butterflies) have wings. Flowers can dance. And beetles (butterflies) can fly. Flowers and beetles (butterflies) are friends. Delightful summer! How wonderful it is to live in the world! Sasha (Dasha) is a bug (butterfly) ”. After these words, the adult suddenly exclaims: “Oh, what miracles! Look, our little worm (caterpillar), Sasha (Dasha), has turned (turned) into a bug (butterfly)! " The host continues: “Sasha (Dasha) is no longer a worm (caterpillar), but a bug (butterfly), but we are flowers. Flowers and butterflies are friends! "

At the end of the game, an adult organizes an activity with the children to observe plants and insects, where the kids will learn about natural symbiosis - that everything in nature is interconnected. At the end of the walk, the leader shows the children flowers, beetles and butterflies, conducts a conversation.

Hen and kite

The game is attended by 10-12 people. One of the participants, the driver, depicts a kite, the other - a brood hen. All other players are chickens. The leader asks the children, depicting chickens, to stand in single file behind the hen and hold on to each other. The kite gets up 3-4 steps from the column.

The game begins at the command of the leader (adult): the driver tries to grab the chicken that is the last in the column. To do this, he must cling to the column behind.

However, it turns out to be not so easy to do this, since the brood hen constantly turns to face the kite, thus blocking its path. She stretches her arms to the sides - and the whole column deviates in the direction opposite to the kite.

The game continues for several minutes. If during this period of time the kite fails to grab the chicken, a new driver is selected, after which the game is repeated.

Grasshoppers

You need chalk to play. An adult draws a circle on the site of such a size that all participants can fit freely around the circle. One of the players is appointed as the driver, he stands in the center of the circle. The rest of the players - grasshoppers - stand at the very edge of the circle. At the command of the leader, the grasshoppers begin to jump inside the circle, and then jump out of it. The driver tries to catch one of the participants at the moment when the latter is inside the circle. The caught player becomes the driver, and the driver becomes a grasshopper, after which the game is repeated.

The game can be made more difficult by changing its rules: jump, and also jump on one leg or jump out only after clapping your hands.

Circular tag

This game is best done in the playground. The players form 2 circles - inner and outer. Then the participants begin to move: in the outer circle - clockwise, in the inner - counterclockwise. At the signal of the presenter (adult), the children stop. The participants in the game, forming the inner circle, try to grease the players of the outer circle (touch with their hand) before the latter have time to sit down. The caught participants stand in the inner circle, after which the game starts over. When 5-6 people remain in the outer circle, the game ends.

Wait for it!

You need chalk to play. On opposite sides of the playground, two forests are marked. The driver is chosen from among the players - the Wolf. This may be the eldest of all the participants. The rest of the players - hares - are divided into two groups, each of which is located in its own forest.

The wolf goes to the middle of the site, after which the leader gives the signal to start the game. The wolf catches them.

The participant who can be tarnished is considered the Wolf's assistant. He stops where he was caught, and with his arms outstretched, blocks the path of the players on their next dashes. When there are too many Wolf's assistants and after that the adult tells the children that they were visiting the Wolf on the occasion of his birthday.

The host invites all participants to stand in a circle, and the Wolf - in the center of this circle. Children join hands, dance around the Wolf and sing a funny song, and the Wolf dances.

Reflections

You need a whistle to play. It is best played in the playground or in the park. A driver is selected from among the participants. The rest of the players are divided into pairs, holding hands, after which they form one common circle.

The driver is in the middle of the circle. An adult explains to the children the rules of the game: he will name the actions, and the participants will perform them, but as if they look in a mirror and see their reflection in it. Then the presenter says: "We are looking at each other!"

Participants in each pair turn to face each other. Then the presenter says: "We raise our hand!"

Children raise their free hand up. “We are smiling,” the presenter continues.

The players smile at each other. After that, the adult unexpectedly gives the command "Change places!" The driver's task is to get up with one of the players in a pair. The participant left without a pair becomes the driver.

If the game is played with children of secondary school age, then the driver and leader can be the same participant.

One, two, three - freeze!

You will need an inflatable ball to play. Players form a circle, standing at arm's length. One of the participants throws the ball to the other. The latter, in turn, passes the ball further in the same way. The players pass the ball until one of them hits it. This participant becomes the driver. All players scatter around the court. The driver picks up the ball as soon as possible and shouts: "One, two, three - freeze!" All participants immediately stop at the place where they were when they heard the driver's command. He throws the ball at one of the players. Participants do not leave their seats, but they can evade - squat, bend over, etc. If the driver succeeds in hitting someone, everyone returns to their places, after which the game continues. In the event that the driver misses, he runs after the ball, and everyone scatters at this time. Taking the ball in hand, the driver again gives the command “One, two, three - freeze!”. Then he tries to insult one of the participants. The salted player becomes the driver, and the game repeats itself.

Living maze

You need a whistle to play. Two of the participants are selected - the escaper and the one who is catching up. The rest of the players stand in a column of 4-6 people and move away from each other at a distance of outstretched arms. At the signal from the leader, the fleeing participant finds himself in one of the corridors. The one who catches up pursues him. These participants move along the corridors. The presenter agrees with the players in advance that each time they hear a signal, they join hands. Thus, the runner and the catching up at this moment find themselves in different corridors. Then the players, at the signal of the head, again disengage their hands, and the game continues.

The evader can move to the next corridor by running into it from the edge of the maze at the moment when the other players join hands and block the path of the one who is catching up. If the pursuer manages to catch the evader before the latter gets out of the maze, they change roles and the game continues.

Predator and herbivores

You will need a wooden stick or chalk to play. A participant is selected from among the players who acts as a predator. The leader (adult) stands in the middle of the site and draws a circle with a diameter of 2-2.5 m. The rest of the participants (herbivores) scatter in different directions around the site.

The predator chases them, trying to catch someone. Caught players are taken into a circle - they will be guarded by the host. Herbivores can help each other out: for this it is enough to touch the outstretched hand of the person standing in a circle. However, if the leader or predator stains the rescuer, the latter also ends up in the circle.

The rescued herbivores run away and, joining the rest, become rescuers. The game continues until there is no participant left in the circle.

The animals are in the houses!

This game is carried out with preschool children. Children stand in a circle holding hands. The adult walks in a circle and separates it in several places.

Participants in the resulting links create small circles - houses of hares, hedgehogs, frogs, etc. The leader walks past the kids standing in the houses and invites them to follow him. Children imitate the movements of animals: bunnies and frogs jump, hedgehogs take small steps, walk slowly, measuredly. Having formed a common circle, all participants lead a round dance and sing a funny song.

Suddenly, an adult gives the command: "Everyone to the houses!" The animals are in a hurry to take their places, to form houses as quickly as possible. The group of children who does it faster than others wins.

Owl owl

Children of different ages can take part in this game. The participants in the game form a circle. One of the players, driving, stands in the center of the circle, representing an owl, and all other players - birds and insects. The presenter exclaims: "Wake up - the day has come!" All participants, except for the driver, run in a circle, waving their arms, as if by wings. The little owl is dozing at this time - it stands, eyes closed, in the middle of the circle. When the presenter loudly says: "Night comes - everyone falls asleep!", The birds and insects stop and freeze. Here the owl goes hunting. She seeks out those who are laughing or stirring, and takes these participants to her nest in the center of the circle. Caught insects and birds become owls, and all together go hunting.

Outdoor games

A selection of games for organizing a walk for children

"HELLO".

All stand in a circle, face, shoulder to shoulder. The driver walks along the outside of the circle and touches one of the players. The driver and the player who have been touched run in different directions along the outside of the circle. Having met, they shake hands and say: "Hello!" You can also give your name (this is discussed in the conditions of the game). Then they run further, trying to take an empty seat in the circle. The one who is left without a place becomes a driver.

"TRAFFIC LIGHTS".

On the site, you need to draw two lines at a distance of 5 - 6 meters from each other. The players stand behind one line. The driver stands between the lines approximately in the middle with his back to the players. He names a color. If the players have this color in their clothes, they freely pass by the driver. If the player does not have such a color, then the driver can grease the running player. The soldier becomes the driver.

"PATH".

The participants in the game line up in a chain one after another. The one who is the first in this chain becomes the driver. Everyone follows the path to the back of the head like a snake, one after another, and the driver overcomes various obstacles. At the signal of the driver, the first player becomes at the end of the snake, and the driver becomes the one who turned out to be the first player.

"ENCHANTED CASTLE".

The players are divided into two teams. The first is to disenchant the "castle", and the second is to prevent her from doing so. The "lock" can be a wall or a tree. Near the "castle" there are "main gates" - the guys from the second team are blindfolded. Players who must disenchant the "castle" begin to move around the site at the command of the leader to the main gate. Their task is to imperceptibly reach the gate, pass through it and touch the "castle". In this case, the game is considered over. But the task of the second team is to insult those who are moving towards the "castle". Those who get hurt are eliminated from the game. At the end of the game, the teams change roles.

"NEST".

Children squat in a circle, holding hands - this is a "nest". A "bird" sits inside. Outside another "bird" flies - the leader and gives the command "The bird flies!" The "nest" crumbles, and everyone flies like birds. The leader commands: "Into the nest!" Everyone squats again. The one who did not have time becomes the leader.

"HARE WITHOUT LOG".

The participants in the game stand in pairs facing each other, raising their clasped hands up. These are "hare houses". Two drivers choose - "hare" and "hunter". The "hare" must run away from the "hunter", while he can hide in the house, that is, stand between the players. The one to whom he stood with his back becomes a "hare" and runs away from the "hunter". If the "hunter" hits the "hare", then they change their roles.

"SANTI-FANTASY LIMPOPO".

The players stand in a circle. The driver leaves the circle for a few seconds at a short distance. During this time, the players choose who will be the "showing the movements". This player will have to show various movements (clapping his hands, stroking the head, tapping his foot, etc.) All other players repeat the movements behind him. The driver's task is to determine who will show the movements. The movements begin with ordinary claps. At the same time, throughout the entire game, the guys utter the words in chorus: "Santa-candy wrappers lim-po-po ...". At a moment imperceptible for the driver, the one showing changes the movement, everyone must quickly change the movement too, so as not to let the driver guess who is leading them. The game continues until the exhibitor is found.

"CROWS AND SPARROWS".

Draw two parallel lines at a distance of 1-1.5 m. Measure 4-5 m from them and draw two more lines. The first two lines are the start lines, the second are the "houses".

Teams line up with their backs to each other near the first lines, that is, at a distance of 1 - 1.5 m. There are two teams, one of them is "sparrows" and the other is "crows". The leader stands between the teams and calls the words: "sparrows" or "crows". If the presenter said "crows", then the crows chase the sparrows, which are trying to escape behind the second line. If the host says "sparrows", then the sparrows run and catch the crows. The game ends when there are no players left in the team.

"SEINE".

The game takes place on a limited area, the boundaries of which cannot be left by any of the players. Two or three players join hands, forming a "seine". Their task is to catch as many "swimming fish" as possible, that is, the rest of the players. The task of the "fish" is not to get caught in the "seine". If the fish could not evade and ended up in the "seine", then it joins the leaders and itself becomes a part of the "seine". "Fish" do not have the right to tear the "seine", that is, to disengage the hands of the drivers. The game continues until the player who turns out to be the most agile "fish" is determined.

"DRIPPING".

Six players stand in pairs, holding both hands and raising them. These are traps, they are located at a short distance from each other. All others join hands, forming a chain. They must move through traps. At the command of the leader (clap, word, etc.), the traps are "slammed", that is, the guys forming traps give up. Those players who are caught in traps form pairs and become "traps" themselves. The winner is the one who does not fall into any of the traps.

"WATER".

The driver stands in a circle with his eyes closed. The players walk in a circle with the words:
"Water, water,
That you are sitting under water
Look out for a little bit
For one minute
1, 2, 3".

The circle stops. "Waterman" points his hand at one player and approaches him without opening his eyes. His task is to determine who is in front of him. "Water" can touch the player standing in front of him, but you cannot open your eyes. If the driver guessed right, they switch roles, and now the one whose name was named becomes the driver.

"PROTEINS ON TREE".

All players are "squirrels", they must stand near the tree and hold on to it. A "dog" is running between the trees - the driver. The "squirrels" run from tree to tree, and the "dog" must catch someone or another option: the "dog" must take the place of one "squirrel".

"FLASHLIGHTS".

All players stand in pairs in a circle, one player behind the other. Everyone's hands are down. The driver also stands on the line of the circle. He has no partner behind him. He should look into the eyes of one of the players in the circle and wink at him. The one to whom they winked runs from his seat and stands behind the driver's back. But he may not be able to do it, because the player behind him can hold him. If he manages to do this, everyone remains in their places. If the player manages to run away, then the player left without a pair becomes the driver himself.

"SALKI".

One driver is selected, who must catch up and grease the players. The salted player also becomes a driver, while he must run and hold with one hand for the part of the body for which he was shocked. The winner is the one not caught by the driving players.

CAPTURE THE DRAGON'S TAIL.

The players stand in a line, holding each other's shoulders. The first participant is the "head", "the last is the tail" of the dragon. The head should touch him.

"SCHOOL OF SCORTERS".

(Mini-lightning)

One of the participants is the commander (leader), the rest are "scouts". Before the start of the game, the commander gives the command to line up in a line and acquaints the children with the tasks that they will have to complete.
"PARACHUTISTS" - children stand on a log, squat, then raise their hands up, stand up and jump from the log.
"ALIEN PATROL" - To avoid the enemy, all hide behind trees and bushes and silently move a certain distance leading.
"PASSION" - scouts flee from the enemy, turn into bunnies, jump. Dogs chase them, children also become dogs, bark loudly, growl, chase away other people's dogs.
"RETURN" - the scouts have successfully completed the mission and are returning home. First, they float along the river (depict rowing on boats), then fly on an airplane and, choosing a place to land, settle at the "airfield".

"ZHMURKI WITH A BELL".

The driver's eyes are closed. Someone from the participants turns it on the spot. In this case, you can pronounce a tongue twister: - "Where are you standing?" -"On the bridge". - "What are you eating?". "Sausage". - "What are you drinking?" -"Kvass". - "Look for the mice, not us."
After these words, the children scatter around the room. "Zhmurka" should guess by touch if it catches someone.

"LIPUCHKA".

The participants in the game run on the command of an adult. Two drivers, holding hands, are trying to catch fleeing game participants. At the same time, they say: "I am sticky - sticky, I want to catch you!" Each caught "Velcro" participant is taken by the hand, and he also becomes the driver with them. Then a fourth player joins them, etc.

"GLUE RAIN".

Children stand one after another in a row. Each participant holds the shoulders in front of the one standing. In this position, "snake", they overcome various obstacles, carry out the tasks of the leader,
FOR EXAMPLE:
- Go over the bump
- Go through the log
- Jump over a puddle
- Go around the "wide lake"

When completing assignments, children should not unhook from each other.

"FISHERMAN AND FISH".

A large circle is drawn on the site. One of the players - "fisherwoman", is in the center of the circle, he crouches down on his haunches. The rest of the players - fish, encircling the circle, say in chorus: "Fisherman, fisherwoman, catch us on the hook."
At the last word, the fisherman jumps up, runs out of the circle and starts chasing the fish, which scatter across the entire site. The caught one becomes a fisherman and goes to the center of the circle.

"FIND A SHARE".

All participants stand in a circle. The driver is selected, he stands in the center of the circle. One of the players is given a small handkerchief. He passes it to another, standing nearby, but so that the driver does not notice. Whoever the driver notices the handkerchief becomes the driver.

"THE CAT IS COMING".

For the game, a playground is outlined, in the corner of which the "cat's house" is marked, and on the sides - "mouse holes". The host plays the role of the cat. The game begins with a saying from the teacher:
Mice, mice, come out,
Play it, dance
Come out quickly
The villainous mustachioed cat is sleeping!

"Mice" crawl out of "holes", run, jump, repeat the words in chorus:
Tra-ta-ta, tra-ta-ta
No mustachioed cat!

But here the teacher gives a signal: "The cat is coming!". All mice should freeze and not move. The "cat" bypasses the "mice" and takes those who have moved into its house. Brave "mice" behind the cat's back can move, but must freeze as soon as the cat turns in their direction. The teacher says, "The cat is gone!" and the mice come to life again.

"COAT-FLYER".

The driver is chosen, he counts: 1, 2, 3! - everyone participating in the game scatter in different directions. One of them has a handkerchief in his hand, tied in a knot. The driver is trying to catch up with the player who has a handkerchief in his hands and stain it. The joggers can toss the handkerchief to each other. If the handkerchief falls to the ground, the game is over. It continues again as soon as the handkerchief is picked up from the ground.

"ICEBERGS".

The presenter draws three circles of different sizes (large, medium, small) on the asphalt or spreads whatman paper on the floor so that all the participants in the game can fit in them. All players move freely and chaotically around the court. At the command of the host "Icebergs" everyone must fit in the allocated space. Whoever steps over to the edge is eliminated from the game. As the game continues, the available area gradually diminishes, leaving the smallest circle at the end.

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