Mobile sports games. Games for physical education training for elementary school children

We offer several types of outdoor games and relay races, which (at the discretion of the teacher) can be included in a physical education lesson, as well as used in extracurricular activities with young gymnasts. It depends on the tasks that the teacher sets for himself, on the level of preparation of students and the conditions for conducting classes. Games in gymnastics lessons are designed to enhance the attention of students, are associated with the performance of general developmental exercises. Naturally, the motor content of the games makes it possible to purposefully carry out the versatile physical training of schoolchildren by means of gymnastics.

Attention Games

"Group, watch out!"

The players stand in line half a step apart from each other, facing the leader, who gives commands and at the same time performs simple exercises. All students must do the exercises after him if the teacher pronounces the word “group” in front of the team. If he did not say this word, then those involved stand motionless. Those who break this rule or do not execute the correct command take a small step forward out of line and continue to play. The game lasts 3-4 minutes. After its completion, only the most attentive remain in the ranks. An approximate set of commands for the game is as follows: “Line up!”, “Quietly!”, “Hands forward!”, “Sit down!”, “Stand up!”, “On the spot march!”, “To the left!”, “Raise the right! » and etc.

Option 1 "Forbidden movement".

The players stand in a line or line up in a circle (semicircle). The teacher is in front of them. He names and performs a series of movements (such as charging), which all the players repeat after him. Before the start, one or two “forbidden movements” are stipulated that the players should not do (for example: “Hands on the belt”, “Forward bend”, etc.). The player who made a mistake and followed the “forbidden movement” after the teacher must take a step forward.
Whoever makes three mistakes is out of the game.

Option 2 "Forbidden movement"

"Prohibited Element". The teacher, during classes on any of the projectiles, names one or more prohibited elements that cannot be performed during work on the projectile. Distracting those involved in various tasks, the teacher from time to time offers to perform a “forbidden element”. It can be agreed that if the student made a mistake, then he performs 10 (20) push-ups in the emphasis lying on speed as a “punishment”.

"Get it by youself".

The class is divided into two teams, which are built in lines at different ends of the hall facing its middle, calculated in numerical order. The teacher calls any number. The player must quickly go to the middle of the hall and show 3 different exercises. Then a player from the other team comes out and shows 3 new exercises that are not similar to the previous ones. In the event that one of the exercises is repeated, the team is awarded 1 penalty point. The game lasts 5-6 minutes, its result is summed up by the amount of penalty points.

"Catch - do not catch."

The players sit on a bench or stand in a line. In the hands of the leader is a tennis ball. He throws the ball to one of the players, while naming some gymnastic term, for example, “flip”, “somersault”, etc. He can also name another word that is not related to gymnastics (for example, “crawl”, “pole” , “nail”: etc.) - The one to whom the ball is addressed must catch it if the term referred to refers to gymnastics and, conversely, not respond to the throw if the word has nothing to do with gymnastics. The winner is determined by the smallest number of penalty points.

"The word is the key."

The teacher, in the process of studying students on each projectile, calls the “key word”, without which none of his commands should be carried out. He gives commands, necessarily using or deliberately missing keyword when giving certain orders (for example, he must definitely say: “Attention” or “Start”, “Proceed”, “You can”, etc.). Students should carefully follow the speech and commands of the teacher. For incorrect execution of the command, the trainee receives 1 penalty point! The winner is determined after the end of classes by the smallest amount of penalty points.

"Attention, let's start!"

Students stand in lines or in two or three columns. The teacher shows exercises numbered 1, 2, 3, 4 and 5 in a certain sequence. Then he gives the command: “Exercise 3 (or any other) - start!” Students do the exercise at the same time. Whoever makes a mistake receives a penalty point. If the students stand in a line, it can be agreed that the one who performed the movement incorrectly takes a step forward. The team in the line which after 3-4 minutes. If more players survive, the winner is declared.

"Jumpers and Creepers".

Players - boys count on the first or second and move around the hall with a light run, keeping a distance of 4-5 steps. At the command of the teacher “Hands to the sides”, the first numbers stop in the position of the legs apart, and the second numbers crawl between their legs. If the teacher raised his hands up, the second numbers stop and take the stop position while bending over with support on their knees, and the first numbers jump over them with support on their backs (leapfrog), pushing off with both legs. Then the first and second numbers switch roles. The game-exercise lasts 2-3 minutes, after which the most attentive students are noted.

Games using different types of movement in gymnastics lessons

The games that are given below no longer set the task of checking the attention of those involved, as in the games described above, but include a variety of general developmental exercises related to various types movements.

"Gymnastic poles".

In the game, which can be called “tegging with poses”, everyone scatters around the hall, and the chosen driver catches up and tries to knock down one of the runners who did not have time to take the position of half the twine. Salted becomes the new driver and the game continues. It is possible to agree that the evaders will perform simpler gymnastic exercises - “swallows”, “herons”, etc.
In another version of the game, everyone moves freely around the hall, where gymnastic benches are placed. Running away from the driver, players can jump onto the bench. In this case, the driver must pursue another player who did not have time to jump on the projectile or hang on the gymnastic wall.

"Walkers".

To play, you need two parallel bars and mats. Two competing teams stand 5-6 m in a column one at a time in front of the bars, standing longitudinally. On a signal, the first numbers of the teams, reaching the bars, take the stop position and, rearranging their hands alternately, move to the opposite end of the projectile. Jumping, they return to their team, touching the second player who repeats the exercise with their hand, etc. The team wins, completed the task faster. However, the teacher has the right to give penalty points for falling from the projectile, spreading the legs during movement, not pulled out socks, as well as premature running out to the projectile.

"In focus on the log."

Two teams with an equal number of players stand facing each other 5 m from the ends of the balance beam. The middle of the log is marked with chalk. On command, the first numbers of each of the teams run to the log, jump into the position of support on their hands across the log and, moving their hands, begin to move to the middle. Having reached it, everyone jumps off the log and runs to his team, touching the next player with his hand and standing at the end of the column. The one who takes the baton repeats the exercise. Before the start of the game, it is explained that you need to start moving along the log from the very beginning, in case of a fall, jump again and continue moving. The team that completes the task first and with fewer mistakes wins.

"Who is stronger."

Two teams of approximately equal strength line up against the ends of the parallel bars (as in the game "Walkers"). At the signal of the teacher, the first number of teams run to the bars, take the position of emphasis on their hands and perform flexion and extension of the arms in emphasis. In this case, the angle of flexion of the arms must be at least 90 °, and the arms must be fully extended. After completing the feasible number of push-ups for each, the players jump off and run back to their columns, passing the baton to the next player. The team that completes large quantity push-ups.

"Go ahead, don't fall."

On the platform (floor) with two ropes (5-7 m) a corridor 2 m wide is indicated. The class is divided into two teams. One is located on the start line in the corridor, the other with inflatable (volleyballs can be) 5 m on the sides (right and left) of the corridor.
On a signal, the players of the team located in the corridor, one by one, at an arbitrary interval, perform a handstand and in the rack try to “walk” the entire length of the corridor. If the person walking on his hands falls, the players of the opposing team throw the ball at him. If they manage to hit that player, that player is out of the game. If the player manages to stand up before he is tagged with the ball, he has the right to continue moving further. Then the teams switch roles. Winners are determined by the fewest number of players eliminated from the game.

"Running on the hands."

The players are in pairs. Each pair assumes a support position lying on their hands shoulder to shoulder. Hands placed side by side are tied with a ribbon. On a signal, the couples move in the lying position to the set mark, then return in the same way. In another version, the couples are located on the start line. One takes the position of the emphasis lying, and the other takes it by the shins. On a signal, the pairs move to the set mark, and then, having switched places, return back. These game exercises can be carried out in the form of a relay race.

"Caterpillar".

The class is divided into two teams.
The players of each team take the position of the stop while sitting in a column, holding hands on the feet behind the person sitting on the team. Opponents are located in front of the start line (head player). On a signal, both "caterpillars" move forward to the mark (8-10 m), and then return back. The team that finishes first wins. A team whose players are separated during the movement is given a penalty point. For 3 penalty points, regardless of the championship at the finish line, the team is considered defeated.

"With the ball in an emphasis sitting."

The players are divided into two teams, no more than 5 people in each. Landmarks are set on the site (chairs, mats, a horse, etc.). The game is played with one inflatable ball or ball.
Moving in an emphasis while sitting on bent legs, the players of both teams try to hit the opponents' landmarks (there are no more than 3 for each team) by hitting the ball. At the same time, you can hit the ball, pass it, put it into play with your head, torso, legs. There are no special players on the team; protecting landmarks, so the protection of landmarks is carried out by any of the players. The ball (ball) can be passed through the air, along the floor, it can be hit, hit, rolled, etc.
Team, 8-10 min. The game that hits more landmarks is declared the winner.

"Mill".

For the game you need a low crossbar and mats. Equal in composition, two teams of junior high school students line up perpendicular to the crossbar 5-6 m from it in parallel columns.
On a signal, the first numbers of each team, running up to the crossbar, with a swing of one and a push of the other, perform a lift with a coup at close range. Having jumped back with a 180 ° turn, they run back to their team, passing the baton by touching the hand to the second number, and they themselves stand behind. The team that completes the task first wins. You can complicate the task of the players by setting the requirement to perform 2-3 flips at close range, agreeing to perform another dismount.

"Hunting for bumps."

A gymnastic carpet or the middle of the hall, free from shells, is conditionally called a "swamp". Its shores are delineated by lines formed by a long rope that limits the site. Behind them are "hunters" with an inflatable ball. The other half of the players - "frogs" (6-10 people) are located in the "swamp" on the bumps. Tussocks are gymnastic hoops (one for each frog) or gymnastic mats (one mat for two frogs).
On a signal, the hunters begin to throw the ball, trying to hit the frogs. They dodge the ball, crouching, bouncing, but not leaving their bumps. The player tagged with the ball does not leave the area, however, in this case, the hunters team scores a point. The game lasts 3 minutes, after which the opponents change places. The winner is determined by the highest number of points received.
The rules of the game forbid the hunters, throwing the ball, to cross the edge of the "shore", and the frogs to leave their "bumps". In case of violation of these rules of the game, one point is recorded for the opposing team.

"Sappers".

Teams compete in the arrangement of shells, performing exercises and cleaning shells. For example, at the first signal, you need to install a gymnastic bench at an angle to the gymnastic wall, strengthen a suspension bridge nearby, and put a gymnastic mat below. The first team to complete the task receives 10 points, the second - 8 points.
At the second signal, the players in the teams should climb the wall along the bench, cross to the bridge and perform a “depth jump”. The team gets 10 points for first place. After that, a signal is given to clean up the shells, for which 10 points are awarded to the winners.

"Get around the horse."

In front of two teams, they put on a gymnastic horse without handles. On a signal, the first team numbers jump on their horse. Everyone, being at an emphasis, must go around the horse around. Then the other team players do the same. For each fall from a horse, 1 penalty point is awarded. The team that finishes the game first and makes the fewest mistakes wins.

"Don't lose your balance."

In this game, students compete with each other without dividing into teams. Jumps are performed in turn from the height of a gymnastic horse (gymnastic box, plinth). After landing after a deep jump, the player must follow the rules:
do not leave the place, do not touch the mat with your hands. During the game, a certain sequence of jumps is established. They are selected according to the degree of increasing difficulty (for example, in a group, bending over, legs apart, bending over with a turn of 180 °, etc.). Upon reaching a pre-set jump difficulty limit, players repeat them in reverse order. The host and the players themselves determine the students who more accurately performed jumps and landed without falls and jumps.
Option 2.

The player dives into the depths with a small ball in his hand. During the flight, you need to throw a tennis ball at a target (projectile or mat) located 8-10 m from the jumper. In another case, a player performs a jump and his teammate or leader throws him a ball, which he must catch and land without losing his balance.

"Prone ball passing".

Two teams are located in columns next to each other (the distance between the players is 1.5 m). Take a sitting position on your heels. The guides in each column are given a ball. On a signal, they fall on their backs, without changing their starting position, and pass the ball to the next in the column. In the same way, the second number passes the ball to a friend from behind. The latter lies on his back, touches the floor with the ball behind his head and then passes the ball from hand to hand; player in front. The first team to finish the relay with the ball passed both ways wins.

Option 2.

Players in columns sit down one after another, but the first numbers grab the ball with their feet, lie on their backs and pass the ball to the person sitting behind. Thus, the ball reaches the last player, after which everyone turns (sitting) 180 °. The trailing player, holding the ball between his legs, also turns around and, bending back (lying on his back), passes the ball to the beginning of the column. The head player, having received the ball, turns around again (everyone does this after him) and lifts the ball up. The team that finishes passing the ball first and without errors wins.

Bridge and Cat.

The players of the two teams are located one by one at the start line. In front of them, at 5-10 m, two circles with a diameter of 1 m are designated with a rope. On a signal, the first numbers run forward and, having reached the first circle, perform a bridge. Then the second numbers rush forward, crawl under the bridge and run to the far circle, where they take the stop position while standing bent over (arching their back like a cat). Now the first number runs to the far circle and crawls under the player, who has taken the stop position, standing bent over. After that, both players, holding hands, run to their team. As soon as they cross the start line, new players run forward in turn, and those who come running stand at the end of the column. The team that finishes the game first wins.

MOBILE GAMES at physical education lessons Hunters and ducks

Purpose of the game: development of the eye, dexterity.

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

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

On a signal or at the command of the teacher, the “hunters” begin to knock out the “ducks” with the ball. The “killed ducks” that were hit by the ball are out of the circle. The game continues until all the "ducks" from the circle are knocked out. While throwing the ball, the “hunters” must not cross the circle line.

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

Game option: 3-4 “hunters” are selected from among the players, who stand at different ends of the site. Each "hunter" has a small ball. The players scatter around the court, but do not go beyond it.

On a signal or command from the teacher, all the players stop in their places, and the “hunters” aim and throw balls at them. Players can dodge a flying ball, but they cannot leave their place.

Knocked out "ducks" are out of the game. The "hunter" who knocked out wins largest number"ducks".

Catch - drop!..

Purpose and nature repeats the game Catch the ball».

On the playground, children form a circle, standing at arm's length from each other. In the center of the circle there is a teacher who, in turn, throws the ball to the children, and then catches it from them, while uttering a rhyme:

"Catch, throw,
Don't fall down!.."

The teacher pronounces the text slowly so that during this time the child has time to catch and throw back the ball.

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

The teacher marks the children who have never dropped the ball.

Fishing rod

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

From total number of the players, the leader is selected. The rest of the players stand in a circle with a diameter of 3-4 m.

The driver becomes the center of the steep. He is holding a rope 2 m long with a bag of sand tied to the end. The driver rotates the rope so that the sandbag flies above the floor at a height of 5-10 cm.

Each of the players must jump and skip the flying bag. The one whom the driver touches with a flying bag receives a penalty point. The total number of penalty points is calculated after the bag has completed 8-10 full circles. The winner is the one whom the rope has never touched on the legs.

After changing the driver, the game starts over.

Swan geese

Purpose and nature Trap"(salka, tag).

Two lines are drawn on the playground at a distance of 15-25 m (depending on the age of the players). From among the players, a "wolf" is selected (less often - two), which stands between the lines. Behind one line are the rest of the participants - "geese", and behind the other - the teacher.

The teacher addresses the geese: “Geese-geese!”

Geese answer:

- Ha-ha-ha!
- Do you want to eat?
- Yes Yes Yes!
- Well, fly!
- We can not! The gray wolf under the mountain won't let us go home!
- Well, fly, beware of the evil wolf!

After these words, the geese rush home from one line to another, and the wolf (wolves) who ran out tries to catch (“tarnish”) as many geese as possible. The wolf takes the caught geese to its lair.

After two or three such “flights”, a new wolf is selected, and the captured geese return to the game, which starts over.

Carp and pike

Purpose and nature reminiscent of the game Trap».

The playing area is divided by two lines at a distance of 10-15 m from one another. From the players, the driver is selected - "pike", and the rest of the participants in the game - "carp". The driver - "pike" is in the center, and "carp" are located on one side of the site behind the line.

On a signal or command from the teacher, the “carp” run across to the opposite side, trying to hide behind the line, and the “pike” catches them by touching them with their hand.

When 3-4 "carp" are caught, they form a net, holding hands. Now, running from line to line, the playing "carp" must run through the seine (under their hands).

When 8-10 people are caught by a pike, they form a circle-basket, and the rest of the crucian carp must run through it (pass twice under the arms).

When 14-16 people are caught, they form two lines, holding hands, between which the rest of the carp must pass, but a pike stands at the exit and catches them.

The winner is the last carp caught.

Lace

Purpose and nature is a type of game Traps» (« Fifteen»).

Of the playing children, two are chosen: one is a "shuttle", the other is a "weaver". The rest of the children become pairs, facing each other, forming a semicircle. The distance between the pairs is 1-1.5 m. Each pair holds hands and lifts them up, forming a "gate".

Before the start of the game, the “weaver” stands at the first pair, and the “shuttle” at the second, etc. At the signal of the teacher (clap, whistle) or at his command, the “shuttle” begins to run like a “snake”, without missing a single gate, and the "weaver", following his path, tries to catch up with him.

If the “shuttle” manages to reach the last pair of the semicircle and is not caught, then it, together with the “weaver”, becomes the last pair, and the first pair starts the game, distributing the roles of the “shuttle” and “weaver”.

If the “weaver” catches up with the “shuttle” and manages to “stain” it before it reaches the last pair, then it becomes the “shuttle” itself, and the player who was the “shuttle” goes to the first pair and chooses a pair from the two. With this player, he forms a pair at the end of the semicircle, and the one left without a pair becomes the "weaver".

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

grandpa horn

Purpose and nature is a kind of game Trap».

Two lines are drawn on the playground at a distance of 10-15 m. A circle with a diameter of 1-1.5 m is drawn between them in the middle to the side.

From among the players, the leader (“tag”) is selected, but he is called the “grandfather-horn”. He takes his place in the circle. The rest of the players are divided into two teams and stand in their houses behind both lines.

The driver loudly asks: “Who is afraid of me?”

Playing children answer him in chorus: “No one!”

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

"Grandfather-horn,
Eat a pie with peas!
Grandfather-horn,
Eat a pie with peas!”

The driver runs out of his house and tries to “tarnish” (touch with his hand) the running players. The one whom the driver "tarnishes" goes with him to his house-circle.

When the children run from house to house and take their places, the game resumes, but there are already two drivers.

Rules of the game: the game continues until there are three or four players not caught.

try catch

Purpose and nature is a kind of game Trap».

Two lines are drawn on the playground, behind which are the "houses" of the players. The distance between the lines is approximately 6-10 m. A “trap” (leader) is selected from among the players, who takes a place between the two lines.

The rest of the players stand at the line and rhyme in unison:

We are funny guys
We love to run and play.
Well, try to catch up with us.
One, two, three - catch! ..

After pronouncing the word “catch”, the children run across to the other side of the playground, and the trap seeks to catch up with those who are running and “touch” them (touch with their hand). The player who was touched by the trap before he crossed the line is considered to be caught and steps aside, sits down near the “trap”.

Rules of the game: after two or three runs of children from line to line, the number of players caught is counted, and then a new trap is selected:

    during the game it is desirable to determine the best trap.

Who quickly?

Purpose of the game: skiing training (in junior classes) different ways.

On a playground covered with snow, the “start” and “finish” lines are marked with a distance of 25-30 m between them.

3-5 players line up at the start line at a distance of 1.5-2 m from each other and, at the signal or command of the teacher, they start skiing. The winner is the one who crosses the finish line first.

Game options:

    races can be carried out with the help of sticks or in a sliding step without them, determining the winner based on the results of two races;

    you can play the game by dividing the children into 2-4 teams with an equal number of participants, in the form of a relay race.

squash the mosquito

Purpose of the game: teaching the main types of movement (jumping), developing coordination of movement and dexterity, training the eye.

On the playground, children form a circle with a diameter of 4-5 m, stand at arm's length from each other. The teacher is in the center of the circle. He has a rod in his hand, the length of which should be equal to the radius of the circle. A bright ribbon or handkerchief (“mosquito”) is tied to the end of the rod on a rope up to 0.5 m long. The teacher holds the rod so that the “mosquito” is 5-10 cm higher than the outstretched arms of the child, and, smoothly moving the rod in a circle, makes the “mosquito” fly.

The task of the children is to bounce on the spot and be able to "slap a mosquito" with two palms.

Rules of the game: children must jump on two legs or push off with one foot, which depends on the conditions of the game. The child should not leave his place in the circle in pursuit of a mosquito. If the child managed to swat the “mosquito”, then the movement of the “mosquito” stops until the child releases it. The educator notes the most dexterous, who managed to “swamp a mosquito”.

Ball in a circle

Purpose of the game: learning to move in water, developing dexterity, the ability to throw a ball.

The game is played in a pool or in a limited area of ​​​​a reservoir with a waist-deep depth for playing children.

A leader is selected from among the playing children. The rest of the children stand in a circle at arm's length from each other. The driver becomes the center of the circle.

At the signal or command of the teacher, the children begin to throw the ball to each other across the circle, and the driver tries to catch it. If the driver catches the ball, then he takes a place in the circle among other players, and the child who threw the ball takes the place of the driver.

Rules of the game: while throwing (throwing and catching the ball), you can take a step forward or backward, fall into the water, but not pull the ball out of the hands of another; you can't push.

Day and night

Purpose of the game: development of strength endurance, speed of reaction.

Two lines are drawn on the playing field at some distance from each other. Boys line up on one line, girls line up on the other. Between them is the leader. The boys' team is "night", the girls' team is "day". At the command "Night!" boys catch girls, on command "Day!" girls catch boys.

Rules of the game:"salted" go to the opposing team.

Fifteen

Purpose and nature is a kind of game Trap”, but instead of a “trap” of playing children, a “tag” catches.

Boundaries are marked on the playground (lines are drawn or flags are put), beyond which playing children cannot go. Of all the children playing, one is selected - “tag”. He stands in the center playground and the rest of the children run around the playground.

At the signal of the teacher: “Catch! ..” (clap hands, whistle, etc.), the game begins. Children run around the playground, and the “tag” tries to catch up with someone and touch it with his hand (“tarnish”). The child who was “tarnished” leaves the playground. After the “tag” manages to “tarnish” 3-6 playing children, the teacher can stop the game and replace it with a new “tag”.

Game option: the very first child whom the "tag" managed to "tarnish" becomes the "tag", and the "tag" takes its place.

Frog

Purpose of the game: training in long jumps in water, strengthening the musculoskeletal system.

The game is played in shallow water, where the depth reaches the child's knees.

Before the start of the game, the teacher shows the children how the frog jumps, and then offers to repeat.

Standing in the water, the child crouches deeply, then, sharply straightening his legs, pushes them off the bottom and makes a jump, stretching his arms forward. During the jump, the legs are pulled up to the arms. The child falls on both legs.

After mastering the technique of jumping, the teacher can arrange a competition between 3-4 "frogs", which of them will jump further in 3-5 jumps.

Who's next?

Purpose and nature reminiscent of the game Frog».

Children line up in one line at arm's length from each other at the very edge of the water. On a signal (clap hands, whistle, etc.) or the teacher's command, the children take turns or simultaneously, pushing off with both legs, jump into the water, trying to jump as far as possible. The winner is determined after 2-3 attempts.

Game option: from the water's edge, the child makes not one, but three jumps in a row, two of which are already standing in the water.

Who's next?

Purpose of the game: child learning to run with a rope.

A line is drawn on the playing field. At the same time, 2-4 children with short ropes can participate.

At the first signal of the teacher, they start running, jumping over the rope through each step, and at the second signal (after 1-1.5 minutes) they stop. The child who is in front wins.

Game option: two parallel lines are drawn on the playground at a distance of 4-3 m (depending on the age and ability of the children): the start and finish lines.

At the start line there are 2-4 children with jump ropes, who start running at the signal of the teacher. The first child to cross the finish line wins.

"Mobile games for grades 9-11" at physical education lessons



"Be able to catch up"

  • Training. Four racks are placed three steps from the corners of the hall. The boys of the class are located near the walls of the hall, stretching along its entire circumference. They turn right side to the walls. The distance between players must be the same.
  • Game content. On command "March!" everyone starts running counterclockwise, running around the racks from the outside. The task of everyone is not to let themselves catch up and try to touch the hand of the one running ahead. The rest go to the center of the hall so as not to disturb the others.
  • The three most enduring students win the game.
  • Rules of the game: 1. The game is played separately between boys and girls. 2. Be sure to touch the player running ahead with your hand.

  • The captain of the team in the Santa Claus hat should run around the counter, return, take the second player by the hand, run with him to the counter, pass the cap to him and stay at the counter, and the second player, putting on the cap, returns for the third and. until the whole team crosses over to the other side.

"Who is stronger?"

  • Training. For the game, you need to prepare five or six rings of thick rope. The diameter of such a ring is 30 cm. The players are divided into two teams. Five or six circles are marked in the middle of the site, in which rope rings are placed. Control lines are drawn 2 m from the circles on each side.
  • Game content. At the direction of the leader, five or six people from each team come up to the circles and, making up pairs, take the rope rings with their right or left hand (which is agreed in advance). On a common signal, each of the players making up a pair tries to pull the opponent over the control line located behind. The out-drawer receives one point for his team.
  • The team with the most points wins.
  • Rules of the game: 1. When pulling, you must not intentionally let go of your hands. 2. A person who has crossed the control line with both feet is considered to be overdrawn.

"ball average"

  • Training. The game requires two basketballs or volleyballs. The players are divided into two equal teams, and each of them lines up in a circle at arm's length or wider. The first numbers stand in the middle of their circles with the ball in their hands.
  • Game content. At the signal of the leader, the central players in the circles throw the ball to the second numbers, get it back from them, throw it to the third, also get it back, etc. When the center player receives the ball from the last (numbered) player, he passes it to the second player and changes place with him. The second player stands in the middle of the circle and also starts the game: throws the ball to the third player, receives from him, passes to the fourth, etc. The game ends when everyone has been the center player.
  • The team that finishes the ball first wins.
  • Rules of the game: 1. You can pass the ball in any predetermined way: with one or two hands, from below, from the chest, from behind the head, with the ball hitting the ground, volleyball pass, passing the ball with the foot on the ground. 2. The ball is thrown to all players in strict sequence. 3. The one who drops the ball or does not catch it must pick it up himself and continue the game. 4. The next post player may start passing the ball as soon as he catches it from the previous post.


"Elimination Race"

  • Training. With the help of flags, a circle with a diameter of 9-12 m is marked and a start-finish line is drawn on it.
  • Game content. On a signal, all participants in the game simultaneously begin to run counterclockwise along the outside of the circle. After each lap (or two laps), the participant who was the last to cross the start control line is eliminated from the game.
  • Gradually less hardy are eliminated.
  • The winner is the one who remains the leader, i.e. the toughest and fastest player.
  • Rules of the game: 1. The game starts at the signal of the leader. 2. Running is allowed only on the outer part of the circle. 3. Participants can run with a medicine ball, wear weight belts, backpacks with weights.

"Carousels"

  • Training. The game is played in the form of a competition of fours. The first of them is located on one half of the site, the second - on the other. Pairs of players in each four stand opposite, putting their hands on each other's shoulders and clasping their hands around their necks. The second pair in the same starting position stands at an angle of 90 degrees to the first pair, joining their hands under the hands of the players of the first pair.
  • Game content. On a common signal, the second couples begin to move in a circle. At the same time, other couples are spinning through the air, like on a carousel. The more one pair rotates, the higher the other flies.
  • In which four carousels rotate longer, that one wins, after which the players in the fours change roles.
  • Rules of the game: 1. The game starts at the signal of the leader. 2. Hands must not be disengaged.

"Change of Places"

  • Training. The players of the two teams, standing in ranks facing each other on opposite sides of the site (behind the lines of their "houses"), crouch and put their hands on their knees.
  • Game content. On a signal, all players, jumping from a deep squat, move forward, trying to quickly cross the line of the opposite "house". Then there are the jumps in reverse side, but the one who crossed the "home" line last does not participate in the game. the game continues until 2-3 of the most enduring jumpers remain on the court.
  • The team with the most jumpers at the end of the game wins.
  • Rules of the game: 1. The game starts at the signal of the leader. 2. You can’t remove your hands from your knees. 3. Jumping is only allowed from a deep squat position.

"Shootball"

  • Training. Players are located on both sides of the net (as in volleyball). There are 6-8 people in the team.
  • Game content. The game begins with the submission of one of the teams. The other team receives the ball and plays it according to all the rules of volleyball, sending the third blow to the side of the opponents who are trying to take the ball and also play it.
  • The player who made a technical error is sent to the opposite side beyond the captivity line. The team loses pitch. The game is restarted. The game lasts 10-15 minutes. The team wins, which at the end of the game in the prisoner zone will have fewer games shackles.



"Rush for the ball"

  • Training. The players are divided into two equal teams, which line up on one side of the court. Each team is calculated in numerical order. There is a starting line in front of the teams. The leader with the ball in his hands stands between the teams.
  • Game content. Calling any number, the leader throws the ball forward as far as possible. Players with this number run towards the ball. Whoever touches the ball with his hand first, he brings the team a point. After that, the ball is returned to the leader, who throws it again, calling a new number, and so on. Play for a set time.
  • The team with the most points is considered the winner.
  • Rules of the game: 1. You can start running from a high or low start (by agreement). 2. If two players touch the ball at the same time, each team scores a point.

"Fifteen Gears"

  • Training. The game requires a medicine ball weighing 5 kg. Several teams can play simultaneously, each of which consists of three players with numbers 1, 2, 3. They stand in one line at a distance of 7-8 m from each other.
  • Game content. The center player (number 2), at the signal of the teacher, throws a stuffed ball to his partner on the left (number 1). He catches the ball and throws it to the right through the center player to number 3, who returns the ball back to the center player. This counts as one transfer. The game continues until 15 passes have been completed, which earns the team a victory point.
  • The team with the most points in the set time wins.
  • Rules of the game: 1. The center player must announce the number of the completed pass each time. 2. If the ball has fallen from any team, then it must pick it up and start the transfer from the beginning. 3. Players must not push each other with their hands.

"Penguin Run"

  • Training. Teams line up in columns in front of the starting line. The first players hold a volleyball or stuffed ball between their legs (above the knees).
  • Game content. At the signal of the head in the position of the ball between the legs, the players must run around the rack (mace, stuffed ball) and go back, passing the ball with their hands to the second number of their team. Participants who have finished their run stand at the end of the column.
  • The team that manages to complete the relay faster and without errors wins.
  • Rules of the game: 1. The game starts at the signal of the leader. 2. If the ball fell to the ground, you need to pinch it with your feet again and continue the game.

"Moving Ring"

  • Training. A thick rope or rope (3-5 m long) is tied with free ends and placed in the middle of the site. Players are conditionally distributed by weight categories into fours. The first four approach the rope from different sides and, taking it with their hands, lift and pull it, as if forming a ring. Three steps behind each player's back, a stuffed ball is placed.
  • Game content. At the signal "Pull!" each player tries to be the first to reach the ball and touch it with his foot. The one who succeeds wins and steps aside. The remaining three players again take the rope and pull it in three directions, trying to complete the same task. The winner takes second place. The third place is played in the same way: the players pull in different directions. The balls are rearranged each time to a certain position, for which marks can be made on the site in advance. Then the second four compete, after it the third, etc., the winners meet in the final.

  • In the final struggle between the winners, the best one is revealed, and he is considered the winner.
  • Rules of the game: 1. The game starts at the signal of the leader. 2. Be sure to touch the stuffed ball with your foot.

Copyright JSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 1 MINISTRY OF EDUCATION AND SCIENCE OF THE RUSSIAN FEDERATION ORENBURG STATE PEDAGOGICAL UNIVERSITY __________________________________________________________________________________________________________ R.N. Razyapova, L.N. Maloroshvilo, V.P. Maloroshvilo MOBILE GAMES FOR HIGHER EDUCATIONAL STUDENTS Educational and methodological manual for specialists in the field of physical culture and sports ___________________________________________________________ Orenburg 2014 Copyright OJSC Central Design Bureau BIBCOM & LLC Agency Book-Service 2 UDC 7A8 (075) M19 Reviewers: V. A. Vostrikov , Candidate of Technical Sciences, Associate Professor A. A. Arkhipov, Candidate of Pedagogical Sciences, Senior Lecturer Introduction. Chapter I. Theoretical prerequisites for the use of outdoor games in the physical education of students. 1.1. Features of the selection and modeling of outdoor games in training sessions. 1.2. Basic requirements for the organization and conduct of outdoor games in the classroom with students. Chapter II. A complex of outdoor games with and without objects. Application. Literature. Copyright JSC "Central Design Bureau "BIBCOM" & OOO "Agency Book-Service" 4 Introduction. In higher educational institutions physical culture is presented as an academic discipline and the most important component of the integral development of the personality. Being a component of the general culture, psychophysical development, professional training of the student during the entire period of study, it is one of the compulsory disciplines of the cycle "General humanitarian and socio-economic disciplines". Physical education of students is aimed at replenishing the fund of motor skills and abilities, deepening knowledge, increasing and maintaining the level of general physical fitness and developing professionally important physical and psychomotor abilities. The solution of these problems is actively promoted by outdoor games, acting as a means, form and method of physical education. The essence of the game method lies in the fact that motor activity is organized on the basis of the content, conditions and rules of the game, and the repetition of the use of games allows the teacher to exert the necessary influence on the students. In that study guide the material on outdoor games is presented, which can be applied by physical education teachers working with student youth. This was done in order to revive the educational process in universities, colleges, in which the game acts as a means of physical training as a method that helps to solve a number of auxiliary tasks related to increasing the emotional state of those involved, their interest in physical education and sports. Copyright OJSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 5 SELECTION AND MODELING OF GAMES FOR EDUCATIONAL TRAINING PROCESS. The theory of physical education defines games as an effective pedagogical tool, which implies the need to take into account the content and correctly select them in accordance with the solution of the tasks of the educational process in a particular lesson. Unfortunately, the question of the method of using games in the educational process of students has not yet been studied enough and is poorly covered in the scientific and methodological literature. At the same time, pedagogical observations and many years of experience working with students convince us of the following: a) one of the main reasons that causes the desire to play is the feeling of joy that arises as a result of various and multifaceted emotional moments that accompany the game process. And this feeling is undoubtedly due to the fact that during the game the participants get the opportunity to show their intellectual and physical abilities, to reveal them to the maximum; b) an important stimulus that enhances the desire to play is the possibility of communication between the players, the satisfaction of certain social interests. Of course, the main motive for playing activity is the emotional factor, the process of playing, but still, at this age, the final result of the game or its result is important; c) the most attractive are games with elements of sports. Games with low physical activity are unpopular among young people. When selecting games, it is necessary to proceed from the following provisions: a) each game must educate the participants and have an educational character; b) in the process of games, the health of young people should be strengthened; c) all games must correspond to the physical fitness, anatomical, physiological and psychological characteristics of the participants; d) the game should be accessible to all involved and arouse their interest. It should be noted that the technique of using outdoor games is mainly designed for children. school age and, of course, cannot be mechanically transferred to students. True, for some games it is enough to change the method of their conduct (in relation to adults) and the game acquires the desired character. In a number of cases, one can limit oneself to selecting the appropriate equipment, changing the starting position of the players, and introducing additional rules. Without rejecting these possibilities, it seems that in order to solve the problems of teaching certain technical methods, two ways of reasonable selection of games should be used. The first is the way of logical comparison of motor actions in a particular sport and outdoor games with the determination of the adequacy of individual phases. The second way is a direct experimental substantiation of the useful relationship between an outdoor game and a sport based on the establishment of a positive interference of skills acquired in the process of participating in games. Both ways, in our opinion, are a good basis for modeling or designing new outdoor games aimed at improving the educational and training process. This approach to the selection of games can be especially effective in training athletes in sports games and other martial arts. This is due to the fact that an outdoor game, like no other additional means of training, is able to preserve one of the main conditions for wrestling - a dynamic change in external situations with a simultaneous change in the emotional state of those involved. Thanks to this, the latter, participating in a properly organized mobile game, acquire skills, the distinguishing feature of which is a wide range of motor adaptive variability. This, in turn, contributes to the fact that the actions of those involved become more confident and effective in various situations of wrestling due to an increase in the adaptability reserve acquired in training. In other words, an outdoor game in case of adequate selection is the most accurate model of sports activity with the preservation of its essential properties. In addition, even when an outdoor game differs significantly from a specific sport in its external situational characteristics, it also contributes to the formation of important special skills. In this case, we are talking not so much about the identity of the motor content of games and sports, but to a greater extent about the equivalence of their motor properties, requiring from those involved in the manifestation of speed of thinking and efficiency of decisions. For athletes specializing in martial arts (fencing, boxing, wrestling), games with elements of surprise action (in terms of time and speed of exercise) can be selected. Thus, the selection and modeling of outdoor games can be carried out not only by the external similarity of actions and movements in a particular sport and game, but also by logical comparison of motor actions and their identity. Copyright OJSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 7 BASIC PEDAGOGICAL REQUIREMENTS FOR HOLDING THE GAMES. One of the most important conditions for the successful use of games in the training process is their skillful conduct. The task of the teacher is to skillfully “feed” the game, having previously created an appropriate mood among the students. There is also a misconception that playing with adults does not require much effort. Practice shows that when conducting games with students, the coach must have great pedagogical tact and skill. Just as the mood of the audience depends on the actor, so does the “playful” readiness of those involved. Therefore, the trainer-teacher is obliged to constantly enrich pedagogical practice, draw from it necessary information. The law of pedagogy, interpreting that it is possible to teach others only when the teacher himself knows the material well, has direct relation to the way games are played. As already mentioned, the selection of an outdoor game depends mainly on the pedagogical tasks that are set before the lesson. This position is fundamental, it prevails over all others. It is known that these tasks, in turn, are determined by the direction and place of the lesson in the system of the educational or training process. When choosing a particular game, one should take into account the readiness of the group, its physical and technical equipment in terms of the tasks that will be solved during the game. It is necessary to take into account such factors as the composition of the group (quantitative, by gender), the venue (hall, venue), as well as the availability of appropriate equipment. Some educators strive every time, by all means, to introduce training process all new games. If the information about the latter is exhausted, then the coaches refuse to conduct them at all. Such a desire for constant "innovation" is hardly justified. This is extreme, as is the constant repetition of the same games. The skills fixed in the games should become more complicated gradually by introducing new obstacles, complicating and supplementing the rules. Under these conditions, the dynamic stereotype underlying the skill becomes stronger. The athlete acquires the ability to more accurately perform the required exercise even in the presence of distracting stimuli and distracting factors. The skill becomes more flexible, the prerequisites are created for its manifestation in new dynamic situations (we are talking about its variability). Practice shows that managing a team of players, solving educational problems and exercising educational influence in the process of organizing a game is a rather complicated matter that requires training and experience. It is no coincidence that P.F. Lesgaft wrote that the management of games is a difficult task for a teacher. Copyright OJSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 8 Each game begins with the organization of participants - placement on the site, appointment of drivers, captains. When conducting team games, and they are the most effective tool to consolidate skills and educate the team, it is necessary to ensure that all teams are equal in strength. The explanation of the game should be logical, laconic and figurative. It must be remembered that the explanation can only be started when the players are already in their starting position for the game. This rule cannot be changed. If the game is played in a circle, then the explanation is carried out with the same circular construction, but the teacher should not stand in the center, but in a row of players or slightly ahead of them. It is best to accompany the explanation of the game with a demonstration. This greatly reduces the explanation time. To explain the game, there is a generally accepted scheme: the name, the role of the players, the course of the game, the goal, the rules. There should not be a large gap in time between the explanation of the game and the signal to start it. If the teacher answers questions too long, then conversations begin, the connection between the students and the teacher disappears. In order not to reduce interest in the game, one should not stop it often and insist on especially precise observance of the rules. You need to achieve the latter during the game. Particular attention must be paid correct execution techniques that the game aims to reinforce. Along with other qualities, it is necessary to cultivate endurance, mutual assistance, perseverance in achieving the goal. It is important to ensure that the game proceeds correctly and not to allow the manifestation of excessive excitement. As a rule, students behave differently during the game. Some play very actively, fully use their abilities. Others act cautiously, avoiding a sharp fight. Sometimes there are young people who treat the game with disdain and try to avoid participating in it. It is the duty of the teacher-trainer to conduct classes in such a way that everyone takes part in the game. Moreover, those who are too zealous should be reassured, and the passive ones should be encouraged to take active actions by selecting appropriate game partners for them, etc. The question often arises in the pedagogical environment: should the teacher take part in the game? Practice shows that the teacher can participate in the game if he does not forget about his role and continues to lead the group. Immediately before the game during the lesson, the load should be reduced so that the students can relax a bit and it is easier to perceive the explanation. The duration of individual game exercises, relay races (with continuous repetition several times in a row) should be directly dependent on the physical fitness of athletes. The lower their physical fitness, the shorter each game. However, the higher the physical fitness of the participants, the fewer games should be used in the lesson and the longer the duration of each game should be. The duration of the game also depends on the number of participants. The fewer of them, the shorter the game. In addition, the duration of the game depends on its course. Distinguish between the development of the game, its climax and decline. You should neither prematurely stop the game, nor delay it. The time of the game also depends on the pace of the movements performed in it. The higher the pace at the beginning of the game, the shorter its duration. From a physiological point of view, a fast pace gives a greater training effect. When determining the duration of the game, one must also take into account the fatigue that may have set in before the game. Therefore, it is very important, using the physiological law of switching from one type of movement to another, to select game means that would help relieve fatigue. This will allow you to perform a significant amount of exercises and achieve the desired result. You should wait until the game reaches a climax, interest and attention will rise to a peak. After that, the players have a discharge and the game ends. You should not stop classes earlier, as the participants will be dissatisfied with the lesson. If some of the players begin to get distracted and show signs of fatigue, you need to think about whether it is time to end the game. Unfortunately, it is not always possible to catch these moments. This, of course, comes with experience. If the task is to develop the speed of movements, then the number of runs performed by each participant should be determined by the moment from which the running speed begins to decrease. From this point on, jogging, with the goal of developing running speed, should be stopped. Moreover, in each next run, the participant must try to exceed his maximum running speed. If the task is to develop speed endurance, then the number of runs should be increased and carried out until fatigue occurs. Considering the issue of the duration of the game in the classroom with students, one cannot help but dwell on the pace of the game. The pace of the game, relay race, game exercise should be understood as the intensity and intensity with which the players play the game. The pace of the game as a whole differs from the pace of the lesson by greater intensity. The pace of the game depends primarily on the level of physical fitness of the participants. As already noted, the higher the pace of the game, the greater the training effect. That is why, as students master the content and technique of the game, the teacher must increase its pace. In order to increase the tempo, it is necessary to learn the performance of its elements with sportsmen-rankers before the game. Observations show that games that develop the speed of movements are held at a higher pace than games aimed at developing strength and strength endurance. A number of game-exercises, fights, designed for a small number of 10 participants can be carried out simultaneously in a large team. Those involved in this case, divided into several groups and subgroups, can play independently under the supervision of a teacher (coach). In order to reinforce health effect training process, many teachers conduct classes outdoors. When holding relay games in such conditions, especially in winter, one should strive to ensure that the number of players in each team does not exceed 6-8 people, that is, it is better to organize a larger number of competing teams, but with fewer players. Then the participants will have to be less in sedentary positions, which will eliminate the possibility of hypothermia. Rules are of great importance for the successful conduct of the game. They have significant educational power. In order to clearly observe the rules of the game, participants must memorize them, be attentive, take into account various situations arising in the game, and act in accordance with the rules. Concerning Special attention should be given to refereeing games. The referee is obliged to strictly monitor the accuracy of the rules of the game, if only because the slightest neglect of the latter leads not only to a decrease in the training effect, but also has a negative effect on educational work. It should be remembered that a biased judge loses confidence, his authority falls, students cease to reckon with him. J Determining the results of the game, identifying mistakes, incorrect actions is of great educational importance. When summing up the results of the game, it is important to take into account not only the speed, but also the quality of the performance of game actions. Objective analysis teaches those involved in the correct self-assessment. The players themselves should be involved in the analysis of the game. This teaches participants to think critically, increases conscious discipline, and increases interest in sports training. It should be emphasized that in the process of conducting diverse games, the coach must constantly conduct pedagogical observations of the behavior of those involved, clarify the features of their character, temperament, and physical capabilities. He can use the game to assess the general physical development of students, the degree of development of individual physical qualities, the ability to combine the qualitative indicators of a sports motor act in combination with concentration of attention in the presence of extraneous stimuli and distracting factors. During the game, he can observe how the players show initiative and perseverance, discipline and exactingness towards themselves, their attitude to their own mistakes, to teammates, to rivals. These observations can be of great importance for subsequent work with students, both in educational and educational terms. Copyright JSC Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 11 Chapter II. MOBILE GAMES TO INCREASE GENERAL PHYSICAL FITNESS a large number variety of motor skills. General physical training forms the basis for special training. It provides a versatile development of strength, speed, endurance, agility, flexibility, without which it is impossible to improve in the chosen sport. At present, practice and research have confirmed that physical qualities are most successfully developed if sports activities are carried out according to a complex method. This means that the classes use a variety of means (exercises and games) that provide for the simultaneous development of speed, strength, endurance, dexterity, and not one of these components. And vice versa, the lack of "all-roundness" in the development of a sports specialty, work on the development of one of any quality or a narrow group of skills significantly reduce the range of motion of those involved, weaken the development of the coordination abilities of athletes (I. M. Korotkov, 1971). In this regard, it must be emphasized that it is outdoor games, the game method, due to their inherent features, that are a very effective means of comprehensive improvement of motor activity. AT most they allow to improve such qualities as dexterity, speed of motor reaction, endurance, strength. Through outdoor games, you can influence not only the quality of exercise, but also such quantitative indicators as speed and endurance in running, distance and height in jumping, etc. (B.N. Pivovarov, 1959). Despite the fact that some outdoor games often include actions that are mainly aimed at improving one of the motor qualities, they should still be considered as exercises of general physical impact. For games with elements of power struggle, as a rule, the manifestation of endurance and dexterity is characteristic. Without this, single combat is unthinkable. Therefore, when classifying games by physical qualities, we mean the predominant manifestation of one of them. All of the above allows us to assert that outdoor games are an effective means among other means of increasing the general physical fitness of students. Below is a description of games and game exercises that can be used in solving problems of general physical training. It must be emphasized that most of the proposed games can be found practical use in all educational departments and at each Copyright OJSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 12th year. But in all cases, the teacher must take into account the physical fitness of students and the specific tasks that are solved in the process of sports activities. The load in the game is regulated by a decrease or increase in the overall mobility of the participants. There are various methodological techniques to change the load in the game. Short breaks should be arranged, using them to analyze mistakes, count points, clarify rules, appoint assistants; reduce distances for runs, reduce the number of repetitions, etc. It is also possible to increase the mobility of the participants in the game by increasing the number of obstacles, distances for runs, dividing the players into subgroups. It is desirable that all players expend approximately equal effort. Therefore, losers should not be removed from the game, but it is recommended to give them penalty points. The load in the game can also be dosed due to the following points: increasing or decreasing the playing area; changes in the nature of the exercises (playing with intense, fast movements, with slower movements); changes to some rules in terms of increasing or decreasing the load; limiting or increasing the total time for the game, as well as the number of repetitions; slow down or speed up the pace of the game. We did not consider it necessary to mention the tasks that are set before each game and the qualities that are predominantly manifested in games, the main type of actions and movements in them. You can find answers to these questions in the corresponding application tables. For this, games are conditionally (based on observations of heart rate - heart rate (of participants) divided into three zones of psychophysical load: low, medium, high. The first zone includes games, participation in which causes heart rate in players up to 140% of beats per minute from The second zone includes games in which the heart rate is up to 180% per minute of the original.The third zone includes games in which participation causes heart rate over 180% beats per minute of the original. It should be added that such a division of games into zones of psychophysical the load of the participants is conditional, because it has been established that in the same games, depending on the methodology of conducting, setting tasks of different complexity, duration, rhythm, speed, distance and a number of other conditions, the intensity of the load of the players and their motor activity change Copyright JSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 13 "Catchers". Preparation. Participants are divided into two teams, each of which is located on its own floor not platforms. Each team has two players - catchers. Game content. On a signal, the catchers, holding hands, begin to pursue the opponent's players in such a way as to close their arms around them. The player around whom the catchers have closed their hands is considered to be caught and is out of the game. The game lasts three minutes, after which the number of remaining participants in each team is counted. The team whose catchers can catch the most players wins. Option. Caught players do not leave the game and continue to play, but the team is awarded a penalty point. In the end, the team with the fewest penalty points wins. Leapfrog flow. Training. Participants are divided into equal teams and lined up behind the common start line in a column one at a time. At the end of the site opposite each column put a swivel rack. Two meters from the starting line, the guide of each column becomes in a position of bending over on one leg and tilting his head (leapfrog). Game content. On a signal, the first player at the starting line performs a jump over the guide and, having made a step-lunge, also assumes a position characteristic of leapfrog. At the same time, the next player starts and, having overcome his two partners, also assumes a similar position. And so on, until all players reach the turntable and return to their original position. The team wins, all the players of which cross the starting line first and take their original position. Relay "caterpillar". Training. The participants of each team are divided into two groups and lined up, as for an oncoming relay race, behind opposite lines of the site. The players of the first group of each team take the position of the "caterpillar" - the player puts his left hand on the left shoulder of the standing participant, and right hand supports the ankle of his leg, bent at the knee joint. Game content. On a signal, they begin to move forward, jumping on one leg and maintaining balance. As soon as the last one in this column crosses the opposite line, the participants of the second group come into play. They move forward in the same way. The team whose last player in the column of the second group crosses the start line faster wins, provided that all players maintain the “caterpillar” position during the advance. Copyright JSC "Central Design Bureau "BIBCOM" & OOO "Agency Book-Service" 14 "Day and Night". Training. In the middle of the site, two parallel lines are drawn at a distance of 1-1.5 m from one another. The group is divided into two equal teams, the players of which are lined up at their lines facing each other. One team gets the name "Day", the other - "Night". Game content. The leader stands on the side of the site so that all players can see him, and performs various gymnastic exercises, which all participants must repeat after him. Suddenly he says: "Day!". The players of this team should strive to run behind the front line of their court, and the players of the Night team should try to catch up and spot them within the court. For each player caught, the team is awarded a penalty point. Then the teams return to their original position, and the game continues. The game is played up to a certain number of penalty points or for a time. The team with the fewest penalty points wins. Option. 1. The game can be varied by changing the starting positions of the players. 2. In order to prevent collisions, at the beginning of the game, the attention of the players should be increased by inviting them to raise their hands up, clap their hands, sit down, and jump at the appropriate “day or night” command. You can use a circle board: white on one side, black on the other. In this version, the leader holds the circle behind his back and suddenly shows one or the other side of it. 3. There are players who always run away, insuring themselves. In this case, the team is also penalized with a penalty point. Rhythmic relay. Training. The participants of each team are divided into two groups and line up, as for an oncoming relay race, on opposite lines of the site in columns one at a time. The guide of the first group has a gymnastic stick in his hands. Game content. On a signal, he runs forward, runs to the leader of the opposite column of his team, passes the second end of the stick to him, and together they carry the stick under the feet of all members of this group, who overcome the stick in a jump. The player of the first group remains at the end of the column, and the guide of the second group with a stick runs to the members of the first group and there, together with the guide, performs the same exercise. The team whose players change places in columns the fastest wins. Copyright JSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 15 Calling numbers. Training. The group is divided into teams. The players of each team sit astride separate gymnastic benches, standing parallel to the common start line at a distance of 1 m from one another. In each team, players are calculated in numerical order. Opposite each bench at the end of the platform there is a turntable. Game content. The teacher shows various movements that the participants must repeat after him. Suddenly he calls a number. Players under this number jump up, run to the turntable and strive to quickly take their places on the bench. Whoever does it first gets the winning point. Then the game continues. The team whose player is recruited wins the largest number points. Option. The game can be modified by changing the initial position of the participant (the latter sit with their backs to the direction of movement, in the position of emphasis lying on the bench, etc.) and using types of movement (jumping on one leg, jumping on both legs, advancing with side steps, advancing with the back forward, etc.) Race with gymnastic benches. Training. The players of each team take their starting position along the starting line, on which there is a gymnastic bench. Game content. On a signal, they jump over it, grab it at the same time with a reverse grip, carry it over their heads and put it on the floor. Then they jump over it again and continue to approach the finish line, located 18-20 m from the start. The team whose players complete the task the fastest wins. Don't drop the stick. Training. The players of each team form a circle, standing with their backs to the center. Each participant holds a gymnastic stick in front of him (one end of it is on the floor). Game content. On a signal, each player must take a step to the right and, releasing his stick, pick up the stick of the neighbor on the right. For the fall of the stick, the team is awarded a penalty point. The team with the fewest penalty points after 15 signals wins. Rules of the game. 1. Distance between players – no more than 1 m. Running with a hoop (Fig. 1). Training. The group is divided into teams of four members each. Players are built in a column one by one behind the common starting line. A turntable is placed against each column at a distance of 16m. Each guide in the column has a gymnastic hoop. Game content. On a signal, he runs forward, goes around the turntable and returns to his team. Behind the starting line, he puts a hoop on the next player, and now the two of them, being in a hoop, run. Then, in the same way, the third, fourth players join them. The team whose members complete the task the fastest wins. Rules of the game: 1. During the movement, the hoop must be at chest level. 2. The leader of the team is one of the most resilient players. Dash for the ball. Game content. The teacher with the ball in his hands stands between two teams whose players are calculated in order. Throwing the ball forward, the coach calls a number. Both players with this number run after the ball. The one who first masters it brings his team a point. The team with the fastest score of 10 points wins. Jump rope. Training. The players of both teams form a circle in such a way that a player of one team stands between the players of the other. In the center of the circle is a teacher with a rope in his hands. Game content. He spins the rope, holding it by one end; the other end describes a circle above the floor. The players must jump in time so as not to touch the rope. The one who hits the rope receives a penalty point. The game is played for 3-4 minutes. The team with the fewest penalty points wins. Rules of the game: 1. In order for the players to be within the radius of movement of the rope all the time, they designate a circle from which it is impossible to leave. 2. The rope must be rotated evenly, gradually lifting it up. , Option. This game can be played with elimination, i.e. the player who touches the rope is eliminated. In this case, the team with the most players left after the time runs out wins. Copyright JSC "Central Design Bureau "BIBKOM" & LLC "Agency Book-Service" 17 Ball through one. Training. The location of the participants, as in the previous game. The team captains stand next to each other. Each has a basketball or stuffed ball in his hand. Game content. On a signal, the captain of one team throws the ball to the right, and the other to the left in a circle to his closest partners, that is, through one. They throw the balls to their neighbors. The balls are passed around until they are returned to the captain. The captain, having received the ball, raises it up. Rules of the game: 1. If a player has dropped the ball, he must pick it up and, returning to his place, continue the game. 2. The game consists of five attempts. The team whose players complete the task three times faster wins. Spot the last one. Training. The group is divided into equal teams, the players of which stand in a column one at a time and take the belt in front of those standing. The most dexterous player becomes an attacker and is located at a distance of 1.5-2 m from the opposing team. The leader in each column is the protector. His task is to prevent in every possible way the movements of the attacker, who seeks to tarnish the last one in the column. Rules of the game: 1. Players in columns have no right to separate their hands and impede the advance of the attacker. Only a defender can do this. The rest of the players help him by advancing along with him. 2. Neither the defender nor the attacker have the right to wrap their arms around each other. The defender pushes the attacker away with his torso. 3. The game lasts 3 minutes. The team whose attacker manages to tarnish the trailing one more times wins. Copyright JSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 18 "Tunnel" (Fig. 2). Training. The players of each team sit on the floor in a checkerboard pattern in two lines so that the feet of the participants in one line are at the level of the knees of the participants in the other line. At the end of each line, two players stand at both ends. Game content. On a signal, player 1 of each team throws a medicine ball so that it rolls across the floor towards player 2, who is standing opposite him at the other end of the line. To skip the medicine ball, the participants roll back and raise their legs up, after which they return to their original position. Player 2 takes the ball and runs to change player 1, who sits at the front of the line. At this time, the player closing the line gets up to receive the ball thrown by player 2. The game continues until all participants have been in the role of players 1 and 2. Option. Participants sit on the floor in one line and, instead of rolling back, take the back support position. Option. Participants lie on the floor with their stomach down in one row and, as the ball approaches, take the prone position. Running on "sleepers". Training. The players of each team line up. The interval between the participants is 1 m. The content of the game. On a signal, the right flanker passes the stuffed ball to his teammate, and he himself lies on the floor, on his stomach, without moving his legs from the place where he stood. The participant, having received the ball, passes it to the next player, and he also lies on the floor. This is how all other players act. The last participant, having received the ball, runs with it to the right-flank, Jumping over the players lying on the floor, who jump to their feet as soon as the player jumps over them. Having come running, this player himself becomes right-flank, passes the ball to a neighbor on the left, lies down, etc. The team whose players return to their original position wins. Players do not have the right to shorten the interval between themselves. Option. After passing the ball, the players take the position of the support lying down and stay in it until the player with the ball jumps over them. "Chop off the tail" (Fig. 3). Training. The game is played on half of the volleyball court. Game content. By lot, one team defends, the other attacks. The players of the first team are located in the back of the head to each other, and each takes the one in front of him under the belt. The functions of the guide are performed by the most dexterous of the defenders. The players of the attacking team are evenly distributed along the perimeter of the playing area. One attacking player has a volleyball in his hands. The task of the players of the attacking team is to hit the ball in the closing column of the opponent. To do this, they pass the ball to each other in order to choose a convenient moment and hit the trailer, that is, "cut off the tail." But this is not easy to do, because the leader protects the leader with his hands, feet, body. He is assisted in this by all the other players of his team, who, following the guide, move accordingly around the court so as to obscure the trailer. For each accurate hit in the closing team of attackers, a winning point is awarded. The game lasts 3 minutes and the teams switch roles. The team whose players score the most points wins. Defenders do not have the right to form a "snail", that is, curl up in a circle, hiding the trailer. For this violation, the attacking team is awarded a point. The hit is not counted if the player who made the 20th throw crossed the line or hit the head. Option. The game is played with a knockout. In this case, winning points are not awarded, and the closing one, if he is hit by the ball, is out, and the game continues until the set time. The team whose players manage to "knock out" more opponents wins. "Change of camp". Training. The group is divided into two teams, the players of which are lined up facing each other behind the end lines of the court. Game content. On a signal, the players of each team tend to quickly run across the line of the opposing team. The winning point is awarded to the team whose players in full force complete the task, hold hands and say loudly “Yes!” Players perform 12-15 runs with rest intervals. The team whose members get the most points wins. Rules of the game: 1. Before the start, the players should be separated accordingly so that there are no collisions during the movement. Each participant must run around his opponent on the right side. 2. Depending on the physical fitness of the teams, the running distance and the number of runs are set. Option. 1. The game can be diversified by changing the starting position (from a low start position, sitting on the floor, being with your back to the direction of movement, being in a prone position, etc.), as well as by changing types of movement (jumping on one leg» jumping on both legs, jumping from a deep squat, advancing with side steps, back forward, etc. n.) 2. In the same game, you can use movements in pairs, having previously calculated the players for the “first-second”: movement with side steps, putting your hands on each other's shoulders face to face; back to back, holding hands; with carrying by one player to another; jumping on one leg, etc. 3. Gymnastic benches can be placed along the starting lines, which are used to change the starting position of the players, as well as to more clearly determine the finish of the participants. Up down. Training. The participants of each team are built in a column one by one along the site at a distance of 1 m from each other. At the feet of the leader of each column are 10 balls. Game content. On a signal, the guide, bending back, begins to pass one ball over his head to the standing player from behind. The player, having received the ball, passes it between the legs of a friend. The third participant in the game Copyright OJSC Central Design Bureau BIBCOM & LLC Agency Kniga-Service 21 passes the ball, like the first player, over his head, etc. The trailing player puts the ball aside, but, having received the tenth ball, rolls it between his legs their partners. The guide, having received this ball, raises it up and says “Yes!” This ends the first attempt. The game consists of three attempts. The team whose players complete the task twice faster wins. Rules of the game: 1. Players must stand with their feet apart, maintaining a constant distance in the columns. If the player drops the ball, he gives the “Stop” command, according to which the passes are interrupted until the ball is picked up and the participant takes his place. 2. In order to more effectively influence the game on the body, it is recommended to use stuffed balls. Option. The general arrangement of the participants is the same, but they do not stand, but sit on the floor, and the ball is passed with their feet due to an incomplete somersault back. In this variant, the last one, having received the last ball, gets up and says “Yes!” "Tunnel" of hoops (Fig. 4). Training. The players of each team are divided into two groups. The first group is built behind the common starting line in a column one at a time, and the second with gymnastic hoops is located in a line one side to the players of the first group. The interval between athletes is 1 m. A “tunnel” is formed from the hoops. A hoop on a stand is installed on the start line in front of each column. Game content. On a signal, the guide in the column jumps through the hoop, runs through the “tunnel”, returns back, slipping again through the hoop on the stand. Only then does the next player start. The team with the fastest players to complete the task wins. Rules of the game: After the first attempt, the players in groups change roles. Copyright JSC "Central Design Bureau "BIBKOM" & LLC "Agency Book-Service" 22 Opposite relay with maces. Training. The players of each team are divided into two groups and lined up as for the oncoming relay. The distance between the opposite columns is 20-25 m. Clubs are evenly spaced along this distance according to the number of participants in each team. On the starting line, in front of each oncoming column, there is a hoop on a stand. Content of the game On a signal, the guide of the first group jumps through his hoop, grabs the furthest mace and jumps through the hoop of the opposite (oncoming) column. Then the guide of the second group starts. He does the same, picking up the far mace. The game continues until the players have collected all the maces. The team whose players do it first wins. Option. The guide of the first group grabs the far mace and passes it to the guide of the second group, who puts it in its place and runs to the column of the first group. The next player in this column picks up two distant maces and passes them to the player of the second group, who places them and runs to the first group. The next player picks up three maces, and his opponent arranges them. And so on until the end, until all the maces are collected and put in place. In this variation, the number of clubs corresponds to the number of players in one group. In order for the players of the second group to put the clubs in place, you can mark it with small gymnastic hoops or chalk (draw circles). Rules of the game: 1. Players of the second group have the right to continue moving only when they make sure that the mace is correctly installed (did not fall). Copyright JSC "Central Design Bureau "BIBKOM" & OOO "Agency Book-Service" 23 2. Thus, the players of the first group pick up clubs, and the second - set them. "Crossing" on gymnastic benches (Fig. 5). Training. The members of each team line up as for the oncoming relay. Behind the start line at one of the columns, two gymnastic benches stand side by side in parallel. On one of them are the players of this column. Game content. At the signal of the teacher, they bend down and with joint efforts move the bench forward in the direction of the opposite column. Having done this, they all in a group move to the front bench and in the same way pull up the one standing behind. As soon as both benches are behind the finish line, one of the benches is occupied by the players of the opposite column, who, like their teammates, move forward. The team whose players complete the task first wins. Rules of the game: If a player stumbles and touches the floor during the movement of the benches, he is eliminated from the further game and the team advances without him. Option. In order to give the benches a better glide and not scratch the floor, felt pads should be nailed to the legs of the benches. Copyright JSC "Central Design Bureau "BIBCOM" & OOO "Agency Book-Service" 24 Take a mace. Training. The players of the two teams are located in ranks facing each other on opposite sides of the site and are calculated in numerical order. On the left flank of each line in the corner of the site, a turntable is placed. In the middle of the site, a stool is installed, on which a mace (town, stuffed ball) is placed. Game content. The teacher calls the number, and the players of both teams under this number rush to the turntable of the opposite line, go around it and, jumping on one leg, try to grab the mace from the stool, for which the team is awarded a point. The team that scores the most points wins. Changing places with gymnastic sticks. Training. The players of each team line up opposite each other at a distance of 2 m. Each player holds a gymnastic stick placed vertically on the floor behind the marked line with his hand, covering it with his palm on top. Game content. On a signal, the players of each pair (participants standing opposite each other make up pairs) must change places. In this case, the player is obliged to pick up the stick of his partner so that it does not fall (each leaves his stick in place). If a player's stick falls, his team receives a penalty point. The game lasts 3-4 minutes. The team with the fewest penalty points wins. Rules of the game: 1. It is necessary to ensure that the players put a stick behind the line, but do not cross it themselves. Option: 1. At the discretion of the teacher, you can gradually increase the distance between the lines, for which new lines are drawn or a regular cord is used, which moves back a certain distance. 2. The game can be played on the elimination principle. In this case, the player who made a mistake is eliminated from the game along with a partner. The team with the most players left at the end of the time wins. Scouts and Sentinels. Training. The players of the two teams stand behind the end lines of the court facing each other and are calculated in numerical order. Between the teams in the center of the site, in a circle, they put a mace (town). By lot, the players of one team are "scouts", the other - "sentinels". Game content. The teacher calls a number. Both players under this number run out to the mace. They shake hands with each other, and from that moment the duel begins. The scout performs distracting movements - lunges, turns, jumps on the spot, squats, etc. - and the sentry is obliged to repeat all his movements, trying at the same time not to miss the moment when the scout tries to carry the mace beyond the line of his team. If he succeeded, that is, the sentry was not able to catch up with him and tarnish, "the team is awarded a winning point. If the sentry managed to tarnish the scout within the area, the point is awarded to the sentry team. In general, the team whose players score more points wins. It is recommended to play the game twice so that each player can be in the role of scout and sentry.In this case, the winner is determined after two rounds.Watch the signal.Prepare. A certain amount of clubs (there should be one less than the participants in the game) are placed in a circle at a distance of 0.5 m from one another. Players of all teams are arranged in a circle along the clubs. Game content. The teacher performs various exercises, which the participants are required to copy exactly. Suddenly, the teacher gives a signal, and each player must have time to grab one mace. The player who did not have time to take the mace is out of the game. The teacher removes one club and the game continues. Each time the number of participants decreases, but the number of maces also decreases. The team whose player is the winner wins. Option. The game can also be played for individual championship, without preliminary division into teams. Transfer of gymnastic hoops. Training. Competitors are built in lines along the side lines of the site. On the right flank of each team is the captain, who is wearing 10 gymnastic hoops. Game content. On a signal, the captain takes off the first hoop and passes it to the player standing next to him. He, having received a hoop, threads it through himself from top to bottom or vice versa and passes the hoop to the next player. At this time, the captain takes off the second hoop and passes it to his neighbor, who, having completed the task, passes the hoop further. Thus, each player, having passed a hoop to a neighbor, immediately receives another hoop. The trailing player puts all the hoops on himself. The team whose players complete the task faster gets the winning point. The competition is held with three attempts. The team whose players score two points wins. Rules of the game: It is considered a mistake if the player passed the hoop to a neighbor without first passing the hoop through himself, or passed two hoops together. Training. Several teams with 7-9 participants in each can participate in the game. They are built in columns, with the head players located closer to the center of the site. Game content. At the signal of the teacher, the guides make a 360 ° turn around. As soon as the guide returns to its original position, the next player joins him, who, taking the head player under the belt, rotates with him 360 ° around his “axis”. The third player does the same. With each turn, the number of "loaches" is growing. The team whose players complete the turns first and take their starting position wins. Counter relay race with bars. Training. The participants of the game are built, as for the oncoming relay race. Start-finish lines are marked at a distance of 8-10 m from one another. The guides of the columns of the first group receive three wooden bars, the height and width of which are at least 10 cm, the length is -25 cm. Putting two bars (one on the start line, the other in front of one step from the first), each of them stands on the bars with both feet , and holds the third bar in his hands. Game content. On a signal, the player, without leaving the bars, puts the third bar in front of him and transfers the leg that was behind him to it. He shifts the freed bar forward and transfers his leg to it. So the player moves to the opposite column. The guide of the opposite column, having received the bars behind the start line, does the same. The winner is the team whose players quickly change places in the columns Relay "penguins". Training. Participants are built, as for the oncoming relay race. Start-finish lines are marked at a distance of 14-16 m from one another. The guides of the columns of the first group clamp a volleyball or stuffed ball between the legs (above the knees). Game content. On a signal, the guides begin to move forward and, having reached the opposite start line, they pass the balls to the guides of the oncoming columns. This is how all players act. If the ball falls to the ground, you need to pick it up, pinch it with your feet and continue the game again. Participants who have finished their run stand at the end of their columns. The team whose players finish the relay the fastest wins. Copyright JSC Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 27 Crayfish run. Training. Participants are built, as in the previous game. The guides of the columns of the first group sit on the floor behind the start line, leaning on the floor with their hands behind. Game content. On a signal, they rush forward, moving their arms and legs. The leader of the opposite column starts only when his partner crosses the start line. The game continues until all the players in the columns have changed places. Option. The game can be diversified by moving the players backwards. You can also make it more difficult by placing a medicine ball on your stomach and moving forward with the ball. Transfer of the gymnastic stick. Training. Teams are built in columns. Players stand one step apart from each other. The guide of each column holds a gymnastic stick in front of him at both ends. Game content. On a signal, the player with the stick passes it back to his partner. At the same time, he raises his hands up and, without releasing the ends of the stick and bending slightly, passes the stick behind his head. The arms remain straight. The player standing behind takes the stick and passes it on in the same way. The trailing player, having received a stick, runs forward with it and, taking a place at the head of the column, passes it back again. The player standing behind must not take the stick if the partner has not carried it back to the end. If the player let go of one end of the stick or dropped it, this is also considered a fault. The team whose players complete the task earlier and with fewer mistakes wins. Option. The formation is the same, but the players sit on the floor with their legs apart. The distance between the players in the columns is two steps. The stick is passed back: the player with the stick lies on his back and places it on the floor. The next player leans forward, takes out a stick and passes it back. The player sitting behind has no right to take the stick until it is placed on the floor. The player does not have the right to throw the stick - he must put it down. "Pinwheel". Training. Two circles with a diameter of 4 m are drawn on the site at a distance of 5 m one from one. Between the circles lies a cord, the ends of which do not reach the circumferences by 10 cm. The players of each team are located in their circles in a circle, lying on their stomachs, at an equal distance from each other, with their feet towards the center. Team captains are located facing each other opposite the cord. Copyright JSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 28 Content of the game. At the first signal, the players take the position of the support lying down, at the second signal they begin to move to the right on their hands in a circle. The winner is the team whose players are the first to go around the entire circle, return to their original position and the captain, who will pull the cord. "Shuttle" with stuffed ball. Training. Competitors line up facing each other at a distance of 12-14 m. A starting line is drawn between the ranks in the center, at which a stuffed ball weighing 2-3 kg is placed. The game is started by the team that received the right to do so by lot. Game content. The captain of the team starting the game sends one participant to the starting line. He takes the ball and pushes it like a ball, with one hand from the shoulder towards the opposing team. The place where the ball touched the floor is marked with a dash. A player from the other team approaches him and also pushes the ball in the opposite direction: the place where the ball fell is marked with a dash. And so alternately the ball is pushed by the players of one or the other team. The result of the game is determined by the throw of the last player of the team that ends the game. If the ball thrown by him was behind the starting line, his team won, if the ball did not reach this line, the team lost. Option. The game can be played from different starting positions of the players (sitting, on their knees, lying down) and various throwing techniques can be used (from behind the head, with two hands from the chest, with two from below, one from below, two through oneself). "Elephant". Training. By lot, one team forms a living projectile - an “elephant”. The players of this team stand with their backs to the run-up line in a column. Game content. The guide (the strongest) rests his hands on his right leg put forward and tilts his head. The player standing behind tightly grabs the guide by the torso with his right hand, and with his left rests on the knee of his left leg. All the other players on that team do the same. Holding each other, the athletes form a strong living projectile for jumping. The players of the other team sequentially jump onto the “elephant” one at a time and sit on it, holding on tightly. The last player to jump must shout "Yes!" On this command, the players forming the "elephant" begin to move forward to the line, which is 7-8 m from the guide. For each player-rider who could not resist and slid down, a penalty point is awarded to the team. Then the teams switch roles. The team with the fewest penalty points wins. Copyright JSC Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 29 "Horsemen". Training. Each player of one team sits astride each player of the other team. Game content. On a signal, they begin to throw a volleyball (stuffed) ball between them. Players who carry comrades make unexpected turns, move from place to place, trying to make it difficult to catch the ball. If the ball hits the floor, the rider team will be awarded a penalty point. The game continues for five minutes, then the players switch roles. The team with the fewest penalty points wins. Jump pull. Training. Players are divided into two teams and line up in ranks facing each other at an equal distance from the center line. Each player knows his opponent from the other team. Game content. On a signal, the players bend the right or left leg at the knee and hold it by the shin. On the second signal, the players of each team begin to jump forward. Having met at the middle line, the opponents give each other their right hands and, still jumping on one leg, try to pull the opponent over the line of their “home” - If this can be done, then the team is awarded one point. The team with the most points wins. When the game is repeated, the participants jump on the other leg. A player who has been dragged over the other team's home line remains there until the drag ends. Passing the ball to a neighbor with an emphasis lying down. Training. The players of each team line up facing each other. Each guide has a stuffed ball in his hands. Game content. On a signal, he passes the ball to a neighbor, and he himself assumes the prone position. The player, having passed the ball to the partner, also takes the position of the prone support. And so it continues until the medicine ball is at the last one in the line. He, with the ball in his hands, runs to the guide, jumping over the players lying on the floor, who immediately jump to their feet. Having run up to the guide, the player passes the ball to him and stands next to him. And the ball is passed from hand to hand along the line, as described above. The team whose players are in their original position first wins. Copyright JSC "Central Design Bureau" BIBCOM " & LLC "Agency Book-Service" 30 "In tow" (Fig. 6). Training. Players of one team stand in a column one at a time, holding hands on a rope folded in half. Players of the other team take hold of the free ends of the rope and, on a signal, begin to pull the opponents over the line, which is held 4-5 m from the head player. Game content. The teacher determines the time during which the team pulling the rope will be able to pull the guiding enemy team out of the line. The team that manages to pull the head player of the opponent over the line in a shorter time wins. Rope in a square (Fig. 7). Training. In the middle of the platform lies a rope in the shape of a square. Its ends are tied. Outside the square, three meters from each corner lies the ball. The game involves four teams at once (3-4 participants each), whose players stand in columns one at a time facing one of the corners of the square. Game content. On a signal, the players of each team grab the rope and pull towards their ball in such a way as to kick the ball. As soon as one of the players manages to do this, the game stops. Copyright JSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 31 Wrestling in the ranks. Training. The players of each team line up in lines facing each other and take the rope, which lies parallel to two lines drawn at a distance of 8-10 m from one another. Game content. On a signal, the players of each team begin to drag the rope to their line. The team whose players drag at least one player from the opposing team over their line wins. Pushing a pole. Training. The players, divided into teams of 6-8 people, face each other and take a pole 4-6 m long. Behind each team, 5 m from it, a line is drawn. Game content. On a signal, the players of each team try to push the opponent over the line. If the pole turns perpendicular to the line during the game, the game can still be continued. In this case, the winner is determined when the pole is completely behind the line of one of the teams. Pulling the head. Training. Three parallel lines are drawn on the site at a distance of 1.5 m from one another. The players are divided into two teams. The head players of both teams stand at the middle line facing each other and take the stick with their hands. The rest of the participants become their leader in the back of the head, taking the comrades in front by the belt. Game content. On a signal, both teams try to pull the head player of the opposing team to their side. The team that managed to pull the head player of the opposing team or forced him to fall, to let go of the stick, wins. Copyright JSC "Central Design Bureau" BIBCOM " & LLC "Agency Book-Service" 32 "Wall to wall". Training. Teams line up in two lines: each line stands behind the line, which is carried out 5-6 m from the center line. Game content. On a signal, the members of each team are taken tightly by the arms and slowly walk towards each other. Having come close to the center line, the players try to move their opponents to the opposite line. The team that does this is considered the winner. At the same time, the rules determine that the team whose players separate their hands during the fight loses. Option. The same conditions, only the players move forward and push the opponent with their backs. "Swan, crayfish and pike". A rope tied in a circle is placed in the middle of the site. Four teams (3-4 people each) are located on all four sides of the rope at a distance of 5 m from it. A mace is placed in the center of the circle formed by the rope. On a signal, the players run up to the rope and, holding it, try, pulling the rope towards themselves, to force the players of any opposing team to approach the mace and step over or touch it. The team whose player did this is out of the game. The competition continues only three teams. The team that remains last wins. rope on yourself, force the players of any opposing team to approach the mace and step over or touch it. The team whose player did this is out of the game. The competition continues only three teams. The team that remains last wins. "Between two fires". Training. The game is played on half of the volleyball court. The players are divided into two teams. One of them is divided by lot into two groups, each of which stands behind two opposite lines of the court and receives 3-4 stuffed balls. The second team is randomly placed on the court. Game content. On a signal, the players behind the lines roll the balls across the floor from one side to the other, trying to hit the legs of the players on the court with them. The latter must jump over the balls. The player who touches the ball is out. The game continues until the last player is out. Then the teams switch roles. The team that manages to take their opponents out of the game in the shortest period of time wins. Rules of the game: 1. A ball flying over the floor, if it hits a player, is not counted. Copyright JSC "Central Design Bureau "BIBKOM" & LLC "Agency Book-Service" 33 2. The ball, which has stopped in the middle of the court, is picked up by one of the rolling players. Option. The game can also be played on certain time . In this case, the player who hit the ball is not out, but continues to play, but the team receives a penalty point. The players then switch roles and the team with the fewest penalty points wins. Breaking out the support. Training. The participants in the game take a prone position (legs together) against each other. Game content. On a signal, each player seeks to unbalance his opponent, depriving him of support. To do this, you need to make a slashing movement along the opponent’s arm with a brush so that he loses his support and touches the floor with his stomach. This game can be played simultaneously between the players of both teams or according to the principle of a duel, when one participant comes out of each team in turn. For each win, the team is awarded a point. The team with the most points wins. Athletes Tournament. The tournament is held in the form of fights between players with personal and team standings. The winner in the individual championship is determined by bringing together the winners of pair duels or by the principle of winning three to five opponents in a row. The champion can be determined by the number of points scored. Tournament participants should be approximately equal in strength and age. Who will reach first. Training. Standing on the left leg side by side, two participants grab the opponent's right foot with the bent right foot. Game content. In this position, on a signal, each player tries to pull the other to his line, which is 2-3 steps behind the competitor. Then the pulling is carried out a second time, but with the left legs. Get mace. Training. Each of the two players puts on a loop on the right leg, tied at the ends of a two-meter rope. Game content. On a signal, each player tries to reach out with his hand to the mace standing one meter from him. The one who does it first wins. Rules of the game: At the same time, the rules stipulate that the loser is the participant Copyright OJSC "Central Design Bureau" BIBCOM " & LLC "Agency Kniga-Service" 34 from whose foot the noose slips. Who is stronger. Training. Two players, standing with their backs to each other, put on a strap over their heads - a thick rope or a long strap with tied ends. The strap should pass under the armpit and tightly fit the chest. Game content. On a signal, each player tries to pull the other over the line marked three meters from him. Get out of the circle. Training. Two players stand in the middle of a drawn circle with a diameter of three meters. Game content. On a signal, everyone tries to grab the opponent, lift him up and take him out of the circle, preventing him from touching the floor with his feet. Foot fight. Training. Two participants lie on their backs so that the legs of one are next to the head of the other ("jack"). The arms are extended along the body. Both are in contact with each other on the right side. Game content. On a signal, everyone raises their right leg up and grabs the opponent’s right leg from the inside, trying to make him do a somersault. Rules of the game: It is necessary to ensure that the players simultaneously raise their legs up and do not hold their hands on the edge of the gymnastic mat on which they lie. Collide. Training. The players stand opposite each other, one foot is placed behind the other (the toe of the foot is in contact with the heel). Left hands behind back. Game content. On a signal, the players try to force the partner to leave their place by hitting the palm of their right hand on the palm of their partner. You can use false movements, remove your hand. Strong grip. Training. The players stand with their backs to each other and hold a gymnastic stick with their arms outstretched; at a signal, the rivals, leaning forward, try to tear the enemy off the ground. Push out of the circle. Training. The players, standing in a circle with a diameter of up to 5 m, take the ends of the pole, the length of which is 2-3 m and the diameter is not more than 6 cm. The content of the game. On a signal, both try to push the opponent out of the circle. The one whose both feet are outside the circle, or the one who releases the pole from his hands, loses. Players must not touch each other. Rice. 8. Copyright JSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 35 "Cockfight". Preparation The players, standing in a circle against each other on one leg, support the other leg with their hand behind the shin from behind. Game content. The player tries to push the partner with his shoulder so that he stands on both legs. The one who is outside the circle also loses. Rules of the game: You can not push with your hands and tilt your head forward. Not leaving the place. Training. The players become facing each other. The opponents place the feet of the right legs with the outer side close to one another, and the left legs are set back. Game content. Holding with their right hands, the opponents try to pull each other. The winner is the one who makes his partner lift his left foot off the ground or step down. In the emphasis lying (Fig. 8). Training. Partners take the position of the emphasis lying facing each other. A cloth circle with a diameter of 1.5 m is put on the neck of each. The content of the game. Moving backwards, it is necessary to force the opponent to cross the line or free himself from the circle. On hands. Training. The players stand in columns one at a time. Game content. The first numbers of each team take the position of the stop lying on the starting line and, on a signal, begin to move forward on their hands to the designated place located 5-6 m from the start, and return back in the same way. The one who crosses the start line first gets the winning point. After that, the second pair competes, and so on. The team with the most points is the winner. Option. This game can also be played as a relay race. To do this, it is necessary to warn the players that the next player in the team begins to move forward as soon as his partner crosses the start line. Pull on the ball. Training. For the game you need a rope, two balls and a colored ribbon. The game is played by two teams facing each other in a column one at a time. Behind the team is one participant, each of whom holds the ends of the rope. The center is marked with colored tape. Balls lie on the ground two or three meters from the ends of the rope. Game content. On a signal, each team begins to pull the rope, trying to pull it as far as possible to their half of the site. The victory is awarded to the team that manages to pull the rope to its 36th side so that its extreme participant can hit the ball. The game consists of three attempts. The team that wins twice wins. Rules of the game: The teacher must ensure that the teams are at the same distance from the balls before the start of the game. From circle to circle. Training. On the ground (on the floor) a circle with a diameter of 6-8 m is indicated. The players are divided into two teams of equal strength. One team is located inside the circle, the other - outside it. Game content. The players of one team try to drag the participants of the other into the circle, and their opponents try to pull the opponents out of the circle. The whole game takes place in the form of short fights. Participants drawn into the circle and pulled out of it are eliminated from the game. You can pull by grabbing the opponent by the arms or by the belt. The team with the most members left wins. Chain fight. Training. Two teams stand in lines facing each other so that each member of one team is located opposite the gap between the two players of the other team. All players take each other's hands. Game content. On a signal, the fight begins: the members of each team try to push their rivals beyond the line marked 3-5 m behind each line. The team that manages to do it wins. If the chain breaks, then the two players who allowed it are out of the game. Break the chain Training. The players, divided into two teams, line up on opposite sides of the court and hold hands tightly at chest height, forming a chain. The duration of the game is set in advance. Game content. The captain of the team that starts the game by lot sends one of the participants to break the opponent's chain. This player runs forward and, crossing his arms over his chest, tries to break the chain with a run. If he succeeds, then he returns to his place and takes with him one of the two players who stood at the place where the chain was broken. The player who was taken away stands behind the winner, putting his hands on his shoulders. If the player fails to complete the task and is detained by the chain, then he stands behind one of the players holding him, putting his hands on his shoulders. The captain of the other team then instructs one of his players to break through the opposing chain. The same thing is repeated. If the player behind whom the withdrawn enemy is located does not hold the one who breaks the chain and releases his hands, then he is taken away, and the player standing behind is considered rescued and goes back to his team, but does not get the right to retry. Copyright JSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 37 The team wins, which by the end of the set time will take away more players from the other team. Pull into a circle. Training. A circle with a diameter of 1-1.5 m is drawn on the site. All the players stand around it, holding hands tightly. Game content. On a signal, the participants, moving in a circle, try to draw their neighbors into it. You can only pull into the circle with your hands. Anyone who crosses the line marking the circle with at least one foot is out. Then again everyone joins hands and continues the game. If the participants disconnect their hands during the pull, then both disconnected players leave the game. The last three players not drawn into the circle are considered the winners. When there are so many players left that it will be impossible to surround the drawn circle, they, holding hands, become a ring on the side of the large circle and also try to draw each other into it. Option. The game is played in the same way, but instead of the outlined circle, 5 towns or maces are placed in the middle of the site. Towns are arranged as follows: four at the corners of the square at a distance of 1.5 m from one another and one in the center. The players try to push the neighbors to the towns. The athlete who knocked down the town is out of the game. Third wheel. Training. The players become in a circle in pairs at the back of the head to each other (the one standing behind grabs the front by the belt), facing the center of the circle. Two players drive, one of them runs away, the other catches up. They stand behind the circle on opposite sides. Game content. On a signal, the catching up begins to catch the opponent, and he, escaping, seeks to stand in front of some pair. This is prevented by the player standing in a pair behind, he turns the front player in different directions, preventing the evader from joining them. The front player resists and tries to grab the evader by the belt. Rules of the game: 1. If the catcher catches the opponent, they change roles. 2. If the runner joins any pair, then the one standing behind runs away from the driver. 3. Couples must not leave their seats, they can only turn in place. Carrying the "wounded". Training. Two teams, lined up in columns one at a time, stand behind common feature . Ahead, at a distance of 10-15 m, a second line is drawn, Copyright OJSC "Central Design Bureau" BIBCOM " & LLC "Agency Book-Service" 38 parallel to the first. Game content. On a signal, each team begins carrying comrades from the first line to the second. Two carry one in the ways established each time. The transfer is made as follows: players 7 and 2 transfer player 3. Player 1 remains behind the line, and 2 and 3 return to the first line. Now they transfer player 4. 2 remains behind the opposite line. Players 3 and 4 return for player 5, etc. e. The first team to complete the carry wins. "Wheelbarrow". Training. The players are divided into two teams. The first numbers of each team take the position of the emphasis lying, legs apart. The second numbers raise them by the legs to the level of the belt. The first numbers, moving on their hands, and the second, holding the partners by the legs, represent a "wheelbarrow". Game content. On a signal, the pairs start at the same time, reach the opposite line, located 4-5 m from the starting line, and return back. As soon as the players cross the starting line, the “carrier” assumes the position of the prone support, and the third number performs its functions, etc. The team that finishes the relay earlier wins. Option. The player does not move as usual on his hands, but, pushing off at the same time with them, performs jumps on his hands. Frog jumps. Training. The players are divided into 2-3 teams (depending on the number of participants). The first numbers of each team take the position of a deep squat, grabbing the ankle with their hands. Game content. On a signal, the first numbers from the indicated position jump to the designated place (mace, town, stuffed ball) and return back. As soon as the first number crosses the starting line, the second number begins to perform the same exercise. The team that finishes the relay earlier than the others with fewer errors is declared the winner. Rules of the game: 1. It is considered a mistake if a player lost his balance or violated the position of a deep squat while jumping. 2. The distance between the starting line and the designated turning point is 5-6 m. Option. The first numbers of each team hold stuffed balls in their hands and, upon returning back, pass the balls to the players of their teams standing at the start. The latter are already in the squat position, arms extended forward to receive the ball. Ice hockey. Copyright JSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 39 Preparation. The game is similar to bandy. Only instead of a hockey ball, a stuffed ball weighing 3-5 kg ​​is used. The ball is allowed to be thrown, rolled on the floor with only one hand. The team consists of 5-6 people. Each team has a goalkeeper who is allowed to take the ball with both hands. The width of the gate is 3 m. A restricted area is declared around the gate within a radius of 3 m, where neither defenders nor attackers can enter. Game content. The game starts like in basketball: the teacher throws the ball up and the teams fight for it. If the player grabbed the ball with both hands at the same time, a free throw is awarded, which is performed with one hand from the floor from a distance of 7 m. Interception of the ball. Training. Two circles are marked on the site, one with a diameter of 8 m and the other with a diameter of 3 m inside the first one. In the center is the player of the attacking team. His task is to catch the stuffed ball, which is thrown to him by partners who are outside the outer circle. The space between the borders of the circles is the zone in which the players of the defending team operate. They must intercept the ball sent to the center and send it back to the players of the attacking team. Game content. On a signal, the players of the attacking team begin to throw the ball between themselves, trying to lull the vigilance of the defenders in order to unexpectedly pass the ball to the player standing in the central circle. Defenders try to intercept the ball and send it back to the attacking team. The referee counts how many times within 10 minutes the forwards managed to pass the ball to the player standing in the center. Then the players switch roles. The team that manages to make more passes to the player in the center circle wins. Rugby with a stuffed ball. Training. Each team has 7-10 people. The task of each team is to carry the ball over the opponent's goal line and land it while holding it, or to score the ball into the goal. A team receives one point for touching the ball, two points for a goal scored. Game content. The game starts, as in football, from the center of the field on a signal. There are two halves of 15 minutes. Rules of the game: 1. It is forbidden to push each other, but you can grab the arms and torso. 2. Only one player of the opposing team may snatch the ball from a player running with the ball or holding it in his hands. This rule must be observed in order to avoid group fights. If this rule is violated, the ball is passed to the players of the other team for a throw-in from behind the touchline. Copyright JSC "Central Design Bureau "BIBCOM" & OOO "Agency Book-Service" 40 Passed - sit down. Training. The players are divided into two equal teams and line up in parallel columns one at a time. Each team chooses a captain who is good at catching and throwing the ball. The captains stand opposite the players of their teams at a distance of 6-8 steps from them. The location of the captains is outlined. The captains have in their hands a stuffed ball weighing 3 kg. Game content. On a signal, the captain throws the ball in front of the standing player of his team. He, having received the ball, throws it back, and then sits down or crouches. The captain, having received the ball, throws it to the next player in his column. He, having caught the ball, throws it back to the captain and sits down in his place. The following players do the same. The game ends when the last participant, having thrown the ball to the captain, sits down, and the captain, having caught the ball, raises his hands up. The winner is the team that finishes the throw before the other team. It should be taken into account when placing the players that it is easier for players at the beginning of the column to catch the ball than those at the end. Therefore, it is recommended to put physically weaker players in front of the column. Grab a circle. Training. The players are divided into 2-4 equal teams. A circle with a diameter of 1-2 m is drawn in the center of the site. Team players, holding hands, form separate circles. At the same time, they are at the same distance from the circle drawn on the floor or on the ground. Game content. On a signal, the players, continuing to hold hands, try to quickly take a place in the circle, displacing the players of the other team from there. The team that manages to do this without breaking their circle wins. The team whose players separate their hands during the game is out. Rider fight. Training. The participants of the game are divided into two equal teams, each of which is divided into "riders" and "horses". Both teams are located behind the front lines of the area opposite each other. On command, the “riders” sit down on the shoulders of their “horses”, which hold them by the legs. Game content. On a signal, the “riders” of one team try to pull the “riders” of the other team from the saddle by the hands. For each rider pulled together, the team receives one point. The game continues until all the “riders” of one of the teams are tied up or the time allotted for the game expires. Then the players in the teams switch roles and the game continues. The team with the most points wins. Rules of the game: Players should be warned that it is forbidden for “horses” to touch the “riders” of the other team with their hands. Those who violate this rule are eliminated from Copyright JSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 41 games and the opponents receive a point. "Height Capture". Training. If there is no suitable elevation, a circle with a diameter of 3 m should be marked (the elevation is also limited by a line). The game involves two teams, each of which consists of 6-8 people. Game content. One team takes a position on a hill or in a circle and defends it, the other tries to capture a hill or circle, pushing the enemy out of there. If a player of the defending team crosses the boundary line with both feet, he is out of the game. The game is played until victory. Then the teams switch roles. The team that manages to achieve victory in the shortest time wins. Pull out of the corner. Training. The players are divided into two teams. One team by lot occupies a corner of the hall free from sports equipment. Another is located in the second half of the hall. Game content. On a signal, the players of the second team try to take the corner, pulling everyone in the corner by the arms or by the legs. 3 minutes are allotted for the competition, after which the number of players remaining in the corner is counted. The teams then switch roles and the game continues. The team that has more players in the corner after 3 minutes wins. To more clearly determine the place of the defending team, it is necessary to draw a line on the floor from wall to wall with chalk, forming a triangle. The area of ​​this triangle depends on the number of participants in the game. Players of the defending team who cross the line are considered to be out. Push your partner out. Training. A circle with a diameter of 6 m is indicated on the site. Two teams equal in number and strength are placed in the circle. Game content. On a signal, the players of one team try to push the players of the other team out of the circle. The player is eliminated as soon as the foot or any part of the body touches the ground beyond the circle. The game continues for two minutes, after which they calculate how many players are left in the circle. The team with the most members left wins. Pushing out with a gymnastic stick. Training. The players are divided into two equal teams, which are located one against the other in ranks. On the ground, between the lines, 6-8 circles are drawn with a diameter of 1.5-2 m each. These circles include (starting with Copyright JSC "Central Design Bureau "BIBCOM" & OOO "Agency Kniga-Service" 42 taller players) one representative from each team. Each pair of players in the circle is given a gymnastic stick. Both players hold sticks in their hands, pressing one end of it under the elbow of the right or left hand. Each circle has judges. Game content. On a signal, the players, pressing the stick, try to push each other out of the circle. The player who was pushed out of the circle is given the opportunity to return to it, after which the competition continues until the signal for the end of the game in all circles. For each ejection from the circle, the team whose player turned out to be the winner is credited with one winning point. At the end of the first match, the next players are called, and so on. The team with the most points wins. Rules of the game: When resisting, the stick must not be removed from under the elbow. Do not allow sharp jerks and shocks. The duration of each contraction is 60-90 seconds. "Riders and catchers". Training. The game is played on a court measuring approximately 8X8 m (the size of the court may be larger or smaller depending on the number of players and their physical development). The players are divided into two equal teams that choose captains. The captains cast lots to decide which team members should be "steeds" and which should be "catchers". The team of "catchers" line up at their end line. The other team is randomly placed throughout the court within its boundaries. Game content. On a signal, the captain of the "catchers" sends two members of his team into the field. They hold stuffed balls between their knees and, jumping with them, try to tarnish someone from the team of “horses”, who move around the field on only one leg. The captain of the "catchers" team closely monitors the progress of the game and, as necessary, changes the "catchers" in the field approximately every 20-30 seconds. The game ends when all the players of the “horses” team have been caught. Then the teams switch roles. The team that managed to catch all the players in the field in a shorter time is considered the winner. It is necessary to ensure that the “catchers” enter the field only when the “horses” return to their original position, that is, beyond the front line. Caught players are out of the game. The one who runs out of the area is considered to be caught. The captain, having established the order in which the players enter the field, must ensure that all "catchers" evenly participate in the game. Keep your balance. Training. The players stand in a circle and count on the first and second numbers (form two teams). Game content. All players take a deep crouch position and, while remaining in it, throw or push the ball to opponents. A player who is not Copyright JSC "Central Design Bureau "BIBCOM" & LLC "Agency Kniga-Service" 43 who has kept his balance, who has fallen while catching the ball, receives a penalty point, but continues the game on an equal basis with everyone else. The team with the fewest penalty points wins. Complex undercut. Training. The players form a circle and count on the first and second numbers, forming two teams. Game content. On a signal, the players assume the prone position. In the middle of the circle, the leader becomes and rotates the rope in a circle. The players push off the floor with their hands, trying not to touch the rope. The player who touches the rope receives a penalty point. The team that receives 10 penalty points loses. The game can also be played on time. For example, the team that scores the fewest penalty points within 5 minutes wins. Due to the fact that the participants in the game cannot be in the prone position for a long time, breaks should be taken to rest. Option. The players lie on their stomachs, forming a circle. They have stuffed balls in their hands. When the rope is rotated, participants on straight arms lift the ball from the floor. Option. The players, forming a circle, take a sitting position, arms behind, legs straight. Stuffed balls (1-2 kg) are clamped in the feet. When the rope is rotated, the players raise their legs from the floor, trying not to touch the rope. Ten gears. Preparation The players form several teams, each of which consists of three players with the corresponding numbers - 1, 2, 3. The participants become a triangle at a distance of 5-6 m from each other. The first numbers of each team hold stuffed balls. Game content. On a signal, the first number throws the ball to the second, the second - to the third. This counts as one transfer. The first numbers must aloud count the completed passes. The game continues until ten passes have been completed. If any of the players during the game drops the ball, then he must pick it up, and the transfer is made from the beginning. The first team to make ten passes wins. "Shootout". Training. The site is divided into two halves, beyond which the players are not allowed to go. Participants are divided into two teams, each of which is located at the beginning of the game in its own half. Game content. By lot, the players of one team receive a stuffed ball and, on a signal, they begin to stain the players of the other team with the ball. They try to dodge, moving around their field. Stained is out of the game. Having received the ball, now the other team is trying to stain the enemy. Copyright JSC "Central Design Bureau "BIBCOM" & LLC "Agency Kniga-Service" 44 The team whose players are more likely to tarnish all the players of the opposing team wins: The player who catches the ball is not considered to be knocked out. Option. The game is played in the same way, but the tagged participant does not drop out, but stands behind the side or front line of the opponent's court and plays while standing still. The game continues until all the players of any team are spotted, i.e., knocked out. When a lot of “knocked out” gather, those who remain on the site will have to defend themselves from throws from all sides. Ball to the center. Training. The players are divided into two equal teams, and each forms its own circle. Team members, located at a distance of 1-2 m from each other, are calculated in numerical order. The first numbers stand in the middle of their circles and receive a stuffed ball. Game content. On a signal, the player standing in the center throws the medicine ball to the second number, receives the ball from him, throws it to the third, etc. When the player standing in the center of the circle receives the ball from the last participant, he passes it to the second player and changes places with him . The second number also starts the game, throwing the ball to the third player, receives from him, passes to the fourth, etc. Then the third number becomes the middle. During the game, participants must take turns playing the role of the central one. The team that finishes the ball transfer before the other team is considered the winner. In order for the game to go smoothly, it must be played once in the order of familiarization. This game requires two referees for each team. If, due to the inattention of the central ball, it passed one of the players, it is imperative to throw the ball to this participant at least after he has gone around the circle. It is also necessary to ensure that the next players go to the middle in time. A player who drops or fails to catch the ball must pick it up himself and continue playing. Change of places in an emphasis lying. Preparation The players are divided into two equal teams. On two opposite sides of the hall (platform) the boundaries for both teams are marked. One team becomes behind one line, the second behind another. The distance between the teams is 8-10 m. The content of the game. On a signal, the players quickly assume the back support position and begin to move forward. The team that manages to take places on the opposite border faster than the other wins. Movement can be done different ways: rearranging arms and legs, rearranging hands and sliding on heels. Copyright JSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 45 Rules of the game: It is necessary to ensure that the players do not interfere with each other and move only in the agreed way. Relay race with stuffed balls. Training. For this relay race, a gymnastic wall (two spans) and stuffed balls are required. Two teams line up in two columns behind a common line at a distance of 10-12 m from gymnastic wall . Guides hold stuffed balls in their hands. Game content. On a signal, they run to the gymnastic wall, throw stuffed balls over the upper pole and return back to their teams, jumping on two legs. The next player runs to the gymnastic wall, takes out the ball and returns, jumping on two legs. The team that finishes the relay first wins. Relay with leapfrog. Training. The players are divided into two or three teams. Each of them stands in a column one by one, parallel to one another at a distance of 1-2 m. An initial line is drawn in front of the guiding players of the teams. In front of each column, at a distance of 8-10 m from the line, a small quadrangle is marked on the floor. The first numbers of each team become in these squares. Game content. On a signal, the next players standing in the columns run forward, jumping with their hands, as if in leapfrog, through their guides in the squares and take their places. The guides, jumping on two legs, return back to their columns, touch the next players with their palms, and then stand behind their teams. The game ends when all players have finished jumping. The team that finishes the relay first wins. Rules of the game: Before the game, the participants should be reminded that the player being jumped over must stand with his back to his column, put one leg forward, slightly bending his knees, tilt his torso forward, lower his head, rest with half-bent hands on the bent knee in front of the standing leg. Relay "tunnel" (Fig. 9). Training. The players are divided into 2-3 teams and stand (legs wider than shoulders) in columns one by one behind a common line. The distance between the players in the columns is about 1.5 m. The guides are given a stuffed ball. Game content. On a signal, the players begin to throw the stuffed ball back from one to the other over their heads. The last player in the column, having received the ball, crawls forward under the feet of his comrades, pushing the ball in front of him with his hand. In Copyright OJSC "Central Design Bureau "BIBCOM" & LLC "Agency Kniga-Service" 46 this time all players jump (legs apart) step back one step. When the medicine ball carrier reaches the line, he stands up and tosses the ball over his head to the next player. In the same way, the game continues on until the head player who started the relay is on the line again. He lifts the ball up and this shows that the team has finished the game. The team that finishes the relay first wins. Option. The same game can be played by throwing the ball to the right or left. Rice. 9 Relay with jumps. Training. The players are divided into 2-3 teams. Each of the teams stands in a column one by one parallel to one another at a distance of 1-2 m. A line is drawn in front of the guides. In front of each team, four jump ropes are laid out in a checkerboard pattern, folded into small circles (two feet in diameter). The distance between each circle and from the nearest circle to the line is three steps. The guiding players of each team hold two medicine balls in their hands. Game content. On a signal, they begin to jump sequentially from one circle to another, landing on both legs or on one (it is allowed to change legs). Having reached the farthest circle, the players run, bypassing the circles, come back, pass the balls to the next players and stand behind their teams. The next players, having received the balls, do the same. The game ends when all players have completed the circles. The team that finishes the relay sooner and better than the others (who has received fewer losing points) wins. Players should be warned that for each step over the circle, the team of the player who made a mistake is credited with one losing point. One losing point is also awarded to a team for every lost second after the other team has already finished the game. As soon as the next player has started jumping, his teammates take a step forward, and the players who are in front come to the line from which they start jumping. With a view to more exact definition the winner for each team should appoint a judge. Relay race with ball exchange. Copyright JSC "Central Design Bureau "BIBCOM" & OOO "Agency Book-Service" 47 Preparation. The players are divided into 2-4 teams, which line up behind the start line in a column one at a time. At the feet of the first players on the floor are two stuffed balls. At a distance of 15-20 m from the start line, a small circle is drawn against each column, in which two stuffed balls lie. On a signal, the first players of the teams take the balls and, jumping on both feet, reach the circle with stuffed balls, put their balls in the circle, take the balls lying in the circle, and in a deep squat position they come back and pass the balls to the next players in the columns. They do the same as the previous players. The team that completes the task first wins. Counter relay. Training. Teams are built, as for an oncoming relay race, in columns one by one at opposite start lines at a distance of 7-8 m. The guides in the columns hold stuffed balls in their hands. Game content. On a signal, they begin to move towards each other in jumps in a squat or on one leg. Having met, they exchange stuffed balls and return to the start line, pass stuffed balls to the next players of their teams, and themselves stand at the end of their columns. The player who received the ball repeats the actions of the first player. The team whose players complete the task first wins. Squat relay. Training. The players are divided into teams. Each team has a captain. Players line up one by one at the start line. At 10-12 meters from the start, posts (maces) should be placed against each team, indicating the turn. If the game takes place in the hall, the racks should be placed no closer than 3-4 m from the wall. Game content. On a signal, the captains take a crouching position, holding the baton at the ready in their right hand, and place their hands on their knees. On the second signal, they begin to quickly move forward in leaps, maintaining a squat position and keeping their hands on their knees. Climbing is not allowed. Players advance to the posts, make a turn, return and pass the baton to the players of their teams standing at the start. These players are already in the squat position, one of their arms is extended forward to take over the relay, the other rests on the knee. After passing the baton, the captains stand at the end of their columns. The transfer of the baton is repeated in a stream by all the players of the team without a break 3-4 times. As the fitness of those involved increases, the distance to the racks or the number of repetitions gradually increases. Races with stuffed balls. By rows. Training. The players are divided into two equal teams, which are lined up facing each other. The guiding players in the ranks hold the ball in their hands. Game content. On a signal, the guides pass stuffed balls to their neighbors, who forward the balls to the next players, and so on until the end of the line. The last players in the lines, having received the balls, run behind their partners, stand in front of the line and immediately pass the balls to their neighbors, etc. When the guides are the last, they, having received the balls and running behind the line, stand in front of their teams and raise the balls up. The victory is awarded to the team whose leader is the first to return to his place. Rules of the game: 1. According to the rules of the game, the ball can only be passed to your neighbor. It is very important that the players in the teams stand at arm's length from each other at all times and each time, as soon as the last player in the line runs to the first place, his partners must take a step towards the end of the line. Above the head and between the legs. Training. Teams line up in columns one by one, parallel to one another. Players in columns stand at arm's length. The distance between the columns is 2-3 steps. Players standing in front in each column hold a stuffed ball. Content of games. On command, bending over, they pass the balls over their heads to the participants standing behind them, and they, in turn, transfer the balls over their heads to their partners, and so on until the end of the column. The last in the column, having received the ball, gives the signal “there is”, and all the players of his team immediately turn around, legs wide apart. The ball is passed back between the legs. The team that manages to pass the ball over the head and between the legs earlier wins. Throughout the game, everyone stays where they are. The transfer of balls can be carried out 2-4 times in a row and only then the result is counted. Lunge walking. Training. Participants line up one by one in columns parallel to one another. Players put their hands on the shoulders or on the waist of those in front. The content of the game. On command, all the players begin to move forward, making attacks, to the turning point and back. The team that completed the task faster than the others is the winner. Walking in a squat. Training. The starting position of the players is the same as in the previous game, but the participants assume a squat position on their toes. Game content. On command, all players begin to move forward in a squat to a certain point. Option. The players move forward by jumping in a squat. Copyright JSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 49 "Centipedes". Training. Students are divided into 2-4 teams (5-7 people each). Participants line up one by one in columns parallel to one another. Each player assumes a prone position and puts his legs on the shoulders of the partner (located behind) so that his head is between the legs. The last one takes the legs of the penultimate one like a wheelbarrow. Game content. On a signal, all participants begin to move forward, rearranging their hands. Who will push out faster. Training. Players of the same strength are divided into pairs. In the middle of the site, forming a corridor, two parallel lines are drawn at a distance of four steps from one another. Playing couples take a prone position in the corridor, rest their right or left shoulder against each other. Game content. On command, each player tries to overcome the opponent's resistance and push him out of the corridor with his shoulder. Rules of the game. It is allowed to lean on the ground with one knee. Back forward. Training. A middle line is drawn on the site and two front lines are drawn 3-4 m on both sides of it. All players are divided into two teams equal in number and strength. Players of the opposing teams line up on the middle line with their backs to each other. The players of each team take each other under the arms (in the elbow joints). Game content. On a signal, the members of one team try to push the players of the other behind the sideline with their backs. The team that completes this task wins. Rules of the game: In case of separation of hands, it is allowed to connect them, but the team is credited with a penalty point. Option. The layout of the site and the construction of the players are the same, only the players sit on the floor, legs apart. Hand movement. Training. Students are divided into two teams and line up in parallel lines (legs apart) at a distance of 6-8 m from one another. Game content. On command, the first in the line takes the position of the prone support, and the one standing next to him takes him by the ankles. The first one starts moving on his hands to the side, and those standing in the column pass his legs from hand to hand. Having finished moving, the first player stands next to the last one in the line and lightly hits his palm. The player standing in front, having received a blow to the palm of his hand, assumes a prone position, and everything is repeated from the beginning. All the players of the team do the same according to Copyright JSC "Central Design Bureau "BIBCOM" & LLC "Agency Book-Service" 50 turns. The team that finishes the game before the other without penalty points is considered the winner. Rules of the game: It should be indicated to the players that during the movement it is necessary to transfer the legs strictly from hand to hand, without missing any of those standing in the line. The next player cannot start moving until they receive a palm strike. Horse racing. Training. All involved are divided into pairs of players of the same height, who stand at the back of each other's heads. The first takes his right leg back, the second takes it with his right hand by the ankle and presses it to his thigh. The second one stretches the left leg forward, the first one takes the ankle with the left hand and also presses it. Game content. All couples stand on the starting line and, on command, start jumping forward to the finish line (20-30 m from the start to it). Those who crossed the finish line change their supporting legs and come back. The pairs that come back first win. Tab. 1. Characteristics of outdoor games in terms of psychophysical load and the predominant manifestation of motor qualities. Minor 1 2 3 4 5 6 Games to increase general physical fitness Catchers + Leapfrog + Caterpillar relay + + Day night + Rhythmic relay + Calling numbers + Race with gymnastic benches + Don’t drop the stick + Running with a hoop + + Snatch behind the ball + Jumping with a rope + + 7 8 Strength Average Psychophysical load Great Endurance Speed ​​Name of the game Dexterity Physical qualities + + + + + + + + of the last "Tunnel" Running along the "sleepers" "Cut off the tail" "Change of camp" Up and down "Tunnel" from hoops Opposite relay race with clubs "Crossing" on gymnastic benches Take a mace Change of places with gymnastic sticks "Scouts and sentries" Follow the signal Transfer of gymnastic hoops “Vyuny” Counter relay with bars 1 Relay race “penguins” Running of “crayfish” Transfer of a gymnastic stick “Turnabout” “Shuttle” with a stuffed ball “Elephant” “Horsemen” Jumping tug-of-war Passing the ball to a neighbor with emphasis lying “On the tug” Rope in a square Wrestling in ranks Pushing the pole Pulling the head “Wall to wall” “Swan, cancer and pike” “Between two fires” Knocking out the support Tournament of athletes On the hands Pull on the ball From circle to circle Fight in chains Break the chain + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 2 + + + + 3 4 5 6 + + + 8 + + + + + + + + + + + + + + + + + + + + + + + + 7 + + + + + + + + + + + + + + + + + + LLC “Agency Kniga-Service” 52 Pull into the circle Third extra Carrying the “wounded” “Wheelbarrow” Racing “frogs” Hockey with a stuffed ball Intercepting the ball Rugby with a stuffed ball Passed - sit down Capture the circle Fighting “riders” “Capture the height” Pull out of the corner Push a partner Push out with a gymnastic stick "Stalkers" Maintain balance Difficult sweep Ten passes "Shoot" 1 Ball to the center Change places in a prone position Medicine ball relay Leapfrog relay Tunnel relay Jump relay Exchange relay ball Relay squat relay Races with stuffed balls Walking with lunges Walking in the squat "Centipedes" Who will push out faster Backward moving on his hands Jumping + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + 2 3 + + 4 + + 5 + 6 + + 7 8 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + Copyright OJSC “Central Design Bureau “BIBCOM” & LLC “Kniga-Service Agency” 53 Literature 1. Afanasiev S.P., Komorin S.V. Three hundred creative competitions. Kostroma, 2000. 2. Zhukov MP Outdoor games: a textbook for students of pedagogical universities. M.: Publishing Center "Academy", 2000. 3. Korovin S. S. Outdoor games in physical education: textbook / under the general. ed. S. N. Bogdanova. Orenburg: publishing house of the OGPU, 1996. 4. Korotkov IM Outdoor games in sports. M.: Physical culture and sport, 1971. 5. Tailors Yu. I. Outdoor games / ed. ed. P. A. Chumakova. M.: Fizkultura i sport, 1970. 6. Elkonin D. B., Psychology of play. Moscow: Pedagogy, 1978. 7. Yakovlev VG, Ratnikov VP Outdoor games. M.: Education, 1977.

for children of primary school age.

1-4 grade

INTRODUCTION

This collection includes outdoor games that can be used in physical education lessons in elementary school, as well as in the preparation of various scenarios sports holidays in the form of competitions and relay races. Many games can be included in the calendar-thematic planning as outdoor games in cross-country training, track and field training, gymnastics and when planning the variable part of the work program.

Purpose of the game: development of the eye, dexterity.

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

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

On a signal or at the command of the teacher, the “hunters” begin to knock out the “ducks” with the ball. The “killed ducks” that were hit by the ball are out of the circle. The game continues until all the "ducks" from the circle are knocked out. While throwing the ball, the “hunters” must not cross the circle line.

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

Game option: 3-4 “hunters” are selected from among the players, who stand at different ends of the site. Each "hunter" has a small ball. The players scatter around the court, but do not go beyond it.

On a signal or command from the teacher, all the players stop in their places, and the “hunters” aim and throw balls at them. Players can dodge a flying ball, but they cannot leave their place.

Knocked out "ducks" are out of the game. The "hunter" who knocked out the largest number of "ducks" wins.

Purpose and nature repeats the game ».

On the playground, children form a circle, standing at arm's length from each other. In the center of the circle there is a teacher who, in turn, throws the ball to the children, and then catches it from them, while uttering a rhyme:

"Catch, throw,
Don't fall down!.."

The teacher pronounces the text slowly so that during this time the child has time to catch and throw back the ball.

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

The teacher marks the children who have never dropped the ball.

Purpose and nature "(salka, ).

Two lines are drawn on the playground at a distance of 15-25 m (depending on the age of the players). From among the players, a "wolf" is selected (less often - two), which stands between the lines. Behind one line are the rest of the participants - "geese", and behind the other - the teacher.

The teacher addresses the geese: “Geese-geese!”

Geese answer:

- Ha-ha-ha!
- Do you want to eat?
- Yes Yes Yes!
- Well, fly!
- We can not! The gray wolf under the mountain won't let us go home!
- Well, fly, beware of the evil wolf!

After these words, the geese rush home from one line to another, and the wolf (wolves) who ran out tries to catch (“tarnish”) as many geese as possible. The wolf takes the caught geese to its lair.

After two or three such “flights”, a new wolf is selected, and the captured geese return to the game, which starts over.

Purpose of the game: learning to ski (in the lower grades) in various ways.

On a playground covered with snow, the “start” and “finish” lines are marked with a distance of 25-30 m between them.

3-5 players line up at the start line at a distance of 1.5-2 m from each other and, at the signal or command of the teacher, they start skiing. The winner is the one who crosses the finish line first.

Game options:

    races can be carried out with the help of sticks or in a sliding step without them, determining the winner based on the results of two races;

    you can play the game by dividing the children into 2-4 teams with an equal number of participants, in the form of a relay race.

Purpose of the game: teaching the main types of movement (jumping), developing coordination of movement and dexterity, training the eye.

On the playground, children form a circle with a diameter of 4-5 m, stand at arm's length from each other. The teacher is in the center of the circle. He has a rod in his hand, the length of which should be equal to the radius of the circle. A bright ribbon or handkerchief (“mosquito”) is tied to the end of the rod on a rope up to 0.5 m long. The teacher holds the rod so that the “mosquito” is 5-10 cm higher than the outstretched arms of the child, and, smoothly moving the rod in a circle, makes the “mosquito” fly.

The task of the children is to bounce on the spot and be able to "slap a mosquito" with two palms.

Rules of the game: children must jump on two legs or push off with one foot, which depends on the conditions of the game. The child should not leave his place in the circle in pursuit of a mosquito. If the child managed to swat the “mosquito”, then the movement of the “mosquito” stops until the child releases it. The educator notes the most dexterous, who managed to “swamp a mosquito”.

Purpose of the game: learning to move in water, developing dexterity, the ability to throw a ball.

The game is played in a pool or in a limited area of ​​​​a reservoir with a waist-deep depth for playing children.

A leader is selected from among the playing children. The rest of the children stand in a circle at arm's length from each other. The driver becomes the center of the circle.

At the signal or command of the teacher, the children begin to throw the ball to each other across the circle, and the driver tries to catch it. If the driver catches the ball, then he takes a place in the circle among other players, and the child who threw the ball takes the place of the driver.

Rules of the game: while throwing (throwing and catching the ball), you can take a step forward or backward, fall into the water, but not pull the ball out of the hands of another; you can't push.

Purpose of the game: development of strength endurance, speed of reaction.

Two lines are drawn on the playing field at some distance from each other. Boys line up on one line, girls line up on the other. Between them is the leader. The boys' team is "night", the girls' team is "day". At the command "Night!" boys catch girls, on command "Day!" girls catch boys.

Rules of the game:"salted" go to the opposing team.

Purpose of the game: child learning to run with a rope.

A line is drawn on the playing field. At the same time, 2-4 children with short ropes can participate.

At the first signal of the teacher, they start running, jumping over the rope through each step, and at the second signal (after 1-1.5 minutes) they stop. The child who is in front wins.

Game option: two parallel lines are drawn on the playground at a distance of 4-3 m (depending on the age and ability of the children): the start and finish lines.

At the start line there are 2-4 children with jump ropes, who start running at the signal of the teacher. The first child to cross the finish line wins.

Purpose and nature is a type of game ».

In the middle of the playground, a circle or an oval is drawn, which depicts an ice floe. From among the players, two "polar bears" are chosen, who stand on the "floe". The rest of the players walk freely and run outside the "floe" on the playground.

At the signal of the leader (whistle, clap, etc.) or at his command, the “polar bears” go “hunting”. They walk, holding one opposite hand (left-right) and try to grab one of the players free hands. They take the caught player to the ice floe. When there are two caught players on the ice floe, they become the second pair of “polar bears”.

The game ends according to the agreement: when most of the players have become "polar bears" or when 2 - 3 players remain on the playing field.

Purpose of the game: learning to dribble (with feet, stick, hands), bypassing obstacles, developing dexterity and coordination of movements.

A line is drawn on the playing field. Perpendicular to it, 8-10 objects are placed in a row (pins, cubes, pegs driven into the ground, etc.) at a distance of 1 m from each other.

At the signal or command of the teacher, the child must dribble the ball with his foot from the line, bypassing all the objects with a “snake”, now to the right, then to the left, without ever losing the ball and not knocking down a single object.

The winner is the player who passes the "snake" without errors.

Game option:

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

    the child will lead a small ball from the line with a stick, bypassing the “snake” objects;

    the player will drive the ball from the line, bypassing all the objects of the "snake", while hitting it on the floor or ground.

Purpose of the game: learning in a playful manner jumping and running, agility and coordination of movements.

On the playground, two parallel lines are drawn at a distance of 4-6 m (depending on the age of the children playing).

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

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

The team whose last player crosses the "start" line first with the ball in their hands wins.

Game option: on the second line for each team they put a landmark around which the child should jump, and then also jump back with the ball sandwiched between the legs to the first line, passing it to the next player behind the first line.

Variety " ”, but the “dog” acts as a “trap”.

Before the start of the game, the “dog” is selected from among the players or the teacher appoints. The rest of the children are "hares". On one side of the playground, circles up to 50 cm in diameter are drawn - these are the “mink houses” of hares. On the opposite side of the site (at a distance of 10-15 m), another circle is drawn with a diameter of 1.0-1.5 m - this is the "dog" booth.

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

At the first signal of the teacher, the "hares" run out of the minks and run into the garden, jumping over the beds. There they feast on carrots, cabbage ...

The teacher gives a second signal or command: “The dog is running! ..” After that, the hares rush to get to their “burrows”, hide in them, and the dog tries to catch the hare, “salting” it ”(touching him with his hand). The caught hare goes to the dog's booth and no longer takes part in the game.

When 3-6 “hares” are caught, the teacher can choose another “dog” from those playing, and the caught “hares” return to the game again, which starts over.

Variety of game ”, but the “cat” acts as a “trap”.

A line is drawn at the edge of the playground, behind which circles are drawn or hoops are placed - “mink houses of mice”. At a distance of 5-8 m from the line, a “cat” sits on a stump or on a chair, and the mice settle in their “minks”.

Showing the beginning of the game, the role of the cat is played by the teacher, and then the “cat” is selected from the playing children. When everyone has taken their seats, the teacher turns to the “mice” children: “The cat is sleeping! ..” You can use rhyming:

The cat guards the mice
Pretending to be asleep...

After these words of the educator, the “mice” leave their “minks” and begin to run around the playing field, coming close to the “cat”. After a while, the teacher says: “The cat is waking up! ..”

You can use rhyme:

Hush, mice, do not make noise,
Don't wake up the cat!

After these words, the “cat” gets on all fours, stretches, says: “Meow! ..”

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

After the “cat” has caught 3-5 mice, the teacher appoints a new “cat”, and the “mice” caught are returned to the game.

Purpose of the game: learning to run in a playful manner, developing dexterity and coordination of movement.

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

Each hare occupies its own "house"-circle. The teacher gives a signal by which the hunter begins to pursue the "homeless" hare. Running away from the hunter, the “hare” winds between the houses, and then suddenly it can jump into any house and stand behind the back of the “hare” living there. At the same moment, this "hare" turns into a "homeless man", must leave the "house" and run away from the hunter now chasing him.

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

Game option: the total number of hares decreases, and instead of circles, “houses” for “hares” are children, 3-4 holding hands.

They open the “doors” (raise their hands) in front of the “homeless hare”, letting him into the house, and close it in front of the “hunter”. At the same time, the hare that was in it leaves the house through other “doors”. The rest of the game follows the same rules.

Purpose of the game: training in game form walking, running, development of dexterity, coordination of movements.

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

From the playing children, a driver is selected, which is located anywhere inside the circle. The rest of the children stand around the circle at a distance of half a step from the line.

At the signal of the teacher, the children jump into the circle, run around it and jump back out. The driver runs within the circle and tries to touch the players when they are inside the circle. When the driver approaches, each player must have time to leave the circle.

The player who was touched by the driver within the circle receives a penalty point, but remains in the game (or is out of the game). After some time, the teacher calculates the number of penalty points and those players who the driver did not have time to touch. The driver is replaced, and the game starts over.

Game option: You can slightly change the conditions of the game. The first player who was touched by the previous driver within the circle becomes the driver, and the leader takes the player's place.

Purpose of the game: consolidation in a playful way of running skills, development of dexterity, coordination of movements.

A line is drawn on the playing field. There must be an odd number of players. Of these, one "leader" ("catching") is selected. The rest of the players are built in a column in pairs at arm's length, not reaching 2-3 steps to the drawn line, and join hands.

The leader stands on the drawn line 2-3 steps behind the column of players.

Children in a column say a rhyme:

"Burn, burn bright,
To not go out.
Look at the sky, the birds are flying
The bells are ringing!
One, two, three - run! .. "

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

The catcher tries to have time to catch one of them, until the children have time to meet and hold hands. If the catcher (leader) manages to catch one player, then he and this player become in the first pair, and the player left without a pair becomes the “catcher”.

The game ends after all pairs have run once, but may continue. In this case, when all the pairs have run, the column takes 2-3 steps back to the line.

Purpose and nature it reminds me of a game ».

Two straight or winding lines are drawn on the playground at a distance of 3-5 m. These are the banks between which the swamp is located. On the surface of the swamp, hummocks-circles are drawn at a distance of 20-30 cm from each other. Children stand on one side of the swamp. Their task, jumping from bump to bump, is to get over to the other side of the swamp. You can jump on one or two legs.

Whoever of the playing children stumbles and gets his foot into the swamp, he is eliminated from the game.

Game option: each of the players playing instead of the painted bumps receives two planks, rearranging which and standing on them, you can cross to the other side.

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

Two parallel lines are drawn on the playground at a distance of 5-10 cm (depending on the age of the players). These are the start and finish lines.

2-3 players go to the start line at the same time. Each child is given a tablespoon containing a ping-pong ball. The player holds the spoon in his outstretched hand, not holding the ball with his other hand.

At the signal of the teacher, the children begin to move from the start line. Their task is to reach or run to the finish line without dropping the ball. If the player drops the ball in the process of movement, he must pick it up, return to the place where he dropped it, put the ball in the spoon, and only then continue the movement.

The winner is the child who crosses the finish line first and does not drop the ball. It is possible to arrange new races among the winners of each preliminary race.

Game variant: the game can be played in the form of a relay race, when all participants are divided into 2-3 teams, depending on the number of participants:

    the player must carry the ball in the spoon to the finish line, and return by running, passing the spoon and the ball to the next player;

    the player must carry the ball in the spoon to both ends, passing them to the next player.

The team that finishes the relay first wins.

Purpose of the game: training in the form of a game to jump on one leg, the development of coordination of movements.

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

Depending on the number of participants, all playing children are divided into 2-3 teams with an equal number of players.

At the command of the educator, the teams approach the start line and line up in a column one after another with a distance between the columns of 1.5-2 m. Each player bends his leg at the knee. The child standing behind him puts one hand on the shoulder of the one standing in front, and with the other hand holds his bent leg. The last player's leg is simply bent at the knee. Thus, a chain command is formed. At the signal of the teacher, each of the chain teams begins to move forward, moving by jumping on one leg.

The team that quickly overcomes the distance between the lines and crosses the "finish" line wins.

Purpose of the game: mastering jumps on one leg, developing dexterity and coordination of movements.

A circle with a diameter of 1.5-2 m is drawn on the playground. Two players stand in the center of the circle facing each other. Everyone stands on one leg (the second is bent at the knee), arms are crossed on the chest.

The game begins at the signal of the teacher: clap, whistle, etc. The task of the player, jumping on one leg and pushing the opponent with his shoulder, is to make him lower his other leg or push him out of the circle.

The game is played in pairs, and the winners of the pairs meet each other.

Purpose of the game: learning in a playful way the types of movement (walking, running), the development of dexterity and coordination of movements.

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

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

Children line up on the playground and are divided into teams. Each team receives a "fish" of its own color. Each child receives a “fish” in the color of his team and tucks the free end of the thread behind his sock so that when walking or running, the “fish” stretches behind on the thread, touching the floor - “floating”.

After that, the teams enter the playing field. On a signal from the educators, the children begin to walk and run around the playground, trying to step on the opponent's "fish" and at the same time prevent their own "fish" from being "caught". The child whose fish was “caught” (the thread was pulled out of the sock) is out of the game, and the “fish” is taken by the player who caught it.

After the end of the game, the teacher sums up the results. The team that has more uncaught own fish left, but more "caught" foreign "fish" wins.

Rules of the game: during the game, you can not grab a player of the other team with your hands, push, step on the feet of other players.

Purpose and nature this game is close to the game ».

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

At the first line, the child leans forward, bending almost to a right angle. A bag of sand or a pillow is placed on his back. In this position, the child must go all the way to the next line without dropping the object from the back during movement.

Rules of the game: correct the object or support it while walking between the lines. A child who has lost the load is out of the game.

Purpose of the game: development of endurance and coordination of movements.

4-5 small bags filled with sand are prepared for the game. On the playground, two parallel lines are drawn at a distance of 5-8 m (depending on the age of the players). The teacher sets the task for the children: to go with a bag on their heads from one line to another. At the beginning of the game, the speed of movement does not matter, but a child who drops the bag during movement is eliminated from further play.

After three or four such transitions, the teacher marks the children who have never lost their bag, and also encourages the others.

Rules of the game: it is possible to correct the pouch on the head only beyond the line, but it must not be touched while walking.

Game option: after the children show their skills, the teacher can hold a speed competition between 3-4 players!

Purpose of the game: development of the main types of movement (long jumps from a place), strengthening of the musculoskeletal system, development of coordination of movements.

Hoops are placed on the playground at a distance of 30 cm from each other. In the absence of hoops on the floor or on the ground, circles or squares can be drawn at the same distance from each other. Only 6-8.

Children line up in a column and, at the signal of the teacher, begin jumping on two legs from hoop to hoop, following each other at intervals, without interfering with each other. The child who has finished jumping and reached the last hoop returns at a run and stands at the end of the column.

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

Purpose of the game: development of dexterity, strengthening the muscles of the hands.

For this game, two round sticks of the same length and the same diameter are taken. The end of a cord 8-10 m long is tied to the middle of each stick, and its middle is marked with a tied bright ribbon. Two players take a stick and move away from each other by the length of the cord so that it is in a taut state.

At the signal of the conductor of the game, the children begin to quickly rotate the sticks with both hands, winding the cord around them, and move gradually forward, keeping the cord taut. The participant who wraps the cord up to the ribbon first wins.

Any number of children can take part in the game. Each time a different pair plays.

Game options:

    The winner gets the right to continue the game with another partner until the first defeat. The participant who won more times is revealed.

    The losers are eliminated, and a competition is arranged between the winners of the pairs, followed by elimination until one winner is identified.

Purpose and nature is a kind of game ».

Two parallel lines are drawn on the playing field at a distance of 1 m from each other. For the game, a thick rope or rope is taken, in the middle of which a bright ribbon is tied.

All players are divided into two equal groups. Each of the teams takes a place behind their own line and grabs the rope so that the bright ribbon is in the middle between the two lines.

At the signal of the teacher or at his command, the players of each team pull the rope in opposite directions, trying to pull the ribbon over their line.

The team that manages to pull the ribbon across the agreed border wins. After that, the game is repeated.

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

Two parallel lines are drawn on the playground at a distance of 5-10 m (depending on the age of the children). 3-4 children approach the first line at the same time. In front of each on the line lies the same ball.

At the signal or command of the teacher, the children get on all fours and begin to move to the second line, while pushing the ball in front of them with their heads.

The player who crosses the second line first without losing the ball wins.

Purpose of the game: learning to throw the ball in a playful manner, developing the strength and accuracy of the throw.

A line is drawn on the playground at a distance of 1-2 m from the wall. Behind it, another 3-5 parallel lines are drawn at a distance of 20-30 cm between them.

Children take turns approaching the first line and, at the command or signal of the teacher, throw the ball at the wall, and then the teacher notes for which line the ball that bounced off the wall fell. The child who throws the ball the farthest wins.

Purpose of the game: development of speed, strength endurance.

Two teams of five people are created. The player standing first is the captain, he holds a bag with five potatoes (pebbles) in his hands. Five circles are drawn at a distance of twenty to thirty paces from each column. On a signal, the team captains run to the circles and plant potatoes, one in each circle, then return and pass the bag to the next player, who, having taken the bag, runs to collect potatoes, etc.

Rules of the game:

    captains start on signal;

    players do not go out of line without a bag. If a potato has fallen, it should be picked up and then run;

    you need to run up to the team from the left side.

Purpose of the game: development of strength endurance, strengthening of the musculoskeletal apparatus of the legs.

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

The players are divided into three or four teams and line up behind the line. On a signal, the first players of the teams start jumping, run around the flags and come back running. Then the second ones run, and so on.

Rules of the game:

    the team that finishes the relay first wins;

    you should jump correctly, pushing off with both legs at the same time, helping with your hands.

Purpose of the game: development of attention, dexterity, speed of reaction.

A line is drawn on the playground - a streamlet, on one side of which the selected shepherd and sheep gather, on the other side a wolf sits. Sheep stand behind the shepherd, hugging each other by the belt.

The wolf addresses the shepherd with the words: “I am a mountain wolf, I will carry it away!” The shepherd replies: "But I'm a brave shepherd, I won't give it back." After these words of the shepherd, the wolf jumps over the stream and tries to reach the sheep. The shepherd, spreading his arms to the sides, protects the sheep from the wolf, preventing him from touching them. In case of luck, the wolf takes the prey with him. The game starts over, but the roles change.

Rules of the game:

    the wolf crosses the line only after the words of the shepherd "I will not give it back";

    a sheep touched by a wolf must follow the wolf without resistance.

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

A leader is selected from the total number of participants in the game. The rest of the players run around the court. The driver walks and says:

"The sea is worried - once,
The sea is worried - two,
The sea is worried - three,
All the figures are in place - freeze!

After these words, all the players stop and freeze in the position in which the driver's team found them. The driver goes around the players and tries to find someone who moves. This player takes the place of the driver, and the rest of the figures are given the command: "Fat off!", And the game continues.

Game option: players who have moved are eliminated from the game, and the game continues with the previous driver until 3-4 players remain.

Purpose and nature the game is a kind of ».

Of the playing children, a leader is selected - a salt. The rest of the players line up. The driver goes to the middle of the playground and says loudly: “I am a tag!”.

At this signal, the players scatter around the court, and the driver must catch up and touch the players with his hand (“sock”). The one whom the tart has touched stops, raises his hand and says loudly: “I am a tart!”.

The new tag cannot immediately touch the former leader with his hand. The game can continue, or at the command of the leader, everyone gathers and lines up, and the game starts all over again.

The conditions of the game can be complicated: it is not allowed to “salt” the player if, when approaching the driver, he managed to squat down, or stand on any hill, or join hands with one of the players.

Purpose of the game: teaching the basic types of movement (walking, running), developing the imagination and discipline of children.

For the game, several thin sticks 50-60 cm long with non-pointed edges are prepared (according to the number of participants in the game). Each child is given such a stick and is invited to sit on it, holding one end with his left hand, and the other end of the stick should slide freely on the floor or ground. A child riding a stick is a "rider on a horse."

At the signal of the educator, the "riders" can walk in a circle, keeping a distance, then slowing down, then accelerating the movement, the rhythm of which is regulated by the educator. "Riders" can "jump" across the entire playing area, swinging their right arm and chasing "digging", they can change the rhythm.

Rules of the game: the main rule is that the “riders” must manage so skillfully that the “horses” do not collide during the movement, do not interfere with the movement of others.

Game option: after a short training of "riders" you can arrange competitions. Two parallel lines are drawn on the playing field at a distance of 5-10 m (depending on the age of the players). At the signal of the educator, the "riders" will have to overcome this distance. The rider who comes first wins.

Purpose of the game: development of dexterity, the ability to slide on ice.

Children are divided into 3-4 groups-teams. According to the number of participating teams, a playground is prepared: at a distance of 2-3 m from the starting line, ice paths are rolled according to the number of teams playing, 1-1.5 m long. 40-50 cm, length - 1.5-2 m, top width 25-30 cm. Bells lie or hang at the finish line.

At the signal of the teacher, the first team members run from the starting line. They must slide along the ice path from a short run, go sideways along the snow bank and, successfully jumping, run 8-10 m to the finish line and ring the bell. After the bell rings, the second team numbers start running, etc.

The winner of this relay race is the team that completed all the tasks faster, while avoiding falls on the track and correctly performing deep jumps from the shaft.

Purpose of the game: development of dexterity, attention.

A line is drawn on the playground, beyond which all the players gather. At the beginning of the game, a leader is appointed. He has a ball in his hands. On a signal or at the command of the teacher, the driver throws the ball forward. All players run out from behind the line and try to grab the ball. Whoever grabs the ball first runs back with it, trying to cross the line. If another player blocks the path and touches the ball (force, pushes - do not apply), then the player holding the ball throws it to the ground. The ball is picked up by any other player and rushes to the line. They can also knock the ball out of him by touching it.

The player who manages to cross the line with the ball gets the right to be the driver and throw the ball.

The winner is the one who more often than others during the game will be the driver.

Purpose of the game: development of speed, attention.

Two lines are drawn in the clearing or two parallel ski tracks are laid at a distance of 60 m - these are the starting lines. The players are divided into two teams with an equal number of participants, who line up in columns on opposite starting lines.

On a signal or command, the teachers standing first in the columns start running in the forward direction towards each other, trying to reach the opposite line as quickly as possible.

At the moment of crossing the line, the player gives a conventional sign (raised hand, shout, etc.), along which the next team member starts running. The winner is the team whose players are the first to gather behind the starting line of the other team.

Purpose of the game: training in the form of a game to throw and catch the ball, the development of dexterity and coordination of the child's movement.

On the playground, between two vertical posts or two trees, a rope is pulled at the height of the child's raised arms. The teacher explains and shows how to throw the ball over the rope, run after it under the rope and catch it without letting it touch the ground. Having caught the ball, you can throw it from the other side and catch it again. 1-3 children can play at the same time, and then pass the ball to other children. The teacher observes and notes successful throws and catching the ball.

».

On the playground, a rope is pulled between two uprights or trees at about 1 m from the surface. At a distance of 1-1.5 m from the rope, a line is drawn, in which 3-4 small balls lie. 3-4 children come to the line (according to the number of balls).

At the signal or command of the teacher, each child takes the ball with both hands and throws it over the head over the rope, and then catches up and catches the ball. Running under the rope, the children try not to hurt her. Having caught the ball, the children return to the line by running and throw again. Dropping the ball is out of the game. The child who throws and catches the ball the most times wins.

Game option: children play in pairs. On both sides of the rope, at a distance of 1-1.5 m, lines were drawn, in which there are children playing in pairs. First one throws the ball, and the other catches, and then vice versa. The winner is the pair that throws the ball over the rope more times without dropping it.

Purpose of the game: training in movement in water, development of dexterity, speed of reaction.

The game is played in a pool or in a limited area of ​​a reservoir with a depth to the hips or waist to the children and has two options.

1st option: from among the playing children, a “pike” (leader) is selected, and the rest of the children are “carp”. At the beginning of the game, the teacher can play the role of "pike".

At the beginning of the game, "carp" move around the pool in different directions, helping themselves with strokes of their hands. "Pike" at this time is in the corner of the pool or at the rope fence.

At the signal of the teacher or his command: “The pike is swimming! ..” all the children rush to the sides of the pool or the ropes of the fence (perhaps they run ashore, depending on the conditions of the game) and plunge into the water to the chin. Some children can dive headfirst into the water by occasionally raising their head out of the water and inhaling.

The task of the "pike" is to catch (touch with a hand) the gaping "carp". The game ends when about half of the “crucians” are caught, or the first “crucian carp” caught becomes a “pike”, and the game starts all over again.

2nd option: after a “pike” was chosen from among the players, the rest of the children are divided into two identical groups: one is “pebbles”, and the other is “carp”. Pebbles, holding hands, form a circle in which at this time “carp” swim and play.

"Pike" is outside the circle.

The teacher gives a signal or command: “Pike! ..” After this command, the “pike” quickly runs into the circle, trying to catch (touch with his hand) the gaping “crucians”, who are also in a hurry to hide behind the “pebbles” (stand behind their backs). "Pike" catches only those who did not have time to hide, and takes them outside the circle.

The game is repeated until 3-4 (or more than half) "carp" are caught. Then the “pike” changes, and the game starts all over again.

Purpose of the game: teaching children to quickly and fearlessly dive under water, developing dexterity.

The game is played in a pool or on a section of a reservoir with a waist-deep depth for children.

Children form a circle, standing at arm's length from each other. In the center of the circle is a teacher who plays the role of a leader, he has a rope in his hands, the length of which is equal to the radius of the formed circle. A small inflatable toy is tied to the end of the rope. This is a "rod".

On a signal or command, the teacher begins to rotate the rope so that the toy makes circular movements at a level of 10-15 cm above the water. The task of the playing children, when the toy approaches, has time to sit down and plunge into the water. The child hit by the toy receives a penalty point.

At the end of the game, the teacher sums up the penalty points and determines the most dexterous children who do not have penalty points or score the least.

Purpose of the game: development of attention, coordination of movements, strengthening the muscles of the trunk, back, abdomen.

For the game, the driver-womb - "crane" is selected. On the playground, the children line up in a chain, the uterus is facing them. The column moves all the time, slowly at first, then picking up the pace. At the same time, she follows the instructions of the leader. For example, when the driver says: “Yellow-bellied snake”, the column of “cranes” lines up in a wedge-shaped figure. If he talks about frogs, then the semi-squat column jumps forward, etc.

Rules of the game:

    the loser is the one who could not complete the task and broke the circle;

    the losing player stands at the very end of the column;

    the “crane” uterus changes by agreement.

Purpose of the game: development of attention, training of coordination of movements.

Two lines are drawn on the playground at a distance of 1-1.5 m. The distance between them is a ditch in which there is a leading wolf. The wolf can only move between these lines.

The rest of the players - "goats" - at the signal of the teacher, run from one side of the site to the other, jumping over the moat. At this time, the wolf tries to catch the goats by touching them with his hand. Players touched by the wolf stop and are out of the game.

Game option: leading can be 2-3. A competition is held between the wolf (wolves): who will catch more goats in a certain number of runs (4-5), and goats are also noted that have never been caught by wolves.

Purpose of the game: learning in the form of a game the main types of movement, the development of dexterity.

8-12 children take part in the game, of which two are chosen: a “kite” and a “brood hen”. The rest of the children are "chickens".

A circle with a diameter of 1.5-2 m is drawn on the side of the playground. This is the “nest” of the “kite”. He goes to his nest, and the "hen" takes the "chickens" for a walk to the playground. They walk in a chain: they hold on to each other (by the hands or by the belt).

At the signal of the teacher, a “kite” flies out of the nest and tries to grab the last “chicken” in the chain. The mother hen, spreading her arms, does not let the kite near the chickens.

Rules of the game: neither the kite nor the mother hen use force. "Kite" should try, running around, to deceive the "brood hen", grab and carry the caught "chicken" to his house. If the "kite" grabbed the "chicken", then he should follow him.

Purpose of the game: development of dexterity, the ability to maintain balance, mastering the coordination of arms and legs, the correct position of the body when moving on skis.

Under the terms of this game, the child must ski down a low hill. In the middle of the descent there is an object prepared in advance (a fir cone, a pin, a flag, etc.), which the child must pick up, crouching and bending over while moving, without losing balance.

Game option: a child can go down this hill on a sled, and while moving, pick up a certain object. There can be several items, and points are awarded for each of them.

Purpose of the game: in its tasks and character resembles a game " ».

Circles with a diameter of 50 cm are drawn on the playground. These are “houses” for the players. Their number must be one less than the number of players. From among the players, a driver is selected, who is left without a "house". All the children occupy their “houses” mugs, and the driver becomes in the center between the mugs and says loudly: “One, two, three - run! ..”

After the driver’s word “run”, the children begin to change their “houses” mugs, and the driver at this time tries to occupy any of the vacated “houses”. A child who did not have time to take a free circle - "house" becomes a driver and goes to the center of the playground. The game starts over.

Purpose of the game: training in throwing and catching the ball, passing it to a partner in motion, developing dexterity and coordination of movement.

On the playground, six children selected from among the players stand in a line and hold five hoops in outstretched hands. The rest of the children are divided by the teacher into playing pairs.

At the signal or command of the teacher, each pair in turn starts the game from the first person in the chain, passing the chain at a distance of 1 m from both sides and throwing the ball to each other through the hoop.

During the movement, the children must throw the ball through each hoop. If the child drops the ball, he must pick it up and continue the game from the hoop where the mistake was made (or from the first hoop, depending on the conditions of the game). The winner is the pair that has covered the distance faster than the others and did not drop the ball, throwing it through all five hoops.

When the game is repeated, the children playing in pairs change the children standing with hoops.

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

Purpose of the game: training in running jumps, development of coordination of movement and eye.

On the playground on a vertical stand or on a horizontally stretched cord at a height of 1.5-2 m, hang a basket (2-3 baskets are possible) so that it is 5-10 cm above the child's outstretched arm.

Before the start of the game, the teacher explains to the children that a squirrel lives in this basket (in the "nest"), which loves nuts very much. Then each player is given round-shaped pebbles or ping-pong balls, which replace the nuts. To treat the squirrel with a nut, the child must jump up and throw the “nut” into the basket.

Rules of the game: at the discretion of the educator, children can jump from a place or from a running start for a distance of 2-3 m) Each child makes 3-5 attempts to put a "nut" in a squirrel's basket. The teacher notes the technique of jumping and landing, as well as the one who put more "nuts".

Purpose of the game: development of coordination of movements. Two lines (can be winding) are drawn on the playground at a distance of 1.5-3 m from each other (depending on the age of the children playing). This is a "brook". Pebbles are laid through the "brook" at a distance of 20-30 cm from each other (pieces of cardboard, planks or mugs simply painted on the floor). They are located in such a way that the child can easily move from one pebble to another, and then from one bank of the stream to another.

The teacher brings the playing children to the line (the bank of the stream) and explains that you need to cross the pebbles to the other side without getting your feet wet. Then the teacher shows how to do it. Behind the teacher, the children take turns, jumping from pebble to pebble, moving to the other side of the stream. The child who stumbled and got past the pebble, which means he got his feet wet, goes to dry them on a bench and is temporarily out of the game.

The game continues several times. Then the teacher praises all the children, at the same time noting the fastest and most dexterous.

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

Before the start of the game, the teacher builds all those playing in a column along one of the sides of the playground and briefly recalls how the train is moving, driven by the “locomotive”. In order to show the game, the educator becomes the head of the column, and the rest of the playing children are the “cars”. In the future, after a short distance, the place of the “locomotive” is taken by one of the children.

At the signal of the educator, the “locomotive” gives a whistle “Uuu! ..” and the “train” slowly moves off. The cars move one after another with a certain interval (without clutch), while the children make movements with their arms bent at the elbows and pronounce the sounds “choo-choo-choo! ..”

The teacher regulates the speed of the “train”, gradually accelerating the movement, moving to fast walking, and then to running.

The teacher gives the command: "The train is approaching the station ..." The movement of the train slows down.

The teacher gives the following command: “Station ... Stop ...” The train stops. At the station, during a stop, it is possible to replace the “locomotive”: another child becomes the head of the train, and the former “locomotive” takes the place of the “car”.

The teacher gives the signal again, and the "train" sets off on its way. So during the game the train passes through several stations with the change of "engine".

Rules of the game: children should during the game, especially when changing the rhythm of the “train”, strictly observe the interval between the “cars”, do not bump into each other, do not push each other, do not leave the “train” while moving.

Game option: the movement of the train can be with clutch: during the movement, only the "locomotive" makes the movement with its arms bent at the elbows, and the hands of all the children - "cars" are on the belt of the one in front.

After the end of the game, the teacher praises all the children, while noting the best "cars" and the best "locomotive".

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