Entertaining games middle age camp. Outdoor games in the camp

  • 25.01.2021

Games for children's school camp.

Competition "Who can count better" The first joke game-competition will tell you which team can count better. To do this, you need to create two groups of children, in which there will be 8 people. The guys line up in a row, and numbers from 1 to 8 are attached to their backs, randomly. Children do not know what number is on their back, but they can see the number of the player in front. The essence of the competition is to line up as soon as possible so that the score is correct.

Competition "Artist, or like a chicken paw" You can also use creative competitions in the camp for children. Here, for example, is an excellent contest that will help reveal a non-standard artist in a child. To do this, you need to take one person from each squad. The essence of the game: you need to use a pencil and a leg (not a hand!) to draw a picture (the same for everyone). For example, a house or a flower. Whoever does better wins.

Competition "Crocodile". It must also be remembered that competitions in the camp for children should also be very fun. So why not play with the kids in the good old "Crocodile"? To do this, you need to choose one person who will be the leader. Children from different teams sit in front of the main player and try to guess what he is showing. In this case, the presenter should not use words or other sound prompts. The team with the most points in the entire competition wins. Each guess of a team member is worth 1 point.

Competition "Chefs" You also need to remember that competitions in the camp for children should also teach children something useful. That's what this competition is all about. For him, the children are divided into two teams, one of which “cooks” the soup, the other compote. That is, participants should take turns naming vegetables or fruits. And so, until one team does not know what to say. Alternatively, it could be a competition of captains, where not the whole team, but only one person will name vegetables and fruits.

Looking for treasure . When choosing interesting competitions for children in the camp, you need to remember to organize a game for the guys called "In Search of Treasures". To do this, you need to hide the treasure in a certain area and hang out clues that should help the players move forward. As a result, the winner is the team that found the treasure before the others. Attention: this competition requires the presence of adults as well. After all, it is best to hide treasures somewhere in the forest.

Animals. What other competitions are there for children in the camp? Merry! Yes, you can just fool around. To do this, the guys are divided into two teams. The players of one - meow, the other - grunt. Then everyone is blindfolded, the children mix with each other. Purpose of the game: with your eyes closed, find all the members of your team, as a result, holding hands along the chain.

The Mindfulness Competition is an individual competition. .

That is, everyone plays for himself here. Although as a result, the winner can also represent the entire team. So, all the children stand in a row. When the host says "sea" - everyone should jump forward, "land" - back. Also, the host can say “water”, “river”, “lake” and so on, that is, everything that relates to water. And the same with dry land. Variations: "shore", "land", "sand". Those children who jump incorrectly are out of the game. One person must remain, who will bring the winning ball to his team.

Portrait. It often happens that you have to spend some time in the building. To do this, you need to have in reserve various competitions for children in the indoor camp that can be held without much difficulty. An excellent competition in this case is the ability to draw. So, each player chooses a "victim" for himself, that is, the person he draws (from those present). Then all the other participants must guess who is depicted in the portrait. The one whose drawing is recognized by more people wins.

Prize. We consider further competitions and games for children in the camp. So, you can ask the children to get the prize as soon as possible. That is, a large barn lock is hung on a box or cabinet. Children are given a bunch of keys, among which they need to find the right one as soon as possible. If there is no way to hide something interesting, you just need to ask the children to pick up the key to the lock.

Young sculptors. There are also very funny competitions in the summer camp for children. For example, all the kids will definitely like the Sculptor game. The props here are simple: balls and adhesive tape. From inflated balloons, you need to glue a man or a woman so that it looks like the original as much as possible. Further, you will have to explain your creation, so the most fun will be yet to come. games quizzes competitions for children in the camp

Sports competition "Marine" You can play this game in the gym, which, by the way, will be even better. Here - every man for himself. An admiral is chosen, that is, the commander-in-chief of the ship. He will issue orders that the players must obey.

"Starboard!" - all the kids run to the right wall.

"Left side!" - the guys run to the left wall.

"Feed" - the children go to the back wall.

"Nose" - to the front.

"Raise the sails!" After this command, everyone should immediately stop and raise their hands up.

"Scrub the deck!" In this case, all the children pretend to wash the floor.

"Cannonball!" After this command, all children squat.

"Admiral on board!" In this case, the children should freeze and "salute" the commander in chief.

The person who incorrectly executed the command or was the last to run to the wall leaves the game. And so on until one or more players remain.

Fill up the mammoth. This game is more suitable for younger teams. To do this, you need to imagine that the whole team is a tribe. The counselor chooses a mammoth, that is, the one who needs to be thrown onto the nearest bed or mat. Basically, there are no winners. But you can try to time how long this or that mammoth will last. competitions for children in the day camp.

Accuracy game. So, the guys love the following fun, which also develops accuracy. To do this, you need to put a plate with sand or flour on the chair. All the children take turns throwing a coin or a bottle cap there, being at a certain distance. The team with the most items in their bowl wins.

Paper games. If there is no way to go outside and even to the gym, you can keep yourself busy with a very fun and simple game. To do this, all participants are given a piece of paper and a pen. One long word is selected, from which participants need to add many small ones. There can be two winners here. One - who put together the most words. The other is who from the long word folded the longest. You can also play the good old Sea Battle. If you are very bored What other competitions can there be for children in a day camp? Why not start the day in a good mood? To do this, all the children sit in a row, and each one says a compliment to his friend or wishes something good. It can also make a funny face. games competitions for children in the summer camp

Make a mummy. The kids also really like the game-competition, the purpose of which is to make a mummy out of a person using toilet paper. That is, you need to wrap the player in such a way that he looks like her as much as possible. The winner is the one whose mummy is more like the hall. As a small conclusion, I would like to say that when choosing games, quizzes, contests for children in the camp, you need to take into account not only the age of the kids, but also their interests. After all, different children need to work in completely different ways. Someone needs more sports competitions, someone - fun, and someone - intellectual.

Road games 1, 2, 3, car stop. This game can be included in children's sports competitions to study the rules of the road. The leading policeman stands with his back to the players and says the words "One, two, three, stop the car." At this time, the players-cars go to the leader. As soon as the policeman uttered the words, he quickly turns around and looks who did not have time to stop. The guards start their journey from the beginning. The leader turns away again and says the words. He can stretch them or chatter. The task of the players is to quietly "reach" the leader and touch him. Then the player becomes the leader, and the game starts over. competitions for children 10 years old

Traffic lights. This game is similar to the previous one. Only the leader stands facing the players and pronounces some color of the traffic light smoothly, quickly or in syllables. Players must stand motionless with “red” (hands at the seams), on “yellow” tilt the body forward, and on “green” run to the leader. The first one to reach the leader will be the winner.

Hold a competition for the champion of the squad using Russian tongue twisters. The one who made a mistake, for example, three times, is eliminated from the competition. Tongue twisters can be written on separate pieces of paper. Participants pull the leaves, memorize it and repeat it out loud.

1. grass in the yard, firewood on the grass

2. two woodcutters, two woodcutters, two woodcutters

3. reported, but did not report, but began to report - reported

4. in the field - horses stomped, from the clatter of hooves dust flies across the field

5. Arkhip osip, osip hoarse

6. Senka is carrying Sanka and Sonya on a sled

7. mow, spit, until the dew, down with the dew, and we are home

8. bristles - at the ingot, scales at the pike

9. Margarita collected daisies on the mountain

lost Margarita daisies in the yard

10. three woodcutters cut firewood in three yards

11. the cat walks around, the mouse suddenly under the locker,

the mouse suddenly under the chest

12. the cap is sewn, but not in a cap style, it is necessary to recap the cap

12. our Polkan fell into a trap

13. water carrier was carrying water from under the water supply

14. dear Mila washed with soap, lathered,

washed away - so Mila washed

15. goes with an oblique goat oblique

16. not at all slippery, not at all slippery

17. the oblique goat with the goat left

18. stumps again have five mushrooms

19. from the clatter of hooves, dust flies across the field

20. Sasha sewed a hat to Sasha

21. I will tell you about purchases, about cereals and about grits

22. I will tell you about purchases, about my purchases

23. grandfather Dodon blew a pipe, grandfather touched Dima with a pipe

24. Sasha walked along the highway and sucked drying

25. tacked ships, tacked, but did not catch

26. courier overtakes a courier in a quarry

27. wet weather got wet

28. Frol walked along the highway to play checkers with Sasha

29. put coals in the corners, put coals in the corners

30. a weaver weaves fabrics on Tanya's hat

31. three waxwings barely whistled on the spruce

32. baker Peter baked pies

33. near the stake the bells chime

34. beaver is kind to beavers

35. all tongue twisters do not speak, do not re-express

36. the king is an eagle, the eagle is a king

37. Karl stole corals from Clara, And Clara stole the clarinet from Karl

38. painter Shurik interfered with minium

39. Sandro dozed in the arboretum

40. Collected Sashok sushek bag.

Each participant is pinned with a pin on the back of any noun - a giraffe, a hippopotamus, a mountain eagle, a bulldozer, a bread slicer, a rolling pin, etc.Everyone can read what the others are called, but, of course, they cannot read what he himself is called. The task of each participant is to find out his new name from the rest. Participants can only answer "Yes" or "No" to the questions.
The volunteer stands with his back to the rest of the participants in the game and closes his eyes. The players are arranged in a semicircle, one of them extends his hand forward and quickly touches the back of the leader. Once this has happened, the host can turn around. However, the players also stand ready. All of them, and the one who touched the back, and those who had nothing to do with it, stretch their hand forward, making a sign that they are slowing down the car on the street. At the same time, all the players, as one, declare: "I!", meaning that it was they who touched the leader's back. The task of the presenter is to determine who nevertheless touched him. If the presenter guesses who made fun of him, then he stands in a circle, exchanging places with the joker. And if not, then he suffers for the second, third, fourth time, until he catches the joker red-handed.

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

Outdoor games for preschoolers

Outdoor games for younger preschoolers

Preschoolers in play tend to imitate everything they see. In the outdoor games of kids, as a rule, it is not communication with peers that manifests itself, but a reflection of the life that adults or animals live. Children at this age are happy to fly like sparrows, jump like bunnies, flap their arms like butterflies with wings. Due to the developed ability to imitate, most of the outdoor games of children of primary preschool age have a plot character.

  • Mobile game "Mice dance"

Purpose: to develop physical activity

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

Mice lead a round dance,
A cat naps on the stove.
Quiet mouse, don't make noise
Don't wake cat Vaska
Here Vaska the cat wakes up -
Will break our round dance!

During the last words, the cat stretches, opens its eyes and starts chasing mice. The caught participant becomes a cat, and the game starts over.

  • Sun and rain game

Tasks: to teach children to find their place in the game, navigate in space, develop the ability to perform actions at the signal of the teacher.

Description: Children sit in the hall on chairs. The chairs are their "home". After the words of the teacher: “What good weather, go for a walk!”, The guys get up and start moving in an arbitrary direction. As soon as the teacher says: “It's raining, run home!”, The children should run to the chairs and take their place. The teacher says "Drip - drop - drop!". Gradually, the rain subsides and the teacher says: “Go for a walk. The rain is over!"

  • Game "Sparrows and a cat"

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

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

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

  • Mobile game "Sparrows and car"

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

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

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

  • Game "Cat and Mice"

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

Tasks: This outdoor game helps to develop in children the ability to perform movement on a signal. Practice running in different directions.

Description: Children - "mice" sit in minks (on chairs along the wall). In one of the corners of the site sits a "cat" - a teacher. The cat falls asleep, and the mice scatter around the room. The cat wakes up, meows, starts catching mice that run into the holes and take their places. When all the mice return to their burrows, the cat once again walks around the room, then returns to its place and falls asleep.

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

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

Description: Among the participants, one driver is chosen, who will be the "bear". Draw two circles on the playground. The first circle is the bear's lair, the second circle is the house for the rest of the game participants. The game begins with the fact that the children leave the house with the words:

At the bear in the forest
Mushrooms, I take berries.
The bear doesn't sleep
And growls at us.

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

  • Through the brook (an outdoor game with jumps)

Tasks: To teach how to jump correctly, walk along a narrow path, keep balance.

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

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

  • Birds and cat game

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

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

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

  • The game "Snowflakes and wind"

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

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

    Mobile game "Find a mate"

Tasks: to develop in children the ability to perform actions on a signal, quickly line up in pairs.

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

All these outdoor games can be successfully used to play in kindergarten in a group or on a walk. Children of different ages: from toddlers of 3 years old to children of the middle group of 4-5 years old play with pleasure.

  • Outdoor games for children 5-7 years old

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

  • Game "Bear and bees"

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

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

    Game "Burners"

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

Description: An odd number of children take part in the game, who become pairs and hold hands. Ahead of the column is the leader, who looks ahead. Children repeat the words in chorus:

Burn, burn bright
To not go out
Look at the sky
The birds are flying
The bells are ringing!
Once! Two! Three! Run!

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

  • Mobile game "Two frosts"

A well-known game for preschoolers with simple rules. Tasks: to develop braking in children, the ability to act on a signal, exercise in running.

Description: On opposite sides of the site there are two houses, marked with lines. Players are placed on one side of the court. The teacher chooses two people who will become leaders. They are located in the middle of the playground between the houses, facing the children. These are two Frosts - Frost Red Nose and Frost Blue Nose. At the signal of the educator “Begin!” both Frosts utter the words: “We are two young brothers, two frosts are remote. I am Frost Red Nose. I am Blue Nose Frost. Who among you will dare to set off on a path? All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. Those of the guys who were touched by the Frost freeze in place and remain standing like that until the end of the run. The frozen ones are counted, after which they join the players.

  • Game "Cunning Fox"

Purpose: to develop dexterity, speed, coordination.

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

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

  • Game "Catching deer"

Tasks: practice running in different directions, agility.

Description: Two shepherds are chosen among the participants. The rest of the players are deer located inside the outlined circle. The shepherds are behind the circle, opposite each other. At the leader's signal, the shepherds take turns throwing the ball at the deer, and they try to dodge the ball. The deer hit by the ball is considered to be caught and leaves the circle. After several repetitions, counts the number of deer caught.

Poem about playing ball at recess(written by Svetlana Vetryakova especially for the site)

To have fun playing
You need to pump up the ball.
And boys and girls
The ball is hit loudly.

real athletes
Run for a change.
They will jump and jump
And chase each other.

We will inflate the ball deftly
You just need to have a knack.
Press harder
Run away quickly!

Different games with a ball
We'll definitely start.
And in the "Frog", and in the "Dog",
In "Brook", and in "Quick Ball".

Ran to the turn
Rolled over the gate.
Jumped across the yard
Escaped over the fence.

Spinning fast, flying!
Who will catch him now?
Hurry catch up
And tell your neighbor.

Multi-colored bright ball
Jumps briskly without hesitation.
Stop running around having fun
We need to go study!

We inflated a huge ball,
Played and rested.
It's time for us to get back to class.
We have classes there.

    Game "Fishing Rod"

Tasks: to develop dexterity, attention, speed of reaction.

Description: Participants sit in a circle. In the center is the leader - the educator. He holds a rope in his hands, at the end of which is tied a small bag of sand. The driver rotates the rope in a circle above the ground itself. Children jump so that the rope does not touch their legs. Those participants whose legs are touched by the rope are eliminated from the game.

  • Game "Hunters and Falcons"

Tasks: practice running.

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

    Spider and flies game

Description: in one of the corners of the hall, a web is indicated by a circle, in which there is a spider - the driver. All the other guys are flies. All flies "fly" around the hall, buzzing. At the signal of the host "Spider!" flies freeze. The spider comes out of hiding and carefully examines all the flies. Those who move, he leads into his web. After two or three repetitions, the number of flies caught is counted.

    Mobile game "Mousetrap"

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

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

“How we got tired of mice, they gnawed everything, everyone ate!
We will set up a mousetrap and then we will catch mice!

While the participants are saying these words, the rest of the guys should run under their clasped hands. At the last words, the hosts abruptly drop their hands and catch one of the participants. Caught joins the catchers and now there are three of them. So gradually the mousetrap grows. The last participant left is the winner.

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

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

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

    Game "Homeless Bunny"

Purpose: to develop mindfulness, thinking, speed and endurance.

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

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

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

  • Mobile game "Feet from the ground"

Objectives: Learn to follow the rules of the game.

Description: The driver, along with other guys, walks around the hall. As soon as the teacher says: “Catch!”, All participants scatter, trying to climb any elevation where you can raise your legs above the ground. Only those who have their feet on the ground can be salted. At the end of the game, the number of losers is counted and a new driver is selected.

    Game "Empty"

Tasks: to develop reaction speed, agility, attentiveness, to improve running skills.

Description: participants form a circle, and the leader is located behind the circle. Touching the shoulder of one of the players, he thereby calls him to the competition. After that, the driver and the participant whom he has chosen run along the circle in opposite directions. The one who first takes the empty space left by the selected player remains in the circle. The one left without a seat becomes the driver.

  • Mobile game "Third extra"

Tasks: to develop dexterity, speed, to cultivate a sense of collectivism.

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

  • Shootout game

Tasks: to develop dexterity, attentiveness, speed of reaction.

Description: A game is played on a volleyball court. Stepping back 1.5 meters from the front line inside the hall, a line parallel to it is drawn to form something like a corridor. An additional line is also drawn on the other side.

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

Outdoor games on the go

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

Before starting the game, the teacher needs to pay attention to the state of the playing field: are there any extra objects, fragments and anything that can prevent children from playing and create a traumatic situation - unfortunately, not only on the street, but also on the site of a school or kindergarten can be found a lot of trash.

  • Game "Train"

Tasks: To develop in children the ability to perform movements on a sound signal, to consolidate the skill of building in a column. Exercise in walking, running after each other.

Description: Children are built in a column. The first child in the column is a locomotive, the rest of the participants are wagons. After the teacher gives the horn, the children begin to move forward (without clutch). At first slowly, then faster, gradually moving to a run, they say “Chu-choo-choo!”. “The train is pulling up to the station,” says the teacher. Children gradually slow down and stop. The teacher again gives a whistle, the movement of the train resumes.

  • Mobile game "Zhmurki"

Tasks: education of dexterity, development of the ability to navigate in space, observation.

Description: Free space is required to play the game. A leader is chosen, who is blindfolded and taken to the middle of the site. The driver is rotated several times around his own axis, after which he must catch any player. The one who is caught becomes the leader.

  • Game "Day and night"

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

Description: All participants are divided into two teams. One command is "day", the other is "night". A line is drawn in the middle of the hall or a cord is placed. At a distance of two steps from the drawn line, the teams stand with their backs to each other. At the command of the leader, for example, “Day!” the appropriately named team starts catching up. Children from the “night” team must have time to run away beyond the conditional line before their rivals have time to tarnish them. The team that manages to tarnish the most players from the opposite team wins.

  • Game "Baskets"

Tasks: to exercise in running one after another, to develop speed, speed of reaction, attentiveness.

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

  • Game "Grab, run away"

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

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

In this article, we have given 29 outdoor games with a detailed description of the rules of the games. We hope that this material will help organize children's games at school during breaks and physical education lessons, on a walk in the preschool educational institution and the GPA.

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

Outdoor games for summer camp.

"Sly Fox"

You can play with any group of children, but the optimal number will be 6-10 people. At the beginning of the game, the children stand facing in a circle with their hands behind their backs. An adult or a leader from among the children follows the circle and imperceptibly touches the hand of one of the children. The one touched by the driver immediately becomes " cunning fox."

After that, the driver chooses one of the guys and invites him to look at the faces of his friends and guess who is the “cunning fox”. If this player did not immediately guess, then all the children ask in unison:

Cunning fox, where are you?!»

and look at each other's faces, trying to guess and find the cheat.

If the fox is guessed, then the game starts over. If the fox still managed to escape, then after three questions asked, she answers:

I'm here!!!

and runs to catch the guys. Everyone is scattered. After 3 caught and pissed off children, the game ends and everything starts all over again.

Cheerful little train

The squad becomes in a circle. The counselor suggests that the boy and the girl go to the center - they will be the drivers (funny trains), and all the guys around will be trailers. The counselor asks the leaders to give their names. On command, the engines run up to any trailer and say: “Hi, I’m a cheerful engine, and who are you?” The "trailer" calls his name, for example Denis, after which the driver waves his arms to the right and left five times, saying the name of the trailer for each movement: "Denis, Denis, Denis!" Then the engine says, "Come with me!" To which the trailer should raise and lower his right hand, while saying: “Tu-tu, tu-tu.” After that, the train takes the trailer by the hand, which now becomes the driver, and they go further to get acquainted with the guys. At the end of the game, the leader announces the winner of the cheerful little train that has collected the most wagons.

"Mazay"

Players (from 3 people) enter the water. In order to play comfortably, you need a fairly large area with a depth of about the chest or a little deeper. The participation of an adult is highly desirable and his supervision of children in the water is mandatory!

First, as in any other tag, one choosesleading . How in conventional Salkakh, he must catch up and knock down the players. But at the same time, one essential rule applies: if a player dives and is under water, then the driver must also dive and trap him under water. The player chased by the driver can run away from him, swim away and dive. In addition, it can splash into the driver. But, of course, for the duration of the game, everyone is forbidden to run out of the water onto the shore.

In addition, the usual precautions for playing in water apply: no pushing, drowning or holding players underwater.

The player salted by the driver becomes the driver. But he cannot immediately salute the former driver.

Santiki - Fantiki - Limpopo

The counselor chooses the driver and asks him to go to the center, say his name loudly (for example, the driver's name is Petya). Then the counselor asks Petya to close his eyes and, so that he does not see, silently chooses the second driver. Petya opens his eyes. The guys begin to pronounce the same phrase: “Santiki - Fantiki - Limpopo”, while everyone squats a little and makes movements with their hands, as if they are screwing in flashlights. The second driver, whom Petya does not know about, but the guys know, begins to come up with new movements - squat, like in physical education, or jump like a ball. All the other guys repeat the actions for the second driver. Petya's task is to determine who the squad repeats the movements of, and show who in the circle was the ringleader. If he succeeds, then the second leader goes to the center, calls his name, closes his eyes, and the leader chooses a new player who will set the movements.

The tiger is coming

The leader announces the driver as a tiger and invites him to hide in a mink (leave the circle). When the tiger leaves, the guide says to the squad: "We went for a walk in the clearing." After these words, all the guys depict how they walk around the clearing - somersaults, picking flowers, catching butterflies. When the fun is in full swing, the counselor shouts: "The tiger is coming!" All the guys should freeze and not move. The tiger appears. He approaches the players and tries to cheer them up with his growl, to make them move. The tiger is not allowed to touch the guys. The guys who start laughing, moving, are out of the game. And those who do not make the slightest movement are declared winners. Then a new tiger is selected.

Earth, water, fire, air

Very funny collective ball game, develops mindfulness in children.

Game Description

All players stand in a circle, the leader stands in the middle. The driver throws the ball to any player, while saying one of four words: earth, water, fire or air.

At the word "earth" the one to whom the ball was thrown should name some animal, "water" - any fish, "air" - a bird, and at the word "fire" - everyone waved their hands. The player who makes a mistake is out.

Rules of the game

  1. All players stand in a circle, the leader stands in the middle.
  2. The driver throws the ball to any player, while saying one of four words: earth, water, fire or air.
  3. At the word earth, the one to whom the ball was thrown should name some animal, water - any fish, air - a bird, and at the word fire - everyone waved their hands.
  4. The player who makes a mistake is out.

Dwarfs and giants

The facilitator explains the rules of the game to the players.

When he says the word "dwarfs" - everyone should sit down, because dwarfs are small. He must pronounce this word in a thin voice.

When he says the word "giants", in a rough voice, everyone should stand up and raise their hands up.

The host announces: "Guys, remember, the correct commands are" dwarfs "and" giants ". You should not respond to other commands." And he says the above commands, and also "Stand up", "Sit down", "Raise your hands up", all mixed up. Those who follow the wrong commands are out. The one who makes the fewest mistakes wins.

"Shtander-Stop"

With the help of a counter, one selectsleading , the other players form a circle. It is advisable to mark the center of the circle with chalk. The driver takes the ball and stands in the center of the circle. The distance from the center of the circle to the rest of the players should be one or two steps.

The driver throws the ball high up and calls the nameany player from the circle. The named player must attempt to catch the ball. If he succeeded, the player becomes the new driver, and the former driver takes his place in the circle.

If the player did not have time to catch the ball and he fell, touching the ground, all playersscatter in different directions until the player picks up the ball and shouts "Shtander!" or just "Stop!". After that all players freeze, and the player, returning to the center of the circle, must hit any player with the ball. If he succeeded, the touched player becomes the new driver, if he didn’t hit anyone, he leads again.


Children at camp may refuse to eat porridge or go to bed. They may get angry or quarrel with each other. But the children always react with great interest to the offer to play games in the summer recreation camp. The point is small - among the rich arsenal of game scenarios, choose one that will captivate children. And since they came to the children's health camp, outdoor games will be very useful for their health. It can be children's sports games or even yard endurance games. If it's the evening, or the kids are already tired of running, you can offer them games for quick wits or arrange a children's art competition. So, to help the counselor - scenarios of various games in the summer health camp. Outdoor games Fishing rod The players form a circle. The driver, standing in the center, rotates the rope with a bag of sand (fishing rod) tied at the end. The players jump over the rope as it passes under their feet, trying not to hit it. The one who touches the rope becomes the leader. molecules Children randomly move around the territory - jump, run, scream. The facilitator calls out: "We unite in groups of four! (Three, five, seven, etc.)" Everyone should quickly form groups - clasping hands or hugging. The one who remained “superfluous” must complete some task. For example, running around a circle or crowing loudly, etc. Hunters and ducks Two parallel lines are drawn on the site at a distance of 10-15 meters. All players are divided equally into "hunters" and "ducks". "Hunters" become outside the line, and "ducks" between the lines. "Hunters" throwing the ball, trying to hit them in the "ducks". Salted "ducks" are out of the game. When all the "ducks" are tagged, the teams change roles. The team that knocks down all the "ducks" in less time wins. This outdoor game is sometimes also called "Dodgeball". Jumping tag with one leg A complicated version of the usual bales. This outdoor game can be played on a small playground. The driver, jumping on one leg, tries to catch up with the players who are also jumping on one leg. After the tag has caught up and touched any player, they change places. Touching the ground with two feet, either becomes a tug, or is out of the game (for example, for 3 changes of tug). Turtle tag A less mobile version of conventional tags. The main rule is not to run. You can only move in steps and dodge the tag, so as not to become the leader yourself. Whoever breaks the rule and runs becomes a tag or is out of the game. This outdoor game is suitable for indoors. relay races Relay race of funny kangaroos Players are divided into teams. For the game you need small items - small balls or matchboxes. A player from each team needs to hold this object between their knees and jump some distance to the mark and back to their team. After that, he passes the item to the next participant. If the player dropped the item, then he returns to his place and starts over. The team warmly supports their player, it is advisable for the leader to ask the team to choose a name for themselves before starting. Relay "spoon-potato" A team member needs to run a certain distance, while holding a spoon with a large potato in his outstretched hand. You can't run without potatoes! If it fell, the player returns to the starting position. Tractor The counselor draws two lines at a distance of about half a meter from each other. The squad is divided into two teams and selects the two strongest players. They determine which team will be the “tractor”, which one will be the “cargo”. The selected strongest players will be the "rope". The "tractor" is trying to move the "load" from its place and drag it to its side. At the same time, the “load” resists in every possible way. "Rope" is trying to withstand a double load. Children line up in this way: the players playing the role of the “cable” join hands. The “tractor” team lines up as a “train” one after another, each player holds the “cable” standing at the waist on one side in front. In a similar way, only on the other side of the "cable" - the "load" is lined up. Those who are more successful in their task win. If the "cable" is torn, the "cargo" won. The teams switch roles. turnip There are two teams of six people. The rest are fans. Each team has a grandfather with a grandmother, a bug with a granddaughter, a cat with a mouse. On each of the two chairs, set at some distance from the lined up teams, sits a turnip. For example, a child in a hat with a picture of a turnip. Grandpa starts the game. At a certain signal, he runs to the turnip in order to run around it and return. Then the "grandmother" clings to the grandfather's waist - and now they are running to the turnip together. Then the granddaughter clings to them, then - the Bug, etc. When the whole company in full force, including the mouse, runs around the turnip, the latter clings to the mouse. The team that “pulled the turnip” faster than the other wins. living bridge Children stand in two opposite lines facing each other. Children from opposite ranks hold each other's hands as tightly as possible. A "living bridge from the hands" is formed. One person lies down on this bridge and moves to the end. Then the next one. The counselor does not forget to joke. Children should cheer on those who cross the bridge. There are no winners and losers - this game unites children well and develops hand strength. Observe safety precautions. match tournament This is a set of fun relay races suitable for all ages. The optimal number of participating teams is three. The winning team is awarded three points, the second-place team receives two points, and the third-place team receives a point. The winner is determined by the sum of points after all stages. And you can also stick matches in potatoes for each team for each stage. At the end, calculate how many needles these "hedgehogs" have. The relay race ends when the last player of the team delivers the matchbox to the place where the movement started. If this box falls during the movement, then the relay participant stops, puts the boxes in place and continues on his way. If the task is to build from matches, then the commands for execution are given a certain time. In this case, the teams perform the task in turn. Tasks for the stages: 1. Lay out the words from the matches: “Matches for children are not a game!” 2. Carry the box by placing it on the top of your head. 3. Carry two matchboxes on your shoulders, like shoulder straps. 4. Carry the boxes, before that, putting it with its end on a fist. 5. The task is to quickly collect scattered matches. For teams, 3-5 boxes of matches are scattered in certain places. 6. Carry a box of matches by placing it on your back in the lumbar region. 7. Carry the box on the leg, placing it on the instep of the foot. 8. Whose team will build a "well" of matches taller in two minutes? 9. Carry the box, pressing it with your chin to your neck. Rest the ends of the boxes on the neck and chin. 10. Carry the “cover” of the box (outer part) by putting it on the nose. You need to pass the baton without the help of hands. The participant must remove the box from the relay with his nose. 11. Build a train with several wagons on the ground or on the floor of matches. 12. Put an empty matchbox on the ground or floor and blow on it so that it moves on its own. You need to move the boxes with a breath only one side, return back running. Mind Games Animals on the back Each player is given a picture (or written name) of an animal on his back so that he does not see it. In order to guess, a person asks questions to others. Answer only "yes" or "no". For example: "Do I have feathers? What about fins? Am I a predator? Do I have horns? Do I swim?" etc.). It is better if everyone asks questions. You can make it so that two questions in a row and the same one cannot be asked. If the player guessed the animal, you can hang the next one on his back. And score a point. The one who has more points In addition to animals, you can think of objects, sports equipment, tools, etc. What can be done? Players name options for what can be done, for example, with a glass cup. You can drink from it, squeeze dough circles, crush potatoes, use it as a pencil holder, make a terrarium for bugs out of it, etc. Each player in a circle calls his option. The counselor determines whether the option is suitable or not (for example: “the glass can be put on the shelf” is not suitable, because it is not useful). Whoever cannot name an option is out of the game. Resourceful This game requires a ball and a stopwatch. The players are divided into two teams. Players sit in two lines opposite each other at a distance of about two meters. The counselor takes the ball and throws it to the last player of one of the teams, pronouncing the beginning of any word, for example: “Ko ...” “... slave!” - the player must quickly finish the word and throw the ball to the one sitting opposite: “ Watermelon!" - he must quickly answer and pass the ball to the opponent, shouting the beginning of a new word .. The leader notes any hitch with the answer. If it lasts more than 4-5 seconds, one penalty point is awarded. The counselor also monitors compliance with the rules. He makes sure that the ball is passed accurately so that there are no hints. The whole game should go no more than 3-5 minutes - as agreed. In order to make the game easier or more difficult, you can limit yourself to guessing, for example, the names of animals, plants, cities, musical groups - which is enough for imagination. The team with the fewest penalty points at the end wins. Who's in charge here? According to the counting rhyme, they determine the driver who leaves the room or simply moves away, turns away. The rest of the players choose their "main". They become in a circle. As soon as the driver returns, the "main" begins to show any movements, all other players immediately repeat after him. The driver must, with two attempts, determine who is “in charge” here. If he succeeds, the chief becomes the leader. It is highly desirable to play to music - children will be much more willing to move. Do not hurry Game for the development of attention. All players become a semicircle. The leader shows various movements - physical culture or dance. Players repeat, while lagging behind the leader by one movement. At the time when he shows the first movement, the players stand still. When he shows the second move, the players show the first, and so on. As soon as someone makes a mistake, he is out of the game. The one who ends up alone wins. The game is also desirable to carry out the music.

SCENARIO OF OPENING THE CAMP SHIFT "VISITING SUMMER"

Participants: children aged 6 to 14

HOST: Good afternoon guys! I am very glad to see all of you and greet all the detachments of the children's camp "LEP". Is the Merry Hive squad ready for the opening of the camp shift? Your motto! (Roll call in progress) We dedicated the opening of the camp shift to the International Children's Day, which took place quite recently. Protection from hunger and disease, from overwork, from ignorance, from fear and resentment, from the horrors of war.

How well children laugh On the whole Earth, on the whole planet! I want the world around to reign, And to give you happiness!

HOST: When the first child in the world was born and laughed for the first time, his laughter broke into a thousand small pieces, each of which turned into a bright ray of sunshine. How many rays does the sun have? There are countless of them, the rays are intertwined with each other and therefore in the summer the sun shines so brightly and warms.

Tell me, guys, what color is the beginning of our sonorous summer? Green, red and blue, Polka dots and specks of any color! It is also of a yellow-yellow color, Like a field that is warmed by the rapeseed sun Of a beautiful, kindest color The beginning of our southern summer!

HOST: With the advent of summer, summer camps for children begin their work. The funniest, smartest and most talented guys gathered in our LEP camp. The word for greetings and congratulations on the beginning of the first stream is given to the head of the camp.

(congratulation)

1. GAME-SHOUTING "FOR ME" For whom did the birds sing, for whom? -for me For whom summer has come, for whom? -for me For whom is fun around, for whom? -for me About whom am I the smartest, about whom? -about me About whom am I the most friendly, about whom? -about me For whom is a fun camp, for whom? -for me

HOST: I see that you are really the smartest and most wonderful children. In your squads, you have already met each other, but I think you don’t know all the guys from other squads. Therefore, now I offer you a game for acquaintance, which is called "Drozd"

2. GAME FOR ACQUAINTANCE "THROZD" Participants form two circles - internal and external, equal in number. The players of the inner circle turn their backs to the center, pairs are formed. Then, together with the presenter, they say: I am a thrush, you are a thrush (show with a palm at themselves and a neighbor) I have a nose and you have a nose (touch your nose and a neighbor) I have scarlet cheeks and your scarlet cheeks (touch cheeks) We are with you two friends (hugs or shake hands, we love each other calling our names)

Then the outer circle takes a step to the right and new pairs are formed. The game continues.

3. GAME "MOLECULES". While the music is playing, everyone is dancing. As soon as the music stops, the presenter gives a command, for example, “Molecules by 3”. Children need to quickly join hands, forming a circle of three people. Teams can be different: 5, 9, 2 each. And at the end of the game, you can invite the guys to make a molecule called "children's camp", where all the participants in the game will gather.

4. COMPETITION "WATER PLANT". 2 participants are called to participate in the competition. Each of them is given a glass of lemonade and a tube in the form of glasses, which the participant must put on himself. At the command of the leader, the players begin to drink lemonade. It looks very interesting and funny. But still, the winner is the participant who drinks his lemonade faster.

5. PUZZLE COMPETITION Tell the name of the literary hero:

cat (Leopold, in boots) brownie (Kuzya) dad (Carlo) woman (Yaga) old man (Hottabych) old woman (Shapoklyak) uncle (Styopa, Fedor) postman (Pechkin) doctor (Aibolit) little (Muk) baron (Munchausen) Christopher (Robin)

6. GAME "POP THE BALL, POP" A balloon is tied to the player's leg. All participants in the game enter the drawn circle. Task: step on the opponent's ball, but save your own. You can't leave the circle.

7. GAME FOR THE DARE "Thunder and Rain" Pairs of players participate. Between the heads of the participants is a ball. Which couple will pop the balloon faster with only their heads (a little water is poured into the balloon)

8. RELAY RACES: - Lay out the name. At the finish line there are leaflets with the endings and the beginning of the names written on them. At the signal of the host, the first players run to the finish line and put together one name from scraps of names. After that, they return to the team. The next participant runs. It also makes up the next name. Who will make names faster.

Everything is on a string. At the command of the leader, the team captain must pass a spoon, to which a long rope is tied, through the clothes of all participants standing in a line. Who quickly?)

Rope jumping. Jumping on a rope, run to the finish line and back, passing the rope to the next player.

Run to the pins and back. At the leader's signal, the first player runs to the pin located at the finish line, goes around it and returns to the team, passing the baton to the next player. Who quickly?

- “transfer a friend” The team captain runs with the first participant to the finish line, leaves him there, returns for the next participant to the start line. etc. until it translates the entire command)

9. GAME-DANCE "IF YOU HAVE FUN"

HOST: Guys, today's holiday showed that together we are POWER! I want the sun to shine - And not only over our country, So that children all over the planet Smile with me, So that they wake up in the morning And see the sun in the window.

You and I are one family: you, we, you, me. Feel the nose of the neighbor on the right. Feel the nose of the neighbor on the left. We're friends. You and I are one family: you, we, you, me. Hug the neighbor on the right. Hug the neighbor on the left. We're friends. You and I are one family: you, we, you, me. Pinch the neighbor on the right. Pinch the neighbor on the left. We're friends. You and I are one family: you, we, you, me. Kiss the neighbor on the left. Kiss the neighbor on the right. We're friends.

THE JURY SUBSCRIBES ITO SCENARIO of the sports game "Very well done fun". The game is suitable for holding a holiday on February 23 at school or a sports game at a summer camp.

HOST: Good afternoon guys! I am glad to welcome you to the sports game "Very well done"

HOST: Attention! Is the "Berkut" squad ready for the sports game "Very well done fun"? Your motto! Is the Vityazi detachment ready for the sports game "Good Fun"? Your motto!

HOST: Homework was to form teams and come up with names for them. Commands to the original!

/ Two teams line up at the start line. Each team is led by a captain.

RELAY RACES: 1. Relay race with turns. (The first participants run to the finish pin, run around it 2 times and return to the team. The following participants run. Who is faster?)

2. Collect skittles. (At the distance, pins are placed for each team. The first participant, having reached the first pin, takes the pin and returns to the team. The next player runs to the second pin and takes it with him. So until all teams collect all the pins)

3. Leave the painting. (At the finish line there is a sheet with a pencil. At the command of the host, the first players run to the sheet with a pencil, write their name on the sheet and return to the team. Who is faster?)

4. Towards each other. (The team is divided into 2 parts and stands opposite each other. On a signal, the first participant runs to the second participant, who is opposite. Passes the baton to him. The second participant runs to the third from the team. Etc. The team wins, the halves of which are the first to change places.)

5. Passed - sit down. (the captain stands opposite the team. He has the ball in his hands. On a signal, the captain throws the ball to the first player. He, having caught the ball, returns it to the captain and crouches. The captain throws the ball to the second player. The player does the same as the first.)

6. Horse racing. (Relay participants must quickly put on a skirt and jump rope to the finish line and back.)

7. Help your neighbor. (Participants are divided into pairs. At the signal of the host, the first pair of one of the participants is blindfolded. The second helps the first. Thus, the pair must go to the finish line and back.)

8. Relay with the ball. (participants are divided into pairs and pinch the ball with their stomachs. Thus, they reach the finish line and return to the team. Who is faster)

9. Porters. (the team is given a “load” (balls, skittles, buckets). At the signal of the leader, the first players run with the load to the finish line and back. Passes the “load” to the second)

HOST: Well done guys, friendship has won! Now all together let's play the game "Dragon Tail"

/ Summing up the sports game. Prize giving.

Fire safety scenario (for schoolchildren)

SCENARIO OF THE GAME FOR STUDENTS OF GRADES 5-6 "MAGNIFICENT SEVEN" on fire safety at school and at home.

1. Acquaintance. At the signal of the host, one of those sitting at the table writes his name on the sheet, and so on until the names of all seven players are written on the sheet. As soon as the team completes the task, one of the players picks up a piece of paper on an outstretched hand. The reward for winning is one token. The team that completes the task the fastest wins.

HOST: The work of firefighters always involves a meeting of two elements: water and fire. There are many proverbs and sayings about these elements.

2. Proverbs and sayings. Participants need to name proverbs and sayings that mention "fire" and "water". In a real auction, the winner is the one who offered the last, highest price - the team whose proverb or saying will sound last will receive the token. Examples of proverbs and sayings: In fire, iron is fusible. Water breaks the mill. Water will find a way. Where there is fire, there is smoke. Good does not burn and does not sink. There is no smoke without fire. And a day of fire. Much water has flowed under the bridge since then. They carry water on the angry.

HOST: Now we will hold the most difficult competition of our program, which we called "Blitz".

3. Blitz. Each team will be asked a certain number of questions to which it will have to answer within 90 seconds. For each correct answer, the team will receive a token. Sample questions: 1. What fire extinguishing agents are considered primary? (Shovel, bucket, crowbar, axe, sand, water) 2. What are fire extinguishers called? (OHP-10 - chemical foam fire extinguisher; OU-5 - carbon dioxide fire extinguisher) 3. How to knock down a flame from burning clothes on a person? (Cover the fire with burlap, a sweatshirt, a blanket. You can knock the fire off yourself by rolling on the ground) 4. What is included in the competition program in fire-applied sports? connects everything together, runs along the boom, attaches the sleeves to the fork, climbs the house on the folding ladder, puts out the fire) 5. Where and in what condition should fire-fighting equipment be located in the school? (In a special place on the fire shield, in good condition) 6. What is the procedure for catching fire? (Call "01" and, acting according to the situation, proceed to extinguish the fire)

LEADING: If there is a fire, firefighters will always come to the rescue. Much depends on their coordinated actions. Therefore, we called the next competition "Firefighters".

3. Firefighters. Turn the sleeves of two jackets inside out and hang them over the backs of chairs. Place the chairs at a distance of one meter with their backs to each other. Place a rope two meters long under the chairs. Both participants stand at their chairs. On a signal, they should take their jackets, turn out the sleeves, put them on, fasten them. Then run around the opponent's chair, sit on your chair and pull the rope. The team whose member does it faster wins.

HOST: Firefighters often have to work at night. We called the next competition "Journey in the Dark"

4. Travel in the dark. This competition will require skittles and blindfolds according to the number of participants. Skittles are arranged in a "snake" in front of each team. The teams, holding hands, blindfolded, try to cover the distance without hitting the skittles. The team with the fewest pins knocked down gets the token.

HOST: Firefighters often use a water jet. They use it when it is necessary to bring down the flame with a directed stream of water. But our water cannon is much simpler, and you don’t have to put out the fire.

6. Water cannon. For this relay race, you will need the following equipment for each team: a bucket of water, a glass, skittles. To conduct the competition, you need to install a bucket of water and a glass at a distance of 5-6 meters from the start line, and after another 2-3 meters put skittles in a row. On a signal, the first participant runs to the bucket - this is the “firing line”, scoops up water with a glass, and then splashes the water towards the pins. After that, he leaves the glass and returns to the team to pass the baton to the next player. The task of the team is to knock down all the pins as quickly as possible.

LEADING: Dear children! Well, our game has come to an end. It remains for us to count the tokens and determine the winning team.

(Summing up the results of the game. Presentation of prizes to the winners)

"Comrade Commanders"

The counselor explains the rules of the game: “You must do what I say if the words of appeal were uttered before this: “comrade commanders” ... “Comrade commanders, raise your right hand ... Comrade commanders, raise your left hand ... Clap clap your hands ... ”Whoever clapped is out of the game. Whoever can overcome all obstacles will be the winner. Now let's start the game! .. "

word game

We will be divided into equal groups-teams of 3-5 people ... Each team thinks of a compound word consisting of two independent words. For example, a yak mouse. The teams take turns pantomiming first the parts of the hidden word, saying the number of this part, then the whole hidden word. Other teams guess.

The leader must have good words in reserve: man, hay-valve, sea-yak ...

Music Express

We stand in a circle, facing each other. The host starts the song, sings or says one verse. The next player continues the verse of another song, with no pause in between.

Condition. All subsequent verses must contain at least one word from the previous song.

Hands up!

8 or more people take part in the game. You must have 1 coin. Everyone is divided into two teams and sit opposite each other at the table. One team receives a coin, and the participants pass it to each other under the table. The commander of the opposite team slowly (possibly to himself) counts to ten, and then says: “Hands up!” The players of the team that passed the coin should immediately raise their hands up, with their hands clenched into fists. The commander then says, "Hands down!" - and the players must place their hands palms down on the table. The one who has the coin tries to cover it with his palm.

Now the players of the opposite team confer, decide who has the coin. If they guess correctly, the coin goes to them, if not, it stays with the same team.

Hit the hat

Give the participants five playing cards, shelled nuts, straws for drinking water, etc. and ask them to hit the hat with these items while standing at a certain distance from the target.

melt the ice

This game is best played in nature, in good weather.

Everyone is divided into two teams, each receives one ice cube (it is desirable that the cubes are the same size). The goal is to melt the ice as quickly as possible. The cube must constantly move from one player to another. Participants can warm it in their hands, rub it, etc. The team that melts the ice faster wins.

pioneers

First, participants are invited to "discover" a new planet - inflate balloons as quickly as possible, and then "populate" this planet with inhabitants - quickly draw human figures on the balloon with felt-tip pens (markers or pens). Whoever has more “inhabitants” on the planet is the winner.

sound engineer

This game requires sound accompaniment, and here you can not do without special devices. To do this, find objects that can become sources of different characteristic sounds. A baking sheet and a metal spoon, ski boots and a board, clean cans filled with dry peas, a saucepan with a lid, a whistle, etc. will do.

Also, have a tape recorder and a blank cassette ready. Now you are ready to make a radio show. Tell, for example, a fairy tale. It might start like this:

“Once we were wandering through the forest and suddenly we heard someone's steps. (Put your hands into your boots, and then move them heavily and slowly along the board.) At first the steps were quiet, but gradually became louder and louder. I turned around and saw a huge bear. I froze in fear, and then thunder struck. (Hit the pan several times with a spoon.) I looked at the sky, from which large drops of rain fell (shake a tin can with dry peas), and the bear opened his umbrella and walked away ... "

We believe that your production will be successful and you will give a radio version of your fairy tale to listen to the guys from another detachment.

Stirlitz

Players freeze in different poses. The host remembers the poses of the players, their clothes and leaves the room. The players make five changes in their postures and clothes (not everyone has five, but only five). The host must return everything to its original position. If the host has found all five changes, then as a reward, the players fulfill some of his wishes. Otherwise, you need to drive again.

Shaved

Remember the fairy tale where the wife, in defiance of her husband, did the opposite? The facilitator will have to come forward and show some physical exercise, and you will need to do the opposite. If the leader raises his hand, you must lower it; if he spreads his palms - you fold; he will quickly wave his hand from right to left, and you slowly, from left to right. Whoever makes a mistake becomes the leader.

Who is missing and how is he dressed?

The leader is blindfolded. One of the participants leaves the room. The task of the driver is, when the bandage is removed, to guess who is not in the room, to describe in detail what he was wearing.

transformations

Everything and everything turns into something else, but not with the help of words, but with the help of determining the expediency of actions. The room turns into a forest. Then the participants - in trees, animals, birds, lumberjacks, etc. And if in the station - then in a suitcase, train, passengers. And if in the studio - into announcers, cameramen, "pop stars", etc.

At the same time, someone can make noise design, depict props, etc.

Button

Put the button on the index finger of your hand and, turning to your neighbor in the game, invite him to move the button to his index finger.

Other fingers are not allowed. The one who does not hold and drops the button is out of the game.

Guess what I see!

This game can be played everywhere, and everywhere it disperses boredom and gives pleasure. And best of all, she acts by diverting attention if Petya again quarrels with Anya or Kolya sadly huddled in a corner.

Start like this: Leader. I see something red that you don't see.

Child. Hearts on curtains? Leader. No.

Child. The cover of Tanya's notebook? Leader. No. Child. Oleg's hat

Leader. No. Child. Fantik on the table? Leader. Yes!

Believe me, this can continue indefinitely!

Story without adjectives

Participants are divided into groups of 4 people. Each group is given the task of writing a story in 10-15 minutes on some topic (“Our camp”, “Our life in the camp”), but at the same time, empty spaces should be left in the story instead of adjective definitions. Then the groups get together and take turns writing adjectives into their stories, which are randomly spoken to them by representatives of other groups. These adjectives can be funny (but harmless) in nature. Then ready-made stories are read out, the funniest, most original work is determined. The duration of the game is 40-50 minutes.

Making soft balls

In bad weather, you can pass the time indoors by making balls from crumpled newspaper wrapped in tape.

First, one sheet of newspaper is squeezed by the hands as tightly as possible. The resulting lump is wrapped in a second sheet, after which this mass also crumples, compacts harder, etc. Then the newspaper lump is wrapped with wide adhesive tape crosswise (preferably colored - so smarter!). Again, still uncovered areas are wrapped with the same sticky rings, forming a more or less rounded ball.

These balls can be juggled or thrown to each other, caught, rolled on the floor, knocked down skittles, thrown into an empty bucket.

You can play the next game.

Goalkeeper

Playing as a goalkeeper protects a section of the wall from balls thrown at it. The site should be no larger than arms extended upwards and wide, plus 30-40 cm. Sometimes the necessary boundaries of these gates are already there thanks to the niches in the wall, double coloring ... It is better to mark the gate yourself with a rope glued to the wall with tape.

Throwers line up a few meters from the goalkeeper in a column and throw each one of their own balls in turn. The one who hits the goal immediately changes roles with the goalkeeper. The winner is the one who survived under a large number of throws, for which you need to count them aloud.

five pebbles

First option. Take one pebble without touching the others, throw it vertically up. At the same time (and throughout the game) you sit on the floor as you like, and throw a pebble 40-60 cm, not higher. While the pebble is lying, with the same hand you need to have time to pick up another pebble and catch the one thrown first. Now put one of these pebbles aside and, throwing up the left one, raise three other pebbles one by one in the described way.

Second option. Throwing one pebble, pick up two at once and catch the thrown one.

Having set aside two of any, so that one pebble remains in the palm of your hand, throw it again, pick up the next two and catch the one thrown.

Third option. Throw one pebble, pick up the second and catch the first. Putting one of them out of the game, throw the remaining one and raise the next three at once.

Fourth option. Throwing one, pick up four pebbles at once. Beginners are allowed, after tossing a pebble, to move the lying pebbles closer to each other and, without trying to pick them up the first time, catch the tossed one. And only when the lying pebbles, in the eyes of the player, lie conveniently for their quick raising, while another time the first pebble flies up, they really try to pick them up. For experienced players, such a gradual convergence of the stones needed for lifting is not allowed.

Fifth, sixth, seventh options. They throw up, and in the end they catch two, three or four pebbles, and pick them up at the moment of their flight one at a time.

Eighth option. Throw five pebbles and catch them on the back of the hand. Again they throw up from the previous position and try to catch everything in the palm of their hand. Points are awarded according to the number of stones finally caught.

Everyone strives to complete all options in a row without errors. Whoever made a mistake must concede the game to the next in line. The one whose game was interrupted will continue it when the turn returns to him again, from the exercise in which he made a mistake before.