Outdoor games for schoolchildren of varying intensity, version for the visually impaired

0 "Outdoor games in athletics"

Kazakhstan, Ekibastuz

KSU Secondary School No. 9

Physical education teacher

Luzanova Olga Mikhailovna

"Outdoor games in athletics"

INTRODUCTION

Outdoor games are one of the effective means of versatile physical education. They find wide application in a wide variety of activities. They solve educational and health problems, are a means of general physical training, and are used both in physical education lessons and in extracurricular activities. Game material occupies a significant place in school curricula. The game simulates many types of sports activities and includes basic natural movements, therefore it is recommended as an effective means of mastering types of athletics. Specially selected games help develop physical qualities.

When using outdoor games, the learning process becomes more intense and helps to revitalize the educational and training process. The game can act as a means of physical and technical training for athletics, and as a method that helps solve a number of auxiliary tasks, including those related to intensifying exercises, attention and increasing the emotional state of those involved.

They often talk about the game method of conducting physical exercises. This means that the methodological features of the game can be used by teachers in athletics classes. Using the game method, the teacher can quickly include children in the proposed activity. The game simulates many types of sports activities and includes basic natural movements, therefore it is recommended as an effective tool for training and improving types of athletics.

Scientific data and practical experience confirm that skills in running, jumping and throwing acquired in game conditions are not only relatively easily rebuilt with subsequent, more in-depth study of the techniques of these types of exercises, but also facilitate further mastery of the corresponding sports techniques.

The variety of starting positions and the variability of efforts used in the game provide excellent preparation for the runner at the initial stage of training. During the game, students learn to switch from maximum fast running to slow running and vice versa, and master free running, which is especially necessary for track and field athletes. While playing, students perform a large number of runs and runs and runs in addition to those that were used in O.F.P. when mastering technology. Jumps performed in games are distinguished by the fact that they do not have a specially selected run-up, and are improved in any way determined by the current situation; they are useful for the development of coordination and speed of action.

All kinds of jumps performed in games in a squat position perfectly strengthen the ankle joints and leg muscles. This nature of the jumps prepares the musculoskeletal system of those involved in a stronger load in athletics jumps, develops coordination in various types of repulsions, thereby preparing the basis for mastering the complex technique of athletics jumps. Many ball throws in games are performed from behind the head, from the side, from below, etc., from a place, on the move, in a jump, with various efforts for distance or accuracy. Such throws develop the “feeling” of the throw, its accuracy and strength.

PART ONE

Selection and management of the game.

The sequence of using games should be planned, and the process of teaching the game should be educational in nature. Of no small importance is the selection of games according to the degree of difficulty for those involved. To ensure the assimilation of the skills and abilities acquired in outdoor games, it is very important to systematically repeat the games. An important point in conducting outdoor games is the ability to “present” the game, create a mood, explain the game and conduct it with students, and achieve useful results. In the methodology of teaching outdoor games and their implementation, it is necessary to be guided by the data of pedagogy and the principles of didactics.

The choice of an outdoor game depends mainly on the tasks set before the lesson. This position is fundamental, it prevails over all other motives. It is clear that these tasks, in turn, are determined by the lesson’s place in the cycle and its focus. The preparedness of the class and group is of no small importance. We must clearly understand what students can do and what they cannot yet do. It is unlikely, for example, that you should use a game with passing the baton “in the corridor” if the rules for passing the baton have not yet been learned in detail.

Naturally, the selection of games is also influenced by the number of students.

It takes into account where the game is played (in the hall, on the court), and the availability of equipment.

The diversity of tasks in athletics lessons also requires a change in the nature of the material used. The complication of the rules of game tasks is associated with new tasks of the lessons. However, it is hardly useful to constantly offer new games to students. The skills learned in games should become more complex gradually. Complicate the rules of the game based on the experience of the game. It is necessary to diversify the conditions of previously learned actions. In a game situation, develop the flexibility of a skill, create the prerequisites for its manifestation in new dynamic conditions. The learned exercises are performed at an accelerated pace from different starting positions.

When selecting and conducting outdoor games for teaching athletics exercises, it is necessary to take into account what phase of the exercise is being taught.

The successful execution of the game will depend on the correct positioning of the players and the correct choice of place to explain the game - the first important condition.

Examples of player placement:

Ways –

From the driver's choice:

a) fifth in a row;

b) the command “sit down”, who was the last to sit down;

c) as directed by the teacher;

d) according to a survey of students.

Correct division into teams based on strength:

a) according to calculations in the ranks;

b) at the discretion of the manager;

c) at the choice of captains;

d) changes in traffic;

e) participation by permanent teams.

The explanation of the game is carried out when the students stand in the starting position for the game; this rule cannot be changed.

The explanation is accompanied by a demonstration, while observing the following explanation scheme:

1) name of the game;

2) the roles of the players and their location;

3) progress of the game;

4) the goal of the game (to determine the winner);

5) rules of the game;

6) answers to questions from players.

We should not forget that the nature of emotions in the game (sthenic, active) does not contribute to the special development during the game of new precise, subtle, coordinated movements, which is associated with the sports technique of athletics exercises. That is why an outdoor game can be used in an athletics lesson (with the inclusion of elements of a passable technique) if these elements have been previously learned. In the game, the prerequisites are created not only for accurate, but also for rapid execution of motor actions.

In connection with the above, we can conclude that first you should give tasks in the game: who is more correct, who is more accurate, who will make fewer mistakes, and only after that - who is faster, who is more, etc.

In the process of conducting diverse games, the teacher can conduct a number of important observations of the behavior of students, clarify the characteristics of character, temperament, and physical capabilities. Can evaluate:

1) general physical development of the student;

2) the degree of development of individual physical qualities;

3) the ability to combine indicators of strength, speed, endurance;

4) ability to concentrate;

5) the student’s display of initiative and perseverance;

6) display of cowardice, indecision;

7) attitude towards opponents in the game;

8) attitude towards teammates (tolerance, mutual assistance);

9) attitude towards one’s own mistakes, correcting them during repeated play;

10) general discipline, demanding of oneself;

11) attitude towards victory, defeat, etc.

These observations may be important for subsequent work, both educationally and educationally.

When selecting games, one should not lose sight of the transferability of skills. It must always be remembered that, for example, games aimed at developing starting speed are equally necessary for both jumpers and throwers, and ball games recommended for other specializations (with jumping at a basket or net, with throwing a medicine ball) will also benefit jumpers , and throwers.

That is, it is necessary to use game material from other sections of outdoor games as widely as possible in lessons and training.

Various exercises of track and field athletes need to be more game-oriented. For example, running in a “corridor” or in circles, used to practice correct foot placement, or running through medicine balls, used to reinforce correct hip extension, can be given the character of exciting relay races, where not only personal, but also team performance depends on the accuracy of the exercise. result. On the one hand, this makes athletics classes interesting and allows you to master the proposed material, and on the other hand, it stimulates the development of collective principles in students.

Features of the methodology of outdoor games in athletics lessons

First of all, they consist in the fact that close continuity and interconnection must be ensured between outdoor games and other exercises in the lesson. To do this, it is necessary to take into account the main objectives of this lesson, its construction, content, as well as the systematic delivery of educational material in a series of lessons, in quarters, and the conditions for conducting lessons.

Lessons preceding those that provide for initial familiarization with certain motor actions (or improvement in them) include games that are related in structure and nature to the exercises being studied (according to the principle of “advanced influence”).

With the help of such games, those physical qualities that are important for better learning and improvement of athletics are cultivated;

In the same lesson, it is not advisable to combine learning a new game with learning new material on athletics;

It is necessary to correctly determine the place of the chosen game among other exercises, and take into account possible activities;

Familiar games, short in time, can be played to warm up before exercise;

To prevent overwork and overexcitation of students, games with jumping and overcoming obstacles should not be included in lessons where running and jumping training is planned;

In a physical education lesson, time for outdoor games is strictly limited. Therefore, a clear organization of the beginning, course and end of each game included in the lesson is necessary.

Game as a means of selection for athletics

The use of tests to select children and adolescents who are capable of athletics, truly gifted, is of great importance. In this case, we are not talking about tests that give, for example, an idea of ​​​​general and special training, but about tests that give an idea of ​​​​the ability of a beginner to successfully master his chosen type of athletics in the future. Therefore, it is rational to use games - tests. It is known that in play activities the individual characteristics of both children and adults manifest themselves especially clearly. It is clear that since a person “reveals” in the game, he is most accessible to observation. When composing and selecting test games, it is important to provide for conditions in them that can reveal the personality to the fullest possible extent. For this purpose, as a rule, several (4-6) games with different motor characteristics are used. In one game, the general motor activity of the student is revealed, in the other - the accuracy of muscle-motor perceptions. Test games are also used to determine indicators of attention, coordination abilities, and emotional reactions. It is possible to use outdoor games and relay races in the form of control exercises, tests and in the practice of sports improvement. They are a kind of estimates that allow one to judge the development of the necessary qualities of an athlete, the formation of the necessary skills, and the identification of speed indicators.

PART TWO

Games in physical education lessons

Outdoor games in accordance with the physical education program are conducted in classes I - CI classes. Selected athletics are used in high schools. They are used aimed at the formation and development of motor abilities, skills and qualities, with the objectives of providing physical activity and a versatile impact on the body of those involved. Games are planned for the entire academic year, taking into account the season and the tasks set in each academic quarter. The distribution of game material will also depend on the time of year. The first and fourth quarters, when lessons are held in an open area, there are more opportunities for playing games with throwing and running like lapta, and overcoming an obstacle course. New games in lessons are learned mainly at the end of the first quarter, in the second and third academic quarters. At the beginning of the first quarter, game material from the previous academic year is consolidated. In the fourth, the games completed during the school year are consolidated and complicated. The methodology for conducting outdoor games in the classroom is subject to general requirements, but also has its own specifics, which are associated with the need to maintain a certain density of the lesson. This dictates efficiency, well-thought-out methodological techniques, and the need to ensure that all children, while participating in games, receive a load.

Conditions must be created for the active participation of all involved in the game. Outdoor games are usually carried out using the frontal or group method. There may be one or more games, boys and girls can play separately. When playing games, it is impossible to achieve a sufficiently selective effect on the muscles. In this regard, it is necessary to skillfully use games in combination with athletics exercises, where there are the greatest opportunities for relatively precise physical activity and the desired local effects on the body. Outdoor games can be played in any part of the lesson, which will solve the problems of these parts of the lesson.

A) Outdoor games in physical education lessons I IV classes:

In lessons in grades I – IV, outdoor games occupy a leading place. Actions such as running, rhythmic walking, jumping, throwing are better learned in games; children have little motor experience. Therefore, simple games are played first, gradually increasing the requirements for coordination of movements. Each lesson includes games related to the general objective of the lesson. In the main part, to develop speed and dexterity, games are most often played - dashes. (“Octobers”, “Two Frosts”, “Wolf in the Moat”), in which children can relax after a fast run with dodging, jumping, and jumping. Games with rhythmic walking, which require organization, attention, and coordination of movements, are best included in the preparatory or final part of the lesson. (“Who came up”, “Ball for the neighbor”, “Guess whose voice”). Some lessons in grades I–IV may consist entirely of a variety of games.

- Games mainly involving running ( I – IV classes):

“To your flags”, “Octobers”, “Geese - swans”, “Two frosts”, “Empty place”, “Team of the fleet-footed”, “Relay of animals”, “Calling numbers”, “Equestrian athletes”, “Over the hummocks” and stumps”, “Tag”, “Polar bears”, “Homeless hare”, “Seine”, “Crucian carp and pike”, “Day and night”, “Line relay with running”, “Capture the pin”, “Master the pin” , “Wheel”, “Relay with pins”, “Carry it faster”, “Swedish burners”, “Rolling a stick”, “Overtake the ring”, “Circle relay”.

- Games with high, long and high jumps ( I – IV classes):

Like running, jumping is one of the natural types of movements. The purpose of the outdoor games recommended by the program is to promote, through the jumps included in them, the development of general jumping ability, the ability to push off correctly with one and two legs, land softly, and determine the pushing leg. Games with elements of jumping are usually associated with a significant load on the body, actively affecting all its functions. “Jumping sparrows”, “Hares in the garden”, “Fox and chickens”, “Wolf in the ditch”, “Jumping on stripes”, “Hares, a watchman and a bug”, “Skydivers”, “Who will overtake”, “Relay races with jumps” ", "Tag on one leg", "Into the far zone", "From bump to bump", "Turns", "Don't stumble", "Running rail", "Standing long jump with the ball between your feet", "Hit follow."

- Games with throwing at a distance and at a target ( I – IV classes):

Throwing is mainly an applied type of physical exercise. Games in junior classes contain all the main types of throwing - at a distance, at a stationary and moving target. Throwing using small and large balls strengthens the joints and muscles of the hands, develops the eye, and improves coordination of movements. This is important for everyday activities, for further sports activities.

“Who will throw the farthest”, “Accurately at the target”, “Long throws”, “Hit the ball”, “Moving target”, “Circular rounder”, “Shot into the sky”, “Make them retreat”, “From the shield into the field” , “One ball less”, “Pass the ball”, “Long shots”, “Run the ball down the corridor”, “Two balls”, “Cube rolling”, “Bouncing ball”, “Hit the target”, “Throw it in the basket”, “Hit the flying ball”, “Score 20 points”, “Knock down the pin”.

b) Games in athletics lessons V VII classes :

Carrying out outdoor games in lessons 5 - 7 grades. pursues the goal of further improving natural types of movements, developing the basic motor qualities of students. A number of games from previous classes are consolidated. Relay races with running, jumping, throwing.

Games with running (V – VII grades):

“Challenge”, “March Tag”, “Running for flags”, “Running with the rescue”, “Chase”, “Start after a throw”, “Securing the dashes”, “Counter relay with running”, “Circle relay”, “ Run away and catch up”, “Relay race with moving in stages”, “Polar bears”, “Seine”, “Day and night”, “Crows and sparrows”, “Master the skittles”, “Take the town”, “Shuttle relay race”, “ Rearrange the clubs”, “Take the pin”, “Be careful”, “Around the gymnastics bench”.

Games with jumping (V – VII grades):

“Fishing Rod” and its variants, “Rope under your feet”, “Long Jump Relay”, “Jumpers and Tag”, “Tandem”, “Lame Duck”, “Horses”, “Medicine Ball Jumping”, “Leap” -jump”, “From hummock to hummock”, “Don’t stumble”, “Shepherd and goats”, “Posigutki”.

- Games with throwing at a distance and target ( V – VII classes):

“Horse racing”, “jumping over medicine balls”, “Jump-jump”, “From bump to bump”, “Squatting”.

- Games with throwing at a distance and a target (V-VII grades):

“Snipers”, “Hit the ball”, “Protect a friend”, “Shootout”, “Fortification defense”, “Mace defense”, “Ball towns”, “Nimble and accurate”, “Strong throw”, “Pass the ball” , “Two Fires”, “Duelists”, “Four Stances”, “Two Balls”, “Accurately on Target”, “Spot with the Ball”, “Cube Rolling”, “Battleship”, “Throw from Behind”, “Hit the ball”, “Whose rebound is further”, “Hit the ball on the floor”, “Playing under the net”, “Hit the hoop”.

V) Outdoor games in athletics lessons (VIII – IX grades):

The main tasks in athletics lessons with teenagers are the following: consolidation and improvement of athletics exercises in a game environment (low starts, speed running, long and high jumps with a running start, throwing small and large balls). Compared to lower grades, games become more difficult. It must be taken into account that interests and physical abilities become more specific in adolescence. Strength games are held separately for boys. It is recommended to widely play games with teenagers that take into account the quality of task completion, and not just speed.

For example, in relay races with elements of athletics (passing the baton, high and long jumps, etc.). The running distance in games, the height of jumps, the difficulty of various movements in games should be within the control standards for students in grades VIII - IX. Games like “Fun Starts” are widely used. Outdoor games are used in the main part of the lesson to consolidate acquired skills and increase the load on the body of students.

- Games with speed running (VIII – IX grades):

“Counter relay”, “Towards the enemy”, “Circle relay”, “circular relay”, “Team running”, “Run away - catch up”, “Knock down the ball”, “Wheel”, “Knockout starts”, “Relay races” trains”, “Be able to catch up”, “Who is faster”, “Master the pins”, “Shuttle relay”, “Lapta - volleyball”, “Football players”, “Fight for the edge”, “Determine your time”.

- Games with jumping (VIII – IX grades):

“Relay with sticks and jumps”, “Shuttle jumping”, “Relay with leapfrog”, “Horses”, “Jumping to the finish line”, “Don’t stumble”, “Tag with jumping”, “To the far zone”, “Jumping relay” , “Jumping on a stimulator for points,” “Throw higher.”

- Games with throwing (VIII – IX grades):

“Across the Net”, “Along the Aerial Chain”, “Push Over an Obstacle”, “Moving Target”, “Duelists”, “Pass the Ball”, “Battleship”, “Protect Your Friend”, “City by City”, “Pioneer Ball” , “Two balls”, “One ball more”, “Step forward”.

Development of physical qualities of an athlete in games

You can develop physical qualities more deeply in sectional athletics classes. Working on the development of physical qualities in the process of sports training contributes to the successful development of motor skills and the achievement of high results in the chosen form of athletics.

Currently, practice and research have confirmed the position that physical qualities develop most successfully if training is carried out using an integrated method. This means that the classes use a variety of means (exercises and games) that simultaneously develop speed, strength and endurance, and not just one of these components. And vice versa, the lack of “multi-sport” when mastering a sports specialization, working on the development of any one quality or narrow group of skills significantly reduces the motor range of those involved and weakens the development of the coordination abilities of athletes.

Outdoor games seem to accumulate many motor actions. None of the games can be considered as a means of developing any one quality in its pure form. It is clear that games recommended for the purpose of physical training and the development of certain qualities should be considered as exemplary. Special physical training in each type of athletics is associated with the possibility of using specially selected or composed games aimed at developing a particular quality in its very specific expression.

- Games for developing speed:

Sports practice confirms that training with a primary focus on developing speed creates positive prerequisites for developing strength, endurance and other qualities, and has a versatile effect. Speed ​​as a quality is successfully developed in many outdoor games, which combine such basic indicators of speed as response to a signal and the speed of muscle contractions, the number of movements performed per unit of time and the speed of movement of the body or its parts in space. Another thing that speaks in favor of games is that exercises for developing speed should not be monotonous. As for the selection of these exercises for inclusion in the game or the selection of ready-made games, the actions in them, in terms of the form of movements and the speed of muscle contractions, should be as close as possible to those motor actions that are characteristic of the chosen type of athletics.

“Tag”, “Tag - give me your hand”, “Tag - transfers”, “Circle hunt”, “Runners”, “Dash for the ball”, “Catch a stick”, “Day and night”, “Four balls”, “Knock down” ball”, “Master the pin”, “Change of places”, “Knockout starts”, “Counter relay”.

- Games for developing strength:

Strength begins to develop especially effectively in adolescence, when body growth slows down. There are a lot of games for strength; it is important for the coach to select games that have an impact on those muscle groups that develop poorly without special exercises. In games to develop strength, participants overcome either their own weight or the resistance of an opponent. Many of the games can be carried out in the form of tests and used as control exercises. In adolescence, it is necessary to use more game exercises aimed at increasing the strength of the flexors and extensors of the left limbs, which are inferior in strength to the right.

Use strength exercises that affect lagging muscle groups in everyday life in your development.

“Drag in pairs”, “Moving ring”, “Wrestling of horsemen”, “horse racing”, “Push out of the circle”, “Hares and walruses”, “Car competition”, “Crossing”, “Who is stronger”, “Squat jumps” "", "Caterpillar", "Jumping on one leg", "Hockey with your hands", "Bench over your head", "Fast crayfish", "Bouncer", "From bump to bump", "Throw the ball with your foot", "Nimble horsemen" , “On your hands”, “Push your back forward”, “Plow”.

- Games for developing endurance:

Modern research indicates that the development of endurance should be given special attention not only at 17–18 years of age, but also much earlier. An active motor mode increases the rate of development of physical qualities and functions of internal organs.

In games, endurance is manifested not in static, but in dynamic working conditions, where moments of tension and relaxation alternate. In some games, movements are cyclical in nature (“Knockout Race”), while in others, prolonged efforts are not associated with a specific rhythm.

Often, work on developing speed turns into improving speed endurance. There are quite a few games that combine the development of speed and endurance. Such games (“Ball for the catcher”, “Catching in pairs”, “Fighting for the ball”) are usually included in the O.F.P. lesson plan. The leader of the games for the primary development of endurance should keep in mind a number of techniques with which one can regulate load in the game. One of them is reducing the number of players while maintaining the size of the field. Another is the complication of playing techniques and rules, in which players do not leave the field, but remain on the court. (“Circular rounders”, “Horses”, “Salki”). It is rational to use cyclic exercises to develop endurance, with outdoor games to reduce fatigue.

“Tag with a skipping rope”, “Catch a frog”, “Run away - catch up”, “Hockey with hands”, “Shuttle with carrying chips”, “Lap after lap”, “Catch up”, “Race with elimination”, “Jumping rod” , "Relay races - trains".

- Agility games:

The development of agility consists of improving the sense of movement, high coordination, speed, rhythm and tempo, and performing actions depending on the specific situation. Most outdoor games involve the manifestation of dexterity. However, there are games where the components of dexterity are in organic unity, or are improved in separate combinations. This applies to games aimed at improving the “sense of muscle effort”, “sense of space”, “sense of timing”, etc. In the process of such games, functions and various analyzers are improved, on which the correct, accurate and timely execution of movements depends.

“Catching in pairs”, “Spinners”, “Dexterous hands”, “Passing the ball on the move”, “Two hands”, “Defending the fortification”, “Running of the penguins”, “One by one and together”, “Put on and take off the ring”.

- Games to develop flexibility:

Flexibility is a specific, but extremely important quality for an athlete. Mobility in joints, elastic elasticity of muscles and ligaments is the ability to perform movements with a wide amplitude without expending great effort and excessive tension.

It is necessary to select games for the development of flexibility specifically because they are designed to have a strictly targeted, often local effect on individual muscle groups, ligaments and joints. When organizing flexibility games, you need to do a warm-up.

“A stick behind your back”, “Ball race”, “Crawfish running”, “Bridge and cat”, “Somersaults and flips”, “Bench over your head”, “Step over a stick”.

Games in the training cycle and lesson

It is known that only repeated repetitions of exercises in any type of athletics are the key to creating strong skills and strengthening technique. But even the most conscientious athletes experience a kind of psychological “stagnation”, fatigue, loss of interest, with the monotony of training sessions. The training process is characterized by a relatively complete cycle of certain periods. The use of outdoor games can take place in any of the periods (preparatory, competitive, transitional), but the volume of game material and its nature change significantly in connection with the tasks at each stage of training. The preparatory period is associated with an increase in the overall level of development of the athlete’s physical qualities, as well as the acquisition of motor skills and abilities. Along with special exercises, games can be widely used in this period, the main content of which is to promote the development of strength, speed, agility and other qualities. The content of the games can include both exercises similar in movement structure to the type of athletics, and significantly different from them; at the second stage of the preparatory period, there is an in-depth development and improvement of motor skills, this will be related to the nature of the game material in training. When selecting and conducting games, their selective, targeted impact on the development of special qualities and skills required in this type of athletics is enhanced.

At the end of the microcycle games are selected for active recreation.

During the competitive period games play a supporting role, are associated with active recreation and the preservation of moral and volitional qualities, to relieve nervous stress and increase positive emotions.

During the transition period the main thing will be O.F.P., active recreation, so the content and nature of the games included in the classes can be very diverse. New, previously unknown games and relay races are being learned. It is especially useful to conduct them in varied terrain - in a forest, park, on the bank of a river. As for the training lesson itself (in any period), depending on its main and auxiliary tasks, outdoor games may not be included at all. The issue of selection and game exercises in different periods of training and lessons depends on the coach and his plans.

PART THREE

To activate athletics exercises in the classroom, it is necessary to use the game method, taking into account the methodological features of the game and game exercises. And not only when developing physical qualities, but when training and improving types of athletics.

Scientific data and practical experience confirm that the skills in running, jumping and throwing acquired in game conditions are relatively easily rebuilt with a more in-depth study of athletics. The variety of starting positions and the variability of effort in the game provide excellent preparation, especially at the initial stage of training, and prepare for a stronger load.

Games must be repeated systematically to ensure the assimilation of skills and abilities acquired in games.

Use games depending on the objectives of the lesson. This position is fundamental, it prevails over all other motives. Take into account the place of the lesson in the cycle, its focus, as well as the preparedness of the students, take into account what phase the training is taking place.

Complicate the rules of the game based on the acquired experience of the game. Skills become more complex gradually, the flexibility of the skill is developed, creating the prerequisites for its manifestation in new dynamic conditions.

Outdoor games can be used in an athletics lesson if the elements of the type of athletics being passed are previously learned.

When selecting and conducting games, we must not forget about the transferability of skills; widely use games from other sections of outdoor games in athletics classes.

Games must be used according to the principle of “anticipatory influence”. Including games that are related in structure and nature of the exercise being studied before the lesson, where familiarization with a new motor action is provided, this improves training in athletics exercises.

Do not combine learning a new game with learning new athletics material.

Use games as tests, not only to determine general and special training, but also to determine the ability of a beginner to master the chosen type of athletics.

Games in the classroom should be used locally, in combination with athletics exercises, in any part of the lesson.

When mastering a specialization in athletics, there must be “multi-sport” and a comprehensive training method should be widely used.

Games for the development of physical qualities should be considered as exemplary. Special physical training in each type of athletics is associated with the use of specially designed games.

At the initial stage of preparation, use game exercises that affect lagging muscle groups in everyday life in their development.

It is necessary to remember the auxiliary role of games, which is associated with active recreation, to relieve nervous stress and increase positive emotions.

Application

PRACTICAL GAME MATERIAL:

1) “One ball less”

The number of players is 20 – 25 people. Volleyball Court. At the beginning of the game, 5 balls (volleyball or handball inflatable balls). The arrangement is arbitrary, the game is played over the net, throw the ball over the net in a certain way (two in front or two from behind the head, one). When the whistle stops, the players show the balls up, whoever has less gets 1 point, the game goes to 10-15 points. If all the balls are on the same side, the game ends early regardless of the score. For a throw before the whistle, after the whistle, a point is deducted.

2) “Move the ball”

The number of players is 20-25 people. 1 basketball or medicine ball, 20 small balls. Two teams play, located in the strike zone. Throwing small balls from the strike zone, knock the basketball into the opponent's zone. Small balls can be picked up during the game by running to the halfway line and returning to the strike zone. For a knocked-out ball, the team receives 1 point, the game lasts up to 10-15 points. For violation, the point is deducted.

3) "Horses"

Equipment: 2 – racks; 2 – pins; 10 rubber rings. 2-4 teams play, 10-15 players. Each player's knight (pin) must pass 4 marks. The player throws the ring from the line, the ring put on the stand gives the player the right to move the knight 4 marks (checking in on each). Hitting the rack moves one mark. Misses, picks up the ring, throws again. After passing 4 marks, the ring is passed on to the next player and he sits on the bench at the end of the team.

Rules: do not cross the line during the throw; the next player gets up from the bench after receiving the ring. The player who threw the ring the first time, one mark, the second time - two marks have been passed, the third throw - the ring is on, the player from the second mark counts 4 marks, after which the next player will only need to pass the 1st mark. Whose team will guide the horse across the marks faster?

4) “Relay with pins”

2-4 teams of 10-12 people per team participate. The first one runs to the pins, one by one, rolls them to one side, runs around the counter, runs to the team, and passes the baton to the next one with a clap of the palm. The second participant runs and places the pins (one knocks them down, the other puts them up). Whose team will finish the relay race faster?

Options: the player dribbles the ball at the pin with one hand, dribbling in place, with the other hand he covers the pin, and at the finish passes the ball to the next one.

5) “Move it faster”

Equipment – ​​hoop, 11-13 cubes (odd number). One player stands in the corner squares. At the signal, two players run to the hoop, take 1-4 cubes, and transfer them to their square. Whoever survives the most wins a point for the team. Then the next pair competes. Whose team will score more points.

6) “Sharp on target”

They play on a volleyball court, 10 towns, the number of small balls depends on the number of players in one team. Towns (skittles) of different colors (5+5). The team's task is to shoot down small towns with small balls. They begin to draw lots.

Options:

a) Count the number of knocked down towns;

b) The team takes the knocked down towns over the line (whose team takes the most of the 10 towns wins the game);

c) After the balls are hit, the knocked down town is moved one meter forward, the team’s task is to draw the towns beyond the 3-meter line. But if the opposing team hits the extended town, it moves back one meter;

d) Whose team will knock down 5 towns of the same color the fastest.

7) “Long throws”

Equipment – ​​medicine balls (1-3 kg) of different colors. One team has its own color, the other team has its own color.

Options:

a) Teams of throwers throw balls on a whistle (in one of the ways), runners run into the field, pick up balls of a different color, and run back over the line. Whose team is faster – 1 point.

b) Players stand in columns, a point is played in pairs, they throw balls, run, pick up someone else’s ball, return over the line, then quickly - a point.

c) Two teams stand in ranks behind the line, at the signal the first throws the balls, at the second, the second team runs after the balls. The time is recorded based on the last player to return to the line. Then the throwers and runners change places. Who has the best time - 1 point. Who is bigger.

8) “Swedish burners”

Two teams play, the players in the team are counted in order. Called players with the same numbers run to the leader, take the baton from their hands, run back, run around their team, and bring the baton to the leader. Whoever brought it faster, the team gets a point.

9) “Overtake the ring”

Two teams. One sits on a bench, the other stands behind the circle, facing inward. One team is passing, the other is “runners”. At the signal, the players pass the ring around the circle, the runner runs behind the circle, trying to overtake the ring. If the “runner” overtakes the ring, the team gets a point, the team that passes the ring faster gets a point, the players take turns leaving the bench, when all the players have run, the teams change places. The game is based on points, whose team scores more points.

10) “From bump to bump”

Two teams of 10-15 people each participate. They compete in pairs for points. Jump across the line left and right. Whoever gets behind the court the fastest earns the team a point.

Options:

a) Push of two legs;

b) Jumping on one leg;

c) With a medicine ball (1 kg) in your hands, run backwards.

11) “Stain with the ball”

1st – striker;

2nd – removing;

3rd – driver.

The first one shoots around the ring. When hit, the throw is repeated. The first miss runs back behind the end line, the second one takes the ball off, gives a pass to the third one, who tries to hit the running player with the ball, the knocked out player knocks it out. The third takes the place of the first player, the second takes the place of the third, and the reserve player takes the place of the second. The game continues until all substitute players are eliminated.

a) They play for points with captivity. Points are assigned to each player personally:

hitting the ring – 2 points;

dash – 1 point;

for knocked out 1 point for the second and third players.

The one who is knocked out becomes a prisoner in the back penalty area. Prisoners help to beat them out, but only from captivity. A new player takes the place of the kicker. The captive player who knocked out the runaway returns to the team without receiving a point. When there are three prisoners, they change 1-2-3 players. Who will score more points?

12) “On the treadmill”

The game involves two or more teams with the same number of players. After passing the stick, the player remains at the stage where he passed the stick, the next player passes at the next stage, etc. The relay race is carried out without stopping, each participant will run exactly a circle. The relay ends when the participant returns to his stage.

13) “Into the far zone”

Long jump for points. The sum of the take-off and landing zones is added up.

14) "Two balls"

Two teams take part, two balls, play on a volleyball court or across the entire width of the hall, through a net. The serve is performed by throwing from behind the field on the whistle at the same time. Players catch the ball and throw it over the net in a given way (two in front, over the head, one over the shoulder). The goal is for two balls to end up on the opponent’s floor. In this case, a point is awarded. The game lasts up to 10-15 points.

15) “Run away - catch up”

The distance between the players is equal. At the signal, they begin running in a circle. Each player tries to catch up with the person running in front and insult him. He runs away so that they don’t catch up with him.

The game stops when the remaining players cannot catch up with each other.

Option: stop at the whistle, players run in the opposite direction (English tag).

16) “Shuttle relay race”

2-4 teams (6-8 people per team) participate. Each player has a chip (dice) in their hands. The team players run in order and put the chips in their hoop, then the first player, running the shuttle, carries one chip at a time, passes it to the person in front of the team, who passes it back along the column. Then the team adds up the chips again. The second player wears one, etc. Whose team will finish the relay race faster?

17) “Relay Race - Trains”

2-4 teams take part, the first locomotive in the team, the rest of the cars. The locomotive runs to its station, comes back, runs around its team, hooks one carriage by the hand, follows with it around the station and its team, hooks the second carriage, etc. Whose train will cross the station line first. Test for the last car.

18) “Knock the ball down”

Goat, medicine ball (1 kg). The game is for points. On call from the manager. players with the same numbers in the team run to the turning posts: one on the left, the other on the right. They run around the posts, run towards the ball, knock it down. Whoever touches the ball first earns the team a point, then other numbers are called, etc.

Option: you can play without a goat, knock it down with your foot (ball, pin, town).

19) “Last One Out”

2-4 teams participate, the composition is not limited. When the whistle blows, the first players in the teams run to the posts and back, the last one is eliminated at the finish line. The winners are at the end of their team. Whose team will have more players left.

20) “Master the pin”

When setting up, the team has one more pin than in the first row of pins. All rows with pins are played sequentially. The player who has not mastered the pin knocks it out. The last pin can be knocked down with your foot.

21) “Don’t stumble”

2-4 teams participate, jump on one leg, with elimination:

a) Everyone on the team jumps at once, the one who stumbles is eliminated. Whose team will last longer;

b) The first person on the team jumps, the rest of the players run after him. If he stumbles, he’s out; the second player starts jumping, etc.

22) "Lapta volleyball"

Two teams play against the clock to see whose team can stay in the city longer. Only run when hit from house to house. When serving, two hits are allowed. A player who is knocked out during a run is eliminated from the game. When all players are eliminated from the city, the teams switch places. After the run, the players in the “houses” take a low start position or a position as instructed by the leader.

23) "Cube rolling"

Two dice with markings (from 1 to 6 points). Two teams (15-20 people each), 20 small balls. Distance for throws depending on the preparedness of the players (6-9 m). the game is for points. Players shoot from behind the court. You need to knock the cube out of the circle, the top edge looks like, how many dots are on the top edge, the team that knocks out the cube first gets so many points. The same side of the cube is returned to the circle; at the beginning of the game, the cube is placed 6th up. During the game, you can run into the field to the center line and pick up balls, returning each time to the strike zone to shoot. For violation of the rules of the game, 5 points are deducted from the team.

Options:

a) when playing with two dice, after one die is knocked out, the second one is knocked out, points are awarded (the sum of 2 dice, or the difference in points between 2 dice)

24) "Footballers"

Gates made of posts for high jumps (1-2m). Soccer ball, two teams (10-15 people). One team plays in the field, the other in the city. The game is for points. The player kicks the ball from the court line and runs into the field around the posts. At this time, the field players play the ball in the field, trying to quickly score the ball into the goal from the city side. Having hit the ball, the player does not have the right to overtake the ball until the players touch the field. If the ball after the kick does not pass the goal line, the kicking player finishes the ball behind the goal line, then only runs around the posts. Field players must not pass or kick the ball into the goal from the other side. The player who runs back to the city before a goal is scored brings the team a point. Players on the field who scored a goal first get a point. When all the players in the city have punched, the game places change.

25) "Duelists"

The game is played for points. Team players are settled in order. The leader calls any number, two players with the same number run to the goal, pick up the balls in the goal, lead the balls to the center line, turn around, throw at the goal, through the air. Whose ball enters the goal first earns the team a point, then another number is called, etc.

26) "Battleship"

They play on a handball court, three medicine balls, ten handballs, two teams (10-15 people). Two banks (handball zones) with handballs, knock out ships (medicine balls) onto the opponent's bank. For a knocked out ship, the team is awarded 1 point. Handballs can be picked up by running to the halfway line. A ship is considered knocked out when it has completely crossed the opponents' coastline. You can only hit ships from the shore. For violation of the rules, 1 point is deducted from the team. The game lasts up to 10-15 points.

27) “Take the pin”

Players from two teams line up in columns, one at a time, behind the common starting line. There is a hoop in front of each team. At a distance of 20-25 m, pins are placed in a row. Their number is one less than the total number of participants. At a signal, the guides in the columns jump through their hoops, run to the pins and take one at a time, one on the right, the other on the left and return back to their columns, having jumped through the hoops. Then the next ones start, etc. The team whose player takes the last pin wins.

28) “Around the gymnastic bench”

Two teams sit on gymnastic benches in opposing columns, with relay batons at the guides of the first groups. At the signal, they run to the opposite benches, bend them from left to right and, running to the guides of the second groups, pass the sticks. They do the same thing. The team that switches places faster wins, or the players will return to their places.

29) "Bouncing Ball"

The game is played with big balls for points. Each team throws alternately into the hoop. Missing the hoop does not earn points.

Players try to make the ball fall as far as possible after bouncing out of the hoop. Each one-meter mark is worth 1 point.

30) “Standing long jump with the ball between the feet”

They jump in turns from each team. The game is for points, a far jump is 2 points, a closer jump is 1 point, losing the ball (unsuccessful jump) is 0 points. You can jump with an inflatable ball or with a stuffed ball - 1 kg.

The game ends when all team players have jumped, and the total points are calculated.

31) “Throw from behind”

1kg medicine ball can be used in various throwing ways. Teams stand in opposing columns and throw the ball from behind, taking turns, the next one from the place where the ball fell. Whose team will push the opposing team further from the line with long throws.

Two players come out one at a time from the team, make a throw from the mark, into the backboard with a small ball. Whoever has the further rebound gets 2 points, the closer gets 1 point. Individual and team championships are played.

33) “Rearrange the pin”

Players run in turns to the pins, move the last pin in front of the first one closely one after another until all the pins have passed the corridor - 2 m beyond the finish line. Whose team will pin the fastest?

34) “Jumping shuttle”

Teams stand in opposing columns, jump with a push of two legs in turn, from the opponent’s landing spot. The result is recorded at the heels. Whose team will move the other team further from the starting line with long jumps.

35) "Two Fires"

The area is limited by the sides of gymnastic benches. The players standing behind the lines roll (3-4 medicine balls of 1-3 kg) from one side to the other, trying to touch the feet of the players on the court. The latter try to dodge and jump over the rolling balls. The player who touched the ball is eliminated from the game. They play against the clock. Whose team will eliminate all the players faster?

36) "Hit the ball on the floor"

Two teams play. Each one has two medicine balls of different colors. At the signal, the first pair throws the balls from behind their heads (or in the indicated way). They are waiting for the balls thrown into the field to stop. The second ball is hit into the opponent's lying ball. The hitter rides on the missed player. Then another pair comes into play, and so on.

37) "Lame Crow"

Two teams of 10-12 people each participate. At the whistle, the first team members grab their shin with a folded rope, jump to the center line of the court, run back, pass the rope to the second player, etc. Whose team will finish the relay race faster?

38) “Tag with jumping”

They start from behind the line, run around medicine balls, jumping over the sawhorses, trying to catch up and insult the opponent. The player who catches up gets 1 point. Whose team will score more points.

39) “Catch up with me”

Two teams stand in ranks; at a signal, the players behind them try to catch up with the players in the first rank and make fun of them. For the player caught, the team is awarded a point.

Option: the first line jumps, the second runs to catch up.

40) “Knock down the pin”

The first in the teams throw balls at the pins from behind the line, run after the balls, pick them up, run to the hoops, give a pass to the 2nd player, put the pin if it is knocked down and run to the end of the team, etc., until the whole team has passed .

For hitting the hoop, the player receives one point, and for knocking down the pin, two points. Whose team will finish the game faster and score more points.

41) "Changing Places"

Two teams (10-12 people each) upon a signal from the specified IP. (high, low start, sitting, lying, resting, crouching) run across the gate, one team is right, the other is left gate, they also take the same position. from which they started. Who is faster.

Options:

a) jumping on one, the last one is eliminated and those who stumble;

b) move in support on your hands from behind (“crawfish”).

42) "Playing under the net"

The top rope is at a height of 1 cm, play with 1-2 handballs. The team’s task is to delay the thrown balls to the opponents, lead to the net or dribble with the ball, throw the balls under the net, trying to knock down the standing pins behind the baseline. The game goes on without stopping, the players quickly put down the knocked down pin and continue to play. A point is awarded for knocking down a pin. The game lasts up to 5-10 points.

Option: the game is played with feet.

43) "Lame Duck"

The driver, jumping on one leg, insults the players who are running within the court. The embarrassed player stands on one leg, helps the driver, they make two, three, etc. There will only be one player left for now.

44) "Jumping over medicine balls"

An individual championship is held, players take turns jumping from foot to foot over medicine balls. Players who touch the ball while jumping knock it out. The distance between the balls increases by one foot, the remaining players continue to jump, etc., until the winner is determined.

45) “Hit the hoop”

Two teams stand in opposing columns, throw a small ball through a hoop, and take turns moving to the end of the team. The player who misses the hoop throws again until it hits. The game ends when the players return to the IP. Whose team will finish the throws first.

46) "Chain"

Two teams from the same line jump in parallel, alternately in one direction, the next one from the landing site of the previous one, with a push of two legs. Whose team will cover the greater distance?

47) “Ball Towns”

2-4 teams play with 3 small balls. One rubber ring. The team has 1 town (pin). The first players from the teams run to the “fortress” and throw balls around the town. If they are knocked down, they run, put them in place, collect the balls, put them in the ring, run to the “kon”, pass the baton and the next player enters the game. The player made 3 misses. The whole team runs a penalty loop around the town, then back. The game is played for points, a team gets 1 point for knocking down a town, plus for the speed of how many players determine the opposing team.

48) "Take the pin"

Two circles, large and small. In a small circle, there are one fewer pins than there are players. At the signal they run in a circle, at the second they rush to the pins. Whoever doesn't get it is eliminated, one pin is removed. Several races are held, the winners advance to the finals, etc.

49) “ABC Relay”

Three sets of alphabet on the faces of the cubes. Teams whose players take turns running in the field each carry one dice. Then the leader gives 3-5 teams on the gymnastic benches, trying to make up as long a word as possible. After the time has passed, the leader checks whose team made the longest word from the transferred cubes.

Option: the leader gives a word to the team with the same number of letters, the players, running in turn, look for the desired letter among the cubes, run to the center line of the hall, and use the cubes to build a word whose team will finish the fastest.

50) "Grab the pin"

At the signal, the first players from the teams run to their pins, run around, run to someone else’s, run around it, take it, carry it in their rubber ring, put it down, run to the team, etc. If it turns out that there is a pin in the ring, the player places it near the ring and places his pin. Whose team will finish the relay race faster?

Option: dribbling the ball around the pins.

LITERATURE

  1. E.I. Adaviškėne. Basketball for schoolchildren. M, ed. "Enlightenment", 1983
  2. S.N. Andreev. Football at school. M, ed. "Enlightenment", 1986
  3. L.V. Byleeva, I.M. Korotkov. Outdoor games. FiS, M, 1982.
  4. L.V.Byleeva, V.M. Grigoriev. Games of the peoples of the USSR. FiS, M, 1985.
  5. A.I. Bondar, G.A. Ostrovsky. Basketball at school. M, Narodnaya Asveta, 1982.
  6. Yu.F. Buylin, Yu.I. Tailors. Mini-basketball at school, M, ed. "Enlightenment", 1976
  7. K. Grindler, K. Pahlke, H. Hemlü. Physical training of football players, FiS. M, 1976
  8. EAT. Geller. Games during recess for schoolchildren, FiS, M, 1985.
  9. V.G. Grishin. Games with ball and racket. ed., "enlightenment", 1982.

10. B.M. Gzovsky, V.A. Kudryashov. College basketball. ed., “Higher School”, 1973.

11. E.M. Geller. Outdoor games in sports training of students. ed. "Higher School", 1977

12. I.M. Korotkov. Outdoor games in sports. FiS, m, 1971.

13. A.V. Keneman, T.I. Osokina. Children's outdoor games of the peoples of the USSR. P, M, 1988

14. I.M. Korotkov. Outdoor games at school. P, M, 1979

15. M.G.Kamantser. Lesson after lesson. FiS, M, 1985.

16. N.P. Klusov. Hand ball at school. M. ed. "Enlightenment", 1986

17. I.M. Korotkov. Outdoor games in the yard. M. ed. "Knowledge", 1987

18. A. Lukacsi. Games of children of the world. ed. "Young Guard", M, 1977

19. N.P. Klusov, A.A. Tsurkan. Stadiums in the yard. M. ed. "Enlightenment", 1984

20. V.N. Nerobeev. Sports attractions. M. ed. "Enlightenment", 1970

21. N.G. Ozolin. Modern system in sports training. FiS, M, 1970.

22. T. Peterson. Mini-basketball, FiS, M, 1973.

23. Yu.I. Tailors. Sports and outdoor games. FiS, M, 1977

24. Z. Rauhmal. 100 little games. FiS, M, 1973.

25. M.G. Friedman. Physical education in the pioneer camp. FiS, M, 1975.

26. V.G. Yakovlev, V.P. Ratnikov. Outdoor games, P, M, 1977.

27. M.G. Yanovskaya. Creative play in educating primary schoolchildren. ed. "Enlightenment", 1974

Score 1 Score 2 Score 3 Score 4 Score 5
Details Published: 02/25/2016 00:41 Views: 1876

Zhmurki

Any number of children can take part in the game, but not less than three. It is advisable to have some space so that you can move without bumping into obstacles. The game begins with choosing a driver. You can use a counting rhyme or simply cast lots. The “driver” is blindfolded and taken to the middle of the site, then turned several times around its own axis. Then you can read a poem or simply run away on command. The blind man's buff's task is to catch the player.

Rules of the game:

  1. When a blind man's buff approaches a dangerous object, everyone shouts “fire” to avoid injury. But this word cannot be used to divert the attention of the blind man's buff from a player who cannot escape.
  2. You cannot run far (it is advisable to discuss the boundaries of the area for the game in advance) and hide behind some objects.
  3. The blind man's buff must recognize the caught player without removing the bandage.

Tag or tag

Any number of players take part in the game, but not less than 3. For the game, it is desirable to have a platform, along the edges of which 2 circles are drawn - houses. First, the driver is selected - tag or tag. Then all the players scatter around the court, and the tag catches them.

Rules of the game:

  1. The player whose hand touched the tag changes places with him.
  2. If a player stands with both feet on some object, then he is “saved” from the tag.
  3. If the player jumped on two legs, then he is safe; the driver cannot stain him.
  4. The player is saved from the tag if he runs into the circle-house.

Big ball

To play, you need a fairly flat area (a clearing will do) and a large ball. Preferably at least 5 players.
All players, holding hands, stand in a circle, and the driver is inside the circle with the ball. His task is to roll the ball outside the circle with his feet.
The one between whose legs the ball slipped becomes the driver, only this time behind the circle. All players turn their backs to the center of the circle, and the driver tries to roll the ball into the circle. Then everything repeats.
During the entire game, it is forbidden to pick up the ball and it should not rise above the knees of the players.

Hand racing

An even number of children take part in the game. They are divided into teams of 2 people. One player grabs the second team member's legs. This way they must reach the finish line. Halfway through the path, players change places and continue moving forward. The team that reaches the finish line first wins.

Any number of players can participate in the game. First, the driver is selected. He stands facing the wall or simply with his back to the other players, who are located 10-15 steps behind him. The “driver” says the phrase “If you drive more quietly, you will go further” and quickly turns around, carefully looking at the players. Players can only move while the driver says a phrase. When he turns, everyone must be completely still. If the player moves even a little, or even just smiles, he is eliminated from the game. The winner is the one who can get close to the driver and touch him with his hand when he turns away.

Hares in the garden

At least 3 people take part in the game. The game requires a platform on which two circles are drawn, one inside the other. The diameter of the outer circle can be 3-4 m, and the inner one - 1-2 m. The driver-“guard” is in the inner circle (vegetable garden), the rest of the players are “hares” in the outer one. Hares jump on two legs - first into the garden, then back. At the signal from the leader, the watchman catches the hares that are in the garden, catching up with them within the outer circle. Those whom the guard insults are eliminated from the game. When all the hares have been caught, a new guard is chosen and the game begins again.

  1. "Prohibited movement." To the music, the presenter shows the game participants various movements that they must repeat after him. One movement (for example, clapping your hands or jumping on one leg) is considered prohibited and cannot be repeated. Anyone who is inattentive and repeats this prohibited movement is eliminated from the game, and the winner is the most attentive participant. The game can be complicated by offering one prohibited movement for girls and another for boys.
  2. "Cones, acorns and nuts." The participants of the game form three circles around the driver, standing in the center, facing him. Participants in the first circle (located closer to the leader) are called “cones”, the second - “acorns”, and the third - “nuts”. If during the game the driver says the word “cones,” then the participants in this circle must change places with each other, and the driver tries to take the place of one of the participants in this circle. If he succeeds, then the player whose place he took becomes the driver himself. The same thing happens with participants from other circles. The winner is the one who has never been a driver. To complicate the game, the driver can name the participants not only of one, but of two or even three circles at once.
  3. "The Owl and the Little Mice."From all the participants in the game, an “owl” is chosen, and the rest will be “mice”. The "owl" sits in a nest located on the side of the play area. At the command of the leader, the day begins, the “mice” go out onto the playground and begin to run, jump, and pretend to be other animals or insects. At the command of the leader, who announces the onset of night, the “mice” freeze in the position they have just assumed, and the “owl” flies out of the nest in search of the “mice”. As soon as the “owl” notices the “mouse” moving, she takes him to the nest. This is repeated several times. The winner is the one who has never been caught by the owl. You can also select the best “owl” that caught the most “mice” of all.
  4. "The Wolf and the Little Goats." In the middle of the playing area, two lines (not necessarily parallel) are drawn, the distance between which is from 70 to 100 cm, this is a moat. On one side of the moat there is a house, and on the other there is a pasture. Among all the players, they choose the one who will be the “wolf”, and he occupies the territory of the moat. The remaining participants in the game are the “goats” who are located on the site of the house. At the command of the leader, the “kids” go to the pasture, jumping over the ditch, and the task of the “wolf” is to catch as many “kids” as possible (which are immediately released). The winner is the “kid” who has never been caught by the “wolf”, as well as the “wolf” who has caught the largest number of “kids”.
  5. "Sharp Shooters." About ten pins are placed on one edge of the playing area (at an equal distance from each other). Approximately ten steps are counted from them and a starting line is drawn. All participants in the game, previously divided into two teams, line up in alternating lines along the starting line. At the command of the leader, the players in the first rank throw small balls at the pins, trying to knock them down. After the first throw, the second rank takes the place of the first (and also throws at the command of the leader), and this happens several times. As a result, the team whose players knock down the most pins wins.

1. “Take and run.”

The start line is drawn on one side of the site, and on the other side, parallel to it, at 20-30 m, the finish line. To play you need a stick 10-12 cm long, 1-2 cm in diameter or a ball.

The players line up along the starting line, close shoulder to shoulder, with their hands behind their backs and palms open.

The leader, walking behind the lined up players, quietly puts a wand to one of them. Then he takes a few steps away and says loudly: “Take it, run!” According to this signal, the player with a stick in his hand runs to the finish line, and everyone else rushes after him, trying to catch up with him and “slap him.” The player with the stick, who has safely reached the finish line, returns back, sitting on the back of any player (of his choice). If someone “taunts” him while he is running with a stick, then he carries the “taunted” person on his back to the starting line. The players who are not caught to the finish line win.

Rules of the game:

1. Putting the wand in someone’s palm, the leader. should not immediately step aside and give a command, since it will be easy for the players to determine who he gave the stick to.

2. The player who received the stick can also run not immediately, but after a short pause.

3. A player who drops a stick while moving is considered caught and carries one of the players on his back.

2. "Elimination race."

Using flags, a circle with a diameter of 9 - 12 m is marked, and a start-finish line is drawn on it.

At the signal, all participants in the game simultaneously begin running along the outside of the circle against clockwise. After each lap (or 2 laps) The participant who was the last to cross the starting control line is eliminated from the game. Gradually, the less hardy ones “weed out.”

The winner is the one who remains the leader, that is, the most resilient and fastest player. At the discretion of the leader, participants can run with a medicine ball, wear weight belts, and backpacks with weights.

The race can be carried out in a straight line - there and back. The last participant to arrive at the start line is eliminated from the game.

Rules:You cannot step beyond the edge of the circle line.

3. “Be able to catch up.”

Participants are located on the stadium treadmill at the same distance from each other.

At the signal, all players begin running. Everyone’s task is to prevent the person running behind from catching up with him, and at the same time to touch the person running in front with his hand. The “salty ones” drop out of the fight and go to the middle of the running circle. The rest continue the race. The game can be ended when the three most enduring athletes remain on the treadmill.

The three remaining players or the one remaining player win.

Rules:You cannot run to the inside of the circle.

4. "Shuttle"

Preparation: The game can be played simultaneously on different halves of the hall, teams can be mixed or separate in composition. The two competing teams are located to the right and left of the drawn line. It is agreed that the players of one team will jump (pushing with both feet) to the right of the line, and the players of the other team will jump to the left.

Contents of the game: Teams choose captains, who take turns sending players to the middle line. After the initial jump of the first number, the line of his landing is marked on the heels. The player returns to his team, and a player from the other team jumps from the marked line in the opposite direction (towards the middle line). A mark of his landing is also made. From this mark, the first team player again jumps in the other direction, etc. The reference line is always the middle line. If the last player manages to jump over it, his team wins. If it fails, then the team loses the segment that is missing from the halfway line.

Rules of the game:

1. It is not allowed to step beyond the line from which they are jumping.

2. If after landing the player steps back (leans his hand on the floor), then the mark is accordingly moved to the extreme landing point.

3. Each person is entitled to only one jump.

1. "Labyrinth".

All players line up in lines of 5 people, at arm's length. “Corridors” of different lengths are formed between the players, depending on which direction they turn. Two drivers are chosen, one runs away, and the other catches up.

On the count of “one” the escaping player runs into one of the corridors, on the count of “three” the chasing player runs after the escaping player. As soon as the “catching up” player catches up and “slaps” the runner, they change roles. As soon as the new “catching up” one “harasss” the “escaping” one, a new pair is chosen and the game continues.

The game continues until all players play the role of “runner” and “catching up”. The winners are the players who caught up with the fleeing player the fastest, as well as the “runner” whom they could not catch up with for a long time.

Rules: 1. You cannot run outside the maze.2. You cannot run through or under outstretched arms.3. You cannot pick off fleeing players through your hand and outside the maze.

2. "Fishing Rod"

The driver, standing in the middle of the circle, rotates the rope so that the bag, sliding along the floor, rushes under the feet of the jumping players. The one who touches the bag or rope with his feet stands in the middle of the circle in the place of the driver, and the driver takes the place of the player. The winner is the one who never snags the rope. You can play with elimination. The leader can play together with the players, be the driver or the most resilient player.

3. "Surveyers"

Preparation: The distance between start and finish is 12-15 m. Those playing with gymnastic sticks are located at the start.

Rules of the game: 1. The game begins at the leader's signal. 2. It is prohibited to step behind the starting line. 3. For each measurement, the stick is placed on the floor. The game can be played in teams.

4. “Who is taller?”

Preparation: The bar is set at a height accessible to players of both teams. Contents of the game. First the players of one team jump in a stream, then the other. If in one of the attempts (two in total) the participant overcomes the bar, he continues the competition at the next height. After the second unsuccessful attempt, the player is eliminated from the competition. The team with the most participants left wins. Rules of the game: 1. Points are awarded for the correct take-off and landing. 2. Their sum is added to the shown result, which can also be expressed in points.

Natalia Kolmachenko
A set of outdoor games to develop dexterity in children of middle preschool age

Complex

outdoor games

For dexterity development

at children of middle preschool age

Explanatory note

Improving the system of training and education in conditions preschool, stimulated by the social order of society, constantly complicates the requirements for physical education and child development. In particular, among objectives of physical education, an urgent task is development of dexterity in preschoolers.

Relevance of this complex of mobile games is that it contains two main component: motor activity and play interaction, which are an integral part of the modern system preschool education. A value-based attitude to health through physical activity is a set of views and ways of behavior of an individual, characterized by a responsible and close attitude to one’s health, a conscious need to preserve it and a focus on strengthening the body and improving one’s own physical abilities and skills.

Purpose complex of mobile games is to create conditions for development of dexterity in preschool children.

Tasks complex:

1) development of dexterity in preschool children;

2) development motor activity, interest in performing game exercises together;

3) educate children's independence, joyful emotional attitude in the process of performing game exercises.

Complex includes 10 different content outdoor games. Each game is aimed at dexterity development during motor activity.

Complex compiled taking into account pedagogical principles:

Unity of goals, content and methods;

Transition from simple to more complex;

Accounting age and individual characteristics children.

For effective development of dexterity in preschool children through moving Games use a verbal method, which is addressed to the consciousness of each child, it contributes to the meaningfulness and content of his activities. The verbal method includes such techniques on the part of the teacher as explanation, clarification, instructions, poetic words, conversation, comments.

The visual method allows the teacher to show children specific movements. The practical activity method is used when learning movements and performing outdoor games for children.

The selection of games depends on age characteristics of children of middle preschool age. Movable games can be aimed at strengthening muscle tone, respiratory muscles, back muscle development, abdominal muscles, coordination of movements.

Forms of activity: individual and group.

Expected Results: development of dexterity in children of middle preschool age in the process of enriching experience when performing outdoor games.

A set of outdoor games for developing dexterity in children of middle preschool age

№ 1 Outdoor game"Where it's hidden"

Target: Development of auditory attention, dexterity.

Material used: any object.

Progress of the game: children stand in a line facing the teacher. Children are asked to turn away and close their eyes. The teacher hides an object, at a signal the players look for the object, and the teacher directs with words "warm, cold".

№ 2 Outdoor game« "Bouncer"

Target: Develop agility, endurance.

Material used: ball

Progress of the game: Children stand in a circle, with several more players inside the circle. Those standing in a circle throw the ball to each other, but at the same time try to hit those standing inside with the ball. The one who was hit - "knocked out"- leaves the game.

№ 3 Outdoor game"Old bast shoes"

Target: Develop agility.

Used materials: balls.

Progress of the game: A line is drawn on one side of the site - this is the city where all the players are located. The space outside the city is a playing field. Children stand up to the line and roll the balls towards the field. Whose ball rolled farthest gets to drive. The balls remain on the playing field, only the driver takes one ball. He waits for the players to come out to get the balls, and tries to hit everyone who crosses the city line with the ball. When the driver misses, he catches up with the ball, and the players try to take their balls and run over the line. If the players are not disgraced, then they roll the balls again, and the driver in this case remains the same. If someone is insulted, then the insulted person becomes the driver.

№4 Outdoor game"From bump to bump"

Target: develop dexterity, strengthen long jump skills.

Material used: 4 bumps (any object that resembles a hummock or is depicted on the ground)

Progress of the game: All participants in the game are divided into two teams. Each team gets 2 "bumps". The task for the players is a swamp in front of you, you need to go through it. But you can’t just walk through a swamp, you could drown. You have magical hummocks along which you will get to the other side. Place one mound, stand on it, next to it put the second mound, jump over to it, then pick up the first one, move it forward, jump over to it, etc. until the turn and in the same order return to the starting line, the front bump for the next player. The team that completes the distance first wins.

№ 5 Outdoor game« "Ball School"

Target: dexterity development, eye gauge.

Material used: Balls

Progress of the game:

Throw the ball up and catch it with one hand (right, left).

Hit the ball on the floor and catch it with one hand (right, left).

Throw the ball up clap your hands catch with both hands (without holding the ball to your body).

Hit the ball against the wall and catch it with one hand (right, left).

Hit the ball against the wall so that it bounces at an angle towards the partner who must catch the ball.

Hit the ball against the wall from behind your head, from under your feet (right, left) catch the ball.

№ 6 Outdoor game"Musketeers on Ice"

Target: dexterity development.

Progress of the game: Musketeers on Ice

In hockey, the game begins with the puck being thrown in. Both teams are trying to be the first to master it. In the game "Musketeers", "hockey players" form pairs, place two plastic hoops on the ice next to each other or draw two circles with a diameter of 0.5 - 0.7 m, in the center of which they place a puck. Then, at a signal, the players, crossing their sticks, try to knock the puck out of the opponent’s circle. A knocked-out puck is one point. Play to five points. If both opponents score four points, the one who wins by two points wins.

№ 7 Outdoor game"Slippers"

Target: Develop agility and reaction speed.

Progress of the game: Children stand in a circle facing the center at a distance of a step from each other. They choose a driver, count until 5 : the fifth is the driver. He goes to the center of the circle, calls one of the players by name and throws the ball on the ground so that it bounces in the right direction. direction: The one whose name the driver called, catches the ball and hits it (slaps it with his palm, standing in one place. The number of hits of the ball is by agreement, but not more than 5; so that the children do not have to wait for a long time. After hitting the ball, the player throws it to the driver. The game continues until someone drops the ball. The one who dropped the ball takes the place of the driver. You can play 2-3 balls, then 2-3 drivers are chosen

№ 8 Outdoor game"Penguins"

Target: Develop agility and endurance.

Materials: 2 balls of any size, chips or flags to indicate the turning point.

Ho games: Children are divided into 2 teams, lined up one at a time.

In front of each team, at a distance from the starting line, there are balls, after 7-8 m there are chips or flags to indicate the turning point.

At the signal, the team players, one at a time, hold the ball between their legs and begin moving to the chip or flag, go around and return to the starting line in front of the ball to the next player. The team that goes the distance first wins.

№ 9 Outdoor game« "Find the ball"

Target: Develop children's powers of observation, dexterity.

Material: ball

Progress of the game: All players stand closely in a circle, facing the center. One player becomes the center, this is the speaker. The players keep their hands behind their backs. One is given a ball in his hands. Children begin to pass the ball to each other behind their backs. The driver tries to guess who has the ball. He can ask each player to show their hands by saying "hands". The player extends both hands forward, palms up. The one who has the ball or who dropped it stands in the middle, and the driver takes his place. The ball is passed in any direction. The ball is passed only to the neighbor. You cannot pass the ball to a neighbor after the driver demands to show his hands.

№ 10 Outdoor game"Game of Colors"

Progress of the game: Everyone stands in a circle, with the leader inside. Someone from the circle asks: "What color?", and the presenter is loud shouts out: "Blue!". Everyone runs to touch any blue object, and having touched it, they remain standing near it. Whoever is last is eliminated or becomes the leader himself.


The development of a child’s personality occurs in various types of activities. Including play, which is most pronounced in preschool and primary school age.

Game is a historically established social phenomenon, an independent type of activity. Most games are associated with motor activity, manifested in the form of creative competition in constantly changing conditions, limited by established rules, or in games without rules.

Outdoor games occupy an important place in the life of children. In gaming activities, they acquire practical experience in the culture of communication: cognitive activity develops, communication abilities and verbal communication skills are formed. Outdoor games contribute to mastering spatial orientation skills, acquiring freedom of movement, developing coordination and speed, and strengthening moral and personal qualities.

The special value of outdoor games lies in the ability to simultaneously influence the motor and mental spheres. The rapid change of game situations places increased demands on the mobility of nervous processes and the speed of reactions and non-standard actions. Outdoor games force you to think economically, instantly respond to your partners’ actions, and develop inner speech and logic. Outdoor games are an effective means of physical and moral education of children with disabilities. They help them achieve vital and necessary results in mastering the motor sphere, serve as a means of correction and compensation of primary and secondary defects and create favorable conditions for social rehabilitation.

Outdoor games you can play:

  • with visually impaired and blind children (only for the totally blind - with cataracts, glaucoma, tumors, high myopia - physical activity is limited);
  • with children with intellectual disabilities;
  • with the hearing impaired and the deaf;
  • with children with musculoskeletal disorders.

An outdoor game is a set of actions united by a plot and a single goal. The main features of games are the presence of a plot and rivalry, the manifestation of interest and emotional experiences. There is no single classification of outdoor games, even for healthy children. Creating a unified classification is impossible, since in each outdoor game several correctional tasks are simultaneously solved. The proposed L.V. Shapkova’s classification of outdoor games allows you to select those that specifically affect the functions of the child’s body that are lagging behind in development and in need of correction.

Types of outdoor games that actively influence children’s posture

By predominant type of action outdoor games there are:
1) with walking, running;
2) with jumping;
3) with throwing, throwing;
4) with crawling and crawling;
5) with catching and passing the ball;
6) with various objects.

According to the primary development of physical qualities outdoor games are aimed at improving:
1) coordination abilities;
2) strength and speed-strength qualities.

According to the form of organization and conduct of outdoor games, there are:
1) with the driver;
2) in pairs, triplets;
3) team.

According to the type of use of interdisciplinary connections, they can be divided like this:
1) with speech activity;
2) with ideas about parts of the body, about directions of movement;
3) with elementary mathematical concepts;
4) with information about the surrounding world.

By predominant activation of mental processes are divided into games aimed at developing attention, memory, thinking, perception, imagination, and speech activity.

For health purposes games are aimed at:
1) formation of posture;
2) strengthening the muscular-ligamentous apparatus, preventing flat feet;
3) strengthening the cardiovascular and respiratory systems.

Requirements for outdoor games

Game selection
Preparation for outdoor games begins with their selection. It is important to take into account the composition of the participants, their number, age, place and form of the games. But first of all, it is necessary to determine what problems are solved in the game. Outdoor games (related to walking, running, jumping) should be chosen taking into account the principles of selecting physical exercises. It is also necessary to pay attention to whether the proposed task corresponds to the basic skills of the students, their age, the conditions of the game, and accessibility.

Outdoor games should cultivate children's creative abilities. To do this you need:

  • stimulate creativity when learning preparatory game exercises;
  • consistently enrich knowledge about the world around us through intact analyzers in order to develop imagination;
  • select emotionally rich outdoor games.

The choice of game is carried out according to the classification and degree of pedagogical influence on the physical and moral development of children with developmental disorders.

Selection of attributes and organization of the game venue
When selecting equipment, aids and attributes for organizing the game, as well as when preparing a place for playing with children, it is necessary to know the specifics of those involved.

Preparing and playing the game
Before playing the game, it is necessary to prepare inventory and equipment. Inventory should be colorful and bright. When organizing and conducting games, various pedagogical methods should be used: group, individual, competitive. Before playing the game, the teacher must explain to the children the content of the game and its rules. When conducting an outdoor game, the teacher must be in a place so that he can come to the aid of the players in time and see the entire process of the game. The game is played in such a way that children continue to play independently in the future, finding pleasure and satisfaction in performing motor actions and rules. When playing a game, it is necessary to monitor its progress, see all the players, use the incentive method in time, and stop the one who violated the rules of the game. After the game is over, you need to analyze the game and praise the winner.

Load dosing during outdoor games
The amount of load depends on the direction, nature, and emotionality of the game. The magnitude of the individual impact of an outdoor game can be determined by heart rate (HR), and the load can be adjusted by the time it is played.

Methods of conducting outdoor games for children with poor posture
When conducting outdoor games with children with disorders of the musculoskeletal system and posture, it should be remembered that they are of particular importance in heterogeneous groups, as they allow strong and weak (motor wise) children to compete on equal terms; enable children with severe motor impairments to choose games and take part in sports activities.

When organizing outdoor games with children who have musculoskeletal disorders, in heterogeneous groups it is proposed:

  1. Introduce special rules that make it easier for children with severe disabilities to complete tasks or complicate it for more mobile children.
  2. Introduce special functions - children with severe motor impairments are given a task that does not place high demands on motor skills, but has special meaning for them.
  3. Set alternative tasks – children with severe disabilities are given special tasks (to hit a special target, this is compared to hitting a normal target).

Children’s play activities combine two important factors: on the one hand, children develop physically, and on the other, they receive moral, emotional and aesthetic satisfaction from this activity.

  • check the availability of special equipment and inventory, their compliance with hygienic requirements that ensure the safety of children’s health;
  • check the condition of sportswear and shoes;
  • release children with severe fatigue or overexertion from play;
  • carefully study the children's medical records;
  • determine the state of physical development;
  • identify the functional state of the cardiovascular and respiratory systems;
  • identify the level of development of motor functions;
  • impose increased requirements for precautionary measures taking into account the specifics of children.

So, let's note that:

  • correct posture contributes to the normal functioning of the musculoskeletal system and the body in business;
  • all deformations of the musculoskeletal system (scoliosis, lordosis, flat back, stooping, flat feet) more often occur in children with poor health;
  • all postural disorders occur, as a rule, in physically weak children who do not engage in physical exercise;
  • from a physiological point of view, posture is considered as a dynamic stereotype that is acquired during individual development and education;
  • Poor posture is one of the most common diseases of the musculoskeletal system in preschoolers and younger schoolchildren;
  • Systematic and reasonable exercise and sports are considered the best way to prevent poor posture. The formation of correct posture cannot be achieved through only the harmonious development of the muscles of the spine, abdominals and limbs. Equally important is mastering the skill of normal posture. The ability to differentiate sensations from the position of individual parts of the body, the degree of tension and relaxation of muscles at rest and in movement is necessary for every child.

For minor postural disorders and initial forms of scoliosis, symmetrical exercises are used, which occupy the main place in classes.

Outdoor games aimed at developing posture

"Owl"
Target: Formation of a stereotype of correct posture, prevention of its violation; development of coherent oral speech.
Number of players: From 6 to 15.
Instructions. The driver is selected - “owl”. The rest will be mice. A circle with a diameter of 1.5 m is marked on the site - this is its nest. In a circle, the owl assumes the following position: hands on the waist, elbows back, back straight. Players join hands, forming a large circle around the owl. When given a signal, they walk sideways and say:

Oh you little owl,
You're a big head
You're sitting on a tree
You fly at night, you sleep during the day.

The command is given:

The day is coming
Everything comes to life!

The mice stand on their toes and run in different directions, approaching the owl's nest. Then the leader says:

The night is coming
Everything falls asleep!

The mice freeze in place, assuming a predetermined position of correct posture. The owl flies out to hunt, vigilantly inspects the players and sends to the bench those who have incorrect posture. After 3-6 seconds the command “Day!” is given. - and the game continues. As soon as the owl catches three mice, the game stops. A new owl is chosen, and the eliminated players return to the circle. At the end of the game, the players who have never been caught by the owl and the owl who caught the most mice are named.
Methodical instructions. The positions taken by the mice when the owl flies out to hunt:

  • "Strongmen": hands to shoulders, fingers into fists, shoulder blades close together.
  • "Gun": half squat on the right leg, left leg forward, hands on the waist, elbows back.
  • "Vane": half-squat, arms to the sides, palms forward, back straight, knees apart, look straight.
  • "Stork": standing on your right leg, bend your left knee, arms up, palms out.

"Listen carefully!"
Target: Development of attention, coordination, ability to maintain correct posture and balance.
Number of players: Any.
Instructions. Children walk in a circle and take poses according to the leader’s instructions. To the command “Stump!” stand on one knee, lowering your head and hands, then immediately get up and continue moving in a circle. To the command “Yolka!” stop and move their lowered arms away from the body, taking the correct posture. To the command “Sheaf!” stop and raise their hands up, connecting them above their head. Then the specified commands are given separately. If one of the children makes a mistake, he leaves the game. At first, commands are given every 6-10 seconds, then the pace gradually accelerates to 3-5 seconds. The presenter controls the correct posture.

"We wear hats"
Target: Forming correct posture, strengthening the muscular corset of the spine, developing balance, dexterity, and coordination of movements.
Number of players: Any.
Inventory: A “hat” for each player is a bag of sand weighing 200-500 g, a board, and a pyramid wheel.
Instructions. The players are standing. Children are placed on their heads with a light weight - a “hat”. After checking the children’s posture (head straight, shoulders at the same level, parallel to the floor, arms lying calmly along the body), the leader gives the signal to walk. Children should walk at a normal pace around the room or playground, maintaining correct posture. The winner is the one whose hat never falls off and who does not lose his posture.
Options. Children are invited to: 1) not walk, but dance; 2) walk along the winding line drawn on the floor with chalk; 3) walk along a gymnastic bench or step over various objects lying on the floor or platform (skittles, cubes, small toys, pebbles, cones, etc.).

“Whose horse is faster?”
Target: Development of coordination and speed of movements of large and small muscle groups; formation of correct posture; training attention, improving vision and hearing; their coordination with the movements of the torso and limbs.
Number of players: Any.
Inventory: Sticks 20 cm long, laces or pieces of rope, toy horses (or any other toys).
Instructions. Children sit on chairs, holding sticks in their hands, to which toy horses are tied by laces. Children are at the same distance from toys - 15-20 steps. The winner is the one who, by winding a string around a stick, makes the horse “gallop” to him faster.
Option. Winding a string around a stick to make the horse “gallop” faster, the child encourages it by clicking its tongue.

The role of play in the formation and development of a child cannot be overestimated. It is in play that a child learns about the world around him, its laws, and learns to live according to the rules. All children love to move, jump, gallop, and run races. Outdoor games with rules are a conscious, active activity of the child, which is characterized by timely and accurate completion of tasks related to the rules that are mandatory for all participants. Outdoor play is a kind of exercise with which children prepare for life.

Outdoor games are of great importance in a child’s life, as they are an indispensable means for a child to gain knowledge and ideas about the world around him. They also influence the development of thinking, ingenuity, dexterity, dexterity, and moral-volitional qualities. Outdoor games for children strengthen physical health, teach life situations, and help the child achieve proper development.

Outdoor games for preschoolers

Outdoor games for younger preschoolers

Children of primary preschool age, as a rule, imitate everything they see when playing. In the outdoor games of children, as a rule, it is not communication with peers that is manifested, but a reflection of the life that adults or animals live. Children at this age enjoy flying like sparrows, jumping like bunnies, flapping their arms like butterflies with wings. Thanks to the developed ability to imitate, most outdoor games of children of primary preschool age have a plot character.

  • Outdoor game "Mice dance in a circle"

Goal: develop motor activity

Description: before starting the game you need to choose a driver - a “cat”. The cat chooses a “stove” for itself (it can be a bench or chair), sits on it and closes its eyes. All other participants join hands and begin to dance around the cat with the words:

The mice dance in circles
The cat is dozing on the stove.
Quieter than a mouse, don't make noise,
Don't wake up Vaska the cat,
Vaska the cat will wake up -
He’ll break up our round dance!”

While pronouncing the last words, the cat stretches, opens his eyes and begins to chase mice. The caught participant becomes a cat, and the game starts over.

  • Game "Sunshine and Rain"

Objectives: to teach children to find their place in the game, navigate in space, develop the ability to perform actions on a signal from the teacher.

Description: Children sit in the hall on chairs. The chairs are their “home”. After the teacher says: “What good weather, go for a walk!”, the children get up and begin to move in a random direction. As soon as the teacher says: “It’s raining, run home!”, the children should run to the chairs and take their place. The teacher says “Drip - drip - drip!” Gradually the rain subsides and the teacher says: “Go for a walk. The rain has stopped!”

  • Game "Sparrows and the cat"

Objectives: teach children to jump gently, bending their knees, run, dodge the driver, run away, find their place.

Description: Circles are drawn on the ground - “nests”. Children - “sparrows” sit in their “nests” on one side of the playground. On the other side of the site there is a “cat”. As soon as the “cat” falls asleep, the “sparrows” fly out onto the road, fly from place to place, looking for crumbs and grains. The “cat” wakes up, meows, and runs after the sparrows, which must fly to their nests.

First, the role of the “cat” is played by the teacher, then by one of the children.

  • Outdoor game "Sparrows and a car"

Another game for children 3-5 years old about sparrows.

Objectives: to teach children to run in different directions, to start moving or change it at the leader’s signal, to find their place.

Description: Children - “sparrows”, sit in their “nests” (on a bench). The teacher depicts a “car”. As soon as the teacher says: “The sparrows have flown onto the path,” the children rise from the bench and begin to run around the playground. At the teacher’s signal: “The car is moving, sparrows fly to their nests!” - the “car” leaves the “garage”, and the children must return to the “nest” (sit on the bench). The "car" returns to the "garage".

  • Game "Cat and Mice"

There are many games for children with cats and mice involved. Here is one of them.

Objectives: This active game helps children develop the ability to perform movements on a signal. Practice running in different directions.

Description: Children - “mice” are sitting in holes (on chairs along the wall). In one of the corners of the playground sits a “cat” - a teacher. The cat falls asleep and the mice scatter around the room. The cat wakes up, meows, and begins to catch mice, which run into their holes and take their places. When all the mice return to their holes, the cat walks through the hall again, then returns to its place and falls asleep.

  • Outdoor game for preschoolers "At the bear in the forest"

Objectives: develop the speed of reaction to a verbal signal, exercise children in running, develop attention.

Description: Among the participants, one driver is chosen to be the “bear”. Draw two circles on the playground. The first circle is the bear's den, the second circle is the home for the rest of the game participants. The game begins with the children leaving the house saying:

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

As soon as the children uttered these words, the “bear” runs out of the den and catches the children. The one who did not have time to reach the house and was caught by the “bear” becomes the driver (“bear”).

  • Through the stream (an active game with jumping)

Objectives: Teach how to jump correctly, walk along a narrow path, and maintain balance.

Description: Two lines are drawn on the site at a distance of 1.5 - 2 meters from one another. At this distance, pebbles are drawn at a certain distance from each other.

The players stand at the line - on the bank of a stream, they must cross (jump over) it on the pebbles without getting their feet wet. Those who stumbled and got their feet wet go to dry them in the sun and sit on a bench. Then they get back into the game.

  • Game "Birds and Cat"

Objectives: Learn to follow the rules of the game. React to a signal.

Description: for the game you will need a mask of a cat and birds, and a large circle drawn.

Children stand in a circle on the outside. One child stands in the center of the circle (the cat), falls asleep (closes his eyes), and the birds jump into the circle and fly there, pecking at the grains. The cat wakes up and begins to catch the birds, and they run away out of the circle.

  • Game "Snowflakes and the Wind"

Tasks: Practice running in different directions, without bumping into each other, act on a signal.

Description: At the signal “Wind!” children - “snowflakes” - run around the playground in different directions, spinning (“the wind spins snowflakes in the air”). At the signal “No wind!” - crouch (“snowflakes fell to the ground”).

    Outdoor game "Find yourself a partner"

Objectives: to develop in children the ability to perform actions on a signal, to quickly form pairs.

Description: Participants stand along the wall. Each of them receives a flag. As soon as the teacher gives a sign, the children scatter around the playground. After the command “Find yourself a pair,” participants who have flags of the same color are paired up. An odd number of children must participate in the game and at the end of the game one is left without a pair.

All these outdoor games can be successfully used for playing in kindergarten in a group or on a walk. Children of all ages: from 3-year-old children to 4-5-year-old children enjoy playing with them.

  • Outdoor games for children 5-7 years old

In children 5-6, 6-7 years old, the nature of play activity changes somewhat. Now they are already beginning to be interested in the result of the outdoor game, they strive to express their feelings, desires, and fulfill their plans. However, imitativeness and imitation do not disappear and continue to play an important role in the life of an older preschooler. These games can also be played in kindergarten.

  • Game "Bear and Bees"

Tasks: practice running, follow the rules of the game.

Description: participants are divided into two teams - “bears” and “bees”. Before the start of the game, the “bees” take places in their “hives” (benches or ladders can serve as hives). At the command of the leader, the “bees” fly to the meadow for honey, and at this time the “bears” climb into the “hives” and feast on honey. Having heard the signal “Bears!”, all the “bees” return to the “hives” and “sting” (salat) the “bears” who did not have time to escape. The next time, the stung “bear” no longer goes out to get honey, but remains in the den.

    Game "Burners"

Tasks: practice running, respond to a signal, follow the rules of the game.

Description: The game involves an odd number of children who become pairs and hold hands. In front of the column there is a driver who looks forward. The children repeat the words in chorus:

Burn, burn clearly
So that it doesn't go out,
Look at the sky -
Birds are flying
The bells are ringing!
Once! Two! Three! Run!

As soon as the participants say the word “Run!”, those standing in the last pair in the column release their hands and run forward along the column, one on the right side, the other on the left. Their task is to run forward, stand in front of the driver and join hands again. The driver, in turn, must catch one of this pair before they hold hands. If you manage to catch, then the driver and the caught one will form a new pair, and the participant left without a pair will now lead.

  • Outdoor game "Two Frosts"

A well-known game for preschoolers with simple rules. Objectives: to develop inhibition in children, the ability to act on a signal, and practice running.

Description: On opposite sides of the site there are two houses, indicated by lines. Players are placed on one side of the court. The teacher selects two people who will become drivers. They are located in the middle of the area between the houses, facing the children. These are two Frosts - Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Start!” both Frosts say the words: “We are two young brothers, two frosts are daring. I am Frost Red Nose. I am Frost Blue Nose. Which of you will decide to set off on this little path?” All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. Those of the guys who were touched by Frost freeze in place and remain like that until the end of the run. The frozen ones are counted, after which they join the players.

  • Game "Sly Fox"

Goal: to develop agility, speed, coordination.

Description: A line is drawn on one side of the site, thereby indicating the “Fox House”. The teacher asks the children, who are located in a circle, to close their eyes. The teacher walks around the formed circle behind the children and touches one of the participants, who from that moment becomes a “sly fox.”

After this, the teacher invites the children to open their eyes and, looking around, try to determine who the sly fox is. Next, the children ask 3 times: “Sly fox, where are you?” At the same time, the questioners look at each other. After the children have asked the third time, the sly fox jumps into the middle of the circle, raises his hands up and shouts: “I’m here!” All participants scatter around the site in all directions, and the sly fox tries to catch someone. After 2-3 people are caught, the teacher says: “In a circle!” and the game starts again.

  • Game "Deer Catching"

Objectives: practice running in different directions, agility.

Description: Two shepherds are selected from among the participants. The remaining players are deer located inside the outlined circle. The shepherds are behind the circle, opposite each other. At the leader’s signal, the shepherds take turns throwing the ball at the deer, who try to dodge the ball. The deer that the ball hit is considered caught and leaves the circle. After several repetitions, he counts the number of deer caught.

    Game "Fishing Rod"

Objectives: develop dexterity, attention, speed of reaction.

Description: participants sit in a circle. In the center there is a driver - a teacher. He holds a string in his hands, at the end of which a small bag of sand is tied. The driver rotates the rope in a circle just above the ground. Children jump in such a way that the rope does not touch their legs. Those participants whose legs are hit by the rope are eliminated from the game.

  • Game "Hunters and Falcons"

Tasks: practice running.

Description: All participants are falcons and are on one side of the hall. There are two hunters in the middle of the hall. As soon as the teacher gives the signal: “Falcons, fly!” participants must run to the opposite side of the hall. The hunters' task is to catch (spot) as many falcons as possible before they have time to cross the conditional line. Repeat the game 2-3 times, then change the drivers.

    Game "Spider and flies"

Description: in one of the corners of the hall, a circle indicates a web in which there is a spider - the driver. All the other guys are flies. All the flies “fly” around the hall, buzzing. At the presenter’s signal “Spider!” the flies freeze. The spider comes out of hiding and carefully examines all the flies. He takes those who move into his web. After two or three repetitions, the number of flies caught is counted.

    Outdoor game "Mousetrap"

Objectives: to develop in children the ability to perform actions on a signal.

Description: Two participants stand facing each other, join their hands and raise them higher. After this, both say in unison:

“How tired we are of the mice, they gnawed everything, ate everything!
We’ll set up a mousetrap and then we’ll catch the mice!”

While the participants are saying these words, the rest of the guys must run under their clasped hands. At the last words, the presenters abruptly lower their hands and catch one of the participants. The caught one joins the catchers and now there are three of them. So the mousetrap gradually grows. The last participant remaining is the winner.

Outdoor games for schoolchildren 7-9, 10-12 years old

Schoolchildren also love to play games during breaks or walks. We have selected games that can be played during after-school walks or during physical education lessons in grades 1-4. The rules of the game become a little more complicated, but the main objectives of the games are: training agility, reaction, speed, general physical development and the ability to cooperate with the guys.

Many outdoor games are universal: both boys and girls can play them. You can divide children into groups of girls and boys or according to another principle.

    Game "Homeless Hare"

Goal: to develop attentiveness, thinking, speed and endurance.

Description: A hunter and a homeless hare are selected from all participants. The remaining players are hares, each draw a circle for themselves and stand in it. A hunter tries to catch up with a running homeless hare.

A hare can escape from a hunter by running into any circle. At the same time, the participant who stands in this circle must immediately run away, since now he becomes a homeless hare, and the hunter now catches him.

If a hunter catches a hare, then the one caught becomes the hunter.

  • Outdoor game "Feet off the ground"

Objectives: learn to follow the rules of the game.

Description: The driver walks around the hall with other guys. As soon as the teacher says: “Catch!”, all participants scatter, trying to climb to any height where they can raise their feet above the ground. You can only insult those whose feet are on the ground. At the end of the game, the number of losers is counted and a new driver is selected.

    Game "Empty Space"

Objectives: develop reaction speed, agility, attentiveness, help improve running skills.

Description: participants form a circle, and the driver is located behind the circle. By touching the shoulder of one of the players, he thereby challenges him to the competition. After this, the driver and the participant he chose run along the circle in opposite directions. The first one to occupy the empty space left by the chosen player remains in the circle. The one left without a seat becomes the driver.

  • Outdoor game "Third wheel"

Objectives: develop dexterity, speed, cultivate a sense of teamwork.

Description: Participants walk in a circle in pairs, holding hands. The distance between pairs is 1.5 - 2 meters. Two drivers, one of whom runs away, the other catches up. The running player can stand in front of any pair at any time. In this case, the back player of the pair he stood in front of becomes the one who is being caught up. If, nevertheless, the player managed to catch up and make fun of him, then the drivers change roles.

  • Game "Shootout"

Objectives: develop dexterity, attentiveness, speed of reaction.

Description: The game is played on a volleyball court. Having retreated 1.5 meters from the front line into the hall, a line parallel to it is drawn to form something like a corridor. An additional line is also drawn on the other side.

Participants are divided into two teams, each of which is placed on its own half of the court from the middle line of the corridor. Both teams must choose a captain. You cannot enter the opponent's territory. Each player who has the ball tries to hit his opponent with it without going beyond the center line. The greasy player is taken prisoner and remains there until the players of his team throw the ball into his hands. After this, the player returns to the team.

Outdoor games while walking

When walking with children in kindergarten or after-school activities in elementary school, the teacher needs to keep the children occupied with something: an excellent solution is to organize outdoor games while walking. First, the teacher introduces the children to various games, and later the children themselves, dividing into groups, will be able to decide which game they want to play. Outdoor games have a beneficial effect on the development of the child's body and strengthening the immune system. And the time of the walk flies by.

Before starting the game, the teacher needs to pay attention to the condition of the playing field: are there any unnecessary objects, splinters and anything else that could interfere with children’s play and create a dangerous environment - unfortunately, you can find them not only on the street, but also on the playground of a school or kindergarten a lot of trash.

  • Train game

Objectives: To develop in children the ability to perform movements according to a sound signal, to consolidate the skill of forming a column. Practice walking and running after each other.

Description: Children line up in a column. The first child in the column represents a locomotive, the rest of the participants are carriages. After the teacher blows the whistle, the children begin to move forward (without clutch). First slowly, then faster, gradually starting to run, saying “Chu - chu - chu!” “The train is approaching the station,” says the teacher. Children gradually slow down and stop. The teacher blows the whistle again, and train movement resumes.

  • Outdoor game "Blind Man's Bluff"

Objectives: developing dexterity, developing the ability to navigate in space, observation.

Description: To play the game you need free space. A driver is selected, blindfolded and taken to the middle of the site. The driver is turned several times around his own axis, after which he must catch any player. The one who is caught becomes the driver.

  • Game "Day and Night"

Tasks: practice running in different directions, act on a signal.

Description: All participants are divided into two teams. One command is “day”, the other is “night”. A line is drawn or a cord is placed in the middle of the hall. The teams stand at a distance of two steps from the drawn line, with their backs to each other. At the command of the presenter, for example, “Day!” the team with the appropriate name begins to catch up. Children from the “night” team must have time to run beyond the conditional line before their opponents have time to stain them. The team that manages to stain the most players from the opposing team wins.

  • Game "Baskets"

Objectives: practice running after each other, develop speed, reaction speed, and attentiveness.

Description: Two presenters are selected. One of them will be the catcher, the other will be the fugitive. All remaining participants are divided into pairs and join hands, creating something like a basket. The players scatter in different directions, and the leaders separate; the catcher tries to catch up with the fugitive. The fugitive must run between the pairs. The baskets should not catch the fugitive, and for this he calls the names of the participants in the basket to which he runs up.

  • Game "Hit and Run"

Objectives: to develop in children the ability to perform actions on a signal.

Description: The teacher is in the center of the circle. Throws the ball to the child and says his name. This kid catches the ball and throws it back to the adult. When the adult throws the ball up, all children must run to “their” place. The adult's task is to try to hit the fleeing children.

In this article we have provided 29 outdoor games with a detailed description of the rules of the games. We hope that this material will help organize children’s games at school during recess and physical education lessons, during walks in preschool educational institutions and public schools.

Compiled by: Oksana Gennadievna Borsch, primary school teacher, deputy director for educational work.