Moving games in physical education lessons. Moving games for primary school students

09.10.2019

for children younger school age.

1-4 Class

Introduction

This collection includes mobile games that can be used in physical culture lessons in primary school, As well as when drawing up various scenarios of sports holidays in the form of contests and relay. Many games can be included in calendar-thematic planning as mobile games in the lessons on cross-trap, athletic training, gymnastics and when planning the variable part of the working program.

Purpose of the game: Development of the charmer, dexterity.

On the playground, the circle is drawn with a diameter of 5-8 m (depending on the age of players and their number).

All players are divided into two teams: "Ducks" and "Hunters". "Ducks" are located inside the circle, and "hunters" for the circle. "Hunters" get the ball.

According to the signal or by the Teacher's team, "Hunters" begin to beat the "ducks" by the ball. "The dead ducks" in which the ball got out, drop out of the circle. The game continues until all the "ducks" from the circle are broken. During the ball of the ball "Hunters" can not be overpowered by a line of a circle.

When all the "ducks" are knocked out, the teams change places.

Option game: From among the players, 3-4 "hunters" are selected, which are standing at different parts of the site. Each "Hunter" has a small ball. Playing scatter on the site, but do not go beyond its limits.

On the signal or team of the teacher, all players stop in their places, and the "hunters" are kiss and throw balls in them. Playing can shy away from the flying ball, but they can not go from their own place.

Embossed ducks come out of the game. Wins the "Hunter" who knocked the largest number of "ducks".

In purpose and nature repeats the game " ».

On the playground, children form a circle, standing at a distance of elongated hands from each other. In the center of the circle there is a teacher who takes turns to the ball with children, and then catches it from them, uttering rhyms:

"Catch, throw,
Do not come on! .. "

The teacher says the text does not rush so that during this time the child manage to catch and throw the ball back.

The game starts from a short distance (the radius of the circle is 1 m), and then gradually this distance increases to 2-2.5 m.

The educator notes children, never dropped the ball.

In purpose and nature "(Salka, ).

On the playing area, two lines are drawn at a distance of 15-25 m (depending on the age of playing). From the number of players is chosen "Wolf" (less often - two), which stands between the lines. Behind one line are the rest of the participants - "Geese", and after the teacher.

The teacher appeals to the goose: "Geese geese!"

Geese answer:

- Gray-ga!
- Do you want?
- Yes Yes Yes!
- Well fly!
- We can not! Grey Wolf Under the mountain, it does not allow us home!
- Well, fly, the evil wolf beware!

After these words, Geese rush home from one line to another, and the swollen wolf (wolves) tries to catch ("spot") as much geese as possible. Caught by geese wolf leads to its lair.

After two or three such "flights", a new wolf is selected, and caught geese returned to the game that starts first.

Purpose of the game: Learning walking on skis (in junior class) in different ways.

On the playground, covered with snow, mark the "Start" and "Finishi" lines with a distance between them 25-30 m.

On the start line, 3-5 playing at a distance of 1.5-2 m away from each other and on the signal or team of the teacher are started by skiing. The participant wins the first to cross the Finish line.

Game options:

    signs can be carried out with a stick or a sliding step without them, defining the winner on the results of two races;

    you can spend the game, dividing children by 2-4 teams with an equal number of participants, as a relay.

Purpose of the game:training in the main types of movement (jumping), the development of coordination of movement and agility, training of the eyeball.

On the playing area, children form a circle with a diameter of 4-5 m, stand at a distance of an elongated hand from each other. In the center of the circle there is an educator. He has a rod in his hand, the length of which should be equal to the radius of the circle. By the end of the rod on the rope of up to 0.5 m long, a bright ribbon or handkerchiefs ("Komar") was tied. The teacher holds the rod so that the "Komar" was 5-10 cm above the elongated hands of the child, and, smoothly driving a rod in a circle, forces "mosquito" fly.

The task of children is that, bouncing on the spot, to be able to be two palms of "one mosquito".

Rules of the game: Children must make jumps on two legs or pushing out one foot, which depends on the conditions of the game. The child should not leave his place in a circle in pursuit of the mosquito. If the child managed to lie "mosquito", then the mosquito movement stops while the child does not let him go. The teacher celebrates the most dexterous, who managed to "flip mosquito."

Purpose of the game: Training Movement in Water, Defense Development, ability to throw the ball.

The game is carried out in the pool or on a limited area of \u200b\u200bthe reservoir with a rebel to playing children.

From among the playing children is chosen by the leading. The rest of the children become in a circle at a distance of an elongated hand from each other. Driving becomes in the center of the circle.

According to the sign or team of the teacher, children begin to move the ball to each other through the circle, and the leading tries to catch it. If the pointing ball catches, he takes a place in a circle among other players, and the child who threw the ball becomes in place of the water.

Rules of the game: During a crossing (throwing and catching the ball), you can take a step forward or backward, fall into the water, but do not pull out the ball from the hands of another; It is impossible to push.

Purpose of the game:development of forcefulness, speed of reaction.

On the playground at some distance from each other two lines are held. The same line builds boys, in another - girls. Between them is presenter. Team of boys - "Night", Team of girls - "Day". On the team "Night!" Boys catch girls, on the team "Day!" Girls catch boys.

Rules of the game: "Awarded" go to the opponent's team.

Purpose of the game: Mastering the child running with a rope.

The playground is conducted on the playground. At the same time, 2-4 children with short rope skumps can participate.

According to the first sign, they start running, jumping through the rope through each step, and on the second signal (after 1-1.5 minutes) stop. The child who turned out to be ahead.

Option game:two parallel lines are held on the playing platform at a distance of 4-3 m (depending on the age and skill of children): Start and Finish Line.

The start line has 2-4 children with rinks, which are starting at the sign of the teacher. The child is defeated, who first crosses the finish line.

In purpose and natureis one of the varieties of the game " ».

In the middle of the playground, the circle is drawn or oval, which depicts the ice floe. From the number of players choose two "white bears", which get up on the "ice". The rest of the playing freely go and run out of the ice floe on the playground.

According to the leader's signal (whistle, cotton in your hands, etc.) or on his team "White Bears" are sent "to hunt". They go, holding one different hand (left-right) and try to grab someone from playing with free hands. The caught player they are discharged on the ice. When two caught players caught on the ice, they become a second pair of "white bears".

The game ends under the contract: when most of the players become "white bears" or when 2 - 3 playing on the playing field will remain.

Purpose of the game: Training to keep a ball (legs, stick, hands), bypassing obstacles, development of agility and coordination of movements.

The playground is conducted on the playground. Perpendicular to it put in a number of 8-10 items (kegli, cubes, knocked in the ground, etc.) at a distance of 1 m from each other.

By the signal or team of the teacher, the child must carry the ball with the foot from the line, bypassing all the items "snake", on the right, then to the left, without losing the ball and without hitting a single item.

Wins the player who will be "snake" without mistakes.

Option game:

    you can make two identical lines "snake" at a distance of 2 m from each other and simultaneously carry out the competition for the speed between the two participants;

    the child will lead from the line a small ball with a stick, bypassing the items "snake";

    the player will conduct the ball from the line, bypassing all the objects of "snakes", hitting it about the floor or land.

Purpose of the game: Training in the gaming manner jumps and run, dexterity and coordination of movements.

Two parallel lines are held on the playing platform at a distance of 4-6 m (depending on the age of playing children).

Playing children are divided into 3-4 teams with an equal number of participants. Teams are built into the column at the first line at a distance of 1.5 m from each other. Everyone standing first gets the ball and pins it between the legs.

At the signal or command of the teacher, children begin to jump on two legs to the second line. After crossing the line, they take the ball in the hands, run back, transmit the ball to the next player, and they themselves become the end of the column.

That team wins, whose last player will cross the first "Start" line with the ball in his hands.

Option game: On the second line for each team put a landmark around which the child should jump, and then leaps to return with the ball squeezed between the legs to the first line, transmitting it to the next player for the first line.

Variety " "But in the role of" fishing "protrudes" Dog ".

Before starting the game, he is selected from the number of players or appoints the teacher "Dog". The rest of the children are "hares." On one side of the playing platform, the circles draw up to 50 cm with a diameter - this is the "mink houses" of the hare. On the opposite side of the site (at a distance of 10-15 m), another circle is drawn with a diameter of 1.0-1.5 m - this is a dog "Dogs".

Located between "minks" and a dog's booth playground is a garden with beds. If desired, it can be denoted by dassels or circles of beds.

According to the first signal of the tutor, the "hares" run out of mink and run to the garden, jumping through the beds. There they are harvested with carrots, cabbage ...

The tutor submits the second signal or the team: "The dog runs! .." After that, the hares are in a hurry to get to their "mink", hide in them, and the dog tries to catch a hare, "Osaliv" His "(Touching his hand). The caught hare departed to the dog booth and no longer takes part in the game.

When 3-6 "Zaitsev" will be caught, the teacher can choose from playing another "dog", and caught "hares" again return to the game that begins first.

The type of game " "But in the role of" fishing "acts" Cat. "

The edge of the playground is carried out by a line, behind which circles are drawn or the hoops are laid - "mink houses". At a distance of 5-8 m from the line on the hemp or on the chair, the "cat" sits, and the mice are arranged in their "minks".

Showing the beginning of the game, the role of the cat is performed by the teacher, and then the "cat" is selected from playing children. When everyone took their places, the educator appeals to the "mouse" children: "Cat asleep! .." You can use rhymes:

Cat mice will fit
I pretended to sleep ...

After these words, the "mice" teacher leave their "minks" and begin to run through the playing field, close to the "cat". After some time, the teacher says: "The cat wakes up! .."

You can use rhymes:

Quieter, mice, do not make sure
You do not wake a cat! ..

After these words, "the cat" rises on all fours, sips, says: "Meow! .."

This serves as a signal that he begins to catch mice. The cat caught "mice" takes to its place, and the game begins first, but without their participation.

After the "cat" caught 3-5 mice, the educator appoints a new "cat", and the "mouse" caught back into the game.

Purpose of the game: Training run in the gaming manner, the development of agility and coordination of movement.

From among the players, children are chosen by two: "hunter" and "homeless hare." The rest of the children are "hares" draw for themselves on the playground of the circle "houses" with a diameter of up to 50 cm.

Each hare occupies his "house" - a short. The tutor submits a signal by which the hunter begins to pursue the "homeless" hare. Running from the hunter, the "hare" loops between the houses, and then unexpectedly can jump into any house and become behind the back of the "hare" living there. At the same time, this "hare" turns into a "homeless", must leave the "house" and run away from the hunter chased now.

As soon as the hunter caught up with a hare and touched him with his hand, they change places: the hare becomes a hunter, and the hunter is a hare.

Option game: The total number of haresses decreases, and instead of circles, "houses" for the "hares" are children, 3-4 taking hands.

They open the "doors" (raise hands) in front of the "homeless hare", put it in the house, and closed in front of the "hunter". Simultaneously through other "doors", the house leaves the hare, which was in it. Otherwise, the game goes according to the same rules.

Purpose of the game:training in game form walking, run, developing agility, coordination of movements.

On the playing area, the circle is drawn with a diameter of 5-8 m (depending on the age of playing children).

From playing children is chosen by the leading, which is located inside the circle anywhere. The rest of the children become around the circle at a distance of a hemisphere from the line.

At the tutor signal, the children jump into the circle, run on it and pop up. Running runs within a circle and tries to touch the playing when they are inside the circle. When the driving approach, each player should have time to leave the circle limits.

That playing, to whom he managed to touch the pointing within a circle, gets a penalty point, but remains in the game (or drops out of the game). After some time, the tutor calculates the number of penalty points and those playing who did not have time to touch the leading. It is replaced by a leading, and the game starts first.

Option game: You can slightly change the conditions of the game. The first player becomes the first player, to whom the former leading diving within the circle has touched, and the presenter takes the player's place.

Purpose of the game: Fastening in the game form of running skills, development of agility, coordination of movements.

The playground is conducted on the playground. Playing should be an odd number. Of these, one "leading" ("Catching") is selected. The rest of the players are built into the column by couples at the distance of the elongated hands, not reaching 2-3 steps to the conducted line, and are taken by arms.

The leading becomes on the conducted line for 2- 3 steps behind the columns of playing.

Children in the column say rhymes:

"Gori, Gori clearly,
So as not to go out.
Look at the sky - birds fly,
The bells are ringing!
Once, two, three - run! .. "

After the word "run", children standing in the last pair run on both sides of the column. They strive to run along the entire column and become the first pair, have time to take hands.

Catching tries to have time to catch one of them, while the children did not have time to meet and take hands. If the catching (driven) has time to catch one player, he already becomes with this playing in the first pair, and the player who remains without a pair becomes "catching."

The game ends after all pairs run one time, but can continue further. In this case, when all the pair ran, the column makes 2-3 steps back to the line.

In purpose and nature She resembles the game " ».

Two smooth or winding lines are drawn on the playground at a distance of 3-5 m. It is the shores, between which the swamp is located. On the surface of the swamps are drawn at a distance of 20-30 cm from each other's mugs. Children become on one shore of the swamp. Their task, jumping from the bump on the bodily, move to the other side of the swamp. You can jump on one or on two legs.

Which of the playing children gets stuck and falls with the swamp, he drops out of the game.

Option game: Each of the playing instead of drawn bumps receives two planks, rearranged which and becoming on them, you can move to another shore.

Purpose of the game: In addition to fastening the skills of walking and running, children develop dexterity and coordination of movements.

On the playground, there are two parallel lines at a distance of 5-10 cm (depending on the age of playing). These are the "Start" and "Finish" lines.

A 2-3 players come to the start line at the same time. Each child give a tablespoon, in which there is a ball from ping pong. Playing holds a spoon in an elongated hand, without holding the ball with another hand.

At the tutor signal, children start moving from the start line. Their task is to walk or run to the line "Finish", but at the same time not to drop the ball. If a player in the process of movement drops the ball, then it should raise it, return to the place where he dropped, put a ball into a spoon and only then continue the movement.

The winner is the child, the first crossed the "Finish" line and not a dropping ball. You can arrange new runs among the winners of each preliminary race.

Game option: The game can be carried out in the form of a relay when all participants are divided into 2-3 teams depending on the number of participants:

    the playing must convey the ball in a spoon to the finish line, and return to run, passing the spoon and the ball to the next player;

    the playing should convey the ball in a spoon in both ends, passing them to the next playing.

The team wins, the first ending the baton.

Purpose of the game: Training in the game form by jumping on one leg, the development of coordination of movements.

On the playground before the start of the game, the bottom of parallel lines are carried out at a distance of 6-10 m (depending on the age and capabilities of playing children). These are the "Start" and "Finish" lines.

Depending on the number of participants, all playing children share no 2-3 teams with an equal number of players.

According to the teacher's team, the teams are suitable for the start line and are built into the column for each other with a distance between the columns of 1.5-2 m. Each player bends his leg in the knee. The child standing behind him puts one hand on the shoulder standing in front, and the other hand holds his bent leg. The latter foot player is simply bent in the knee. Thus, a chain team is formed. According to the tutor signal, each of the chain team begins forward moving forward, moving on one leg.

That team wins, which will overcome the distance between the lines faster and cross the Finish line.

Purpose of the game:mastering jumps on one leg, the development of agility and coordination of movements.

On the playing area, the circle of 1.5-2 m with a diameter is delineated. Two players become in the center of the circle face to each other. Everyone stands on one leg (the second bent in the knee), arms crossed on the chest.

The game begins at the tutor signal: cotton in your hands, whistle, etc. The task of playing, jumping on one leg and pushing his rival shoulder, make him omit the second leg or push it out of the circle.

The game is held in pairs, and the winners of the steam are among themselves.

Purpose of the game:training in the game form of movement (walking, running), the development of agility and coordination of movements.

Before the game, the teacher harvests from cardboard "Fish" (length - 15-20 cm, width - 5-7 cm), which are painted in colors of playing teams (for example, blue, red and green fish). A thread of 50-60 cm long is tied to the tail of each fish.

The game involves the competitive character of two or three (depending on the number of children) teams with an equal number of participants in each team.

Children are built on the playground and share the teams. Each team receives "fish" of its color. Each child receives a "fish" of the colors of his team and the free end of the thread fills for their sock so that when walking or running "Fish" stretched from behind on a thread, touching Paul - "Slear".

After that, the commands go to the playing field. At the signal, teachers are starting to walk and run around the site, trying to step on the enemy's "fish" and at the same time do not "catch" their "fish". Child, whose fish "caught" (pulled out a thread from the sock), drops out of the game, and the "fish" takes the player who caught.

After graduating from the game, the teacher sums up. The team wins, who has more unmarried fish left, but more "caught" foreign fishes.

Rules of the game:during the game, it is impossible to have enough player with the hands of another team, pushed, step onto the feet to other players.

In purpose and naturethis game is close to the game " ».

On the playground, two parallel lines are carried out at a distance of 5-8 m (depending on the age of playing).

At the first line, the child leans forward, bending almost to a straight corner. On his back, he is pouch with sand or pad. In this position, the child must pass the way until the next line, without dropping the object from the back while driving.

Rules of the game:to correct the subject or maintain it while walking between the lines. A child who lost the cargo leaves from the game.

Purpose of the game:development and coordination of movements.

For the game prepare 4-5 small bag filled with sand. On the playground, two parallel features are held at a distance of 5-8 m (depending on the age of playing). The teacher puts the task before children: go through a bag on the head from one to another line. At the beginning of the game, the speed of movement does not matter, but the child who dropped the bag while driving, leaves the future game.

After three or four such transitions, the teacher marks children, never lost her bag, and also encourages the rest.

Rules of the game:you can correct the bag on your head only below, but it is impossible to touch it during walking.

Option game:after manifestation of the skills of the ability, the educator can conduct a competition for the speed between 3-4 playing!

Purpose of the game:development of basic types of movement (long-term jumping), strengthening the musculoskeletal system, the development of coordination of movements.

On the playground put hoops at a distance of 30 cm from each other. In the absence of a hoop on the floor or on Earth, it can be drawn at the same distance from each other wheels or squares. Total 6-8.

Children line up in the column and at the tutor signal start jumping on two legs from a hoop into the hoop, following each other, without interfering with each other. A child who finished jumping and reached the last hoop, running returns and becomes the end of the column.

At the end of the game, the teacher notes the quality of the jump and landing of children, not forgetting to note the positive participation of all children in the game.

Purpose of the game: Development of agility, strengthening muscles of hands.

For this game there are two round sticks of the same length and the same diameter. By the middle of each stick, the end of the cord is tied up with a length of 8-10 m, and its middle is marked with a bright ribbon. Two players take on a stick and depart from each other for the length of the cord so that it is in a stretched state.

At the signal of the conductive game, children begin to quickly rotate the sticks with both hands, winding the cord on them, and move gradually forward, keeping the cord in the stretched state. The participant wins the participant who earlier the cord to the ribbon.

Any number of children can take part in the game. Every time the other couple is playing.

Game options:

    The winner gets the right to continue the game with another partner until the first defeat. A participant who won a greater number of times is revealed.

    The losers are eliminated, and between the winners of the couple is arranged competition with subsequent disposal before identifying one winner.

In purpose and nature is a kind of game " ».

On the playground, two parallel lines are carried out at a distance of 1 m from each other. A thick rope or rope is taken for the game, in the middle of which bright tape is tied.

All players are divided into two equal groups. Each of the teams occupies a place for its line and takes over the rope so that the bright tape is in the middle between the two lines.

According to the teacher's signal or on his team, players of each team pull the rope in opposite sides, trying to drag the ribbon for their own line.

The team defeats, who managed to drag the ribbon through the conventional border. After that, the game is repeated.

Purpose of the game:strengthening the musculoskeletal system, the development of agility and coordination of movements.

On the playground, two parallel lines are drawn at a distance of 5-10 m (depending on the age of children). The first line is suitable at the same time by 3-4 children. Before each on the line lies on the same ball.

At the signal or team of the teacher, children become on all fours and start moving to the second line, at the same time pushing the ball in front of them.

The player wins the first to cross the second line without losing the ball.

Purpose of the game: Training in the gaming manner throwing the ball, the development of the strength and accuracy of the throw.

On the playground, a line is carried out at a distance of 1-2 m from the wall. It takes another 3-5 parallel lines at a distance of 20-30 cm between them.

Children in turn fit to the first feature and on the team or a sign of the educator throw the ball into the wall, and then the teacher marks what the hell fell bounced off the wall. That child wins, after throwing the ball bounced on.

Purpose of the game: The development of speed, forcefulness.

Two teams are created for five people. The player standing first is the captain, he holds a bag with five potatoes in his hands (pebbles). At a distance of twenty-thirty steps, five circles are drawn from each column. At the signal, the captains of the teams run to the circles and plant potatoes on one to each circle, then returned and transmit the bag to the next player, which, taking the bag, runs to collect potatoes, etc.

Rules of the game:

    captains start at the signal;

    players do not go beyond the line without a bag. If the potato fell, it should be raised and then running;

    to run up to the team it is necessary on the left side.

Purpose of the game: Development of forcefulness, strengthening the musculoskeletal apparatus of the legs.

The line is drawn on the playground. At a distance from it (no more than 20 m) flags, racks are installed.

Playing are divided into three or four teams and lined up. At the signal, the first team players start jumping, circling the checkboxes and return it back. Then run second, etc.

Rules of the game:

    wins a team that ended with the first relay;

    it should be jumping correctly, pushing out both legs at the same time, helping your hands.

Purpose of the game: Development, dexterity, speed of reaction.

On the playground, the line is drawn - the streams, one side of which the selected shepherds and sheep are collected, and the wolf sits on another. Sheep stand behind the shepherd, clasping each other for the belt.

The wolf turns to the shepherd with the words: "I am a mountain wolf, I will take!" The shepherd replies: "I can't give a brave shepherd." After these words, the shepherd wolf jumps over the streams and tries to reach sheep. The shepherd, putting his hands to the sides, protects the sheep from the wolf, not allowing him to touch them. In the case of good luck, the wolf takes extraction with you. The game begins first, but the roles change.

Rules of the game:

    the wolf passes the line only after the words of the shepherd "I will not give";

    the sheep, to which the wolf touched, should go behind the wolf without resistance.

Purpose of the game: Development of attention, ability to respond to a signal.

Of the total number of participants in the game, the presenter is selected. The remaining players are running around at the site. Driving goes and says:

"The sea is worried - times
The sea is worried - two,
The sea is worried - three,
All figures in place - Zanri! "

After these words, all players stop and freeze in the pose, in which they found them the leading team. The leading bypass players and tries to find someone who moves. This player takes the place of a leading, and the rest of the figure is given a team: "distorted!", And the game continues.

Option game: The stamped players are dropped out of the game, and the game continues with the former leading until there are 3-4 players.

In purpose and nature The game is a kind of " ».

From playing children, the leading - Salka is selected. The remaining players are built in the rank. The leading comes out on the middle of the playground and says loudly: "I am a label!".

According to this signal, players are running around on the site, and the leading should catch up and touch the players ("osal"). The one whom the cabbage touched, stops, raises his hand and says loudly: "I am a cabbage!".

The new Salka cannot immediately touch the former leading hand. The game can continue, or by the team of the head, everyone is going and are built in a rank, and the game starts first.

The conditions of the game can be complicated: not allowed to "squeeze" the player, if, when he approached the water, it managed to squat, or stand on any elevation, or take up hands with someone from the players.

Purpose of the game:training in the main types of movement (walking, running), the development of the imagination and discipline of children.

For the game, it is prepared a few thin sticks with a length of 50-60 cm with unintended edges (by the number of participants in the game). Each child is issued on such a stick and it is proposed to sit down on it, holding one end with his left hand, and the other end of the stick should be freely sliding on the floor or earth. The baby riding on the stick is "rider on horseback."

At the signal of the teacher "Riders" can walk in a circle, observing the distance, then slowing down, then speeding up the movement, the rhythm of which regulates the tutor. "Riders" can "slip" across the entire playground, waving his right hand and running "perm", can change rhythm.

Rules of the game:the main rule is that the "riders" should be so skillfully managed to "horses" do not come across during the movement, did not interfere with the movement of others.

Option game:after the short-term training of "riders" you can arrange competitions. On the playing field, two parallel lines are drawn at a distance of 5-10 m (depending on the age of playing). According to the sign of the teacher "Riders" will have to overcome this distance. Wins the "rider" who came first.

Purpose of the game: Defense development, skill skill on ice.

Children are divided into 3-4 team teams. According to the number of participating teams, they prepare the playground: at a distance of 2-3 m from the starting line, ice tracks are rocked by the number of playing teams 1-1,5 m long. After 2-3 m from the ice tracks, snow shafts (by the number of playing teams) are height 40- 50 cm, 1.5-2 m long, 25-30 cm wide. At the finish line lie or hang bells.

According to the teacher's signal from the starting line, the first team members run. They should slip on the ice track with a short run, go sideways on the snow shaft and, successfully jumping, run 8-10 m to the finish and call the bell. After the signal of the bell, running the second command numbers, etc.

The winner of this relay is the team that has fulfilled all the tasks faster, without allowing the falls on the track and correctly performing jumping in a depth from the shaft.

Purpose of the game: Development of agility, attention.

The playground is drawn in the playground, followed by all players. At the beginning of the game is assigned to leading. He has a ball in his hands. On the signal or by the Teacher's team, the leader throws the ball ahead. All playing run out due to the line and strive to grab the ball. Who will grab the ball, runs back with him, trying to cross the line. If another player blocks the path and concerns the ball (strength, impulse - not apply), then the player who kept the ball throws it to the ground. The ball picks up any other player and rushes to the line. He can also knock the ball, touched to him.

The player who manages to cross the line with the ball gets the right to be leading and throwing the ball.

The one who more often will be leading other than others during the game.

Purpose of the game: Development of speed, care.

Two features are carried out on the meadow or two parallel ski trail are paved at a distance of 60 m are starting lines. Playing are divided into two teams with an equal number of participants who are built into the columns on opposite starting lines.

On a signal or team teacher standing first In the columns begin running in the direct direction towards each other, trying to reach as quickly as possible to the opposite line.

At the time of the crossing of the line, the player submits a conditional sign (the raised hand, a cry, etc.), which is started by the next team member. The team wins, all the players whose players will be the first to gather behind the starting line of another team.

Purpose of the game:training in the game form throwing and catching the ball, the development of agility and coordination of the child's movement.

On the playground between the two vertical racks or two trees stretch the rope at the height of the raised hands of the child. The teacher explains and shows how to throw the ball through the rope, run behind him under the rope and have time to catch it, not letting the land. After catching the ball, you can throw it on the other side and catch again. At the same time, 1-3 children can play, and then pass the ball to other children. The teacher observes and notes successful throws and catching the ball.

».

The playground stretches the rope between two vertical racks or trees at about 1 m from the surface. At a distance of 1-1.5 m from the rope, a trait is carried out, which lies with 3-4 small balls. 3-4 children are suitable for the line (by number of balls).

At the signal or team of the teacher, each child takes the ball with two hands and throws it from behind his head through the rope, and then catch up and catches the ball. Right under the rope, children try not to hurt her. Catching the ball, children return to the line run and throw again. A dropping ball drops out of the game. That child wins, who will quit more time and caught the ball.

Option game: Children play paired. On both sides of the rope at a distance of 1-1.5 m, lines were held, which have children playing in a pair. First, one throws the ball, and the other catches, and then on the contrary. That couple wins, which will transfer the ball over the rope more than a rope, without dropping it.

Purpose of the game: Training Movement in Water, Defense Development, Fighting Reaction.

The game is carried out in the pool or in a limited area of \u200b\u200bthe reservoir with depth to the hips or the belt for children and has two options.

1st option: From the number of playing children is chosen "Pike" (driven), and the rest of the children are "Karasi". At the beginning of the game, the role of "Pike" can perform an educator.

At the beginning of the game "Karasi" move around the pool in different directions, helping their hands. "Pike" at this time stands in the corner of the pool or at the rope fence.

According to the sign of the teacher or his team: "Pike is floating! .." All children are in a hurry to the sides of the pool or ropes of the fence (perhaps run to the shore, depending on the conditions of the game) and plunge into the water before the chin. Some children can dive into the water with their heads, periodically lifting their heads out of the water and inhaling.

The task of "Pike" to catch (touch the hand) to the gazened "crucian". The game ends when it was caught about half of the "Caras" or the caught first "crucian" becomes "pike", and the game starts first.

2nd option: After "pike, the rest of the children chose from among the players, the other children are divided into two identical groups: some -" pebbles ", and others -" Karasi ". Pebbles, holding hands, form a circle in which at this time they swim and play "Karasi".

"Pike" is outside the circle.

The tutor submits a signal or a team: "Pike! .." After this team "Pike" quickly runs into a circle, trying to catch (touch the hand) of the greeted "karas", which are also in a hurry to hide behind the "pebbles" (become behind the back). "Pike" catches only those who did not have time to hide, and leads outside the circle.

The game is repeated until 3-4 (or more than half) "Caras" will be caught. Then the "pike" changes, and the game starts first.

Purpose of the game: Teaching children quickly and safely dive into the water, the development of agility.

The game is carried out in the pool or on the plot of the reservoir with the depth of the belt for children.

Children form a circle, becoming an elongated hand from each other. In the center of the circle there is an educator who acting the role of water, he has a rope in his hands, the length of which is equal to the radius of the circle formed. By the end of the rope, a small inflatable toy is tied. This is a "rod".

By a signal or team, the educator begins to rotate the rope so that the toy makes circular motions at a level of 10-15 cm above the water. The task of playing children when the toy is approached to have time to sit down and plunge into the water. That child whom the toy hurt, gets a penalty point.

At the end of the game, the teacher sums up counting the penalty points and determines the most deft children who have no penalties or the smallest quantity.

Purpose of the game: Development Attention, coordination of movements, strengthening muscles torso, back, abdomen.

For the game, the driving-uterus is selected - "Crane". On the playground, children line up in a chain, facing them the uterus. The column moves all the time, first slowly, then speeding up the pace. At the same time, it performs guidelines. For example, when the leading says: "The yellow-born snake", the column of "cranes" is built into the wedge-shaped figure. If he speaks about frogs, the column in the half-headed jumps forward and so on.

Rules of the game:

    the one who could not fulfill the task and ruined the circle;

    the loser player becomes the very end of the column;

    the uterus "Zhuravl" is changing by agreement.

Purpose of the game: Development of attention, workout coordination of movements.

On the playground, two lines are conducted at a distance of 1-1.5 m. The distance between them is the ditch in which the water-wolf is located. The wolf can only move between these lines.

The rest of the players are "goats" - at the signale of the teacher, over the one side of the site to another, jumping through the ditch. At this time, the wolf tries to catch the goats, touching his hand. Players who touched the wolf stop and drop out of the game.

Option game: Wasing can be 2-3. Competition is held between the Wolf (wolves): who is more for a certain number of fuses (4-5) caught the goats, and goats are noted, never caught wolves.

Purpose of the game: Training in the game form the main types of movement, the development of agility.

8-12 children take part in the game, of which two are chosen: "KORSHUAN" and "SUPPLY". The rest of the children are "chickens".

On the side of the playing area draws the circle with a diameter of 1.5-2 m. It is a "nest" "KORSHUN". He leaves for his nest, and the "chapter" displays a walking "chickens" on the playground. They go to the chain: keep with each other (for hands or for the belt).

At the signale of the tutor from the nest, the "Korshun" flies and tries to grab the latter in the "chicken chain". "Summary", putting hands, does not let the "KORSHUAN" for "chickens".

Rules of the game: Neither "Korshun", nor the "zeal" do not use force. Korshun should try, running around, deceive the "zeal", grab and carry the caught "chicken" to his home. If "Korshun" grabbed "chicken", then he should go behind him.

Purpose of the game: Defense development, ability to maintain balance, the development of coordination of hands and legs, the correct position of the body when driving on skis.

Under the terms of this game, the child must go on skis with a low roller. In the middle of the descent there is a pre-prepared item (fir bump, kege, flag, etc.), which the child must raise, crouching and leaning during the movement without losing equilibrium.

Option game: A child can descend from this slide on sleds, and while driving a certain item. Its objects may be somewhat, and for each of them the points are accrued.

Purpose of the game: According to its tasks and character reminds the game " ».

On the playground, the circles with a diameter of 50 cm. These are "houses" for playing. Their number should be one less than the number of players. From the number of playing is chosen by the leading, which remains without a "house". All children occupy their mugs - "houses", and the leading becomes in the center between the circles and loudly says: "Once, two, three - run! .."

After the word "run", children begin to change their circles - "houses", and at this time trying to take any of the liberated "houses". The child who has not managed to take a free circle - "house", becomes water and goes to the center of the playground. The game starts first.

Purpose of the game:training to throw and catching the ball, transfer to its partner in motion, the development of agility and coordination of movement.

On the playground, six children selected from the number of players become in the ranks and keep five hoops in the elongated hands. The rest of the children are broken by an educator on playing couples.

According to a signal or team of the teacher, each couple in turn begins the game from the first chain standing in the chain, passing the chain at a distance of 1 m on both sides and throwing the ball to each other through the hoop.

While moving, children must throw the ball through each hoop. If the child drops the ball, then it should raise it and continue the game from the hoop, where an error was made (or from the first hoop, which depends on the conditions of the game). The couple wins, which was the fastest of others a distance and did not drop the ball, throwing it through all five wrap.

When repeating the game, children who play in pairs are changing children who stood with hoops.

Summing up the game, the tutor notes not only the speed of movement, but also the accuracy of the throws of players.

Purpose of the game:learning jumping from running out, the development of coordination of movement and the chakmera.

On the playground on a vertical rack or on a horizontally stretched cord, located at an altitude of 1.5-2 m, hang a basket (you can 2-3 baskets) so that it is 5-10 cm above the elongated child's hand.

Before the start of the game, the teacher explains to children that a squirrel lives in this basket (in the "nest"), which loves nuts very much. Then every player gives pebbles of a rounded shape or ping ball balls that replace nuts. To treat the protein by a nuts, the child should jump and throw the "nut" in the basket.

Rules of the game:at the discretion of the educator, children can jump from the place or from running out the facal of 2-3 m) each child makes 3-5 attempts to put the "Walnut" in the basket of the protein. The tutor notes the technique of jumping and landing, as well as someone who put more "nuts".

Purpose of the game:development of coordination of movements. On the playing platform, two lines are carried out (you can winding) at a distance of 1.5-3 m from each other (depending on the age of playing children). This is "rods". Through the "streams" are laid pebbles at a distance of 20-30 cm from each other (pieces of cardboard, plank, or simply drawn on the floor of the circles). They are located with such a calculation so that the child can do without much difficulty to move from one pebble to another, and then from one broom of a stream to another.

The educator brings playing children to the drawing (Bearing of the stream) and explains that it is necessary to move on the pebbles to the other coast, without seeing the legs. Then the tutor shows how to do it. Behind the tutor, children in turn, jumping over with a pebble on pebbles, move onto the other side of the stream. That child who stumbled and became past the pebble, which means, soaked his legs, goes to dry them on the bench and temporarily dropping out of the game.

The game lasts several times. Then the teacher praises all children, noting at the same time the fastest and clever.

Purpose of the game:training in the game form The main types of movement (walking, running), the development of coordination of movements, strengthen the musculoskeletal system.

Before the start of the game, the teacher builds all the playgrounds playing in the column along one of the sides of the playground and briefly reminds how the train driven by "locomotive" is moving. In order to show the game, the teacher becomes the head of the strip, and the rest of the players are "cars". In the future, after a short distance, the location of the "steam locomotive" occupies one of the children.

At the signal of the teacher, the "locomotive" gives the beep "U-U-y! .." and "train" slowly rides from the place. The wagons move in each other with the observance of a certain interval (without clutch), and the children make the movements bent in the elbows and pronounce the sounds of "Chu-Chu-Chu! .."

The educator regulates the speed of the "train" movement, gradually speeding up the movement, moving on rapid walking, and then on running.

The tutor submits the team: "The train is suitable for the station ..." Train movement slows down.

The tutor submits the following command: "Station ... stop ..." The train stops. At the station during the stop, the "locomotive" is possible: another child becomes at the head of the composition, and the former "locomotive" takes the place of "Wagon".

The educator again gives a signal, and the "train" goes into the future path. So during the game, the train passes through several stations with a change of "steam locomotive".

Rules of the game:children should during the game, especially when changing the rhythm of the "train" movement, strictly observe the interval between the "wagons", not to accumulate on each other, not to push each other, not to go out during the movement.

Option game:the train movement can be with a clutch: during the movement only "locomotive" performs movement with hands, bent in the elbows, and the hands of all children are "cars" are on the belt in front of the go.

After graduating from the game, the teacher praises all children, noting the best "cars" and the best "steam locomotive".

Municipal budgetary educational institution

Basic educational school №15

Performed teacher of physical culture:

Babitskaya O.V.__________

Cherepovets

2017

Table of contents.

    Explanatory note. Introduction

    Outdoor games.

    Moving games with the ball.

    Movable reaction games.

    Count.

    Literature.

    Introduction

The game for a long time was an enthusiastic part of the human life, was used to educate and the physical development of the younger generation.

The concept of "game" includes many various shapes Game folklore, each of which, ultimately, contributes to the comprehensive development of children: physical, mental, mental. Gaming activities are among the needs caused by the human itself, is the need for muscle training and internal organs, the need to communicate, obtaining external information.

The game of the game is associated with physical and engine exercises prestigious for children, the element of the new, unknown is always laid in the game.

A moving game - there is a natural satellite of the child's life, a source of joyful emotions, which have a huge educational force. Folk moving games are a traditional tool of pedagogy. Estimation of the centuries in them brightly reflected the lifestyle of the people, the national foundations, the idea of \u200b\u200bhonesty, courage, the desire to possess the force, dexterity, endurance, speed of movement, to show the smelting, exposure, resourcefulness, will and the desire for victory. It is the gameplay that ensures the development of the educational potential of the personality, its individuality, creative attitude to activities, many games of the peoples of the world are similar to each other and almost all nations one of the most favorite attributes is the ball.

So lately, our children lead a low-lived lifestyle, replacing physical education and sports activities from a TV and a computer, the health of children is worsening. In addition, the ball in the modern school becomes one of the traumatic objects: very often, children, without receiving the proper development of physical skills in an early and younger school age, in the future they get injuries to brush and fingers. Exercises with different balls (small, large) are dynamic and emotional. Promote the development of force, sports and power qualities, coordination abilities, the speed of simple and complex motor reactions, require manifestation of the resourcefulness of the ability to concentrate and switch attention, spatial, temporal, dynamic accuracy of movements and their biochemical rationalization.

They effectively affect the development as mental processes (attention, perception, memory, imagination) and physiological (enhances blood circulation, breathing, metabolism).

Purpose: Strengthening the health of children, formation of skills healthy image Life and physical development of students.

Tasks:

1. Wasive motor experience and enrichment by new, more complex movements
2. Motor skills and their use in changing gaming situations
3. Development of creative opportunities and physical qualities
4. Evidence of independence and activity with new, more complex movements
5. Communication to the elementary standards and rules of relationships with peers.

When carrying out mobile games among young students, it is necessary to take into account the anatomos - the physiological features of children of this age, the relative exposure of their organism by various influences ambient And quick fatigue. The skeleton of the younger student still continues to be formed. A significant layer of cartilage tissue determines the greater flexibility of bones, especially the spine. Musculature is relatively weak (in particular, the muscles of the back and the abdominal press). The strength of the support apparatus is also small. therefore great importance Moving moving games with a variety of movements, without long muscle stresses.

Children show large motor activity in games, especially in cases where jumping, running, and other actions requiring the high costs of strength and energy, are mixed at least short-term interruptions, active recreation. However, they get tired fairly quickly, especially when performing monotonous movements. Considering the foregoing, physical activity in the class of rolling games must be strictly adjusted and limited. The game should not be too long.

The functions of attention in younger students are not yet sufficiently developed, they are often scattered, switch from one item to another. In this regard, they are desirable to offer short-free moving games in which large mobility alternates with short-term transfers. The simplicity and few of the rules are determined by the insufficient sustainability of attention and relatively poorly developed volitional qualities of children 6-9 years. Children of this age are active, independently, inquisitive, seek immediately and at the same time to be included in the games held, and during the game they try to achieve asked targets in a relatively short time; They still do not have enough restraint and perseverance. Their mood is often changing. They are easily upset with failures in the game, but, carried away by her, they soon forget about sink offended.

Children of 1-3 classes are very active, but, of course, cannot calculate their capabilities. All of them basically want to be watering, so the head must appoint them himself in accordance with the abilities. You can also assign a player who won in the previous game, encouraging it for being not caught, fulfilled the task better than others, accepted the most beautiful pose in the game, etc.

The choice of a leading should contribute to the development of the ability to correctly assess their strength and forces of comrades. It is recommended to change it more often to the lead that as many children as possible visited this role.

Signals in games for young children are better to apply not to a whistle, but verbal teams, which contributes to the development of the signal system, is still very imperfect at this age. Also speecitis are also good. The spontaneous words pronounced by the choir develop speech in children and at the same time allow them to prepare for the performance of the action on the last cleattee. Children at this age are very wounded, so it is not recommended to withdraw them from the game for errors.

To violations in the game, non-compliance with the rules, the head should be tolerant, remembering that this is mainly due to inexperience, inability to play collective games and insufficient general physical development of children.

The predominant place is occupied by the game, with short switches, in a straight line, in a circle, with a change in directions; Games with running type "Dogonia - Runny" and with confidence; games with bouncing on one or two legs, with jumps through conditional obstacles and through objects (low bench); games with transmission, throwing, fishing and throwing on the range and goal goals, cones, sand bags, pebbles; Games with a variety of imitative or creative movements.

To carry out most of the games in junior grades, a bright, colorful inventory is needed, since children have a visual receptor still weakly, and attention is scattered. Inventory should be easy, convenient in volume, meet the physical possibilities of children.

Distribution during the lesson, mobile games are recommended as follows. In the main part of the lesson for the development of speed and dexterity, it is better to perform games - runs ("Wolves in the Ravy"), in which children after fast running with confidence, swelling, jumps can relax. Games with rhythmic walking and additional gymnastic movements that require playing organizedness, attention, consistency of movements contribute to the general physical Development (For example, the game "Who approached"). It is better to include them in the preparatory and final part of the lesson.

Every game has certain ruleswho should respect each of its member. Modern children know little games. Therefore, given the individual features of the class of children, they must first teach them, introduce the rules of a particular game, to help organize that in the future children can conduct games on their own, without a teacher.

    Outdoor games.

"Sovka"

Preparation. From the number of playing chosen "Sovice". Her nest - aside from the site. It may be outlined off with a gymnastic bench. Playing on the site are arbitrarily "Sovka in the nest".

The content of the game. By the signal lead: "The day comes, everything comes to life!" - Children begin to run, jump, imitating butterflies flight, birds, beetles, depicting frogs, mice, kittens. According to the second signal: "The night comes, everything freezes - owl crashes!" - The players stop, freeze in the pose, in which they found them. "Sovka" go hunting. Noticing a moved player, she takes him by his hand and leads to his nest. In one way out, it can get two or even three players. Then "Sovka" returns again to his nest and children begin to quickly frolic on the ground.

Winning players who have never been caught. You can also note the best leading - caught more players.

Rules of the game :

"Sovuchka" is prohibited for a long time to monitor the same player, and caught up to break.

After 2-3 outputs of the "Soviska" on the hunt, it is replaced by new ones leading from among those that never fell away.

"Two and three"

Playing run across the entire platform. On the "Two!" Playing form a couple with any nearby. On the "Three!" Get up troops.

"Tea, tea, cut out!"

Selects away from among children. Those children he touched are considered caught. They get up, spreading legs wide, hands on the sides and say: "Tea, tea, cut out!" Any player can help the caught, if it breaks between his legs.

"Sitalki-candy-lipompo"

Number of participants: from 6 people

Playing form a circle, putting face to the center. Leading to the sidesince it should not see who choose the "steel". Task started -show various movements that should be immediately lagging behindhim, repeat playing: clap your hands, squat, bounce,threaten a finger and so on. All players, except leading, pronounce duringmovement of the word: "Sitalki-candy-lipompo!" Writing is called in a circle, and hehe starts to walk inside him, looking after the players command.Started to imperibly change the movement, choosing a moment whendoing it does not look at it. If the watering guess guess, it changes withhim roles, and if not - the game continues.

"Empty place"

Goal : Improve running skills, develop dexterity.

Playing get into the circle, choose a leading. Starting the game, he runs past the players, one of them slams on the shoulder and continues to run further in a circle. Spotted quickly runs inthe opposite side of the leading. Which of them will achieveto a free place in a circle, he occupies it, and lateit becomes leading.

"Best Circle"

Goal : Improve running skills.

All players are divided into four teams, take hands and formfour circles. These circles should be equally removed fromdrawn in the center of the Circle Playground. According to the team signaltrying not to flash hands, as soon as possible get intocentral circle.

Rules of the game : Teams should not interfere with each other. Winningthe team that managed to get into the circle does not break the hands.

"Mousetrap"

Goal : Develop dexterity.

Participants are distributed to two unequal subgroups. Little(about a third of the players) forms a circle - a mousetrap. The rest are mice, they are behind the circle. Players forming a circlemousetrap, lift up arms lifted hands. Mouse playersrun into the circle and immediately run away. By the "Claw!" Playing B.circle lowers hands and squat. Mousetrap is considered slammed. Mice, who did not have time to run out of the circle are considered caught. They become in a circle, and the game continues. Whencaught most of mice, playing changing roles.

"Hands of a neighbor"

Goal : Develop attention, intelligence.

Playing get up in a circle. The head of the game goes inside the circle and,stopping around some playing, says: "Hands!"

Playing to whom the words are addressed, should stand calmly, butplaying standing to the right of him must raise up righthand, and standing on the left - left.

Rules of the game : If any of the players will be mistaken (does not raisehand or settled), then drops out of the game.

Salk "Feet from Earth"

Flying from "Salki", playing should tear legs from the ground (floor). To this end, they climb on any item or sit, fall, raising legs up. In this position "Salka" does not have the right to sire them.

Salk "Let's hand"

In this game, running away from "Salk" shouts: "Give your hand!" If any of the players take a hand with him, then the leading does not have the right to rally. If, on the other hand, another player will join, i.e. they will be three, drivening has the right to sire any extreme.

"Find a couple of yourself"

Goal : Develop attention.

Participants get into the pair, holding hands. On the sign of leadingplaying scatter. On another signal they should quicklyfind your comrade.

Rules of the game : It is forbidden to pushed, get up not with youra real pair.

"Seine"

Playground 20 * 30 m. On the left and right sides of the site, the places for rescue "fish" are determined, limited by lines in the width of the site. The rest of the area is "water" on which the "fish" float. At the beginning of the game, all participants are divided into "fish" (2-3 participants) and on the "Native" (other participants). "Fish" are in the houses on one side of the site, and the players depicting the "nem" are taken by the hands, forming a chain. On the signal "Fish" leave houses and go to "Water", float on "water" or run on the other side. Depicting the "nem", keeping the chain, run to them. They try to surround one or more "fish." When the hands of two extreme players in the chain cluster, forming a ring, all the "fish", which appeared in it, are considered caught and come out of the game. So they play until 2-3 "fish" remain on freedom.

"Water"

Rowsits in a circle with eyes closed. Playing moving in a circle withwords:Grandfather Water, what are you sitting under water, looks in a little,For one minute. The circle stops.Water gets up and without opening the eye, comes to one ofplaying. His task is to determine who in front of him.Watercan touch the player standing in front of him, but it is impossible to open the eyes. If awaterguess, O.i change the role and now one whose name was named, becomes leading.

« Coast and River »

This game requires care of care. On Earth, two lines are drawn at a distance of about one meter. Between these lines -river, and on the edgesshore. All the guys stand on the shores. The presenter submits the command: river, And all the guys jump into the river. By teamshore all jump ashore. The presenter submits the teams quickly and randomly to confuse players. For example: shore, river, river, coast, river, river, river ... if the teamshore someone turned out to be in the water, he comes out of the game. There are also inadvertent players from the game, who during the river team were on the shore. The game continues until the most attentive participant is determined. It can be congratulated and start the game again.

"Capps"

Six players get up in pairs, holding over both arms and raising them up. itcack they are located at a slight distance from each other. All other players are taken by arms, forming a chain. They must move through the trap. Cotton droplets slaughters, i.e. Guys depicting trapping, lowered hands. Those playing who fell into the drone form a pair and also become trap. In this game, the most clever and quick of the guys is revealed - the one who managed to the end of the game not to please in any drone.

"KORSHUN AND COMPANY"

One of the players choose the "crucible", the other - the "zeal", the rest - "chickens". They become for the "zeal", forming a column. Everyone keeps each other. According to the "Korshun" signal, it flies out of the nest and tries to catch the "chicken", which is last in the column. "The Summary", pulling his hands to the parties, does not give "KORSHUUS" to grab the "chicken". All "chickens" are followed by the movements of "KORSHUN" and quickly move for the "zoom". It is impossible: to draw hands and keep the "cruciform" with your hands.

"Karasi and Pike"

Half children form a circle - "pebbles in a pond." Distance between playing - two steps. The rest of the players are divided into 2rd. " Which is behind the circle, and "karas". Running inside the circle. According to the "Pike" signal quickly saves in a circle, trying to catch "karas". Do you rush to take a place for some of the players standing in a circle ("pebbles"). "Pike" catches those who did not have time to stand for "pebbles". After 3-4 repetitions calculate the caught "karas"; Children depicting "pebbles" and children depicting "karas" change roles; A new "Pike" is appointed.

"Crows and Sparrows"

Two parallel lines are drawn at a distance of 1-1.5 meters. They are measured by another 4-5 meters, and they are written along the line. The first two lines are the start line, the second- Dominics. Teams are built back to each other around the first lines, i.e. At a distance of 1-1.5 meters. Teams two, one of them is calledsparrows, and the second -crows. The presenter gets up between the teams and calls words:sparrow orcrows. If the presenter said:crows then the crows catch up with sparrows who are trying to escape for the second line, i.e. hide inhouse. All caught sparrows become corners. If the host sayssparrows, that sparrows run and catch raven. The game can continue until the player remains in the same command. Or the game goes a certain number of times, and then the team is defeated in which more playing.

"Hello"

Everyone gets in a circle face shoulder to shoulder. Waying goes outside Circle and hurts one of the players. Driving and playing, which treated, run in different directions on the outside of the circle. Having met, they shake their hands and say: Hello. You can still call your name. Then they run further, trying to take a free space in a circle. The one who remained without a place becomes leading.

"Hare without Logova"

Participants of the game are facial to each other, raising the lifted hands up. It -lair hare. Two are chosen by water -hare andhunter. Haremust run away fromhunterat the same time, he can hide inlairthose. Stand up between playing. The one to whom he got up his back becomeshareand runs away fromhunter. If a hunter" osalthare then they change roles.

"Traffic light"

The playground draws two lines at a distance of 5-6 meters from each other. Playing stand behind one line. The leading stands between the lines approximately in the middle back to the playing. Driving calls some color. If playing this color is present in clothes, they are freely passing by the leading line. If there is no such color in clothing, then the driving can ignite the running space between the player lines. The outstanding becomes leading. If the players moved to the other side, then the leading again becomes back and calls the letter.

"Wolves in the Ravy"

At the site draws the corridor(ditch) up to 1 meter width. I can draw zigzag, where already, where wider. InrMU loading water -wolves. There are few of them - only 2 or 3. All other players -hares - Trying to jump over the ditch and not to be awesome. If the hare was touched, he drops out of the game or becomeswolf. Wolves may be awaitedzaitsev only being in RB.Hares ditch do not overtake, but jump over. If Nogahare touched the territory of the RVA, it means that hefailed in the number and in this case also drops out of the game.

"Heel-nose"

12-20 people need for the game.

Two circles are formed: external and inner with the same number of players. One person from the inner circle and one of the external form a pair (everyone should remember its partner). At the command of the leading outer circle starts running clockwise, and internal against. The lead will serve commands that each pair must perform, and very quickly. Couple, which will be the last - comes out of the game.

For example, if the presenter shouts:Back to back! so, pairs must connect to these parts of the body. Couple that the latter will do it, comes out of the game. Wins a couple that comes to the end.

Lead commands can be the following:

palm to palm

ear to shouldch

knee to palm

heel to heel

knee to the shouldch

elbow to the heel

back to back

heel to the nose, etc.

"Corses, aches, nuts"

Playing becomes in a circle of 3 one after another, face to the center. Driving becomes in the center. The leader gives everyone to the name of the name: the first in the troika - the bumps, the second-ourselves, the third-reaches. At the signal, the leading says, let's say "nuts!" All playing, named nuts, should be swapped. Walking to strive to become any vacant place. If he succeeds, the player remaining without a place becomes leading. If the driving will say "Acorns!" The players standing by the second are changing, and if the "bumps!", then the first playing. You can shout all three names not in order. Players win, who have never been waters. You can build each trip, not in the column, but in a circle.

"Hurry up to take place"

Playing form a circle and are calculated in order of numbers. Driving becomes in the center of the circle. He loudly calls 2 any rooms. The numbered numbers must immediately change in places. Drinking tries to get out of one of them and take his place. The remaining without a place goes to drive. Rooms should not change.

"Change of places"

Playing are divided into two equal commands. On the two opposite facial sides of the hall, two borders are noted for both commands. One team becomes over another border, the other is after another. Distance between teams at least 12-15 meters. According to the head of the head, each team simultaneously runs over the opposite border, i.e. the command varies in places. You can move in different ways: running, swelling, on two legs, on one, etc. The way of movement is determined in advance. The team wins the team fastened to take places on the opposite side.

"The fastest"

Play two teams, each players are calculated in order and remember their numbers. They become a common circle (after one) face to the center. In the center of the circle lies the ball. Lead calls any number, players under this number from both teams are circling outside (both run in one direction), and reaching the place where they stood before, running to the ball to take possession of them. Who will do it first, brings his team a winning point. The game is held 3-5 minutes. Wins the team whose players scored more points.

"Spotnya Last"

Two teams of 5-7 people become each other and take the belt. One column is opposite the other. At the signal, the first player of each column seeks to stain a closing player of another team. Touch is counted if the players of his team did not disclaim their hands. To do this, they must be very movable and carefully follow the movement of the team - caterpillars, which is trying to apply a retaliatory injection. For each proper touch command, the point is charged. The game lasts 3 - 4 minutes, after which the winner is determined by the team who scores more points.

"Third Extra Walk"

Waking up on a couple, playing getting up in a circle and slowly go in one direction, holding hands or at hand. Loose hand on the belt. Running when he threatens the danger, attracts to any pair, taking an extreme on hand, and then it is impossible to catch it. The first player who turned out to be the third side of the pair should run away from the leading and also escaping. Join any pair to the right or left, grabbing the extreme on hand. The game continues until the driven does not catch anyone from running away. Then caught by changing the role with leading. In this game, a watering and running time is allowed to run through the circle, however, it is forbidden to touch the players in pairs without the need.

2. Movable games with the ball.

"Salki"

Purpose of the game : Development of endurance, speed and coordination abilities.

Rules of the game:

Simple option. Playing freely located in the hall (on the site). One of the participants is driven. He gives the ball, which he raises up and loudly says: "I - Salka!" Salka tries to catch up and touch someone from playing. The ball is passed to the ball, he says loudly: "I am Salka" - and the game continues.

A new leading is not allowed to immediately touch the player's hand. The winners are the guys who were not dilated.

When holding a game with a large number of participants, it is better to divide the platform for three or four independent sites. Then the cabin and the group of playing run only within their plot.

Complete options: a) exhauscing the comrade, you can cross the road to lead, then the Salka begins to pursue the one who crosses him the road, or another player; b) There are one or two houses (outlined circles), where the players are not allowed. To be in the house more than 10 s. not allowed; c) Sack is not allowed to touch the hand of the one who injured the shell, climbed into the gymnastic wall, clinging to the crossbar, the word, torn his legs from the ground. Rules are prohibited by cabbage karable running more than 5C. Changing the role with the pursuer changes.

"Calling numbers"

Purpose of the game : Development of attention, proper execution of tasks.

Rules of the game:

Players are built by columns in front of racks located 15-20 m, and are calculated in order. The teacher loudly calls some number, for example, "5". The fifth team numbers are running to the rack, performing various tasks with the ball, ride it and return to their places. Who will first cross the finish line (it is held in four steps in front of the columns), gets one point. If more than two commands play, the result is supplied in the same way as in the previous game. If two teams play, then the finishing of the second does not receive test points.

The teacher calls players in any order and does not stop the game until everyone starts one - twice. Calculation of glasses can lead an assistant.

« Ball average

Purpose of the game : Development of speed, accuracy.

Rules of the game :

Playing form several circles. In the center of each circle - the middle, which alternately throws the ball to his comrades, and they transmit it back, in a circle. Having received the ball from the last player, the average raises it up. Wins the team, the first ending with the transfer of the balls. After that, you can change the central player.

If, when passing the ball, he fell out of his hands, it should be raised and continuing the game. The average is not allowed to skip someone from the players, it should pass the ball alternately to each.

"Race balls in columns"

Purpose of the game : Development of speed and dexterity.

Rules of the game:

Playing are divided into two, three or four teams and become in the columns one by one. You stand in front of the volleyball ball. The teacher's signal begins the transfer of balls back. When the ball comes to standing behind, he runs with the ball ahead (everyone takes a step back), becomes the first and starts the transfer of the ball back, etc. The game continues until each team has first players.

It is important to monitor then that the ball is transmitted with straight hands with a tilt back, and the distance between the players in the columns was at least half a meter.

"Metko in the goal"

Purpose of the game : Development of agility, accuracy when throwing a ball.

Rules of the game :

Two teams are built into two ranks, one against another, at a distance of 10-12 m. In the middle of the draw line, along which ten towns are put. Players of the same team are obtained on the ball (tennis, rag) and on the signal all at the same time throw balls so as to get into towns and knock them down (as much as possible). A shot down town put one step closer to that team that threw the balls.

Another team picks up the balls and also knocks the towns. Now the downed towns assign closer to the same team. Then the cast performs the first command again, and so alternate four times.

Wins a team that will somete more towns (in total for four throw).

"Hunters and Ducks" ("Circular Lapte")

Purpose of the game : Development of coordination abilities, accuracy.

Rules of the game:

Playing are divided into two teams, one of the catore "Hunters" - becomes in a circle (before the line), the second - "ducks" - is part of the middle of the circle. At "hunters" volleyball ball. In the signal, they begin to knock out "ducks" from the circle. Each player can handle the ball for throwing a teammate. "Ducks", running inside the circle, they are saved from the ball, sneaking and bouncing. The duck "duck" leaves the circle. The game ends when there will be no "duck" in the circle, after which the players change roles. The team defeats, who managed to shoot "Ducks" in less time.

The teacher can set the game time for throwing the ball in the "ducks". Thenoutcome It is summed by the number of "ducks", knocked out during this time.

The rules of the game are forbidden, throwing the ball, intercelace the line. In the circle do not have the right to catch the ball with their hands. They are not considered knocked out if the ball is rebuilt in them from the floor.

In the "Circular Lapte" players in the circle are allowed to catch the ball thrown in them. With an unsuccessful attempt, the player leaves the circle, but if the ball was in his hands, a player previously embossed, returns to the circle. If there is no one outside the circle, then the team that caught the ball is accrued a spare point and knocking out after a while remains in a circle.

Increasing the player from the Earth is also not counted, it is not allowed when throwing to intercelace the line of the circle.

« Catch the ball

Purpose of the game : The development of speed.

Rules of the game:

Description of the game. The gymnastic sticks make 2-4 corridors with a width of up to 30 cm and a length of 3-4 m. Children are distributed to 3-4 teams and lined up at the beginning of the corridors. The first one rolls the ball, runs after him and tries to catch him, not letting him roll out of the corridor. Then he transmits the ball to the next, it becomes rearly building or sits on the chair. The team wins, which is not only quick, but also correctly performs the task.

ATTENTION:

The teacher stands at the other end of the corridor and watches the correctness of the exercise: "Do not throw the ball so much if you do not have time to catch up with it. Cover the ball with a hand with a boat. " Offers new tasks: catch the rolling ball after words: "Once or two or three! Catching "; Catch at the end of the corridor, in the middle, flag.

"Hurry up to catch"

Purpose of the game : Development of the charming and coordination abilities.

Rules of the game :

The game is carried out in four subgroups standing in circles. In the center of each circle leading. Children throw the ball to each other, trying to drive out without touched or did not catch it. If he succeeds, he takes the place of who unsuccessfully threw the ball. The latter goes to the middle of the circle.

ATTENTION:

The teacher monitors that the children do not hold the ball for a long time, they did not throw the same child. If you can't catch the ball for a long time, a new one is assigned. The game can be complicated: enter two watering and moving two goals.

"Jump over"

Purpose of the game : Development of coordination abilities, learn an accurate and strong throw in a horizontal target.

Rules of the game:

The players are built into the column one at the wall at a distance of 3-4 m. The first throws the ball into the wall, after the rebound jumps it, the second catches after hitting the ground and also sends the ball into the wall and jumps, etc.

ATTENTION:

Teacher specific comments helps children correctly complete the task. If the ball is badly bounces on the floor, says: "Above throwing the ball into the wall!" If the children hide the ball when jumping: "Do not be late with a jump."

"Shootout"

Purpose of the game : Improving the technique of transferring the ball and throw to the goal.

Rules of the game :

Play on a volleyball playground. Playing are divided into 2 equal teams, each is appointed captain. Captains are in squares behind the front lines of the site, on opposite sides, that is, so that the opponent's team was located between the captain and his team. Play a volleyball ball.

The player whom the ball, who threw him, should leave the field and go to his captain. The hit is not counted if the ball fell into the head or from the ground. When fishing or another hit in the player, a bounced or illuminated ball can be raised, but if he rolled out outside the site to the opponent's side, the team loses it. When in the team, all players are knocked out from the field, the captain comes on the field. Wins a team that knocked out of the field of all players, including captain.

"Do not give the ball to the water"

Goal : Improve the skills of working with the ball.

Driving at the beginning of the game is in the middle of the site. Restplayers, running around the site in random order, throwball. Drinking tries to take possession of the ball. From that placewhere he managed to catch the ball, he throws the ball in any player. INthe case of hitting the player becomes leading, and the former leadingparticipates in the game on a par with everyone.

Rules of the game : 1. The player in which the ball driven came, raiseshand and loudly pronounces: "I drive."

2. Any player has the right to raise or catch the ball bounced offfrom the player who has been leading, and continue the game.

"Ball in time"

Goal : Develop a dexterity, speed.

Playing form a circle. The teacher gives players standing indifferent places on the ball. Then says: "The ball is in terms of!" Playingat the same time begin to transmit them to comrades. If one ballcatch up another, i.e. both will be in the hands of one player, then hecomes out of the game.

Rules of the game : Each player quickly transfers the ball, not missingother playing.

"Stove"

Description of the game. Players choose a leading, which becomes in a circle. Around it becomes all players are calculated in order of numbers. By the leader's signal, the drive hit the ball about the floor and causes any number. The playing room, which was called running in the middle of the circle and tries to catch the ball. The remaining players run in different directions. As soon as the new leading will catch the ball, he says: "Stay!". Playing, must stop and stand still on the spot, and the leading tries to get the ball in any player. Players can feel from the ball without discussing from their own place. If driving does not fall into the player, he must run behind the ball; Players again scatter on the site. After catching the ball, driven says: "Stay!". If the leading falls into anyone, they change places and the game continues.

"Find the ball!"

Goal : Develop a dexterity, improve the skills of working with the ball.Playing become a circle, close to each other, face in the centercircle. The leading comes to the middle of the circle. All children hold hands forback. One of them give the ball of medium size. Children begin to transfer the ball to each other behind their backs. Drinking tries to guess who has a ball. Turning to one, then to another child,he says: "Hands!" At this request, the playing should immediatelystretch both hands forward.

Rules of the game : Waying becomes the one who had a ball, or whodropped the ball.

"Salka and Ball"

Players run around the site, fleeing the persecution of a leading, and transmit each other the ball, the task is to pass the ball to the player who overtakes the leading, since the player with the ball is impossible. In this case, the leading should pursue a new player. The rules are allowed to squeeze the ball during the game during the game, intercepting it. If the ball was in the hands of a leading, he replaces the player, to blame for the loss of the ball.

"Ball neighbor"

Plays become in a circle face in the center at a distance of the step from each other. Two players standing on the two opposite sides of the circle, by a volleyball ball. On the installed signal of the head, the players begin to transfer the balls to each other to the right or left in a circle in one direction so that one ball caught up with another. Loses a player who has two goals. The game begins first, the balls receive two players standing on the opposite sides of the circle. At the end of the game celebrate the best players. The ball should be transferred to each player, not missing anyone, a player who dropped the ball should raise it and return to his place, passing further.

    Reaction games.

"Ball in the palm"

Inventory: A small ball or smooth peas

Minimum number of players: 6-8.

Playing lined up in a row, holding their hands with open palms behind the back.

Driving goes for their backs and, finally, lowers the ball in someone's palms. This playershould unexpectedly leave the rank, and his neighbors - try to grab it, without comingat the same time from the place. If it succeeds, the captured varies with the leading places. If ano, the player returns to the place, and the game continues.

"Colepko"

Inventory: ring or a small similar object, easily hiding between palms.

Venue: Gym, Outdoor Playground.

Minimum number of players: 7-8 ..

Develops: reaction, observation.

Players are built up a few steps before some wall, and opposite themleading. Players hold a folded "boat" palm in front of them. Leadingalso folds the palm of the "boat" and hides between them with a ring.

In turn, approaching each player, the host holds the "boat" above the "boat"player, pretending that it is him he tells the ring.

After the bypass of all players is finished (one of them is necessarilytransmitted), the presenter says: "The ring-ring, go to the porch!".

That player who has a ring, must run out so that it is not captured, and touchhand wall. If he succeeds, he changed roles with the lead.

"Channels"

Little-moving, but very exciting game.

The number of players is not limited, but the optimal number is from 3 to 10 (you can and more,but then it is necessary to have a sufficient amount of time and stockpatience).

Game description:

Playing sit close to each other. Left hand Everyone lies on the right kneeone neighbor, and the right - on the left knee of the other. If the circle is not closed, then extremeput one arm on your knee. In the process of the game you need to quickly clap the knee palm, not disturbing the sequences: one hand after another. If someone slapped in turn or simply raised his hand, he was cleaned by the "arrested hand". Eventuallythere are one or more winners. For more interest you need during the gamehold a high tempo.

Rules of the game:.

1. It is necessary to clap on the knee 1 time in a strict sequence.

2. In case of an error, the player removes only one hand - "Oven".

    If playeri was mistaken twice, he drops out of the game.

4. Considers.

1. Becomes the belonging: on the oak - the starling and daw. Flew home Skzorets,and read the end. 2. The mice came out somehowview, which is an hour.One two three four!Mouses were jerked for weights.Suddenly there was a terrible ringing.The mouses ran out!3. Bees in the field flew,alsed, touched. Bees sat on flowers.We played - you drive. 4. Zaitsev proteins treated them, they served carrots,all nuts themselves ateand you told you. 5. Behind the glass doors is a bear with cakes.Hello, Misha friendhow much is the pate?The piddle is worth three, but to drive something. 6. Three dolphin sailed,woven the back of the back, flew from three sides. You, shark, get out! 7. Once, two, three, four, five, -we now want to play."Yes" and "no" not talkanyway to drive. 8. times, two, three, four, five,Do not count friendsand without a friend in life tight,come out soon from the circle. 9. Once, two, three, four, five,We gathered to play.Forty flew to us and drove you. 10. The horse robes with a long mane jumps around the fields, here and where he gone - go outwon. 11. Thread, the needle - came out the Komsomolic.12. From the second floor three knives flew - red, blue, blue - choose anyone. 13. There are cars in the garage - Volga, Seagull, Zhiguli - choose yourself the keys. 14. Tsar - Tsarevich, King, King, Korolev, Sapozhnik, Tailor, who are you who you will be sitting on the Chilt Porch. 15. Crokodile walked, smoked the tube, the tube fell and wrote: "The mousethel was launched, he pulled, came out." 16. Eni-Beni, Ricky - Faki, Turbo - Urbo, Syntives, EUS, BES, Kosmodeus - Batz.17. Enica - Benikov ate dumplings, how many dumplings were ate broken. 18. A month came out of the fog, took out a knife from his pocket - I will cut, I will beat - you still drive. 19. Rolling the apple along the garden and fell right in the water-boulevard. 20. I drove the car with a dark forest for some interest, Inti - Inti - interest, go out to the letter "C".

Literature.

    Health culture since childhood S. A. Isaev "Changes and dynamic pauses at school, "practical manual, Moscow Airis Press, 2010.

    Popular benefit for parents and teachers L. P. Fateeva "300 mobile games for younger students."

    To help teachers Dow. ABOUT. Casino "Physical culture in kindergarten".

Features of sports games for schoolchildren age from six to fifteen years

As a rule, sporting games are taken to divide on the presence / absence of inventory, the number of participants, in terms of the specifics of physical training or intensity, as well as the territory that the game is occupied, victorious purposes, the system of counting points, plot, etc. Sports games are recommended to alternate between themselves, and between the periods of the game to make a 10 minute break.

Conditional classification of games for schoolchildren

Physical games for school children are divided into: games for the reaction, which includes flashing games (power games), catch-up, search engines, relay (competitive), ball games (for accuracy), jaming games.

Command Games for Schoolchildren

"Herd"

Children are divided by 2-3 wolves, 1 stallion and a few foals. All remaining children are taken by arms, forming a pen, where are the foals. Around this chart should walk the stallion and guard it. Wolves at this time should get into the circle, but if the stallion is awaited by an increasing wolf, he comes out of the game. The game last while the stallion does not "deeperture" all wolves or wolves do not "take all the foals.

Features: Helps develop the command feeling, speed and reaction.

There is no inventory.

"Kangaroo"

Children should be divided into two different team members who will compete in the jumps on one leg, while in an elongated hand holding a glass with water. The child is circling a circle and transmits this glass to the next participant. The team will win that will have the fastest speed of passing and a larger amount of water in the glass.

Features of the game (relay): Development of agility, coordination.

Inventory: a glass with water, flags or kegli, which denote the distance.

"Tanya-Pull"

Competition includes running 20-30 meters. Each couple of participants becomes back to his friend, holding hands. The purpose of the participants is in such a position to reach the finish line and return back. The complexity of the game is that one player runs back forward and the other back. The game is passing in stages until you decide the winner.

Features of the game (steam relay): the development of speed, coordination.

Inventory: checkboxes, which denote the distance.

Sports games aimed at personal victory of participants

"Flagshat"

Two guys are given for 2 sheets of paper. After that, they will have to move through the conditional swamp along the so-called bodies. The first sheet of lay on the start, the child becomes on him with two legs, the second sheet of legs in front of him. Stepping on it, the participant must shift the second sheet forward, etc. The essence of the game: Faster getting to the conventional place and return to the start. The game in itself includes steam circles in the amount of 3-4h, up to 10 minutes.

Features of the game (competitive): the development of speed, coordination.

Inventory: Paper A4 format, flags, which denote distance.

"Krabics"

Two children, putting hands to the sides, should sit down, then move the steps with sideways. Purpose: get to the conditional finish and go back. You can complicate the task with the help of the ball, which each of the participants will roll one hand. The game includes steam circles in the amount of 3-4x, up to 10 minutes.

Features of the game (competitive): dexterity, speed, coordination.

Inventory: Tennis balls, checkboxes, which denote the distance.

"Fishermen"

Each of the participants on the belt fasten the thread (1.5 meters), on which the air ball is tied. The goal of the game: Call a lot of fish (burst the balloons of other participants, while watching the rivals to burst your air ball). The game lasts until you decide the winner.

Features of the game (without leading): Development of agility, speed, reaction.

Inventory: Threads and balls by the number of players.

for children of younger school age.

1-4 Class

Introduction

This collection includes mobile games that can be used in physical culture lessons in elementary school, as well as in the preparation of various scenarios of sports holidays in the form of contests and relay. Many games can be included in calendar-thematic planning as mobile games in the lessons on cross-trap, athletic training, gymnastics and when planning the variable part of the working program.

Purpose of the game: Development of the charmer, dexterity.

On the playground, the circle is drawn with a diameter of 5-8 m (depending on the age of players and their number).

All players are divided into two teams: "Ducks" and "Hunters". "Ducks" are located inside the circle, and "hunters" for the circle. "Hunters" get the ball.

According to the signal or by the Teacher's team, "Hunters" begin to beat the "ducks" by the ball. "The dead ducks" in which the ball got out, drop out of the circle. The game continues until all the "ducks" from the circle are broken. During the ball of the ball "Hunters" can not be overpowered by a line of a circle.

When all the "ducks" are knocked out, the teams change places.

Option game: From among the players, 3-4 "hunters" are selected, which are standing at different parts of the site. Each "Hunter" has a small ball. Playing scatter on the site, but do not go beyond its limits.

On the signal or team of the teacher, all players stop in their places, and the "hunters" are kiss and throw balls in them. Playing can shy away from the flying ball, but they can not go from their own place.

Embossed ducks come out of the game. Wins the "Hunter" who knocked the largest number of "ducks".

In purpose and nature repeats the game " ».

On the playground, children form a circle, standing at a distance of elongated hands from each other. In the center of the circle there is a teacher who takes turns to the ball with children, and then catches it from them, uttering rhyms:

"Catch, throw,
Do not come on! .. "

The teacher says the text does not rush so that during this time the child manage to catch and throw the ball back.

The game starts from a short distance (the radius of the circle is 1 m), and then gradually this distance increases to 2-2.5 m.

The educator notes children, never dropped the ball.

Purpose of the game:development of agility, coordination of movements.

Of the total number of players choose the leading. The remaining players get into the circle with a diameter of 3-4 m.

Driving becomes in the center of cool. In his hands, a rope with a length of 2 m with an end to the end the bag with sand. Driving rotates the rope so that the bag with sand flew over the floor level at a height of 5-10 cm.

Each of the players should jump and skip the flying bag. The one who driving a racing bag is getting a penalty point. The total number of penalty points are calculated after the bag will take 8-10 complete circles. The one whom the rope never started his feet.

After changing a leading game begins first.

In purpose and nature "(Salka, ).

On the playing area, two lines are drawn at a distance of 15-25 m (depending on the age of playing). From the number of players is chosen "Wolf" (less often - two), which stands between the lines. Behind one line are the rest of the participants - "Geese", and after the teacher.

The teacher appeals to the goose: "Geese geese!"

Geese answer:

- Gray-ga!
- Do you want?
- Yes Yes Yes!
- Well fly!
- We can not! Gray wolf under the mountain, does not allow us home!
- Well, fly, the evil wolf beware!

After these words, Geese rush home from one line to another, and the swollen wolf (wolves) tries to catch ("spot") as much geese as possible. Caught by geese wolf leads to its lair.

After two or three such "flights", a new wolf is selected, and caught geese returned to the game that starts first.

In purpose and nature Reminds the game " ».

The playground is divided by two lines at a distance of 10-15 m one from the other. From the players, the leading - "Pike" is chosen, and the other participants in the game are "Karasi". The "Pike" stands in the center, and "Karasi" are located on one side of the line behind the line.

According to the signal or team of Teacher, Karasi move on the opposite direction, trying to hide behind the line, and "Pike" catches them, touched by hand.

When they caught 3-4 "crucias", they form a nemid, holding hands. Now, running from the feature to the feature, playing "Karasi" must run through the nehel (under their hands).

When the pike caught 8-10 people, they form a circle basket, and the rest of the karasi should run through it (to go at hand twice).

When 14-16 people caught, they form two ranks, holding hands, between which the rest of Karasi must pass, but the pike is worth and catching them.

The winner is considered the last caught cart.

In purpose and nature » (« »).

From playing children choose two: one "shuttle", the other - "Weaver". The rest of the children become pairs, face to each other, forming a semicircle. The distance between the pairs of 1-1.5 m. Each pair is taken by arms and raises them up, forming a "gate".

Before the start of the game, the "Tkach" becomes at the first pair, and the "shuttle" - in the second, etc., according to the teacher's signal (cotton, whistle) or on his team "Shule" begins to run "snake", not missing any gate, And "Weax", following him, trying to catch up with him.

If the "shuttle" has time to reach the last couple of semicircles and will not be caught, he becomes the last couple along with the "weaver", and the game starts the first couple, distributing the role of "shuttle" and "weaver".

If the "weak" catchies "shuttle" and has time to "stain" it before he reaches the last pair, then he becomes a "shuttle", and the player, the former "shuttle," goes to the first pair and chooses a couple of two. With this player, he forms a couple at the end of the semicircle, and the remaining without a pair becomes "weak."

Rules of the game: The game ends when you run all the pairs.

In purpose and nature is a kind of game " ».

On the playground, there are two lines at a distance of 10-15 m. Between them in the middle, the circle of 1-1.5 m with a diameter is drawn.

From among the players, the leading ("spot") is chosen, but it is called "grandfather-horn". He takes his place in the circle. The rest of the players are divided into two teams and become in their homes behind both lines.

Driving loud asks: "Who is afraid of me?"

Playing children answer him chorus: "Nobody!"

Immediately after these words, they move from one house to another through the playing field, saying:

"Grandpa-Horn,
Eat with the peas of the pate!
Horn grandfather
Eat with peas Pie! "

Running runs out of his house and tries to "spot" (touch the hand) of running players. The one who drives "stains", goes along with him in his house-circle.

When children run out of the house to the house and take their places, the game is renewed, but already twice.

Rules of the game: The game continues until three or four not caught players remain.

In purpose and nature is a kind of game " ».

On the playground, there are two lines, followed by "houses" of playing. The distance between the lines of about 6-10 m. From the number of players is chosen "Catching" (driven), which occupies a place between two lines.

The rest of the players stand at the line and chorus pronounce rhymes:

We are fun guys
Love run and play.
Well, try to catch up with us.
Once, two, three - catch! ..

After pronouncing the word "catching", children move on the other side of the site, and the fishing seeks to catch up with the runners and "osal" them (touch the hand). That playing, to whom the fishing tumbled before he crossed the line, is considered caught and departs aside, sits down near the "Fathers".

Rules of the game: After two or three days of children from the feature, the number of caught players will be calculated, and then the new fishing is selected:

    in the course of the game it is advisable to determine the best fishing.

Purpose of the game: Learning walking on skis (in junior class) in different ways.

On the playground, covered with snow, mark the "Start" and "Finishi" lines with a distance between them 25-30 m.

On the start line, 3-5 playing at a distance of 1.5-2 m away from each other and on the signal or team of the teacher are started by skiing. The participant wins the first to cross the Finish line.

Game options:

    signs can be carried out with a stick or a sliding step without them, defining the winner on the results of two races;

    you can spend the game, dividing children by 2-4 teams with an equal number of participants, as a relay.

Purpose of the game:training in the main types of movement (jumping), the development of coordination of movement and agility, training of the eyeball.

On the playing area, children form a circle with a diameter of 4-5 m, stand at a distance of an elongated hand from each other. In the center of the circle there is an educator. He has a rod in his hand, the length of which should be equal to the radius of the circle. By the end of the rod on the rope of up to 0.5 m long, a bright ribbon or handkerchiefs ("Komar") was tied. The teacher holds the rod so that the "Komar" was 5-10 cm above the elongated hands of the child, and, smoothly driving a rod in a circle, forces "mosquito" fly.

The task of children is that, bouncing on the spot, to be able to be two palms of "one mosquito".

Rules of the game: Children must make jumps on two legs or pushing out one foot, which depends on the conditions of the game. The child should not leave his place in a circle in pursuit of the mosquito. If the child managed to lie "mosquito", then the mosquito movement stops while the child does not let him go. The teacher celebrates the most dexterous, who managed to "flip mosquito."

Purpose of the game: Training Movement in Water, Defense Development, ability to throw the ball.

The game is carried out in the pool or on a limited area of \u200b\u200bthe reservoir with a rebel to playing children.

From among the playing children is chosen by the leading. The rest of the children become in a circle at a distance of an elongated hand from each other. Driving becomes in the center of the circle.

According to the sign or team of the teacher, children begin to move the ball to each other through the circle, and the leading tries to catch it. If the pointing ball catches, he takes a place in a circle among other players, and the child who threw the ball becomes in place of the water.

Rules of the game: During a crossing (throwing and catching the ball), you can take a step forward or backward, fall into the water, but do not pull out the ball from the hands of another; It is impossible to push.

Purpose of the game:development of forcefulness, speed of reaction.

On the playground at some distance from each other two lines are held. The same line builds boys, in another - girls. Between them is presenter. Team of boys - "Night", Team of girls - "Day". On the team "Night!" Boys catch girls, on the team "Day!" Girls catch boys.

Rules of the game: "Awarded" go to the opponent's team.

In purpose and nature is a kind of game " "But instead of" fishing "playing children catches the" spot. "

On the playground, the boundaries are marked (the lines are drawn or flags are set), beyond which it is impossible to go to playing children. One of all playing children is chosen one - "Pota". It is in the center of the playground, and the rest of the children are running around at the site.

According to the tutor signal: "Catch! .." (cotton in your hands, whistle, etc.) the game begins. Children run around the site, and the "spot" is trying to catch up with someone and touch the hand ("Spot"). That child whom "stained" leaves the site limits. After the "spot" will be able to "spot" 3-6 playing children, an educator can stop the game and replace it with a new "spot."

Option game: The first child, whom the "spot" managed to "spot", becomes a "spot", and the "spot" takes his place.

Purpose of the game:learning in water in water, strengthening the musculoskeletal system.

The game is carried out in shallow water, where the depth reaches the baby's knees.

Before starting the game, the teacher shows the children like a frog rides, and then proposes to repeat.

Standing in the water, the child is deeply squatting, then, sharply straighten his legs, repels them from the bottom and makes a jump, stretching his hands ahead. During the leaf, the legs are tightened to the hands. The child falls on both legs.

After mastering the technique, the tutor can arrange a competition between 3-4 "frogs", which of them jump further for 3-5 jumps.

In purpose and nature Reminds the game " ».

Children are built into one ranks at a distance of an elongated hand from each other near the edge of the water. According to the signal (cotton in your hands, whistle, etc.) or the team of the teacher, children in turn or at the same time, pushing out two legs, jump into the water, trying to jump as far as possible. The winner is determined after 2-3 attempts.

Option game: From the edge of the water, the child does not make one, but three jumps in a row, two of which makes it already standing in the water.

Purpose of the game: Mastering the child running with a rope.

The playground is conducted on the playground. At the same time, 2-4 children with short rope skumps can participate.

According to the first sign, they start running, jumping through the rope through each step, and on the second signal (after 1-1.5 minutes) stop. The child who turned out to be ahead.

Option game:two parallel lines are held on the playing platform at a distance of 4-3 m (depending on the age and skill of children): Start and Finish Line.

The start line has 2-4 children with rinks, which are starting at the sign of the teacher. The child is defeated, who first crosses the finish line.

Purpose of the game: Slide on ice while maintaining equilibrium, the development of the accuracy, and the eye.

The playground "rolls" the ice path with a length of 5-7 m. At a distance of 1.5 m from the start of the track, the cube is put (washer). Children in turn, running around from a distance of 2-3 m, slide along the walkway on the shoes sole and try to push the cube as much as possible when sliding.

The winner is the player who pushed the cube on all.

Option game: If, after the first attempt, the cube is still on the ice track, the players are given the second attempt. Moreover, the player who did not move the cube in the first attempt, dropping out of further competitions.

In purpose and natureis one of the varieties of the game " ».

In the middle of the playground, the circle is drawn or oval, which depicts the ice floe. From the number of players choose two "white bears", which get up on the "ice". The rest of the playing freely go and run out of the ice floe on the playground.

According to the leader's signal (whistle, cotton in your hands, etc.) or on his team "White Bears" are sent "to hunt". They go, holding one different hand (left-right) and try to grab someone from playing with free hands. The caught player they are discharged on the ice. When two caught players caught on the ice, they become a second pair of "white bears".

The game ends under the contract: when most of the players become "white bears" or when 2 - 3 playing on the playing field will remain.

Purpose of the game: Training to keep a ball (legs, stick, hands), bypassing obstacles, development of agility and coordination of movements.

The playground is conducted on the playground. Perpendicular to it put in a number of 8-10 items (kegli, cubes, knocked in the ground, etc.) at a distance of 1 m from each other.

By the signal or team of the teacher, the child must carry the ball with the foot from the line, bypassing all the items "snake", on the right, then to the left, without losing the ball and without hitting a single item.

Wins the player who will be "snake" without mistakes.

Option game:

    you can make two identical lines "snake" at a distance of 2 m from each other and simultaneously carry out the competition for the speed between the two participants;

    the child will lead from the line a small ball with a stick, bypassing the items "snake";

    the player will conduct the ball from the line, bypassing all the objects of "snakes", hitting it about the floor or land.

Purpose of the game: Training quickly and accurately transfer the ball to another player, the development of agility and coordination of movement.

The playground is drawn. Playing children are divided into 2-3 teams with an equal number of players. Teams become at the line in the columns at the distance of the elongated hands after each other. The distance between the columns is 1-1.5 m. The legs of the players are placed on the width of the shoulders. The child standing first in the column holds the ball in his hands.

According to the tutor signal (cotton in your hands, whistle, etc.) or his team: "Up! .." or "Raise your hands! .." All children raise hands up, and standing first child passes the ball over the head second, the second - Third, etc., while the ball will not receive the last child in the column. When the ball receives the last player, he runs and gives the ball to the tutor.

The team defeats, whose player first gave the ball to the tutor.

Game options:

    first, the ball is transmitted at the top in front of the back, and then in the opposite direction: in the back in the back, and therefore the teacher gives the ball, standing first;

    the ball is transmitted back at the bottom between the widespread legs;

Summing up the game, the educator marks the clarity of the command game.

Purpose of the game: Training in the gaming manner jumps and run, dexterity and coordination of movements.

Two parallel lines are held on the playing platform at a distance of 4-6 m (depending on the age of playing children).

Playing children are divided into 3-4 teams with an equal number of participants. Teams are built into the column at the first line at a distance of 1.5 m from each other. Everyone standing first gets the ball and pins it between the legs.

At the signal or command of the teacher, children begin to jump on two legs to the second line. After crossing the line, they take the ball in the hands, run back, transmit the ball to the next player, and they themselves become the end of the column.

That team wins, whose last player will cross the first "Start" line with the ball in his hands.

Option game: On the second line for each team put a landmark around which the child should jump, and then leaps to return with the ball squeezed between the legs to the first line, transmitting it to the next player for the first line.

Variety " "But in the role of" fishing "protrudes" Dog ".

Before starting the game, he is selected from the number of players or appoints the teacher "Dog". The rest of the children are "hares." On one side of the playing platform, the circles draw up to 50 cm with a diameter - this is the "mink houses" of the hare. On the opposite side of the site (at a distance of 10-15 m), another circle is drawn with a diameter of 1.0-1.5 m - this is a dog "Dogs".

Located between "minks" and a dog's booth playground is a garden with beds. If desired, it can be denoted by dassels or circles of beds.

According to the first signal of the tutor, the "hares" run out of mink and run to the garden, jumping through the beds. There they are harvested with carrots, cabbage ...

The tutor submits the second signal or the team: "The dog runs! .." After that, the hares are in a hurry to get to their "mink", hide in them, and the dog tries to catch a hare, "Osaliv" His "(Touching his hand). The caught hare departed to the dog booth and no longer takes part in the game.

When 3-6 "Zaitsev" will be caught, the teacher can choose from playing another "dog", and caught "hares" again return to the game that begins first.

The type of game " "But in the role of" fishing "acts" Cat. "

The edge of the playground is carried out by a line, behind which circles are drawn or the hoops are laid - "mink houses". At a distance of 5-8 m from the line on the hemp or on the chair, the "cat" sits, and the mice are arranged in their "minks".

Showing the beginning of the game, the role of the cat is performed by the teacher, and then the "cat" is selected from playing children. When everyone took their places, the educator appeals to the "mouse" children: "Cat asleep! .." You can use rhymes:

Cat mice will fit
I pretended to sleep ...

After these words, the "mice" teacher leave their "minks" and begin to run through the playing field, close to the "cat". After some time, the teacher says: "The cat wakes up! .."

You can use rhymes:

Quieter, mice, do not make sure
You do not wake a cat! ..

After these words, "the cat" rises on all fours, sips, says: "Meow! .."

This serves as a signal that he begins to catch mice. The cat caught "mice" takes to its place, and the game begins first, but without their participation.

After the "cat" caught 3-5 mice, the educator appoints a new "cat", and the "mouse" caught back into the game.

Purpose of the game: Training run in the gaming manner, the development of agility and coordination of movement.

From among the players, children are chosen by two: "hunter" and "homeless hare." The rest of the children are "hares" draw for themselves on the playground of the circle "houses" with a diameter of up to 50 cm.

Each hare occupies his "house" - a short. The tutor submits a signal by which the hunter begins to pursue the "homeless" hare. Running from the hunter, the "hare" loops between the houses, and then unexpectedly can jump into any house and become behind the back of the "hare" living there. At the same time, this "hare" turns into a "homeless", must leave the "house" and run away from the hunter chased now.

As soon as the hunter caught up with a hare and touched him with his hand, they change places: the hare becomes a hunter, and the hunter is a hare.

Option game: The total number of haresses decreases, and instead of circles, "houses" for the "hares" are children, 3-4 taking hands.

They open the "doors" (raise hands) in front of the "homeless hare", put it in the house, and closed in front of the "hunter". Simultaneously through other "doors", the house leaves the hare, which was in it. Otherwise, the game goes according to the same rules.

Purpose of the game:training in game form walking, run, developing agility, coordination of movements.

On the playing area, the circle is drawn with a diameter of 5-8 m (depending on the age of playing children).

From playing children is chosen by the leading, which is located inside the circle anywhere. The rest of the children become around the circle at a distance of a hemisphere from the line.

At the tutor signal, the children jump into the circle, run on it and pop up. Running runs within a circle and tries to touch the playing when they are inside the circle. When the driving approach, each player should have time to leave the circle limits.

That playing, to whom he managed to touch the pointing within a circle, gets a penalty point, but remains in the game (or drops out of the game). After some time, the tutor calculates the number of penalty points and those playing who did not have time to touch the leading. It is replaced by a leading, and the game starts first.

Option game: You can slightly change the conditions of the game. The first player becomes the first player, to whom the former leading diving within the circle has touched, and the presenter takes the player's place.

Purpose of the game: Fastening in the game form of running skills, development of agility, coordination of movements.

The playground is conducted on the playground. Playing should be an odd number. Of these, one "leading" ("Catching") is selected. The rest of the players are built into the column by couples at the distance of the elongated hands, not reaching 2-3 steps to the conducted line, and are taken by arms.

The leading becomes on the conducted line for 2- 3 steps behind the columns of playing.

Children in the column say rhymes:

"Gori, Gori clearly,
So as not to go out.
Look at the sky - birds fly,
The bells are ringing!
Once, two, three - run! .. "

After the word "run", children standing in the last pair run on both sides of the column. They strive to run along the entire column and become the first pair, have time to take hands.

Catching tries to have time to catch one of them, while the children did not have time to meet and take hands. If the catching (driven) has time to catch one player, he already becomes with this playing in the first pair, and the player who remains without a pair becomes "catching."

The game ends after all pairs run one time, but can continue further. In this case, when all the pair ran, the column makes 2-3 steps back to the line.

In purpose and nature She resembles the game " ».

Two smooth or winding lines are drawn on the playground at a distance of 3-5 m. It is the shores, between which the swamp is located. On the surface of the swamps are drawn at a distance of 20-30 cm from each other's mugs. Children become on one shore of the swamp. Their task, jumping from the bump on the bodily, move to the other side of the swamp. You can jump on one or on two legs.

Which of the playing children gets stuck and falls with the swamp, he drops out of the game.

Option game: Each of the playing instead of drawn bumps receives two planks, rearranged which and becoming on them, you can move to another shore.

Purpose of the game: In addition to fastening the skills of walking and running, children develop dexterity and coordination of movements.

On the playground, there are two parallel lines at a distance of 5-10 cm (depending on the age of playing). These are the "Start" and "Finish" lines.

A 2-3 players come to the start line at the same time. Each child give a tablespoon, in which there is a ball from ping pong. Playing holds a spoon in an elongated hand, without holding the ball with another hand.

At the tutor signal, children start moving from the start line. Their task is to walk or run to the line "Finish", but at the same time not to drop the ball. If a player in the process of movement drops the ball, then it should raise it, return to the place where he dropped, put a ball into a spoon and only then continue the movement.

The winner is the child, the first crossed the "Finish" line and not a dropping ball. You can arrange new runs among the winners of each preliminary race.

Game option: The game can be carried out in the form of a relay when all participants are divided into 2-3 teams depending on the number of participants:

    the playing must convey the ball in a spoon to the finish line, and return to run, passing the spoon and the ball to the next player;

    the playing should convey the ball in a spoon in both ends, passing them to the next playing.

The team wins, the first ending the baton.

Purpose of the game: Training in the game form by jumping on one leg, the development of coordination of movements.

On the playground before the start of the game, the bottom of parallel lines are carried out at a distance of 6-10 m (depending on the age and capabilities of playing children). These are the "Start" and "Finish" lines.

Depending on the number of participants, all playing children share no 2-3 teams with an equal number of players.

According to the teacher's team, the teams are suitable for the start line and are built into the column for each other with a distance between the columns of 1.5-2 m. Each player bends his leg in the knee. The child standing behind him puts one hand on the shoulder standing in front, and the other hand holds his bent leg. The latter foot player is simply bent in the knee. Thus, a chain team is formed. According to the tutor signal, each of the chain team begins forward moving forward, moving on one leg.

That team wins, which will overcome the distance between the lines faster and cross the Finish line.

Purpose of the game:mastering jumps on one leg, the development of agility and coordination of movements.

On the playing area, the circle of 1.5-2 m with a diameter is delineated. Two players become in the center of the circle face to each other. Everyone stands on one leg (the second bent in the knee), arms crossed on the chest.

The game begins at the tutor signal: cotton in your hands, whistle, etc. The task of playing, jumping on one leg and pushing his rival shoulder, make him omit the second leg or push it out of the circle.

The game is held in pairs, and the winners of the steam are among themselves.

Purpose of the game:training in the game form of movement (walking, running), the development of agility and coordination of movements.

Before the game, the teacher harvests from cardboard "Fish" (length - 15-20 cm, width - 5-7 cm), which are painted in colors of playing teams (for example, blue, red and green fish). A thread of 50-60 cm long is tied to the tail of each fish.

The game involves the competitive character of two or three (depending on the number of children) teams with an equal number of participants in each team.

Children are built on the playground and share the teams. Each team receives "fish" of its color. Each child receives a "fish" of the colors of his team and the free end of the thread fills for their sock so that when walking or running "Fish" stretched from behind on a thread, touching Paul - "Slear".

After that, the commands go to the playing field. At the signal, teachers are starting to walk and run around the site, trying to step on the enemy's "fish" and at the same time do not "catch" their "fish". Child, whose fish "caught" (pulled out a thread from the sock), drops out of the game, and the "fish" takes the player who caught.

After graduating from the game, the teacher sums up. The team wins, who has more unmarried fish left, but more "caught" foreign fishes.

Rules of the game:during the game, it is impossible to have enough player with the hands of another team, pushed, step onto the feet to other players.

In purpose and naturethis game is close to the game " ».

On the playground, two parallel lines are carried out at a distance of 5-8 m (depending on the age of playing).

At the first line, the child leans forward, bending almost to a straight corner. On his back, he is pouch with sand or pad. In this position, the child must pass the way until the next line, without dropping the object from the back while driving.

Rules of the game:to correct the subject or maintain it while walking between the lines. A child who lost the cargo leaves from the game.

Purpose of the game:development and coordination of movements.

For the game prepare 4-5 small bag filled with sand. On the playground, two parallel features are held at a distance of 5-8 m (depending on the age of playing). The teacher puts the task before children: go through a bag on the head from one to another line. At the beginning of the game, the speed of movement does not matter, but the child who dropped the bag while driving, leaves the future game.

After three or four such transitions, the teacher marks children, never lost her bag, and also encourages the rest.

Rules of the game:you can correct the bag on your head only below, but it is impossible to touch it during walking.

Option game:after manifestation of the skills of the ability, the educator can conduct a competition for the speed between 3-4 playing!

Purpose of the game:development of basic types of movement (long-term jumping), strengthening the musculoskeletal system, the development of coordination of movements.

On the playground put hoops at a distance of 30 cm from each other. In the absence of a hoop on the floor or on Earth, it can be drawn at the same distance from each other wheels or squares. Total 6-8.

Children line up in the column and at the tutor signal start jumping on two legs from a hoop into the hoop, following each other, without interfering with each other. A child who finished jumping and reached the last hoop, running returns and becomes the end of the column.

At the end of the game, the teacher notes the quality of the jump and landing of children, not forgetting to note the positive participation of all children in the game.

Purpose of the game: Development of agility, strengthening muscles of hands.

For this game there are two round sticks of the same length and the same diameter. By the middle of each stick, the end of the cord is tied up with a length of 8-10 m, and its middle is marked with a bright ribbon. Two players take on a stick and depart from each other for the length of the cord so that it is in a stretched state.

At the signal of the conductive game, children begin to quickly rotate the sticks with both hands, winding the cord on them, and move gradually forward, keeping the cord in the stretched state. The participant wins the participant who earlier the cord to the ribbon.

Any number of children can take part in the game. Every time the other couple is playing.

Game options:

    The winner gets the right to continue the game with another partner until the first defeat. A participant who won a greater number of times is revealed.

    The losers are eliminated, and between the winners of the couple is arranged competition with subsequent disposal before identifying one winner.

In purpose and nature is a kind of game " ».

On the playground, two parallel lines are carried out at a distance of 1 m from each other. A thick rope or rope is taken for the game, in the middle of which bright tape is tied.

All players are divided into two equal groups. Each of the teams occupies a place for its line and takes over the rope so that the bright tape is in the middle between the two lines.

According to the teacher's signal or on his team, players of each team pull the rope in opposite sides, trying to drag the ribbon for their own line.

The team defeats, who managed to drag the ribbon through the conventional border. After that, the game is repeated.

Purpose of the game:strengthening the musculoskeletal system, the development of agility and coordination of movements.

On the playground, two parallel lines are drawn at a distance of 5-10 m (depending on the age of children). The first line is suitable at the same time by 3-4 children. Before each on the line lies on the same ball.

At the signal or team of the teacher, children become on all fours and start moving to the second line, at the same time pushing the ball in front of them.

The player wins the first to cross the second line without losing the ball.

Purpose of the game: Training in the gaming manner throwing the ball, the development of the strength and accuracy of the throw.

On the playground, a line is carried out at a distance of 1-2 m from the wall. It takes another 3-5 parallel lines at a distance of 20-30 cm between them.

Children in turn fit to the first feature and on the team or a sign of the educator throw the ball into the wall, and then the teacher marks what the hell fell bounced off the wall. That child wins, after throwing the ball bounced on.

Purpose of the game: The development of speed, forcefulness.

Two teams are created for five people. The player standing first is the captain, he holds a bag with five potatoes in his hands (pebbles). At a distance of twenty-thirty steps, five circles are drawn from each column. At the signal, the captains of the teams run to the circles and plant potatoes on one to each circle, then returned and transmit the bag to the next player, which, taking the bag, runs to collect potatoes, etc.

Rules of the game:

    captains start at the signal;

    players do not go beyond the line without a bag. If the potato fell, it should be raised and then running;

    to run up to the team it is necessary on the left side.

Purpose of the game: Development of forcefulness, strengthening the musculoskeletal apparatus of the legs.

The line is drawn on the playground. At a distance from it (no more than 20 m) flags, racks are installed.

Playing are divided into three or four teams and lined up. At the signal, the first team players start jumping, circling the checkboxes and return it back. Then run second, etc.

Rules of the game:

    wins a team that ended with the first relay;

    it should be jumping correctly, pushing out both legs at the same time, helping your hands.

Purpose of the game: Development, dexterity, speed of reaction.

On the playground, the line is drawn - the streams, one side of which the selected shepherds and sheep are collected, and the wolf sits on another. Sheep stand behind the shepherd, clasping each other for the belt.

The wolf turns to the shepherd with the words: "I am a mountain wolf, I will take!" The shepherd replies: "I can't give a brave shepherd." After these words, the shepherd wolf jumps over the streams and tries to reach sheep. The shepherd, putting his hands to the sides, protects the sheep from the wolf, not allowing him to touch them. In the case of good luck, the wolf takes extraction with you. The game begins first, but the roles change.

Rules of the game:

    the wolf passes the line only after the words of the shepherd "I will not give";

    the sheep, to which the wolf touched, should go behind the wolf without resistance.

Purpose of the game: Development of attention, ability to respond to a signal.

Of the total number of participants in the game, the presenter is selected. The remaining players are running around at the site. Driving goes and says:

"The sea is worried - times
The sea is worried - two,
The sea is worried - three,
All figures in place - Zanri! "

After these words, all players stop and freeze in the pose, in which they found them the leading team. The leading bypass players and tries to find someone who moves. This player takes the place of a leading, and the rest of the figure is given a team: "distorted!", And the game continues.

Option game: The stamped players are dropped out of the game, and the game continues with the former leading until there are 3-4 players.

In purpose and nature The game is a kind of " ».

From playing children, the leading - Salka is selected. The remaining players are built in the rank. The leading comes out on the middle of the playground and says loudly: "I am a label!".

According to this signal, players are running around on the site, and the leading should catch up and touch the players ("osal"). The one whom the cabbage touched, stops, raises his hand and says loudly: "I am a cabbage!".

The new Salka cannot immediately touch the former leading hand. The game can continue, or by the team of the head, everyone is going and are built in a rank, and the game starts first.

The conditions of the game can be complicated: not allowed to "squeeze" the player, if, when he approached the water, it managed to squat, or stand on any elevation, or take up hands with someone from the players.

Purpose of the game:training in the main types of movement (walking, running), the development of the imagination and discipline of children.

For the game, it is prepared a few thin sticks with a length of 50-60 cm with unintended edges (by the number of participants in the game). Each child is issued on such a stick and it is proposed to sit down on it, holding one end with his left hand, and the other end of the stick should be freely sliding on the floor or earth. The baby riding on the stick is "rider on horseback."

At the signal of the teacher "Riders" can walk in a circle, observing the distance, then slowing down, then speeding up the movement, the rhythm of which regulates the tutor. "Riders" can "slip" across the entire playground, waving his right hand and running "perm", can change rhythm.

Rules of the game:the main rule is that the "riders" should be so skillfully managed to "horses" do not come across during the movement, did not interfere with the movement of others.

Option game:after the short-term training of "riders" you can arrange competitions. On the playing field, two parallel lines are drawn at a distance of 5-10 m (depending on the age of playing). According to the sign of the teacher "Riders" will have to overcome this distance. Wins the "rider" who came first.

Purpose of the game: Defense development, skill skill on ice.

Children are divided into 3-4 team teams. According to the number of participating teams, they prepare the playground: at a distance of 2-3 m from the starting line, ice tracks are rocked by the number of playing teams 1-1,5 m long. After 2-3 m from the ice tracks, snow shafts (by the number of playing teams) are height 40- 50 cm, 1.5-2 m long, 25-30 cm wide. At the finish line lie or hang bells.

According to the teacher's signal from the starting line, the first team members run. They should slip on the ice track with a short run, go sideways on the snow shaft and, successfully jumping, run 8-10 m to the finish and call the bell. After the signal of the bell, running the second command numbers, etc.

The winner of this relay is the team that has fulfilled all the tasks faster, without allowing the falls on the track and correctly performing jumping in a depth from the shaft.

Purpose of the game: Development of agility, attention.

The playground is drawn in the playground, followed by all players. At the beginning of the game is assigned to leading. He has a ball in his hands. On the signal or by the Teacher's team, the leader throws the ball ahead. All playing run out due to the line and strive to grab the ball. Who will grab the ball, runs back with him, trying to cross the line. If another player blocks the path and concerns the ball (strength, impulse - not apply), then the player who kept the ball throws it to the ground. The ball picks up any other player and rushes to the line. He can also knock the ball, touched to him.

The player who manages to cross the line with the ball gets the right to be leading and throwing the ball.

The one who more often will be leading other than others during the game.

Purpose of the game: Development of speed, care.

Two features are carried out on the meadow or two parallel ski trail are paved at a distance of 60 m are starting lines. Playing are divided into two teams with an equal number of participants who are built into the columns on opposite starting lines.

According to the signal or team, the teachers standing first in the columns start running in the direct direction towards each other, trying to reach as quickly as possible to the opposite line.

At the time of the crossing of the line, the player submits a conditional sign (the raised hand, a cry, etc.), which is started by the next team member. The team wins, all the players whose players will be the first to gather behind the starting line of another team.

Purpose of the game:training in the game form throwing and catching the ball, the development of agility and coordination of the child's movement.

On the playground between the two vertical racks or two trees stretch the rope at the height of the raised hands of the child. The teacher explains and shows how to throw the ball through the rope, run behind him under the rope and have time to catch it, not letting the land. After catching the ball, you can throw it on the other side and catch again. At the same time, 1-3 children can play, and then pass the ball to other children. The teacher observes and notes successful throws and catching the ball.

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The playground stretches the rope between two vertical racks or trees at about 1 m from the surface. At a distance of 1-1.5 m from the rope, a trait is carried out, which lies with 3-4 small balls. 3-4 children are suitable for the line (by number of balls).

At the signal or team of the teacher, each child takes the ball with two hands and throws it from behind his head through the rope, and then catch up and catches the ball. Right under the rope, children try not to hurt her. Catching the ball, children return to the line run and throw again. A dropping ball drops out of the game. That child wins, who will quit more time and caught the ball.

Option game: Children play paired. On both sides of the rope at a distance of 1-1.5 m, lines were held, which have children playing in a pair. First, one throws the ball, and the other catches, and then on the contrary. That couple wins, which will transfer the ball over the rope more than a rope, without dropping it.

Purpose of the game: Defense development.

On the playing area, 2-3 pairs of children are put against each other at a distance of elongated hands, forming a kind of gate. These children tie their eyes.

The rest of the children stand in front of these "gates". The educator puts the task before them: go through these "gates". You can pass by sideways, nourishing or disabled "Gate" Clarice, but you can not run.

Children with blindfolded eyes forming the "gate", with the slightest ripples raise their hands, produce movements from side to side, trying to catch passing. Caught baby (according to the conditions of the game you can grab it or just touch him with your hand) drops out of the future game.

The teacher watches the game and notes those players who have successfully passed more than a "gate".

Purpose of the game: Training Movement in Water, Defense Development, Fighting Reaction.

The game is carried out in the pool or in a limited area of \u200b\u200bthe reservoir with depth to the hips or the belt for children and has two options.

1st option: From the number of playing children is chosen "Pike" (driven), and the rest of the children are "Karasi". At the beginning of the game, the role of "Pike" can perform an educator.

At the beginning of the game "Karasi" move around the pool in different directions, helping their hands. "Pike" at this time stands in the corner of the pool or at the rope fence.

According to the sign of the teacher or his team: "Pike is floating! .." All children are in a hurry to the sides of the pool or ropes of the fence (perhaps run to the shore, depending on the conditions of the game) and plunge into the water before the chin. Some children can dive into the water with their heads, periodically lifting their heads out of the water and inhaling.

The task of "Pike" to catch (touch the hand) to the gazened "crucian". The game ends when it was caught about half of the "Caras" or the caught first "crucian" becomes "pike", and the game starts first.

2nd option: After "pike, the rest of the children chose from among the players, the other children are divided into two identical groups: some -" pebbles ", and others -" Karasi ". Pebbles, holding hands, form a circle in which at this time they swim and play "Karasi".

"Pike" is outside the circle.

The tutor submits a signal or a team: "Pike! .." After this team "Pike" quickly runs into a circle, trying to catch (touch the hand) of the greeted "karas", which are also in a hurry to hide behind the "pebbles" (become behind the back). "Pike" catches only those who did not have time to hide, and leads outside the circle.

The game is repeated until 3-4 (or more than half) "Caras" will be caught. Then the "pike" changes, and the game starts first.

Purpose of the game: Teaching children quickly and safely dive into the water, the development of agility.

The game is carried out in the pool or on the plot of the reservoir with the depth of the belt for children.

Children form a circle, becoming an elongated hand from each other. In the center of the circle there is an educator who acting the role of water, he has a rope in his hands, the length of which is equal to the radius of the circle formed. By the end of the rope, a small inflatable toy is tied. This is a "rod".

By a signal or team, the educator begins to rotate the rope so that the toy makes circular motions at a level of 10-15 cm above the water. The task of playing children when the toy is approached to have time to sit down and plunge into the water. That child whom the toy hurt, gets a penalty point.

At the end of the game, the teacher sums up counting the penalty points and determines the most deft children who have no penalties or the smallest quantity.

Purpose of the game: Development Attention, coordination of movements, strengthening muscles torso, back, abdomen.

For the game, the driving-uterus is selected - "Crane". On the playground, children line up in a chain, facing them the uterus. The column moves all the time, first slowly, then speeding up the pace. At the same time, it performs guidelines. For example, when the leading says: "The yellow-born snake", the column of "cranes" is built into the wedge-shaped figure. If he speaks about frogs, the column in the half-headed jumps forward and so on.

Rules of the game:

    the one who could not fulfill the task and ruined the circle;

    the loser player becomes the very end of the column;

    the uterus "Zhuravl" is changing by agreement.

Purpose of the game: Development of attention, workout coordination of movements.

On the playground, two lines are conducted at a distance of 1-1.5 m. The distance between them is the ditch in which the water-wolf is located. The wolf can only move between these lines.

The rest of the players are "goats" - at the signale of the teacher, over the one side of the site to another, jumping through the ditch. At this time, the wolf tries to catch the goats, touching his hand. Players who touched the wolf stop and drop out of the game.

Option game: Wasing can be 2-3. Competition is held between the Wolf (wolves): who is more for a certain number of fuses (4-5) caught the goats, and goats are noted, never caught wolves.

Purpose of the game: Training in the game form the main types of movement, the development of agility.

8-12 children take part in the game, of which two are chosen: "KORSHUAN" and "SUPPLY". The rest of the children are "chickens".

On the side of the playing area draws the circle with a diameter of 1.5-2 m. It is a "nest" "KORSHUN". He leaves for his nest, and the "chapter" displays a walking "chickens" on the playground. They go to the chain: keep with each other (for hands or for the belt).

At the signale of the tutor from the nest, the "Korshun" flies and tries to grab the latter in the "chicken chain". "Summary", putting hands, does not let the "KORSHUAN" for "chickens".

Rules of the game: Neither "Korshun", nor the "zeal" do not use force. Korshun should try, running around, deceive the "zeal", grab and carry the caught "chicken" to his home. If "Korshun" grabbed "chicken", then he should go behind him.

Purpose of the game: Defense development, ability to maintain balance, the development of coordination of hands and legs, the correct position of the body when driving on skis.

Under the terms of this game, the child must go on skis with a low roller. In the middle of the descent there is a pre-prepared item (fir bump, kege, flag, etc.), which the child must raise, crouching and leaning during the movement without losing equilibrium.

Option game: A child can descend from this slide on sleds, and while driving a certain item. Its objects may be somewhat, and for each of them the points are accrued.

Purpose of the game: According to its tasks and character reminds the game " ».

On the playground, the circles with a diameter of 50 cm. These are "houses" for playing. Their number should be one less than the number of players. From the number of playing is chosen by the leading, which remains without a "house". All children occupy their mugs - "houses", and the leading becomes in the center between the circles and loudly says: "Once, two, three - run! .."

After the word "run", children begin to change their circles - "houses", and at this time trying to take any of the liberated "houses". The child who has not managed to take a free circle - "house", becomes water and goes to the center of the playground. The game starts first.

Purpose of the game:training to throw and catching the ball, transfer to its partner in motion, the development of agility and coordination of movement.

On the playground, six children selected from the number of players become in the ranks and keep five hoops in the elongated hands. The rest of the children are broken by an educator on playing couples.

According to a signal or team of the teacher, each couple in turn begins the game from the first chain standing in the chain, passing the chain at a distance of 1 m on both sides and throwing the ball to each other through the hoop.

While moving, children must throw the ball through each hoop. If the child drops the ball, then it should raise it and continue the game from the hoop, where an error was made (or from the first hoop, which depends on the conditions of the game). The couple wins, which was the fastest of others a distance and did not drop the ball, throwing it through all five wrap.

When repeating the game, children who play in pairs are changing children who stood with hoops.

Summing up the game, the tutor notes not only the speed of movement, but also the accuracy of the throws of players.

Purpose of the game:learning jumping from running out, the development of coordination of movement and the chakmera.

On the playground on a vertical rack or on a horizontally stretched cord, located at an altitude of 1.5-2 m, hang a basket (you can 2-3 baskets) so that it is 5-10 cm above the elongated child's hand.

Before the start of the game, the teacher explains to children that a squirrel lives in this basket (in the "nest"), which loves nuts very much. Then every player gives pebbles of a rounded shape or ping ball balls that replace nuts. To treat the protein by a nuts, the child should jump and throw the "nut" in the basket.

Rules of the game:at the discretion of the educator, children can jump from the place or from running out the facal of 2-3 m) each child makes 3-5 attempts to put the "Walnut" in the basket of the protein. The tutor notes the technique of jumping and landing, as well as someone who put more "nuts".

Purpose of the game:learning the main types of movement, develops discipline and attentiveness.

On the playing area, hoops are laid out or circles with a diameter of 50-60 cm in terms of the number of participants of the game. These are nests for birds. In each of them the child becomes "Bird". The teacher says: "Sunshirls. The birds flew out of the nest. "

After these, the "birds" jump out of their nest and scattered on the playing platform, they are masted by the "wings" by hand, moving from walking on running and back.

The educator serves another signal: "The evening comes ... birds fly home! .."

After these words, "birds" rush to take free or only their nest (depending on the conditions of the game).

Rules of the game:jump and jump into the nest only on two legs. During the "flight" on the playground, do not face with each other. When you occupy free nests, do not push, do not quarrel, do not apply power, pushing another bird.

The teacher notes children who were the first to "fly out" in nests, who were better to "fly out" and returned to the nest, who flew better on the site, not forgetting to praise all the children by creating positive emotions.

Purpose of the game:development of coordination of movements. On the playing platform, two lines are carried out (you can winding) at a distance of 1.5-3 m from each other (depending on the age of playing children). This is "rods". Through the "streams" are laid pebbles at a distance of 20-30 cm from each other (pieces of cardboard, plank, or simply drawn on the floor of the circles). They are located with such a calculation so that the child can do without much difficulty to move from one pebble to another, and then from one broom of a stream to another.

The educator brings playing children to the drawing (Bearing of the stream) and explains that it is necessary to move on the pebbles to the other coast, without seeing the legs. Then the tutor shows how to do it. Behind the tutor, children in turn, jumping over with a pebble on pebbles, move onto the other side of the stream. That child who stumbled and became past the pebble, which means, soaked his legs, goes to dry them on the bench and temporarily dropping out of the game.

The game lasts several times. Then the teacher praises all children, noting at the same time the fastest and clever.

Purpose of the game:training in the game form The main types of movement (walking, running), the development of coordination of movements, strengthen the musculoskeletal system.

Before the start of the game, the teacher builds all the playgrounds playing in the column along one of the sides of the playground and briefly reminds how the train driven by "locomotive" is moving. In order to show the game, the teacher becomes the head of the strip, and the rest of the players are "cars". In the future, after a short distance, the location of the "steam locomotive" occupies one of the children.

At the signal of the teacher, the "locomotive" gives the beep "U-U-y! .." and "train" slowly rides from the place. The wagons move in each other with the observance of a certain interval (without clutch), and the children make the movements bent in the elbows and pronounce the sounds of "Chu-Chu-Chu! .."

The educator regulates the speed of the "train" movement, gradually speeding up the movement, moving on rapid walking, and then on running.

The tutor submits the team: "The train is suitable for the station ..." Train movement slows down.

The tutor submits the following command: "Station ... stop ..." The train stops. At the station during the stop, the "locomotive" is possible: another child becomes at the head of the composition, and the former "locomotive" takes the place of "Wagon".

The educator again gives a signal, and the "train" goes into the future path. So during the game, the train passes through several stations with a change of "steam locomotive".

Rules of the game:children should during the game, especially when changing the rhythm of the "train" movement, strictly observe the interval between the "wagons", not to accumulate on each other, not to push each other, not to go out during the movement.

Option game:the train movement can be with a clutch: during the movement only "locomotive" performs movement with hands, bent in the elbows, and the hands of all children are "cars" are on the belt in front of the go.

After graduating from the game, the teacher praises all children, noting the best "cars" and the best "steam locomotive".

Moving games for students 5 - 9 classes

Games with running speed

Figures Marsheme
Two teams are located in the ranks on the opposite sides of the site, behind the lines. One team goes marching (rank) towards the other. When marching are at a distance of 3-5 m from the enemy line, the teacher suddenly gives a signal to which the advancing are running out for their line, and the players of the other team are trying to wear them up to the line. Then the commands change roles. The team defeats the larger number of players of another team.

Running for flags
Playing are divided into two equal teams. Each of them is located on the opposite sides of the place for the game, behind the lines. In parallel with these lines in the middle of the site indicates a strip of 2-3 m wide, on which flags are folded. According to the teacher's signal, players of both teams will quickly run away to the transverse strip and try to collect perhaps more flags, and then with the flags return for their lines and are built in a car. Complete teams are collected and calculated by their players flags. For each check box, the team is given one point. The team that has gained more points wins. Each player can collect any number of flags. You can not take the checkboxes: for each violation of this rule, the team is fine for one point. It is impossible to run on the lane with flags.

Linear relay with running
Three teams are built in the ranks, which are located in the form of the letter P. before the team located between two others, the overall line of the start is carried out. Ahead, for 15-20 m put three towns in a row. The first numbers of each team get to the start and at the Teacher's team run towards their towns, ride them, return to the palm and touch the palm transmits the next player to their team, in advance to the start. The next players repeat the actions of the first numbers, etc. The team, who completed the ferments earlier than others, wins.

Returns with revenue
The playground shares the transverse line into two equal plots. At a distance of 2 m from each of the short sides of the site is carried out on one "playing" feature. They are abandoned (along the entire playground width) at equal distances of 10 chocks. Playing, divided into two equal commands; Locked on their sites in random order. At the signal, players of both teams, running the transverse line, try to carry chocks to their side of another team. Players Silate running opponents, which then stay in place. Awested can help your team player when he touches their hand. The team, having over the set Time, a larger number of chocks, wins. Slim players in another team can only be on their half platform. For one jog, you can take only one chock. If a player is awesome with a chock, then chock is selected and refers back, the awesome player remains in place before revenue.

Protection of fuses
Pupils are divided into two teams: throwers and protecting. The team of thrusts in turn is divided in half and is located in the opposite (horse) lines, the distance between which is 25-30 m. Personal player of one of the ranks is given a small ball. In the middle of the site draws the circle with a diameter of 1.5 m. In the center of the circle, a rack for jumping with a height of 2.5 m is installed. The team of protecting, calculating in order, is located around the rack from the outside of the circle. The first number becomes the end of one of the horse lines. At the signal, the team of the throne is trying to get the ball in the rack. That is one, then the other group of this team is throwing the ball into the target. The defending team prevents this. Player number 1 of this team with the beginning of the game runs from the horse line to the opposite end and back; The player ran up to the start of the player, replaces the next player, and the first goes to protect the rack, etc. The mines continue until the ball gets into the rack, after which the game is temporarily interrupted and the number of fuses made by the defending teams are temporarily interrupted. After that, the commands change roles and places. At the end of the second half of the game, the number of flux produced by the defenders is calculated. The team that made a larger number of fuses wins. The ball, who did not fall into the rack and flew towards the opposing group, is selected by the players of this group, for which it is allowed to go beyond the confusion. If the ball, shot down by the defenders, falls into the circle near the rack or near the defenders, then such a ball is selected by the next player from the group of thrusts. For each player's rank from one konotny line to another and back, 2 points are accrued. Another player, waiting for the arrival of the runner, must be in advance on the konoynyh line and be ready to start running at the moment when the running touches his hands. Protecting cannot be joined in a circle.

Obstacle lane relay
The game is carried out like a linear relay with running, but across the path of the runners at a height of 60 cm suspended on the racks the rope and for it on the ground is indicated by a bandwidth 2 m 10 cm. The next players jump through the rope and through the strip.

Relay in a circle
Four - six teams are built like the spokes of the wheel, turning the right or left side to the center of the circle, fan-shaped driving rods. According to the signal, the first numbers standing from the center of the circle are running around and, reaching their team, transmit the next one, and they themselves become at the end of their own ranks (to the center). The team is defeated, earlier who completed running.

Big, relay in a circle
On the four corners of the site are flags, and in the center - a large flag. The class is divided into three teams that are built into the columns one near the start line. From each command is called to the start line one by one runner. At the signal, they circle four flags and, reaching the finish line (next to the starting line), transmit a relay wand with the second numbers. The team wins, whose last player will finish running around the flags, will be the first to achieve the central-1 flag and he will knock on a tree with a relay stick.

Run teams
Multiple teams (10-12 people each) is alternately given. The team wins, running distance (up to 500 m) faster than everyone, without stretching, and finished in full-time in the "corridor" width of 10 m.

High jump games

Fishing rod with jumping "Stepping"
Playing are divided into groups of 6-8 people. Driving in each ", the group is circling the rope with a bag at the end so that the bag slides across the floor. The rest of the players stand in two steps from the circle, on which the bag slides. When the bag turns out to be close, the player takes a step forward, from the other step repelled from the ground And jumps through a bag with a rope "overpowering" and then quickly departs to the previous place. The attainment goes to drive. Wins one who has a smaller number of times.

Rope under the legs
Playing become three (four) columns one by one. The distance between columns of at least 2 m. Head players of each column are obtained by a short rope. At the signal, the first two in each column is carried out a rope under the legs of the entire column (the rope almost relates to the Earth). Standing in the column jump through the rope. When all the column players jump over the rope, the first player remains behind the column, and the second runs forward and together with the third player again spends the rope under the legs in the column and so on. The game is carried out until all players run with the rope. Wins columns, players whose few times threw the rope.

Games with jumps in height and length with running

Jump per jump
Two teams become in the columns on two, in parallel and at a distance of 2 m one from the other. All pairs of playing holds short rope at the ends at a distance of 50-60 cm from the floor. By the signal, the first pair of each team quickly puts the rope to the ground, runs to the end of the column, then consistently jumps through the rope of all pairs in the column. Having reached their former places, players stop and take their rope. Now players players of the second pair put their rope, jump through the first rope, run to the end of the column, then jump over all the rope to the same place, etc. The team, who completed jumping first, wins.

Jumpers and spots
Playing are divided into two teams: jumpers and spots. Each team becomes in a car behind its side line. At a distance of 1 m from one of the facial boundaries of the site (in parallel), the first line of the start is indicated, and ahead, for 3 m - the second. Ahead of the second line of the start by 10-12 m is denoted by a strip width of 1.5-2 m. At the command of the teacher "On the Start!" Four of the next players from the jumper team occupy places behind the second line of the start, and four of the head of the songs are becoming in the head of the head (for the first line of the start). On the team "Attention!" Jumpers and spots take the position of a high start, and on the team "March!" All run forward. Jumps are trying faster to reach the strip and jump over it; Snacks - have time to walked jumpers before they make a jump (the tricks do not jump). Get one point: a jumper, which will not be dilated before the jump, or one of the stains, who can be caught up with a jumper that has not yet made a jump. The team wins the larger points.

Repeat with jumps
Teams at 6-8 people are becoming common trait In the columns one by one. Head players hold in the hands of a three-folded rope with a length of 3 m. Ahead of each team, for 6-8 m, is placed on the flag. Between the checkboxes and the start of the start of the run, the strip of 1.5 m wide. On the signal, head players will run forward, jump through the strip, circle their check box. Returning to the column and repeatedly jumping over the band, together with the next player they "conduct" a two-fold rope under the legs of the players (at a height of 30-40 cm). Standing in the column jump through the rope by the way "bent legs". Then the head player remains behind the column, and the next, taking the rope, repeats the actions of the first player. Returning to the column, he along with the third in order the player holds a rope along the column, etc. When the rope again receives the first player, he raises it up, showing that his team finished the game. The game is repeated, but in the following variant. Returning to the place of their teams, players do not conduct a rope under their feet standing in the column, but hold it with another player in the ends, stretching in full length over the start of the start running. Players with a runway alternately jump through the rope "step-down".

Overcoming obstacles
At a distance of 50-60 m, various obstacles are installed: a logs for climbing, shields for throwing balls into target, suspended to the racks rope for jumping in height, "ditch" for jumping in length of 2 m wide (denoted on Earth). On the same bar of obstacles is performed. Overcoming the strip, on the way back, players obstacles are not overcome.

Games with rope throwing and goal

Snipers
The players become one opening and are calculated on the first-second. The first numbers make up one command, the second one. Players one of the teams is given on the small ball. Ahead of the Sherngi, at a distance of 6 m are put in a row with intervals of 1-2 steps of 5 towns of one color and 5 towns of another color, ahead. Each team has a certain color town. At the command signal in turn of the volley (all players at the same time) throw balls in the towns. Each shot down town of his color moves one step further, and a shot down town of another team - one step closer. The team, who managed during the game on to push his goals, wins (takes into account the total number of steps to which the goals were pushed out).

Lapte
The game participates two teams of 9 people. For the game, a flat size of 40x30 m is required. Deeping 3 m from short field lines, carry out lines of the city and Kona. On the. The distance of 1.5 m from the city line, on the right side of the site, draw the line of the suburbs with a length of 3 m. The line of the city, the Kona and the suburbs are noted at the ends of the flags. Accessories for the game: Small rubber ball, laptom, sprinkling distinguishing bandages, 6 flags. Before the game (by lot), one team (beating) goes beyond the city line, another team (field) is located on the site in any order. At the signal, the first in turn player from the beating team, putting on the line of the suburbs, hits his laptom on the ball, directing it in the field. If the blow was good and the ball flew away, then the player who had broken the player, leaving her lapta, makes a run through the field behind the horse line and back behind the city. If the blow came out weak and the ball fell not far away, the player is waiting for a good strike, following him player and then runs with him together. Players team team try to catch a punched ball from the air or grab the ball from the ground and get to them in someone from the ranking players of the city team. Caught "Candle" gives players of the field indisputable right to move to the city; Another command becomes in this case the field command. If someone from the field players can be able to get the ball in the running player of the beating team, all players of the field should run into the city faster, as players of a beating team can grab the ball and in turn to get to them in any player who did not have time to escape by the city , etc. The task of the hitting team is to take longer by the opponent's field, and the enemy should try to change the command of beating. Each player of the team beating, safely made a mining from the city to the end and back for the city trait, receives the point for his team. The team that has gained more points is wins.

rules
1. Each player of the beating team can beat the ball only once, regardless of whether he got a lapto on the ball or missed. He gets the right to the second blow and further, he receives every time after running off the line of Kon and returns to the city, without being a bounted ball.
2. You can make the runoff at once two or three players.
3. For reverse runs from the Kona line to the city, players can wait for the most favorable moment. In this case, it is allowed to run out of the conma line after another blow from the suburbs line.
4. Players of the field team have the right to run with the ball all over the field and move the ball one other.
5. Field team players are forbidden to interfere with running out (get up on the way, detain).
6. Running it is forbidden to cross the side lines of the site.
7. The ball, deliberately shot down by a player outside the field boundary, is not counted, and the blow is performed again.

Strong throw
Playing, divided into two teams, are one against another at a distance, 20 m behind lines. Ahead of 3 m from each line is carried out by one parallel "urban" feature. In the middle of the platform - a basketball ball, and all players have one small ball. According to the signal playing (in arbitrary sequence), they throw their balls into the basketball ball, trying to roll him out for the urban trait. Wins the team that pushed the ball first.

Four racks (Laptta version)
Play two teams. One is located in the "city", the other - in the "field" in four places of the field are put four racks at a distance of 10 m one from another. The city team players alternately serve as a lapto ball in the field and run, touching the hand of each of the four racks, and return to the city. In case of danger, the running can stop at one of the racks, waiting for the following ball. Field team players try to catch a punched ball on the fly or raise it from the ground and get this ball into someone from the running away. When it succeeds, the teams change roles. Each player who safely returned back to the city receives one point for his team. The team that climes during the game (15-20 minutes) more points, wins.

Lucky and valid
On the site, one in the other three circles with a diameter of 3, 10 and 15 m is drawn. 6 towns are placed around the circumference of a small circle. Play two teams. Each team stands out for one captain and three defenders. The remaining players are feeding. Captains become in a small circle, defenders - on average, and feeding arbitrarily placed in a large circle. The teacher gives a volleyball ball to one of the captains, he throws him to his player in a big circle (serving), a player from a big circle tries to pass the ball back to his captain, but the defenders try to intercept the ball and transfer it to their feed. The captain, having received the ball, knocks them down one of the towns. A shot down town is cleaned. The teacher gives the ball to another captain, and the game continues. Wins a team, the captain of which the four town will betray. It is forbidden to pull the ball from the hands, keep it in my hands more than 3 seconds. If the defender of one of the teams accidentally chains the town of foot and poured it to Earth, the town is considered as if a captain's chopped Captain ball.

Steppi ahead
The game is held on the large platform. On both sides of midline The platforms, retreating 60 m, are marked by Kona lines. Two teams are arbitrarily located on their sides of the site, 15-20 m from the middle feature. One of the team players, starting the game, throws a volleyball ball in the direction of the konoon line of another team. IG-1 Rocky second team try to catch the ball on the fly. If the ball is caught, then the next player has the right, holding the ball in his hands, make three big steps (bouncing) forward from the place where the ball was caught, and throw it towards the front line of the enemy. The ball, falling on the ground, throws another player from the place of falling the ball. The transfer and fishing of the ball continues until one of the commands will be able to throw the ball through the front feature of the site. This team wins

Games with running, throwing, overcoming obstacles, height jumps and length

Lapta with obstacles
Play two teams. One is located in the "city", the other in the "field". Three mugs with a diameter of 1 m are drawn in a large distance one from the other. This station. One of the field of the field becomes in the city to serve the ball. Players of the city team, in turn, beat off his lapto ball and run in order in the first, second and third stations, trying to return to the city are not awesome. On the way from the third station to the city they have to overcome two obstacles: the designated turnover of 1.5 m wide and the inverted barrier (the elevation height is 60-70 cm). A player who beat the ball and managed without stopping all three stations, overcome two obstacles and returns not to the city, receives four points for his team. If the run goes after the second or third blow (the second-third player), the team receives only one point. During the ranks, the field players catch the ball and walked to them running while those are outside the city or outside the station. If someone is awaited, the teams change places and roles. The game lasts 15-20 minutes. The team who scores more points is defeated.

Relay with running, jumps, throwing

For the relay, two rows of obstacle should be prepared: the logs with a height of 50-70 cm, a smooth palisade (fence) with a height of 80 cm, "Okop" (bandwidth 2 m wide) and a circle with a diameter of 3 m. Two starts (one by one, from each command). At the signal, they run 15 m, overcome the log, run out by another 20 m and the jump "Being" overcome the panels; 15 m run, jump out the "trench" and throw the fan in the circle, indicated by 15 m. From the line of throwing. After throwing grenades, playing quickly return, bypassing obstacles to the start line. Rent first and fell by a grenade in a circle receives two points for his team; Running the second when hitting a circle - one point. Then the start is given to another pair. Wins a team who scores more points.

"Who quickly?"
At the site from the midline, two features are designated on both sides at a distance of 20 m. Play two teams. Competed in pairs (1 to one player from each team). The next pair becomes on the designated opposite lines. According to the Marsh teacher signal! " They run towards the right side, and try to run the central line earlier (middle). Who will succeed, he gets a point for his team. The teacher stands on the side of the middle line and awards victory. The next pair will then start. Wins a team who scores more points. Moving games for younger students

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