Game polar bears. Children's games: Polar bears Border guards and paratroopers Game polar bears description

A small ice floe is being broken. There is a "Polar Bear" on it. All remaining players are “bear cubs” and scatter throughout the playing area. The “polar bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught the first two, he takes them to the ice floe, then remaining on the ice floe, he sends two “cubs”, who hold hands, to catch the rest. As soon as the “cubs” have caught someone, they enclose him in a circle, closing their free hands, and ask for the help of the “Polar Bear.” He takes the captive onto the ice floe. As soon as there are two on the ice floe, they join hands and also go fishing. The last one left uncaught will become the “Polar Bear” in the next game.

Rules of the game

  1. At the edge of the area, which represents the sea, a small place is outlined - an ice floe, on which the driver stands - a “polar bear”
  2. The remaining “cubs” will be randomly placed throughout the site
  3. “The Bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”
  4. Having caught one “bear cub”, he takes it to the ice floe, then catches another
  5. Two caught “bear cubs” join hands and begin to catch the rest of the players, “bear”
  6. Having caught someone, two “bear cubs” join their free hands so that the caught one ends up between their hands, and shout: “Bear, help!”
  7. The “bear” runs up, greases the caught person and takes him to the ice floe
  8. The next two caught also join hands and catch the rest of the “cubs”
  9. When all the cubs are caught, the game ends
  10. The last player caught wins and becomes the “polar bear”

Game Notes

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

Game characteristics

  • Age: From 4 years
  • Develops: Agility, Reaction, Fantasy
  • Number of players: Seven or more
  • Mobility: Movable
  • Game location: Doesn't matter

Elena Zvyagintseva
Summary of an open demonstration of the outdoor game “Polar Bears” in the preparatory group

Tasks: Develop the ability to navigate in space. Develop speed, endurance, agility. To cultivate courage, honesty, discipline, respect for established rules, and the will to win.

Sports equipment and attributes: bear masks, ice floe model.

Location: playground

Organization and conduct of outdoor games:

Educator 1: Guys, do you want to get acquainted with the new outdoor game “Polar Bears?” Where do polar bears live? Do you want to visit the North Pole? How can we get to the North Pole? (children's answer options).

Teacher 2: Guys, remember we watched the cartoon “The Flower of Seven Flowers,” where the girl Zhenya used a petal to get to the North Pole? What happened to Zhenya at the North Pole? Aren't you afraid of the cold? In order not to freeze, let's warm up?

A “warm-up” warm-up is carried out.

Teacher 1: Well, shall we ask the seven-flowered flower to send us to the North Pole?

Listen to the magic words.

Children say magic words:

Fly, fly, petal

Through west to east,

Through the north, through the south,

Come back after making a circle.

As soon as you touch the ground

- To be done our way:

Please send us to the North Pole.

Teacher 2: Look, our sports ground has turned into a cold sea. Well, let's play Polar Bears?

There is an ice floe on the edge of the cold sea; two drivers - “polar bears” - will stand on it. We will choose them as a counting rhyme. The rest of the guys will be “bear cubs”, you will stand all over the site. On command, the “polar bears,” growling and holding hands, run to catch the “cubs.” After you have caught one “bear cub”, take it to the ice floe, then catch another. After this, the two caught “bear cubs” join hands and begin to catch the rest of the players. The next two caught also join hands and catch the rest of the “cubs”. We will play until all the cubs are caught. The last two caught players win, and they become “polar bears”.

Educator 1: Remember, a caught “bear cub” cannot run further, it stands on the ice floe and waits for the next caught player.

When catching, it is forbidden to grab players by things, and those running away are prohibited from running outside the boundaries of the site!

Guys, let's choose two Bears as a counting rhyme:

The squirrels treated the hares,

They were given carrots.

We ate all the nuts ourselves

And they told you to drive.

After the game, children perform an exercise to restore breathing.

Teacher 2: Guys, did you enjoy playing “Polar Bears” at the North Pole? Which of you were the fastest and most agile “bear cubs”, do you think? The cubs, who barely managed to escape from the Bears, will you try to be faster next time?

Well, let's go back to kindergarten?

Under the magic words, children and teachers return to kindergarten:

Fly, fly, petal

Through west to east,

Through the north, through the south,

Come back after making a circle.

As soon as you touch the ground

- To be done our way:

Please send us to kindergarten.

Publications on the topic:

Summary of a lesson on appliqué in the preparatory group “Polar Bears” 1. Topic – Polar bears. 2. Integration of educational areas - artistic and aesthetic development, cognitive development. 3. Types of fine art.

Summary of direct educational activities in the preparatory school group “Our neighbors are polar and brown bears” Goal: To expand children’s understanding of the way of life of animals in the North. Objectives: To form in children elementary ideas about.

Summary of the open demonstration of integrated OA in the senior group “In the Footsteps of Salt” Goal: to promote the development of cognitive interest in children; develop positive emotions and interest in non-traditional forms of art.

Summary of the open display of educational activities on FEMP taking into account the Federal State Educational Standard in the second junior group “Walk with Kolobok” Topic: “Walk with Kolobok.” Program area: Cognition (FEMP) Integration of educational areas: Cognition (FEMP, communication. Types.

Summary of the open demonstration of educational activities on speech development in the preparatory group "SDA" Topic: Traffic rules Goals: expanding understanding of the rules of the road Objectives: consolidating knowledge about road signs and rules of conduct.

Summary of the open screening in the preparatory group “How children live on our planet” Integration of educational areas: cognitive development, social and communicative development, artistic and aesthetic development.

Summary of outdoor games in the second junior group “Sparrows and the Cat” Summary of an outdoor game in the 2nd junior group “Sparrows and the cat.” Target. Develop auditory qualities, motor activity, and skills.

No. 1. Outdoor game “Sly Fox”.

Tasks: To develop endurance and observation skills in children. Practice running quickly with dodging, lining up in a circle, and catching.

Description: The players stand in a circle at a distance of one step from each other. The fox's house is outlined outside the circle. The teacher invites the players to close their eyes, walks around the circle behind the children and says, “I’m going to look for a cunning and red fox in the forest!”, touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and carefully look to see which of them is the sly fox, and whether she will give herself away in some way. The players ask in chorus 3 times, first quietly, and then louder, “Sly fox, where are you?” At the same time, everyone looks at each other. The sly fox quickly goes to the middle of the circle, raises his hand up, and says “I’m here.” All the players scatter around the site, and the fox catches them. The caught fox takes him home to his hole.

Rules:

The fox begins to catch the children only after the players ask in chorus 3 times and the fox says “I’m here!”

If the fox gave himself away earlier, the teacher appoints a new fox.

A player who runs out of bounds of the court is considered caught.

Options : 2 foxes are selected.

No. 2. Outdoor game"Mousetrap".

Tasks: To develop children's self-control, the ability to coordinate movements with words, and dexterity. Exercise in running, squatting, forming in a circle, walking in a circle. Promote speech development.

Description: The players are divided into 2 unequal groups. The smaller one forms a circle - a mousetrap. The rest are mice, they are outside the circle. The players pretending to be a mousetrap hold hands and begin to walk in a circle, saying, “Oh, how tired the mice are, they gnawed everything, ate everything. Beware of the cheat, we’ll get to you, we’ll set a mousetrap and we’ll catch everyone now.” Children stop and raise their clasped hands up to form a gate. The mice run into the mousetrap and run out of it, according to the teacher’s word “Slam”, the children standing in a circle lower their arms and squat - the mousetrap has slammed shut. Players who do not have time to run out of the circle are considered caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children change roles.

Rules: Lower your clasped hands to the word “clap”». After the mousetrap has slammed shut, you must not crawl under your arms.

Options: If there are many children in the group, then you can organize two mousetraps and the children will run around in two.

No. 3. Outdoor game “Red Nose Frost”.

Two houses are designated on opposite sides of the site; the players are located in one of the houses. The driver - Frost 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

Set off on a 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 overtakes 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, together with Frost, counts the number of “frozen” ones. After each dash, a new Frost is chosen. At the end of the game, they compare which leading Frost froze more players.

No. 4. Outdoor game"Two Frosts".

Tasks: To develop inhibition in children and the ability to act on a signal (word). Practice running while dodging while catching. Promote speech development.

Description: On opposite sides of the site, two houses are marked with lines. The players are located on one side of the court. The teacher selects two drivers, who stand in the middle of the area between the houses, facing the children. These are Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Begin,” both Frosts say: “We are two young brothers, two frosts are daring. I am Frost Red Nose. I am Frost Blue Nose. Which one of you will decide to set out on the path?” All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. The frozen ones stop where they were caught in the frost and stand like that until everyone else has finished running. The frozen ones are counted, and then they join the players.

Rules: Players can run out of the house only after the word “frost”. Whoever runs out first and whoever stays in the house are considered frozen. The one touched by Frost immediately stops. You can only run forward, but not backward or outside the area.

Options: Behind one line are the children of Blue Frost, behind the other are the children of Red Frost. At the signal “blue”, the blue ones run, and Red Frost catches and vice versa. Who will catch the most?

No. 5. Outdoor game “We are funny guys.”

Tasks: To develop in children the ability to perform movements according to a verbal signal. Practice running in a certain direction while dodging. Promote speech development.

Description: Children stand on one side of the playground. A line is drawn in front of them. A line is also drawn on the opposite side. On the side of the children, in the middle, between the two lines, there is a trap assigned by the teacher. The children say in unison: “We are cheerful guys, we love to run and jump, well, try to catch up with us. One, two, three, catch!” After the word “catch,” the children run to the other side of the playground, and the catch catches up with those running. The one who is touched by the trap before the player crosses the line is considered caught and sits down near the trap. After 2-3 runs, the caught ones are recounted and a new trap is selected.

Rules: You can only cross to the other side after the word “catch”. The one touched by the trap moves aside. The one who crossed to the other side, beyond the line, cannot be caught.

Options: Introduce a second trap. On the way of those escaping there is an obstacle - running between objects.

No. 6. Outdoor game “Wolf in the Moat.”

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

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

№ 7. Outdoor game "Cosmonauts".

Description. In the corners and sides of the hall, 5-8 large triangles are drawn - “rocket launch sites”. Inside each “rocket launch site”, 2-5 circles are drawn - “missiles”. And the total number should be 5-8 less than the number of players. The players, holding hands, form a circle in the center of the hall. Children walk in a circle and say:

Fast rockets are waiting for us

For walks on the planets.

Whatever we want

Let's fly to this one!

But there is one secret in the game:

There is no room for latecomers!

As soon as the last word is said, everyone scatters to the “rocket launch sites” and tries to quickly take a seat in any of the pre-designated “rocket”.

Those who are late for the “flight” stand in a general circle, and the “cosmonauts” who have taken their seats announce their routes loudly 3 times. This means that they are taking a walk in “space”. Then everyone stands in a circle again, joins hands and the game repeats.

Those who manage to complete three flights win.

Rules of the game: 1. Start the game only upon the established signal from the leader.

2. Run away only after the words: “There is no room for those who are late!”

No. 8. Outdoor game “The Herd and the Wolf.”

Tasks: Develop the ability to perform movements on cue. Practice walking and running quickly.

Description: On one side of the site, circles and squares are outlined. These are buildings: a calf barn, a stable. The rest is occupied by “meadow”. In one of the corners on the opposite side there is a “wolf’s lair” (in a circle). The teacher appoints one of the players as a “shepherd”, the other as a “wolf”, who is in the den. The rest of the children depict horses and calves, which are in the barnyard, in the appropriate rooms. At a sign from the teacher, the “shepherd” takes turns approaching the “doors” of the calf barn and stables and, as it were, opens them. Playing the pipe, he leads the whole herd out into the meadow. He himself walks behind. The players, imitating domestic animals, nibble grass, run, move from one place to another, approaching the wolf’s lair. “Wolf,” says the teacher, everyone runs to the shepherd and stands behind him. Those who did not manage to reach the shepherd are caught by the wolf and taken to the lair. The shepherd takes the flock to the barnyard, where everyone is placed in their places.

Rules: The wolf runs out of the lair only after the word “wolf”. At the same time as the wolf runs out, all players must run to the shepherd. Those who do not have time to stand behind the shepherd are taken away by the wolf.

Options: Include a “watering hole” in the game, bend over and seem to drink water.

No. 9. Outdoor game “Geese - Swans”.

Tasks: To develop children's self-control and ability to perform movements when given a signal. Practice running while dodging. Promote speech development.

Description: 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. There is a den on the side of the house (approximately in the middle of the hall in which the wolf lives, the rest of the place is a meadow. Children are chosen 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?

Geese: 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 out to the sides, fly home through the meadow, and the wolf, running out of the den, tries to catch them. The caught geese go to the den. After two runs, the number of geese caught by the wolf is counted. Then new leaders are selected - a wolf and a shepherd. The game is repeated 2-3 times.

Rules: Geese can fly home, and the wolf can catch them only after the words “So fly as you want, just take care of your wings.” The wolf can catch geese in the meadow up to the border of the house.

Options : Increase distance. Introduce the second wolf. There are obstacles on the wolf's path that you need to jump over.

№ 10 . Outdoor game "Owl".

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

No. 11. Outdoor game “Traps with ribbons.”

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

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

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

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

No. 12. Outdoor game “Burners”.

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

Burn, burn clearly

So that it doesn't go out.

Look at the sky:

Birds are flying

The bells are ringing!

One-two-three - run!

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

No. 13. Outdoor game “Homeless Hare”.

The players, with the exception of two drivers, are divided into groups of 3-5 people. For this purpose, it is best to build them in a circle and count them in groups of three or five, depending on the number of players. Groups form circles and are placed in different places on the site at a distance of 2-4 m. In each circle - den - the first number stands in the middle and depicts a hare. One of the leaders is a hunter, the other is a hare without a den (homeless). The drivers stand away from the circles. The leader gives the command to start the game: “One, two, three!” On “one” the leading hare runs away, and on “three” the hunter rushes to catch him. A hare, fleeing from a hunter, can run into any den (circle) in which the players hold hands. Then the hare who was there runs out, and the hunter begins to chase him. If the hunter catches a hare, they change roles. After the first numbers of hares have run around, the leader stops the game and invites the second numbers to become hares, and the first to take places in the circles. Then the third numbers become hares, etc. You can also change roles in the following way: every time the hare runs into the den, he changes place with the next player standing in the circle. At the end of the game, hares that have never been caught are noted. The rules stipulate that a hunter can catch a hare only outside the den. Hares cannot run through the den. If a hare runs into a den, it must stay there. As soon as the hare runs into the den, the player located there must immediately run out. The players forming a circle should not interfere with the hares running in and running away.

If there are few players, then a circle is formed by 2-3 people.

No. 14. Outdoor game “Take it quickly.”

Children form a circle and, at the teacher’s signal, walk or run around objects (cubes, cones, pebbles, of which there should be one or two less than the children. At the signal: “Quickly take it!” - each player must take the object and raise it above head. The one who did not manage to pick up the object is considered a loser. The game is repeated 2-3 times.

No. 15. Outdoor game “Cones, acorns, nuts.”

Preparation. The players form a circle, in the middle of which the driver stands, and the rest, divided into threes, stand one after the other facing the center (the first number is three or four steps from the driver). The leader gives names to all the players: the first in threes are “cones”, the second are “acorns”, the third are “nuts”.

Game content . At a signal, the driver says loudly, for example: “Nuts.” All players, called “nuts,” must change places, and the driver strives to take any vacant place. If he succeeds, then the player left without a place becomes the driver. If the driver says “acorns”, those standing second in the threes change places, if “cones” - those standing first in the threes change places. When the game is mastered, the driver can call two or even three players in threes, for example: “cones, nuts.” Those called must also change places.

The winners are the players who have never been a driver.

Rules of the game:

1. Those called are prohibited from remaining in place.

2. Players cannot move to any other three (otherwise the player becomes the driver).

No. 16. Outdoor game “Crucian carp and pike”.

One child is chosen as a pike, the rest of the players are divided into two groups. One group forms a circle - these are pebbles, the other group - crucian carp, which fall inside the circle. The pike is outside the circle. At the teacher’s signal: “Pike! “- she quickly runs into the circle, trying to catch the crucian carp. The crucian carp are in a hurry to quickly take a place behind one of the players and sit down and hide behind the pebbles. The crucian carp caught by the pike go outside the circle and are counted. The game is repeated with a new pike. At the end of the game, the teacher marks the most dexterous drivers.

No. 17. Outdoor game “Tag”.

A driver is selected, who receives a colored bandage, and stands in the center of the site. After the signal: “Catch! “- all the children scatter around the playground, and the driver tries to catch up with one of the players and touch him with his hand. If he succeeds, the child he touched moves aside. After some time, the teacher gives the command: “Stop! ", and the game stops, counting the number of caught drivers. The game is repeated with a new driver.

№ 18. Outdoor game “Whose team will get together sooner?”

The players are divided into several groups with the same number of children. Each group chooses a leader and stands behind him in a column. The teacher distributes ribbons of different colors to the presenters. Based on the color of the ribbon, the link is named “green”, “blue”, “red”, etc. The teacher hits the tambourine, all the players begin to walk, run, jump around the playground in different directions, changing movements depending on the tempo and rhythm set by the teacher. At the signal “to place,” the drivers stop at the place where the signal found them and raise the ribbon up. The rest quickly gather behind the leader in columns, line up and stand at attention. The teacher notes which unit gathered first.

Option. When everyone is in motion, the teacher says: “Stop!” All the players stop and close their eyes, while the drivers run to other places, raise their ribbons and freeze. The teacher says: “Get to your places!” Children open their eyes and rush to line up behind their leader.

Directions. In the game you can use different formations and positions: in lines, in circles, sit cross-legged on the floor, stand on one leg, etc. You can introduce the condition: “Do as the driver does,” then, having formed lines, the children take the pose shown by the driver.

No. 19. Outdoor game"Carousel".

Tasks: To develop in children the rhythm of movements and the ability to coordinate them with words. Practice running, walking in a circle and forming a circle.

Description: The players form a circle. The teacher gives the children a cord, the ends of which are tied. The children, holding the cord with their right hand, turn to the left and say the poem: “Barely, barely, barely, barely, the carousel started spinning. And then around, around, all running, running, running.” In accordance with the text of the poem, the children walk in a circle, first slowly, then faster, then run. While running, the teacher says: “It’s okay.” Children run in a circle 2 times, the teacher changes the direction of movement, saying: “Turn.” The players turn in a circle, quickly grabbing the cord with their left hand and run in the other direction. Then the teacher continues with the children: “Hush, hush, don’t write it off, stop the carousel. One, two, one, two, the game is over!” The movements of the carousel are becoming slower and slower. At the words “the game is over,” the children lower the cord to the ground and disperse.

Rules: You can only take a seat on the carousel by calling. Those who do not manage to take a place before the third bell do not take part in the skating. You must make movements according to the text, observing the rhythm.

Options: Everyone must take their place. Place the cord on the floor, running in a circle behind it.

No. 20. Outdoor game “Polar Bears”.

Preparation. The site represents the sea. A small place is outlined to the side - an ice floe. The driver standing on it is a “polar bear”. The remaining “cubs” are randomly placed throughout the site.

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

Rules of the game:

1. The “bear cub” cannot slip out from under the hands of the couple surrounding him until the “bear” has made fun of him.

2. When catching, it is prohibited to grab players by their clothes, and those running away are prohibited from running beyond the boundaries of the area.

No. 21. Outdoor game “Lace”.

Children choose two drivers, one of them is the shuttle, the other is the weaver. The rest stand in pairs in a circle or semicircle facing the center. Children in pairs take each other's hands and make gates. The shuttle stands at the second pair, and the weaver stands at the first. At the weaver's signal, the shuttle begins to run like a snake, not passing the gate, and the weaver catches up with it. If the weaver catches up with the shuttle before it reaches the end of the semicircle, then it becomes a shuttle.

The child who was the shuttle goes to the beginning of the semicircle, chooses the player of the first pair and stands with him at the opposite end of the semicircle, the player left without a pair becomes the weaver. If the shuttle runs to the last gate and is not caught, then he and the weaver are the last to stand, and the first pair begins the game. One of the players in the first pair plays the role of a shuttle, and the second plays the role of a weaver.

Rules. 1. The shuttle starts the game only at the weaver’s signal. 2. The weaver and the shuttle, when running under the goal, should not touch the players standing in pairs with their hands.

No. 22. Outdoor game “Catching butterflies.”

4 “catchers” are selected from the children. They get into pairs and move to the edge of the site in one place. The rest of the children are “butterflies”. In response to the words of the teacher: “Butterflies, butterflies have flown into the garden,” the children - “butterflies” are flying - are running around the entire playground. To the teacher’s word “catchers!” two children, holding hands, try to catch a butterfly: surround it, joining their free hands. When the catchers catch the butterfly, they take it to the edge of the area, to the bench. At this time, the remaining butterflies squat down. To the words: “Butterflies, butterflies have flown into the field,” the children, “butterflies,” jump all over the playground. They are caught by another pair of catchers. When 4-6 butterflies are caught, count how many each pair caught. Then other catchers are selected.

No. 23. Outdoor game “Help out”!»

Children stand in a circle with their faces in the center. Two children, chosen in advance, leave the circle and run: one child runs away, the other catches up. A child who is running away can save himself by standing behind one of the children standing in a circle and saying: “Help me!” The child who was addressed must run away from the circle and also stand behind the other. If the child does not have time to get up, she will be caught. When repeating the game, choose the next pair of children.

No. 24. Outdoor game “Empty Space”.

The players stand in a circle and choose a driver. Starting the game, he runs past the players, spots one of them and continues to run further in a circle. The stained one quickly runs in the opposite direction from the driver. Whichever of them is the first to reach an empty space in the circle takes it, and the one who is late becomes the driver.

Rules. 1. If children run to a free place at the same time, then they both stand in a circle and a new driver is chosen. 2. Children only run in circles. 2. Those standing in a circle should not delay those running.

Instructions for carrying out. They play this game at any time of the year on a large area where they can run around without interference. The participants of the game stand in a circle at a distance of one step from each other, everyone’s hands are lowered. If there are a lot of children, it is better to organize two circles of players.

No. 25. Outdoor game “Scarf”.

All participants in the game stand in a circle. The driver with a handkerchief goes behind the circle, puts it on the shoulder of one of the players and quickly runs around the circle, and the one who was given the handkerchief takes it in his hand and runs after the driver. Both of them try to take an empty place in the circle. If the player with the handkerchief catches up with the driver and is able to put the handkerchief on his shoulder before he takes a free place in the circle, he again becomes the driver, and the player who gave the handkerchief takes the free place. If the runner is the first to stand in the circle, then the player with the scarf remains the driver. He walks in a circle, puts a handkerchief on someone’s shoulder, and the game continues.

Rules . 1. Children should not run across the circle. 2. While running, you are not allowed to touch those standing in the circle with your hands. 3. Standing players must not delay running players. 4. The players should not turn around while the driver is choosing who to put the scarf on their shoulder.

Instructions for carrying out.The more children take part in this game, the wider the circle will be, which means that more effort will be needed to occupy an empty seat. Children in a circle stand one step apart from each other.

No. 26. Outdoor game “Owl and the Birds.”

The players choose an owl, he goes to his nest. Imitating the cry of the bird they have chosen, the players fly around the playground. At the signal “Owl!” all the birds are trying to fly to their nests. If an eagle owl manages to catch someone, then he must guess what kind of bird it is, and only then does the caught one become an eagle owl.

Instructions for carrying out. Before starting the game, children choose for themselves the names of those birds whose voice they can imitate (for example, dove, crow, jackdaw, sparrow, tit, crane, etc.) It is better to choose nests of birds and eagle owls on high objects (on stumps, benches etc.) Each bird hides from the eagle owl in its own nest.

Option. Children are divided into 3-4 subgroups and agree on which birds they will portray. Then they approach the eagle owl and say: “We are magpies, where is our home?”; “We are seagulls, where is our home?”; “We are ducks, where is our home?” The eagle owl names the place where the birds should live. Birds fly around the site, and at the word “Eagle Owl” they hide in their nests. The eagle owl must recognize the caught bird.

No. 27. Outdoor game “Day and Night”.

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

No. 28. Low mobility game “Stop!”

On one side of the platform a circle is outlined (about 1 m in diameter) - a place for the driver. At a distance of 20-30 steps from the circle, at the opposite end of the court, a horse line is drawn, with the players standing behind it. The driver, standing with his back to the field, says loudly: “Walk quickly, make sure you don’t yawn... Stop!” When he says these words, the children quickly go to him, but at the word “Stop!” freeze in place. The driver quickly looks around and, noticing someone who did not have time to stop in time and did after the word “Stop!” movement, returns it behind the stake line. The driver turns his back again and says the words, and the children begin their movement from the place where the signal found them. The game continues until one of the participants in the game stands with both feet in a circle before the driver says the word “Stop!” The one who did this becomes the driver, and the game is repeated.

Rules. 1. The driver is not allowed to look back until the word “Stop!” 2. He can say the phrase: “Walk quickly, look, don’t yawn... Stop!” - at any pace, but loudly. 3. The players begin to move simultaneously with the words of the driver. You are only allowed to move by walking.

Instructions for carrying out. To occupy the circle of the driver, you need to be attentive, have self-control and be able to quickly respond to a signal. This is one of the few games where a child wins the right to be the driver. The game is very interesting if the driver says the words at a different pace: then very quickly, before the word “Stop!” pausing, then starting slowly and ending quickly. Game "Stop!" can be carried out at any time of the year.

Options.

1. All participants in the game have balls. To the driver’s word: “Walk quickly, look, don’t yawn... Stop!” - children go and play ball at the same time, doing any exercise. They can dribble the ball, hitting it with one hand, alternately right and left, throw it up and catch it, etc.

2. The driver says the words and plays the ball at the same time. While moving, children perform the same exercises as the driver.

3. Only the driver has the ball. He says the words: “Walk quickly, look, don’t yawn.” All players go towards the driver: “One, two, three, run!” To the word “Run!” children run to the horse line, and the driver quickly turns and, without leaving his place, throws the ball at the runners. The one who was hit by the ball becomes the driver.

If the driver misses, then he drives again. But it also happens that while the driver was speaking the words, one of the children reached the circle and managed to stand in it. The driver finishes the phrase, passes the ball to the one who stood in the circle, and runs away with the players behind the line.

No. 29. Low mobility game “In places.”

The sleds are placed in a circle or in two lines, one opposite the other. Children sit on the sled in pairs (if the group is small, then one at a time). At the teacher’s signal, the children get up and run around the entire playground, spinning in different directions. To the signal “Get to your places!” “All players must quickly take their places on the sled. The game is repeated 2-3 times.

No. 30. Low mobility game “Entertainers”.

Children stand in a circle. The teacher appoints one of the players as an entertainer. He is in the middle of the circle. Children follow the teacher’s instructions to the right or left to the following text:

In an even circle, one after another

We are going step by step.

Stand still, together

Let's do it... like this...

At the end of the text, the children stand at arm's length.
The entertainer shows some movement, and everyone standing in a circle repeats it. Then the teacher replaces the entertainer or the entertainer chooses someone instead of himself, and the game continues. Each entertainer must come up with movements himself and not repeat those that have already been shown before him.

No. 31. Low mobility game “Paints”.

The players sit on chairs or on a bench (you can also sit on a log or a fallen tree). A seller and a buyer are selected. The buyer steps aside, the children tell the seller what kind of paint they want. A buyer comes and says: “Knock, knock.
"Who's there?" - asks the seller. Vova (Valya), the buyer says his name. “Why did you come?” - “For paint.” “For which one?” - “For red (blue, yellow...). The buyer names any color. If there is such paint, the seller says how much it costs (within 10), and the buyer hits him on the palm so many times. With the last number, the “paint” runs away, and the buyer catches up with it. Having caught the paint, he takes it to the appointed place. Game continues. If the named paint is not available, the seller says: “Ride along the red (green, etc.) track on one leg.” The buyer gallops to the appointed place and returns. The game continues until all the paints have been purchased.

No. 32. Low mobility game “Crayfish”.

Progress of the game: The players get into pairs and stand in a circle. Each pair turns their back to each other and offers their hands. With the beginning of the text, all pairs move in the same direction in a circle so that the first in the pair goes straight in the direction of movement and leads the hands of the second, walking backwards (this is cancer). At the end of the text, the game is repeated with a change in direction.

Tick-tock, tick-tack,

There are crayfish walking in our river.

They walk backwards

They are looking for crayfish in the river ford,

The crayfish began to drink water -

Come out, you should drive!

Option: The game is played in small subgroups of 4-5 people. The players line up in one line at a line drawn in advance (or against the wall of the room). One of the participants (river) is standing at the line. As the text begins, the line turns its back to the direction of movement and begins walking, walking backwards 16 steps (on lines 1-4). Next, the crayfish turn to the river with the words:

River, river, where is the ford?

Here!

With these words, the river places a hoop anywhere on the site, to which the crayfish must also approach backwards.

No. 33. Low mobility game “Stream”.

Progress of the game: All players stand in pairs facing each other and join hands - this is the gate. The children from the last pair pass under the gate and stand in front of the column, followed by the next pair.

Rules: You need to walk so as not to hit the gate, the children hold each other's hands.

No. 34. Low mobility game “Round Dance”.

Progress of the game: The players form two circles, one inside the other, and join hands. At the teacher’s signal, they begin to move in a given direction (walking or slow running). You can offer rhythmic walking to a song or musical accompaniment

No. 35. Outdoor game “The sea is agitated.”

The participants of the game scatter around the site, stop at a distance of 1 m from each other, and each person marks their place with a circle. The driver walks between the players, performing different movements. He approaches the players and, with the words “The sea is worried,” puts his hand on the player’s shoulder. Everyone whom the driver touches follows him, performing the same movements. So the players all leave their places. The driver takes them as far away from the circles as possible. Then he suddenly stops, turns to the players and quickly says: “The sea is calm.” The driver and the players run to occupy the mugs. The one who did not have time to occupy the circle becomes the leader.

No. 36. “Spend it, don’t hurt it.”

Skittles (or cubes, medicine balls) are placed along the hall (platform) on both sides; (6-8 pieces; distance between objects 30 cm). Children line up in a column one at a time and, at the teacher’s signal, walk along one side of the hall between the pins at an average pace on their toes, with their hands on their belts (or behind their heads, maintaining good posture (keep their head and back straight); on the other side they run “snake” between pins Repeat 2-3 times.

No. 37. “Runs - don’t hurt.”

The pins are placed in one line at a distance of 40 cm from one another. In a column, one at a time, children run a “snake” between the pins. Trying not to hurt them. The exercise is repeated.

№ 38. "Relay race in pairs."

Children stand in 2 columns in pairs behind a line on one side of the site; the number of pairs in the columns should be the same. On the opposite side of the site (at a distance of 6 - 8 m) some objects (cubes, wooden blocks) are placed. At a signal from an adult, the first pairs, holding hands, run to the cubes, run around them and return to the end of their column. As soon as they cross the starting line, the second pairs run away, and so on until all the pairs have run.

The column whose players complete the task faster and do not separate their hands while running wins.

  1. Outdoor games and exercises with jumping.

No. 40. Outdoor game " Who will take off the tape first?».

Tasks: Develop in children self-control and the ability to act on a signal. Children practice fast running and jumping.

Description: A line is drawn on the playground, beyond which children line up in several columns of 4-5 people. At a distance of 10-15 steps, opposite the columns, a rope is stretched, the height is 15 cm above the children’s raised hands. A ribbon is placed on this rope against each column. At the signal “run,” everyone standing first in the columns runs to their ribbon, jumps up and pulls it off the rope. The first person to remove the tape is considered the winner. The ribbons are hung up again, those who were first in the column stand at the end, and the rest move towards the line. At the signal, the next children run. Etc. The winnings in each column are counted.

Rules: You can only run after the word “run”. Pull the tape only in front of your column.

Options: Place obstacles in the way of running. Stretch the rope at a distance of 40 cm, under which you need to crawl without touching it. Draw two lines at a distance of 30 cm, over which you need to jump.

No. 41. Outdoor game “Fishing Rod”.

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

No. 42. Outdoor game “Don’t get caught.”

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

Outdoor game “Frogs in the swamp”

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

Here from a hatched rotten place

Frogs splashed into the water.

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

It will rain on the river.

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

No. 43. Outdoor game “Tag on one leg.”

The children disperse around the playground, close their eyes, everyone’s hands are behind their backs. The leader walks among them and quietly puts a handkerchief in the hands of one. To the word “One, two, three, look!” children open their eyes. Standing still, they look at each other carefully: “Who is the tag?” A child with a scarf suddenly raises it up and says: “I’m a tag!” Participants in the game, jumping on one leg, try to get away from the tag. The one he touched with his hand goes to lead. He takes a handkerchief, lifts it up, and quickly says the words: “I’m a tag!” The game repeats itself.

Rules. 1. If the child is tired, he can jump alternately on his right and then on his left leg. 2. When the tags are changed, the players are allowed to stand on both feet. 3. Salka should also jump, like everyone else playing, on one leg.

No. 44. "Penguins".

The players stand in a circle. Each child has a pouch that he holds between his knees. At the teacher’s count “1-8”, children perform jumps on two legs in a circle. At the signal “Hop! "Children jump sideways into the circle and return to their place in the circle. The task is performed in the other direction.

No. 45. “Brave little sparrows.”

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 sparrows and, at the teacher’s command, jump into a circle through 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. At the end of the game exercise, the most dexterous cat and the brave, dexterous sparrows that did not fall into her paws are noted.

No. 46. “Who is faster.”

The players line up in three columns. At the teacher’s command, the players standing first in the columns (each player has a ball) jump on two legs (distance 5 meters) to the basket (hoop) and put the ball in it. They return running, and as soon as they cross the designated line, the following come into play players When repeating the game exercise, you need to take the ball from the basket and quickly return to your column.

  1. Outdoor games and exercises with throwing and catching.

No. 47. Outdoor game “Hunters and Hares.”

A hunter is chosen from among the players, the rest of the children 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 two legs, on the right or left - as you wish) in different directions. On the signal: “Hunter! "- the hares run into the house, and the hunter throws balls at them (he has 2-3 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. To avoid injury in this game, it is better to use soft balls.

No. 48. Outdoor game “Gawker”.

Children stand in a circle at a distance of one step from each other and begin to throw the ball, calling by name the person who should catch it. The ball is thrown around until one of the players drops it. The one who dropped the ball stands in the center of the circle and, according to the instructions of the players, performs 1-2 exercises with the ball.

Rules . 1. If a player drops the ball while performing an exercise, he is given an additional task. 2. The ball is allowed to be thrown to each other only through the center of the circle.

Instructions for carrying out. This game is best played with a small number of children. The ball for the game can be taken of any size, depending on the children’s skills: the smaller the ball, the more difficult it is to catch it and perform exercises.

No. 49. Outdoor game “Ball for the driver.”

The players line up in two or three columns. At a distance of 1 m from them, the drivers stand with a large ball in their hands. There is a line between them that cannot be crossed. The driver throws the ball to the player standing first in the column; he throws it back and runs to the end of the column, then the driver throws the ball to the second, etc. When the first player in the column is back in his place, he raises his hands up.

Game options:

1. Use balls of different sizes (small - d= 100-120 mm, large - d-200-250 mm).

2. The driver, throwing the ball to the player, names some general word, for example meadow (river, forest, transport, toys, clothes, dishes, etc.). The rest of the children, when receiving the ball, must pronounce words that are combined with this generalizing word, for example, a plant is a flower, grass, chamomile, etc.

No. 50. Outdoor game “Ball up”.

Children stand in a circle, the driver goes to the middle and throws the ball with the words: “Ball up!” At this time, the players try to run as far as possible from the center of the circle. The driver catches the ball and shouts: “Stop!” Everyone must stop, and the driver, without leaving his place, throws the ball at the one who is closest to him. The stained one becomes a driver. If the driver misses, then he remains again and the game continues.

Rules. 1. The driver throws the ball as high as possible and only after the words: “Ball up!” 2. The driver is allowed to catch the ball from one bounce from the ground. 3. If one of the players after the words “Stop!” continued to move, then he must take three steps towards the driver. 4. When running away from the driver, children should not hide behind buildings or trees.

Instructions for carrying out.Children stand in a circle close to each other. It is better to outline the place of the driver in the center of the circle with a small circle. If the driver did not catch the ball, which rolled far, before shouting: “Stop!”, he needs to catch the ball and return to his place. Children in the game must be very attentive and quickly respond to the signal.

Option. The driver stands in the center of the circle and performs an exercise with a ball; children count to five. At the count of five they quickly run away. The driver shouts: “Stop!” - and throws the ball at the player who is closest. The stained one becomes a driver. If he misses, he must catch up with the ball, and at this time the children try to run as far as possible. At the signal “Stop!” everyone stops, the driver again tries to insult someone.

№ 51 . Outdoor game "Ball Race".

Children stand in a circle at a distance of one step from each other, facing the center, counting on the first and second numbers. So they are divided into two groups (first and second numbers). In each group, the players choose leaders. They should stand on opposite sides of the circle. At the signal, the presenters begin to throw the ball only to the players of their group, in one direction. The group in which the ball returned to the leader first wins. Children choose another driver. The game is repeated, but the balls are thrown in the opposite direction. By agreement, the game can be repeated 4 to 6 times.

Rules. 1. The presenters must start the game at the same time upon a signal. 2. The ball is only allowed to be thrown. 3. If the ball falls, the player who dropped it picks it up and continues the game.

Instructions for carrying out. To play you need two balls of different colors. In order for children to understand the rules of the game, you first need to play it with a small group (8-10 people). Players must throw the ball accurately and be careful when receiving the ball: the one who catches should not stand still and wait for the ball to fall into their hands. He needs to follow the direction of the flying ball, and if necessary, take a step forward or sit down.

Option 1. Children stand in a circle, counting on the first and second numbers. Two players standing next to each other are leading, they take the balls and, at a signal, throw them one to the right, the other to the left in a circle to players with the same number, i.e. through one. The team that gets the ball back to the leader the fastest wins.

Option 2 . The participants of the game stand in a circle at a distance of a step from one another and count on the first and second numbers. Two players standing next to each other are the leaders. They take the balls and, at the signal, run in opposite directions around the circle. Having run around the circle, they take their place and quickly pass the ball to the players with the same number, i.e. through one. Game continues. The winner is the team whose players are the first to run around the circle with the ball and drop fewer balls.

Rules. 1. The player is allowed to pass the ball to a player of his team only when he takes his place. 2. Players must throw the ball to each other. 3. You are only allowed to run around the circle.

No. 52. Outdoor game “Throw the ball into the hoop.”

Target: Teach children to hit the target, throw and catch the ball, and develop their eye.

Description: The ring or basket is suspended at a height of 120-130 cm. All players stand in a column behind a line drawn at a distance of 1.5 m from the goal. Each child takes turns throwing the ball into the hoop with a push from the chest. The child who hits the ring the most times is considered the winner.

No. 53. Outdoor game “Pass - stand up.”

Tasks: To foster a sense of camaraderie in children, to develop dexterity and attention. The muscles of the shoulders and back are strengthened.

Description: The players line up in two columns, at a distance of two steps from one another. In each they stand at arm's length from each other. A line is drawn in front of the columns. Two balls are placed on it. At the “sit down” signal, everyone sits down with their legs crossed. At the signal “pass,” the first in the columns take the balls and pass them over their heads to those sitting behind them, then they stand up and turn to face the column. The person who receives the ball passes it back over his head, then stands up and also turns to face the column, etc. The column that passed the ball correctly and did not drop the ball wins.

Rules: Pass the ball only over your head and while sitting. Stand up only after passing the ball to the person sitting behind you. The one who fails to receive the ball runs after it, sits down and continues the game.

Options: Pass the ball to the right or left, turning the body.

No. 54. Outdoor game “Meeting”.

Two lines are drawn on the court at a distance of 4-6 m. The players are divided into equal groups and stand opposite each other behind the lines. At a signal, everyone simultaneously rolls balls or balls to each other, but so that they meet. The presenter gives one chip to the children whose balls have met. The pair with the most chips at the end of the game wins. The number of repetitions of the game is by agreement.

Instructions for carrying out. The area where the game is played must be level. The distance between players needs to be increased gradually. This game requires children to have a lot of attention and the ability to efficiently distribute efforts when pushing the ball away depending on the distance. Children need to be told that the greater the rolling distance, the more energetic the push on the ball should be.

Option. A flag or any other object is placed in the center of the site. At a distance of 1 m from the flag, two lines are drawn on both sides, then a second pair is drawn at a distance of 1 m from these lines, and, finally, a third pair of lines is drawn at a distance of 1 m from the second. The players are divided into equal groups and stand opposite each other behind the last lines. At the leader’s signal, all children simultaneously roll balls (balls) to each other, but so that they necessarily meet in the center. The players whose “balls” (balls) meet move to the second line, and then to the first. The pairs whose players are the first to reach the first line win.

No. 55. Outdoor game “Kolobok”.

Progress of the game: The ball for this game can be any size. Participants stand in a circle at arm's length from each other. In the center of the circle is the driver. The players pass the ball to each other with their feet, and the driver tries to intercept it. Players are not allowed to leave their place. They can smoothly roll the ball, hit it, and make deceptive movements. You just can't pick it up. And the driver can do as he pleases; hold the ball with your foot, hand, kick it out of the circle, even lightly touching it is enough.

If the driver manages to hold the ball, he takes the place of the player from whom the ball came to him.

No. 56. Outdoor game “Potato”.

Progress of the game. Players choose a driver - “potato”. “Potato” sits in the center of the circle, the rest are located around it. The players throw the ball to each other, trying to prevent the ball from falling, and the “potato” tries to catch it. If the player sitting in the center manages to catch the ball, he changes places with the one who threw it. The one who drops the ball sits in the center of the circle. "Potato" can jump out and catch the ball. The game ends when all players except one have turned into potatoes.

No. 57. Low mobility game “Bumblebee”».

Progress of the game: The players sit in a circle. A ball rolls on the ground inside a circle. Those who play with their hands roll it away from themselves, trying to hit the other person (get into the legs). The one touched by the ball (stung) turns his back to the center of the circle and does not participate in the game until another child is stung. Then he enters the game, and the one who is stung again turns his back in a circle.

Rules: roll the ball only with your hands; You cannot catch or hold the ball.

No. 58. Low mobility game “Pike”.

Progress of the game: Children stand in a circle. A “pike” is selected. She goes to the middle of the circle. For the first four lines of the poem, children roll the ball from one to another through the center of the circle (past the “pike”). On the fifth line of the poem, the ball rolls to the “pike,” who takes the ball, pronouncing the text of the sixth line, and, as it were, looks at the ball.

Past the forest, past the dachas,

Floated along the river

Red ball.

A pike saw: -

What is this thing?

Grab, grab.

Don't catch it.

The ball surfaced again.

Come out, you should drive!

On the first three lines of the second stanza of the poem, the “pike” hits the ball on the floor, pronouncing this text; on the fourth line, she rolls the ball again to the children, who continue to roll it again from one to another through the middle. The child to whom the words “You should drive” came out with the ball into the middle. He becomes a "pike". The game repeats itself.

No. 59. “Statues.”

This game is best played with a large ball. The players stand in a circle and throw the ball to each other with their hands. Whoever does not catch the ball receives a punishment: he continues the game, standing on one leg. If in this position he manages to catch the ball, then the punishment is removed; he stands on both legs. If another mistake is made, the player kneels on one knee. On the third mistake, he drops to both knees. If the player catches the ball in this position, all penalties are forgiven and he continues the game standing on both feet. And if you fail, you will have to drop out of the game.

No. 60. “Ball in a circle.”

The players are divided into several groups of 5-6 children and lined up in a circle. In the center of the circle is the driver, with a ball (large diameter) in front of his feet. The driver rolls the ball to the players with his foot (foot pass, everyone takes it and then sends it to the driver.

No. 61. “Throw and catch.”

Children are divided into pairs; one child in each pair holds a ball (large diameter). Sitting freely around the hall, the children throw the ball to each other.

No. 62. “Catch the ball.”

The players are divided into threes. Two guys stand at a distance of 2 m from each other, each of them holds a ball (large diameter); there is a third player between them. Children throw the ball to each other, and the player who is between them tries to touch the ball. If he succeeds, he changes places with the player from whom the ball was directed.

No. 63. “Say the opposite.”

Children stand in a circle, throw and catch a ball with the names of antonym words.

  1. Outdoor games and exercises with crawling and climbing.

No. 64. Outdoor game “Don’t stay on the floor.”

Using a counting rhyme, a trap driver is selected. The trap runs around the hall (playground) with the children. As soon as the teacher says “Catch! “all the children run away and try to climb any elevation (benches, cubes, gymnastics wall). The trap is trying to show off. The guys he touched step aside. At the end of the game, the number of losers is counted and a new driver is selected.

No. 65. Outdoor game “Migration of birds”.

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

No. 66. Outdoor game “Bears and Bees.”

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 the elevations, 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 (climb onto the elevation) 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. Those who do not have time to hide are stung by the bees (touched with their hands). The stung bears miss one game. The game is resumed, and after it is repeated, the children change roles.

No. 67. Outdoor game “Firemen in training.”

Children line up in four columns facing the gymnastics wall - these are firefighters. On each span of the gymnastic wall, a bell is suspended at the same height (on a rail).

At the teacher’s signal: “March! “- the children standing first in the columns run to the gymnastics 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 the next group of children runs, etc. When climbing, it is important to show how to grip the rail - all fingers with a grip on top, thumb on the bottom; Attention is drawn to the fact that children do not miss the slats (stepping on each one, and getting off the last one by jumping off. When playing this game, insurance is required.

№ 68. Outdoor game "Catching" monkeys".

Children pretending to be monkeys are positioned on climbing aids on one side of the playground. On the opposite side there are monkey catchers (4-6 children). They want to lure the monkeys out of the trees and catch them. The catchers agree on what movements they will make. They go to the middle of the site and show their intended movements. At this time, the monkeys quickly climb onto the wall and watch the movements of the catchers from there. Having made the movements, the catchers go to the end of the area, and the monkeys get down from the trees, approach the place where the catchers were, and imitate their movements. At the teacher’s signal, the monkey “catchers” run to the trees and climb them. Catchers catch those monkeys that did not manage to climb the tree. They take those caught to their place.

Note. We must ensure that children do not jump off the wall, but go down to the last crossbar. When repeating the game, the movements of the catchers should be new.

No. 69. “Who is the fastest to the flag?”

Children are divided into three columns with an equal number of players in each. Arcs (hoops) are placed at a distance of 2 m from the starting line, the cord can be pulled (height 50 cm from the floor level), and then flags are placed on a stand at a distance of 3 m. The task is given: at the teacher’s signal, crawl under the arc, then jump on two legs to the flag, go around it and run back to the end of your column. The teacher marks those children in each column who quickly and correctly completed the task, and at the end of the game marks the team that scored the most points.

  1. Games to develop attention, memory, observation and spatial orientation.

No. 70. Low mobility game “Who has the ball?”

Tasks: Develop children's observation and dexterity.

Description: All players stand in a circle close together, facing the center. One player becomes the center, this is the speaker. The players keep their hands behind their backs. One is given a ball in his hands. Children begin to pass the ball to each other behind their backs. The driver tries to guess who has the ball. He can ask each of the players to show their hands by saying “Hands.” The player extends both hands forward, palms up. The one who has the ball or who dropped it stands in the middle, and the driver takes his place.

Rules: The ball is passed in any direction. The ball is passed only to the neighbor. You cannot pass the ball to a neighbor after the driver demands to show his hands.

Options: Put two balls into play. Increase the number of drivers. Give the person who has the ball a task: jump, dance, etc.

No. 71. Low mobility game “Forbidden movement”.

Target: development of visual attention

Description: The players, walking in a circle, repeat the movements that the driver shows them, but except for one thing - they are prohibited, for example: “Clapping your hands.” Play carefully: whoever repeated the prohibited movement stands at the end of the column. After a while, attentive players will be ahead, and they will be the winners.

Rules of the game

  1. Children, walking in a circle, repeat all the movements after the teacher, except one, for example: “Hands up!”
  2. The one who performs the “forbidden” movement stands at the end of the column. Thus, the more attentive children will be at the beginning of the column, and they are considered the winners.

No. 72. Low mobility game “Guess who got caught”».

Tasks: Develop observation, activity, initiative. Practice running and jumping.

Description: Children sit on chairs, the teacher suggests going for a walk in the forest or clearing. There you can see birds, bugs, bees, frogs, grasshoppers, a bunny, and a hedgehog. They can be caught and brought to the living area. The players follow the teacher, and then scatter in different directions and pretend to catch it in the air or crouching on the ground. “It’s time to go home,” says the teacher, and all the children, holding the living creatures in their hands, run home and take each of their chairs. The teacher names one of the children and offers to show whom he caught in the forest. The child imitates the movements of a captured animal. Children guess who was caught. Afterwards they go for a walk in the forest again.

Rules: Return at the signal “It’s time to go home.”

Options: Train ride (they sit on chairs and imitate the movements and sound of wheels with their hands and feet).

No. 73. Outdoor game “Build a line, circle, column.”

Tasks: Develop orientation in space, the ability to perform movements according to a signal. Practice fast running, walking, jumping.

Description: Children, divided into two groups, line up at opposite sides of the playground or room in two ranks, facing each other. At the teacher’s signal, they walk or run (depending on the tempo and rhythm, which are set by hitting the tambourine) across the entire playground. Having stopped hitting the tambourine, the teacher commands: “Build a line (circle, column)!” - and the children line up in their places in a line (circle, column). The group that forms the fastest and most correctly wins.

Game options:

1. Before the game starts, the teacher says: you need to walk to the tambourine, run slowly to the bell, and run fast to the sounds of the rattle.

2. After the signal you need to stand exactly in your place.

3. Each group is built around a pin of a certain color.

4. The teacher gives a signal by showing a card with a picture of a column (line, circle).

5. The teacher gives a signal by showing a card with a picture of a line or column (by height, in reverse order).

No. 74. Low mobility game “Who left?”

Progress of the game: Children line up in a circle. The driver stands in the center of the circle and closes his eyes. The teacher touches one of the players standing in a circle, and he quietly leaves the hall. The teacher allows the driver to open his eyes and asks him: “Guess who left?” If the driver guessed right, then he stands in a circle and chooses another driver. If he doesn’t guess correctly, he closes his eyes again, and the person leaving the hall takes his previous place in the circle. The driver, opening his eyes, must name him.

No. 75. Low mobility game “Flies - doesn’t fly”.

Progress of the game: Children walk in a column one at a time. The teacher names various objects. If an object flies, for example an airplane, a bird, then children should raise their arms to the sides and flap them like wings; if the object does not fly, then they should not raise their arms.

The one who raises his hands incorrectly is considered a loser.

No. 76. Low mobility game “Find and remain silent.”

Children stand along one side of the playground facing the teacher. At his signal, they turn to face the wall. The teacher hides the handkerchief at this time. Then, at a signal, the children turn and begin to look for a handkerchief. The finder, without showing any sign of it, approaches the teacher, quietly speaks in his ear where he found the handkerchief, and takes his place in the line (or sits on a bench or chair). The game continues until most of the children find the handkerchief. The game is repeated 3–4 times.

No. 77. Low mobility game with a ball “Edible - inedible.”

If the teacher calls an “edible” word, the child catches the ball and holds it, if “inedible”, he quickly throws it back.

No. 78. Low mobility game “Cheerful tambourine”.

Everyone gets up in a big wayth circle. The presenter says the words: “You run, cheerful tambourine, quickly, quickly through your hands. Whoever has a cheerful tambourine will now dance for us.” On whom the words end, those children go out into the circle and dance. The game is repeated 2-3 times.

№ 79 . Low mobility game “Four Elements”.

Purpose of the game : Develop attention associated with the coordination of the auditory and motor analyzers.

Description. The players sit in a circle. The presenter agrees with them that if he says the word “earth”, everyone should lower their hands down, if the word “water” - stretch their arms forward, the word “air” - raise their hands up, the word “fire” - rotate their hands at the wrists and elbow joints. Whoever makes a mistake is considered a loser.

No. 80. Low mobility game “Antoshka”.

Children stand in a circle, walking in place, and say:

Antoshka-potato, bone leg,

He's as big as an inch, his head is as big as a pot.

Then all the players turn their backs in a circle, closing their eyes, and the teacher covers one child with a blanket. At the command “Turn,” the players turn their faces in a circle and open their eyes. The teacher asks the question: “Who is missing?” Children must say the name of the child who is hidden. After the name of the hidden child is named, the magic bag will reveal who is hidden in it. (2-3 times).

No. 81. Low mobility game « Cold - hot."

Progress of the game: The driver leaves the hall, the children hide the object. After this, the driver enters and looks for the object. And the children follow him and say:

Cold...warm...hot...helping you find a hidden object.

No. 82. Low mobility game"Rope."

They take a long rope and tie its ends. The participants of the game stand in a circle and take the rope in their hands. The driver stands in the middle. He walks in a circle and tries to touch the hands of one of the players. But the children are attentive, they lower the rope and quickly hide their hands. As soon as the driver leaves, they immediately take the rope. Whoever the driver hits on the hand goes to lead.

Rules. 1. Players must hold the rope with both hands. 2. During the game, the rope should not fall to the ground.

No. 83. Low mobility game “Water”.

Progress of the game : Children stand in a circle, the merman is in the center. Children walk in a circle and say words, after words: - come out, come out... the merman walks with his eyes closed, hands forward, and guesses who he hits.

Grandfather - Water!

Why are you sitting under water?

Go out, go out for at least an hour.

Guess which one of us!

No. 84. Low mobility game “Tsar Pea”.

Progress of the game: According to the rhyme, the driver is selected - King Pea; he moves 8-10 steps away from the children and turns his back. The rest of the children agree on what action they will portray. King Pea comes up to the children and says:

Children carry out the intended movement / do laundry, play the accordion, sweep the floor... / King Pea guesses. If he doesn’t guess correctly, he loses; the children tell him what they did and come up with a new action.

No. 85. Low mobility game “Echo”.

Progress of the game: Children walk in a column one at a time. The teacher says a phrase, and the children, like an echo, repeat the last word. For example, the teacher says: “Crow” - the children answer in a drawn-out manner: “Cuckoo.”

No. 86. Low mobility game “Find the differences.”

Progress of the game: Everyone sits in a circle. To play, the players need to carefully examine each other. When the leader leaves the room, the participants must make small changes in their appearance: pin up their hair, bandage a finger, unbutton a button, etc. The leader must determine what has changed for the players. The one with the most changes will lead.

No. 87. Low mobility game “Cap and Stick”.

Target: teach children to move in a circle clockwise and counterclockwise, recognize children by voice, follow all signals, and maintain silence. Develop the ability to act on signals and hearing. Cultivate interest in outdoor games.

Progress of the game : One of the children goes to the center of the circle with a stick in his hands, puts a cap on his head so that it goes down to his nose, covering his eyes. The rest of the children hold hands, forming a circle. They walk in a circle and say: “One, two, three, four, five -

The stick will knock.” The child in the cap taps with a stick, with the end of the words everyone stops and turns to the middle. The child in the cap holds out a stick, the one to whom it points takes hold of the end of the stick and calls the name of the person standing in the circle. The child in the center must guess who called him, if he guessed right, he goes to the middle.

Option. Those standing in a circle say:

"1, 2, 3, 4, 5,

The stick will knock

And as he says - skok, skok, skok,

The presenter taps his wand, points to one of the children, and he says the last words.

  1. Games to develop auditory attention and

Phonemic hearing.

Progress of the game: Children form a circle. The driver stands in the center of the circle and closes his eyes. Without holding hands, children walk in a circle to the right (left) and say:

We gathered in an even circle,

Let's turn around at once,

How about we say “skok-skok-skok”,

The words “skok-skok-skok” are pronounced by one of the children at the direction of the teacher. The driver must find out who said these words. If he guessed right, he takes the place of the one who spoke the words. If the driver does not recognize the voice, the game is repeated, and the children go in a circle in the other direction.

No. 89. “Telephone.”

All children sit in a row: whoever sits first gets the phone. The presenter quickly speaks a word or short sentence into his ear. What he heard, he passes on to his neighbor, who, in turn, passes this word on to the next player, and so on until the last player. After that everyone says what they heard. The first one who mixed up what was said sits at the end, the players move closer to the phone. Each child can act as a telephone once, and then sits at the end of the row.

No. 90. “Bear”.

Progress of the game: children stand in a circle. A bear is selected, sits in the middle of the circle, and closes its eyes.

Like snow under the tree, snow,

And there is snow on the tree, snow,

And under the hill there is snow, snow,

And there's snow on the hill, snow,

And a bear sleeps under the snow

Quiet, quiet, don't make noise!

On lines 1 and 3, children go in a circle, 2 and 4 - from the circle, on the 5th line the children carefully approach the bear, the 6th line is said by one child as directed by the teacher. The bear must recognize it by its voice, Who said .

No. 91. "Falcon".

Progress of the game: Children sit on chairs in a circle. A falcon is selected. With the beginning of the poem, which all the children recite, the falcon runs around the circle and drops a feather (a fake one) behind the back of one of the children.

A falcon flew high.

I dropped my feather into the sedge.

falcon feather

We won't find it until the morning.

In the morning the sun will rise -

Vova will find the feather.

With words " In the morning the sun will rise..."the falcon sits on an empty chair in a circle with the children. The last three words are pronounced by all the children, calling the name of the child behind whose back there is a falcon feather. He becomes a falcon. The game repeats itself.

Progress of the game: closes his eyes. Children walk in a circle, the driver stands in the middle of the circle. When the words end, the children stop. The teacher points to one of the players.

Rules: The driver does not open his eyes until he names the caller. During this time, everyone must remain quiet. "We had a little fun,

Everyone was settled in their places.

You,...(name), guess

Find out who called you."

No. 93. Low mobility game “Guess what it sounds like.”

The adult invites the children to listen and remember the sound of each object (how the paper rustles, how the tambourine rings, what sound the drum makes, what the rattle sounds like). Then the child must determine by ear only, without visual support (the child turns away, or the toys are covered with a screen), what sounds. The name of each sounding object is pronounced.

No. 94. " You hear - clap».

An adult pronounces a number of sounds (syllables, words); and the child with his eyes closed, hearing the given sound, claps his hands.

No. 95. "Keen Eye".

Children are asked to find objects in the environment that have a given sound in their names and determine its place in the word.


Game card “POLAR BEARS”

(game for children of primary school age, grades 1-4)

Venue and equipment. Outdoor playground, gym.

Form of the game. Collective.

Minimum number of players: 6-8 people.

Description of the game. Preparing for the game. An area is outlined - the “sea” (10-12 cm), to the side lies a hoop - an “ice floe”, on which the driver - a polar bear - is located. The remaining players - bear cubs - are located in the “sea” in random order.


- “Ice floe” on which the polar bear is located.

Bear cubs

Game director

The game begins with the words of the bear: “I’m going fishing!” The bear runs out onto the site and begins to catch the cubs (touch them by touching their shoulders). He caught one - he takes him by the hand and leads him onto the ice floe, runs after the second bear cub, makes him dirty and leads him onto the ice floe. Two caught players join hands and begin to catch the players. Having overtaken the bear cub, the couple surrounds it in a ring and shouts: “Bear, help!” The polar bear runs into the sea, insults the caught player and leads him onto the ice floe. When there are a couple more players (cubs) on the ice floe, they also go in pairs to catch the remaining players. Thus, each time there are more and more couples. The game continues until there is only one bear cub left in the sea.

Rules of the game: 1) couples catch the players only by surrounding them with their arms;

2) when catching, you cannot grab players; 3) a player who runs out of bounds is considered caught; 4) a bear cub caught by a couple can slip out before the bear gets it; 5) as soon as the bear has caught the first pair, it remains on the ice floe and does not catch any more.

Determining the winners and summing up the results. The game continues until there is only one bear cub left in the sea. He wins and becomes a polar bear.

Pedagogical goal – develop speed, agility, endurance.

Pedagogical objectives of the game:

1. Developmental: develop reaction speed, attention to the sound signal;

2. Educational: cultivate courage, honesty, discipline, respect for established rules, the will to win;

3. Wellness: strengthen the musculoskeletal system, cardiovascular, respiratory systems;

4. Educational: teach children the game, the rules of the game; teach running in pairs, develop the ability to navigate in space.

On this page you will find the rules of the Polar Bears game; you will definitely need this information for your overall development.

Polar bears is an active group game for children of primary school age. Develops active creative motor actions motivated by the plot of the game.

Game description

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

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

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

Rules of the game

1. On the edge of the area, which represents the sea, a small place is outlined - an ice floe, on which the driver stands - a “polar bear”
2. The remaining “cubs” will be randomly placed throughout the site
3. “The Bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”
4. Having caught one “bear cub”, he takes it to the ice floe, then catches another
5. Two caught “bear cubs” join hands and begin to catch the rest of the players, “bear”
6. Having caught someone, two “bear cubs” join their free hands so that the caught one ends up between their hands, and shout: “Bear, help!”
7. The “bear” runs up, greases the caught one and takes him to the ice floe
8. The next two caught also join hands and catch the rest of the “cubs”
9. When all the “cubs” are caught, the game ends
10. The last player caught wins and becomes a “polar bear”

Note

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