Lesson on extracurricular activities “Mobile games. Outdoor games and exercises for children of preparatory groups

  • 20.09.2019

Irina Rokhina
Outdoor games and exercises for children preparatory groups

mobile game"Traps"

With the help of a rhyme, a trap driver is selected and stands in the middle of the hall (sites). At the signal of the teacher "One-two-three-Catch!" all the players scatter and dodge the trap, which tries to catch up with someone and touch it with his hand. The one who was touched by the trap steps aside. When 2-3 players are caught, another trap is chosen. The game is repeated 3 times. If large group, then two traps are selected.

mobile game"Don't Stay on the Floor"

With the help of a rhyme, a trap driver is selected. The trap runs around the hall with the children (site). As soon as the teacher says "Catch!" all children scatter and try to climb any elevation (benches, cubes, gymnastic wall). The trap is trying to show off. The guys he touched step aside. At the end games the number of losers is counted and a new driver is selected.

mobile game"Fishing rod"

Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the bag on the rope in a circle above the ground itself (the floor, and the children bounce, trying not to hit the bag on their legs. Beforehand, the teacher shows the children how to bounce: Push off the floor vigorously and bring your legs under you. The teacher rotates the bag in both directions alternately.

mobile game"Don't get caught"

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

mobile game"Owl"

The driver is selected "owl", the rest of the children depict butterflies, birds, etc. On a signal educator: "Day!"- children run around the hall, on command: "Night!"- freeze and stop in the place where their team found them. "Owl" leaves its nest and takes those who move to itself. The game is repeated.

mobile game"Bird Flight"

On one side of the hall are bird children. On the other side there are various aids - gymnastic benches, cubes, modules, etc. - these are trees. At the signal of the teacher "The birds are flying away!" children, waving their arms like wings, scatter around the hall. On signal "Storm!" all the birds run to the trees and try to occupy a place as quickly as possible. When the teacher says "The storm has stopped!", the children descend from the hills and again scatter around the hall - "the birds continue their flight". Teacher insurance is required.

mobile game"Traps with Ribbons"

Children become in a circle; each child has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. On signal educator: "One-two-three-catch!" The children run around the playground. The trap runs after the players, trying to pull the ribbon from someone. On signal teacher: "One-two-three - run around the circle!"- everyone is built in a circle. The teacher offers to raise their hands to those who have lost the ribbon, that is, lost, and counts them. The trap returns the ribbons to the children, the game is repeated with a new driver.

mobile game"Shapes"

At the signal of the teacher, all the children scatter around the playground. (hall). On the next signal, all the players stop at the place where the team found them and take a pose. The teacher notes those whose figures turned out to be the most successful. The game is repeated 2-3 times.

mobile game"We are funny guys"

Children stand on one side of the playground beyond the line. The second line is drawn on the opposite side of the site. There is a trap in the center of the site. Choir players pronounce:

We are funny guys

We love to run and jump

Well, try to catch up with us.

One, two, three, catch!

After the word "catch!" the children run across to the other side of the playground, and the trap catches them. The child that the trap has time to pin down before he crosses the line is considered to be caught, steps aside and misses one run. After two runs, another trap is selected. The game is repeated 3-4 times.

mobile game"In places"

The players form a circle. In front of each child is an object (cube, bag, skittle). At the signal of the teacher, everyone scatters around the room in different directions, and the teacher removes one object. On signal "In places!" all players must quickly stand in a circle and take a place near an object. The one who was left without a place is considered a loser. The game is repeated several times.

mobile game"Sly Fox"

The players stand in a circle. The distance between children is one step. The teacher invites the children to close their eyes, goes around the circle behind them and touches one child - he becomes a fox. The players open their eyes and carefully look at each other, guessing which of them is a cunning fox, if she will give herself away with something. Children ask in chorus, first quietly, then louder: "Cunning fox, where are you?" After pronouncing these words three times, the cunning fox comes to the middle of the circle, raises his hand and pronounces: "I'm here!" Everyone scatters around the site, and the fox catches them. Takes those caught to his house (predetermined location). When the fox catches 2-3 children, caregiver He speaks: "In a circle!". All players stand in a circle, and the game resumes.

mobile game"Jumping Sparrows"

The teacher lays out a circle of rope on the floor (or draws on the ground) (landmarks can also be sandbags or cubes). The driver is chosen - a kite. He stands in the middle of the circle. The rest of the children are sparrows, they stand outside the circle. Sparrows jump in and out of the circle. The kite runs in a circle and does not allow the sparrows to stay there for a long time. The sparrow, touched by the driver, stops, raises his hand, but from games are not out. The teacher marks those whom the kite has never caught. The game is repeated after a short break.

mobile game"Catch up with your couple"

Players stand on one side sites: one a group of children in front, the second is behind (the distance between them is at least two steps). At the signal of the teacher, the first ones quickly run away to the other side of the site, the second ones catch them. (salted). Having crossed to the other side of the playground, the children change roles. The game is repeated 3-4 times. The game ends with walking in a column one at a time.

mobile game"Day and night"

The players are divided into two teams - "Day and night". In the middle of the hall (sites) line is being held (or put a cord). At a distance of two steps from the line, teams stand with their backs to each other. The teacher says "Ready!", then gives one of the teams a signal to run, for example, pronounces: "Day". Children run over the line, and the players of the second team quickly turn around and catch up with the rivals, trying to spot them before they cross the line. That team wins, which will have time to tarnish more players of the opposite team.

mobile game"Two Frosts"

On opposite sides of the site, two houses are marked with lines. The players are located in one of the houses. Two drivers (Frost - red nose and Frost - blue nose) go to the middle of the playground, stand facing the children and pronounce:

We are two young brothers

Two frosts removed,

I am Frost - red nose,

I am Frost - blue nose,

Which one of you decides

On the way - to start the path?

All the chorus players answer:

We are not afraid of threats

And we are not afraid of frost.

After that, the children run to another house, and the frosts try to freeze them. (touch with hand). The frozen ones remain in the place where the frost overtook them, and stand there until the end of the dash. Frosts count how many guys they managed to freeze. After two dashes, other frosts are chosen.

mobile game"Spider and Flies"

In one corner of the hall is indicated by a circle (or cord) the web where the driver lives - the spider. The rest of the children are flies. At the signal of the teacher, all the flies scatter around the hall, "fly", buzz. The spider is in the web.

At the signal of the teacher "Spider!" flies stop in the place where the team found them. The spider comes out and looks carefully. The one who moves, the spider leads into its web. After two repetitions, the number of flies caught is counted. The game is resumed with a different driver.

mobile game"Keys"

The players stand in circles drawn in any order. (or lined with short cords) at a distance of at least 2 m from each other. The leader is chosen. He approaches one of the players and asks: "Where are the keys?" He replies “Go to ... (calls one of children knock!”. At this time, other children try to change places. The driver must quickly take a free circle during the run. If the driver cannot take a circle for a long time, he screaming: "Found the keys!" Then all the players change places, the one left without a place becomes the leader.

mobile game"The Frogs in the Swamp"

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

Here from the hatched rotten

The frogs splashed into the water.

Que-ke-ke, qua-ke-ke,

It will rain on the river.

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

mobile game"Hunters and Ducks"

Children are divided into two equal teams - hunters and ducks. Ducks stand in the middle of a large circle. Hunters throw the ball large diameter, trying to touch them with ducks. The duck touched by the ball is out of the games. When the majority (about a third) the ducks will be tagged, the teams change places.

mobile game"Wolf in the Den"

in the middle of the hall (sites) draw two parallel lines (or put ropes) at a distance of 80-90 cm from one another - this is a moat. On one side of the site beyond the line is a goat house. Choose a driver - a wolf. All goats are in the house (behind the line). The wolf gets into the ditch. At the signal of the teacher "Wolf in the Den" goats run to the opposite side of the hall, jumping over the ditch, and the wolf tries to catch them (touch with hand). The wolf takes the captured goats aside. The signal is given again. After two runs, all the captured goats return to their home, and a new driver is selected.

mobile game"Burners"

The players line up in two columns, holding hands in pairs. Ahead is the driver. Guys in chorus pronounce:

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 put their hands down and run to the beginning columns: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he has time to join hands with his partner again. If the driver manages to do this, he joins hands with the one who is caught, and they stand in front of the column. The one left without a pair becomes the leader. To increase motor activity, you can divide children into two teams.

mobile game"Carousel"

Children form a circle, holding the cord with their right hand, walk in a circle at first slowly, then faster and start running. Movements are performed in accordance with the text spoken aloud:

Barely, barely, barely, barely,

The carousels spin

And then, around, around, around,

Everyone run, run, run.

After the children run 2 - 3 circles, the teacher stops them and gives a signal to change the direction of movement. The players turn around and, intercepting the cord with the other hand, continue walking and running. Then the teacher and the children pronounces:

Hush, hush, don't rush!

Stop the carousel!

One-two, one-two

So the game is over!

The movement of the carousel gradually slows down. In words "The game is over!" children stop, put the cord on the ground (floor) and disperse around the site.

Gaming exercises for children of preparatory groups

"Penguins"

The players stand in a circle. Each child has a pouch that he holds between his knees. To the teacher's account "1-8" children perform jumps on two legs in a circle. On signal "Hop!" children jump sideways into the circle, return to their place in the circle. The task is carried out in the other direction.

"Catch up with your couple"

Children stand in two lines; the distance between the lines is 3-4 steps. At the signal of the teacher, a run is performed to the opposite side of the site (distance 15-20 m). The second rank player tries to touch the first rank player before he crosses the imaginary line. The teacher counts the number of losers. When repeating the game task, the children change roles.

"Quickly stand in a column!"

Players line up in three columns. (in front of each column, a cube or pin of its color). The teacher invites the children to remember their place in the column and the color of the cube. At the signal of the teacher (beat on tambourine, whistle) the players scatter around the hall (site). After 30-35 seconds, a signal is given "Quickly in the column!", and each child must quickly take his place in the column. The teacher determines the winning team. Repeat 2-3 times.

"Roll the hoop"

Children are built in two lines, the distance between the lines is 4-5 m. In the hands of the guys in one line, a hoop (diameter50cm). At the signal of the teacher, each child rolls the hoop to a partner from the second line, and he returns the hoop back, and so on several times in a row.

"Precise Pass"

The players are divided into pairs. Each child has a stick, one child in a pair has a puck in his hands. Children stand at a distance of 2-2.5 m from each other and throw the puck with clubs in smooth, gentle movements so that it hits the partner’s stick exactly.

Children make snowballs, line up and put snowballs near their feet, standing near the starting line. The task: throwing snowballs at a distance. Several colored objects (skittles or cubes, at a distance of 10-12 m from children.

"Glide down the path"

Children are distributed in threes, approach the conditional line and hold hands. After a short run, two continue to run on the snow (compacted, and the third (standing in the middle) glides along an icy path, standing on two or one foot. The players take turns changing places.

"Who quickly"

The players form a circle with a snowman in the center of the circle. Each child has a snowball in their hands. At the signal of the teacher, the children jump (like bunnies) advance to the snowman and place their snowballs about a meter away. They turn around and jump back to the starting line. After a short rest, the children again go to the snowman, take the snowballs and return to their place. The teacher marks the first three participants. Depending on the physical readiness of children repeat the game.

"Slip - don't fall"

Children take turns running and sliding along the ice track (length 2.5-3 m, starting the run only when the previous child leaves the track. Everyone who completes the task must quickly step aside. For insurance, the teacher is on the side of the track (approximately in the middle). Second group of children at this time they are sledding each other (pairs are determined in advance children, approximately equal in physical capabilities).

"Hockey players"

The players line up in two lines. Each player has a puck and stick in their hands. The first line goes to the starting line; children are freely located in 2-3 steps from each other. The task: pass the puck from one side of the court to the other (distance 10 m, trying not to tear the stick from the puck, and then drive the puck into the goal (several gates are built from snow in advance). Then the second group is exercising. And so alternately several times.

"In places"

Sleds are placed in a circle or in two lines one opposite the other. Children sit on the sled in pairs (if small group, then one by one). At the signal of the teacher, the children get up and scatter all over the site, circling in different directions. On signal "In places!" all players must quickly take their places on the sled. The game is repeated 2-3 times.

"Precise Delivery"

Children are divided into pairs; each child has a stick and one puck per pair. One player stands at a distance of 1.5 m from the goal, and the other - 2 m from the first. The task of the second player is to throw the puck to the first, and he must hit it into the goal. After a while, the children change places.

"Jumpers"

Sledges are placed in a circle, players stand sideways to them. At the signal of the teacher, the children jump on two legs for about a third of the circle, then stop and continue jumping on two legs in a circle. Turn around and repeat the task.

"Pass to a friend"

Children become pairs, in the hands of each child a stick and one puck per pair. The child, with a slight movement, gives the puck to the partner on the stick, he, having caught it, returns it back with the same movement. The puck should not be tossed like a ball, but passed with a sliding motion to each other.

"Ball against the wall"

Children stand in 3-4 columns in front of the wall. The player standing first in the column has a ball of small diameter. The player throws the ball against the wall, then goes to the end of his team. The second player must catch the ball after it bounces on the floor and throw it into the wall. Etc. The team that completes the task quickly and without losing the ball wins.

"Foot pass"

The players stand in a circle of 3-4 people. In the center of each circle is the driver, in front of him lies a ball of large diameter. The driver rolls the ball with his foot to the players (foot pass); each child, having received the ball, holds it for a few seconds, taking it with his foot, and again sends it to the driver.

"Dimble Bunnies"

The teacher puts two cords on the floor (length 3m) parallel, the distance between the cords is 2m. At a distance of 1 m from the cords lies a hoop in which the ball is located. The task: stand sideways to the cord and on two legs jump over it to the right and left, and so on to the end of the cord, then go to the hoop, stand in it and raise the ball over your head. It is performed in two columns, the winner is determined in each pair. Repeat 2-3 times.

"Spend - do not hurt"

Along the hall (sites) skittles are placed on both sides (or cubes, stuffed balls); (6-8 pieces; distance between objects 30 cm). Children line up one by one and, at the signal of the teacher, walk along one side of the hall between the pins at an average pace on their toes, hands on their belts (or behind their heads, maintaining good posture). (keep head and back straight); run on the other side "snake" between pins. Repeat 2-3 times.

"Catch the ball"

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

"Nimble jumpers"

On the site, hoops are laid out in two lines in a checkerboard pattern (6-8 pieces each). Children in two columns perform jumps into hoops on two legs - now to the right, then to the left (no pause) cross the line and turn around. The exercise repeated in reverse side (3-4 times). The teacher marks the winning team.

"Pass the ball"

The teacher puts the cubes in two lines (4-5 pieces; distance between them 1.5 m). The task: hold the ball with your feet, not letting it go far from you, passing between the cubes.

"The ball to the driver"

The players form 3-4 circles, stand in a circle at a distance of one step from each other. In the center of each circle is the driver, who alternately throws the ball to the players, and they return it back. Once all players have completed the exercise, the driver raises the ball high above his head. The game is repeated 2-3 times with a change of drivers.

"Who is more likely to skittles"

The players line up in two columns and stand at a distance of one step from each other. At the signal of the teacher, the children take turns jumping from the starting line on two legs through the cord, to the right and left of it, moving forward, and so on to the end (distance 3-4 m, running around the object and bypassing the column from the outside to stand at its end The next child in the column starts jumping after the first one has covered a third of the distance.Repeat 2-3 times.

A circle is drawn on the ground. One of the players stands in the middle of the circle - he is a tag. On a signal, the children jump over the line of the circle and, if there is no danger of being tagged, remain inside the circle for some time. Continue jumping on two feet in place or moving forward towards the center of the circle. The participants of the game try to dodge the tag and jump out of the circle in time. Salted becomes a tag.

rules

1. Players from the circle are only allowed to jump out. Anyone who runs out of the circle is out of the game.

2. Fifteen pursues the players, also jumping on two legs.

Instructions for conducting

The size of the circle depends on the number of players. Before starting the game, you need to agree on how the children will jump over the line of the circle: on one leg (right or left), straight or sideways on two legs.

Game variant

The game begins in the same way, but the tagged one does not leave the circle, but becomes the assistant of the tag. As soon as the number of tags increases to 5, four leave the circle, and the one who was last taunted remains the tag. The game is repeated.

Based on materials from the collection of Maria Litvinova "Russian folk outdoor games"

MINISTRY OF EDUCATION OF THE RUSSIAN FEDERATION

DEPARTMENT OF EDUCATION OF THE CITY HALL

MUNICIPAL EDUCATIONAL INSTITUTION

PRIMARY EDUCATIONAL SCHOOL № 92

g. o. Tolyatti

(MOU Primary School № 92)

"Outdoor games"

Topic: Learning an outdoor game

"Jumping Sparrows"

held in 1st grade

Teacher: Pavlyuchenko E. N.

Tolyatti

Goals:

1. Form UUD

Personal: installation on a healthy lifestyle (preservation and promotion of health);

∆ Cognitive: extract information, process it, present it in different forms;

O Communicative: control the partner's actions, cooperate;

□ Regulatory: accept and save the learning task, evaluate the result.

2. Develop dexterity, speed, coordination of movements.

3. Cultivate a culture emotional behavior in sports gaming activity.

Location: school playground

Inventory: whistle, skittles, hoops, chalk, signal cards - yellow, red, green, cards with letters.

Lesson progress

I. Preparatory stage

Building in pairs. Transition to the site. Alignment.

After the children line up and pay off in order, the teacher tells them the objectives of the lesson. Then the games begin.

“Traffic light” is a game of attention.

Children move in a column one at a time along the perimeter of the sports ground. The teacher at this time raises one of three cards: if green, then they must walk with clapping their hands; if yellow - emphasis crouching, red - stand up.

The game "Thread, needle, knot."

Children perform steeplechase - jump up, over the "bumps", run into the hoop, run around the skittles.

After running, walking should be done to restore breathing with the task. The teacher offers to slowly raise your hands, take them back, up, behind your head, etc.

II. main stage

O1. The game "Magic Letters"

Purpose: development of mindfulness, reaction, ability to navigate in space, interact in a team.

Game Description

Building in one line. Calculation for 1, 2, 3. Rebuilding in a column of 3. Thus, three teams are obtained.

Each participant in turn runs to the end of the hall and takes one card with a letter. From the letters, each team collects one word (quickness, flexibility, dexterity). The team that gets the word first wins.

O2. Learning the outdoor game "Jumpers - Sparrows"

Goal: development of mindfulness, dexterity, thinking, reaction

Game Description

1. First, a circle is drawn on the asphalt with chalk.

2. In the center of the circle is the leader - the "crow". Behind the circle are all the players who are "sparrows".

3. They jump into the circle and jump inside it. Then they also jump out of it.

4. The "crow" tries to catch the "sparrow" when it jumps inside the circle.

5. If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.

III. The final stage

∆ □Attention game “Sun, air and earth”.

Goal: fast thinking, reduced motor activity.

Content: “ The sun - hands up, air - standing up, wave your hands around you, earth - bend down, put your hands down". The teacher calls the teams in a different sequence, the students complete the task. Those who make mistakes and perform the task incorrectly take a step forward. The winners are those students who never made a mistake and remained standing still.

Summing up the lesson.

The teacher sums up the lesson - praises each child for their work.

First, a circle is drawn on the asphalt with chalk. In the center of the circle is the leader - the "crow". Behind the circle are all the players who are "sparrows". They jump into the circle and jump into the inside of it. Then they also jump out of it. The "crow" tries to catch the "sparrow" when it jumps inside the circle. If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.

Three words

Three random words are called. It is required to make a meaningful proposal in which they will be included.

White bears

On the edge of the site, which is the sea, a small place is outlined - an ice floe. On it stands the driver - "polar bear". The rest of the "bears" are randomly placed throughout the site. "Bear" growls: "I'm going out to catch!" - and runs to catch "bear cubs". Having caught one "bear cub", he takes him to the ice floe, then catches another. After that, two caught "bear cubs" join hands and begin to catch the rest of the players. At this time, the "bear" retreats to the ice floe. Having overtaken someone, two "bear cubs" join their free hands so that the caught one finds himself between the hands, and shout: "Bear, help!" "Bear" runs up, taunts the one he has caught and takes him to the ice floe. The next two caught also join hands and catch the rest of the cubs. The game continues until all the bears have been caught. The last player caught wins and becomes the polar bear.

ROLLING GAMES

nodules

Purpose: to increase the tone of the group and rally the participants. Participants stand in a circle and extend their right hand towards the center of the circle. At the signal of the host, each player finds a “handshake partner”. The number of players must be even. Then all participants draw left hand and also find themselves a “handshake partner” (it is very important that this is not the same person). And now the task of the participants is to unravel, that is, to line up in a circle again without separating their hands. The task can be complicated by prohibiting all verbal communication.



From matches - names

Instruction: "Here lies a box of matches. Your task is to lay out the names of all those present here within 10 minutes from these matches, using all the matches in the box. One letter can belong different names. You can't break matches."

Matches are issued at the rate of 10 matches per group member. If they don't make it in 10 minutes, the question is asked, "How long does it take you to finish?". If they fail again, then again the question, etc.

little green men

Instruction: “Imagine that you went to relax with your group in nature. You are in a meadow. There is a lot of green grass and flowers around. Butterflies fly. that the whole group is here! Have you imagined? At my command, you will go for a walk along this meadow: smell flowers, chase butterflies, bask in the sun. And when I shout: "Attention! You were attacked by little green men!", your task is to huddle together, hiding the weakest in the middle, and then shout in unison: "Let's fight back the little green men!"

Depending on how the group will look like a team during the exercise, it can be done several times, discussing their behavior after each.

Irish duel

Instructions: Please choose your partner. I want to offer you a game called "Irish Duel". You must stand opposite each other so that there is enough free space around you so that you can move around each other during the game. Please place your left hand on your back at the level of your sacrum, palm facing out. This palm is your weak spot, your Achilles' heel.

right hand stretch your index finger forward - this will be your Irish sword. Your task is to touch your partner’s open palm with your outstretched index finger, while at the same time preventing him from touching your “vulnerable spot”. During this duel, you have no right to hold a partner. Since the Irish are a very peaceful people, the duel will last only one minute. Please pay attention to the fact that there is enough free space in the room - otherwise the participants may hit something “in the heat of battle”. After the first duel, you can invite participants to duel with new partners.

How good are we

Instruction: “You need to show how good you are. Make a presentation of your team. 10 minutes to prepare.

Treasure

Instructions: Imagine that your group, while on a hike, found a real treasure. And after that you ended up with 1000 gold coins of ancient minting. Your task is to share this money. How you will do this is up to you. Determine the selection criteria and decision-making procedure yourself. You have 5 minutes for this. Forbidden: casting lots and distributing the reward equally. If you fail to divide the money within the allotted time, they will be confiscated from you.

A car

There is no supporting material. The machine is “built” from the members of the group. Moderator: You need to build any working mechanism. Build the model for 10 minutes without saying a word, then present the model. After completing the task, everyone is invited to disperse into small groups and talk about what happened.

Rhythm running

The participants stand in a circle and, starting with the leader, beat the rhythm with a clap of their hands: ta-ta, ta-ta, ta-ta-ta-ta-ta, ta-ta. Each player makes only ONE clap (11 people - 11 claps). The overall rhythm pattern should be preserved. Who has gone astray, from that they begin to beat the rhythm again. The exercise is repeated until a clear rhythm pattern is established. Analysis: a sense of rhythm is developed, a sense of unity, cohesion of the group, the ability to coordinate, joint action. The ability to take into account other people's behavior and respond to subtle changes in someone else's behavior develops. Move from one situation to another by interacting with other participants.

Catch the eye

The group sits in a circle so that each participant can see each other. The host “transmits” a look to one of the players. After the “receiver” player has felt that the look is addressed to him, “transfers” this look to another player of his choice, thus becoming a “transmitter”, the third player “transmits” the look to another, etc. Until then, until the gaze is “lost”. The rest of the players must carefully follow the transition of the gaze. After the look is “lost”, the presenter begins an investigation - who gave the look to whom and where it got lost. After that, the number of “transmitters” - “receivers” is counted. The exercise is repeated 2-3 times.

Analysis: The degree of attentiveness of the group is determined; each participant develops observational skills; increases some confidence in each other; develops the ability to feel another person.

Screams ad libitum

Moderator: I ask everyone to stand up, relieve stress and relax. Now you have to scream from the heart. We all shout, in different voices, as loudly as possible. Together with screams, we throw off fatigue, nervous tension, fatigue. So, everyone exhaled, took in more air and began to shout as loudly as possible, in different voices. We started (…) Not bad. Now we will try to shout again, without looking back, accompanying our cries with spontaneous movements, jumps, swaying. Let it be a kind of cry of your body. Let's shout a little longer, we will stop only at the command of the presenter. So, we start screaming again, but now we accompany our cry with body movements. Please. (…) Wonderful. Finishing! See for yourself the refreshing effect of this wonderful exercise.

Drawing with a guide

The group is divided into pairs, one of the pair is blindfolded. The "guide" leads the partner to the drawing on the wall, and using only verbal instructions helps him finish drawing the elements of the drawing.

Rain

Everyone is sitting in a circle. The leader in the center turns around its axis and makes certain movements. When he looks the participant in the eyes, he begins to repeat the movement and does it until he meets the leader's eyes again. The leader of the first circle rubs his palms, the second - snaps his fingers, the third - claps his hands, the fourth - stamps his feet, then in reverse order. The exercise is performed silently.
Unusual greetings

Participants are given a task: to greet each other in an unusual way, for example, with palms, shoulders, knees, etc. Music sounds, the group moves freely around the hall and after 2-3 commands from the host, the command for the greeting method is given by the one who is ready.

miraculous transformations

Toys are placed on the table in front of the teenagers. Each participant chooses their favorite toy. It is necessary to come up with a story for your toy within 5 minutes: about her life in the past, present and future, about her habits, problems. We need to tell everyone this story on behalf of the toy. When telling a story, teenagers involuntarily talk about themselves, about their desires, problems, and reveal themselves.

Log

Participants stand in a line on a log, bench or a strip marked on the floor (a little more than a foot wide, long enough for everyone to stand close to each other). The task is to switch places so as to stand in a mirror image order. When stepping over the line or falling from a log, the participants first stand in their original position and start over. You can mark the time, offer to do it in less time and set your own record

Municipal budgetary preschool educational institution kindergarten "Thumbelina" Ak-Dovurak.

Physical culture circle "Jumpers" for children of the first junior group.

The head of the circle: Saryglar Chechek Manyevna.

Relevance: Outdoor games are one of the main means of physical education of younger children. preschool age. Children usually seek to satisfy the huge need for movement in games. To play for them is, first of all, to move, to act. The play activity of children objectively combines two very important factors: on the one hand, children are involved in practical activities, develop physically, get used to acting independently; on the other hand, they receive moral and aesthetic satisfaction from this activity, deepen their knowledge of their environment. All this ultimately contributes to the education of the individual as a whole. Thus, the game is one of the complex means of education: it is aimed at comprehensive physical fitness (through direct mastery of the basics of movement and complex actions in changing conditions of collective activity), improvement of body functions, character traits of the players. Almost every outdoor game includes running, jumping, throwing, balance exercises, etc. In games, the basic physical qualities of the child are brought up, such as strength, speed, endurance, and a variety of motor skills and abilities are improved.

Target: development of general motor skills in preschool children.

Tasks:

    To develop motor qualities in children: dexterity, speed, coordination.

    To develop the speech activity of children, to develop the correct rate of speech, intonational expressiveness.

    Learn to pronounce words and short phrases clearly.

    To cultivate independence, activity, emotionality, improve the communication skills of children.

Selection of children for the circle: When selecting children, age characteristics were taken into account.

Forms and mode of classes: circle classes begin to be held from January, since it is by this period that children reach the age of 3 years,the schedule of classes is built in accordance with age characteristics at the rate of 1 time per week for 10 minutes. There are 6 people in the group.

Structure

The circle of physical culture for younger preschoolers is held in a playful way and includes:

finger games,

Outdoor games,

low mobility games,

game exercises,

logarithmic exercises.

The work plan of the circle for the 2015 academic year.

January.

1 lesson

2.Mobile game "Train"

3. Game exercise "Walk along the path"

4. The game of low mobility "Bubble"

2 lesson

1.Finger gymnastics"Ghouls - ghouls"

2. Mobile game "Airplanes"

3. Game exercise "My cheerful sonorous ball"

4. Mobile game "Sparrows"

3 lesson

1. Finger gymnastics "Guli - ghouls"

2. Game exercise "Ball"

3. Game exercise "Who will ride further?"

4. The game of low mobility "Grey Bunny washes"

February.

1 lesson

    Game exercise "Find your house"

    Mobile game "Train"

    The game of low mobility "On a flat path"

2 lesson

    Finger gymnastics "On the meadow"

    Mobile game "Nimble hares"

    The game of low mobility "Let's find a hare"

3 lesson

    Finger gymnastics "On the meadow"

    Game of low mobility "Bubble"

    Game exercise "From hoop to hoop"

    Mobile game "Cucumber, Cucumber"

    Logo-rhythmic exercise "Three cats"

4 lesson

    Finger gymnastics "On the meadow"

    Game exercise "On the bridge"

    Game exercise "Catch a snowflake"

    Logo-rhythmic exercise "Bears"

March.

1 lesson.

    Game exercise "Through the swamp"

    Mobile game "Fast bugs"

    Logo-rhythmic exercise "Frogs"

2 lesson.

    Finger gymnastics "Magpie"

    Mobile game "Grasshoppers"

    Game exercise "Ball"

    Low mobility game "Swing"

3 lesson.

1. Finger gymnastics "Magpie"

2. Outdoor game "Shaggy dog"

3. Game exercise. "Climb into the mink"

4. Mobile game "Mice and a cat"

5. Logo-rhythmic exercise "Fish"

4 lesson.

    Finger gymnastics "Magpie"

    Mobile game "Game with a dog"

    Game exercise "Find your color"

    Game exercise "Listen to the signal"

    Logo-rhythmic exercise "Snow-snowball"

April.

1 lesson.

    Finger gymnastics "Finger-boy"

    The game of low mobility "The little white hare is sitting"

    Mobile game "Horses"

    Game exercise "Wind"

    Low mobility game "Cars"

2 lesson.

1. Finger gymnastics "Finger-boy"

2. Game exercise "Throw the ball"

3. "Game exercise" Roll the ball "

4. Game exercise "Ball"

5. The game of low mobility "Find the dog"

3 lesson.

1. Finger gymnastics "This finger"

2. Game exercise "Listen to the signal"

3. Game exercise "Through the cord"

4. Outdoor game "Even circle"

5. The game of low mobility "Chicken"

4 lesson.

    Finger gymnastics "This finger"

    Game exercise "Catch a mosquito"

    Low mobility game "We stomp our feet"

    Game of low mobility "Have fun kids"

    Game exercise "Higher - lower"

Bibliography.

    Alyabyeva E.A. “Logorhythmic exercises without musical accompaniment: Methodological guide. - M .: TC Sphere, 2006. - 64s

    Afonkina, Yu.A. Organization of activities of the Center for Playful Support of an Early Childhood Child: Synopses of Playing Days / Yu.A. Afonkina, E.M. Omelchenko. Volgograd: Teacher, 2012. 205s

    Novinkovskaya, O. A. Mind at your fingertips: little tips for parents. – Ed. 2nd add. – M.: AST; St. Petersburg: Owl, 2006. - 158p.

    Svetlova, E. I. We develop fine motor skills and coordination of hand movements. – M.: Eksmo, 2007. – 72p.

    Senkevich, E.A., Bolysheva T.V. Physical education for kids. Methodological guide for educators. - St. Petersburg: "Childhood - press", 2005. - 48s.

    Sochevanova, E.A. outdoor games with running for children. Methodological guide for preschool teachers. - St. Petersburg: Childhood - Press, 2009. - 48s.

    Penzulaeva L.I. Physical education classes with children 3-4 years old. Handbook for kindergarten teachers. - M .: "Enlightenment", 1983. - 96s.

    Utrobina K.K. Entertaining physical education in kindergarten for children 3-5 years old abstracts of non-traditional activities and entertainment in the gym: A manual for educators and instructors in physical education. - M .: Publishing house GEOM and D 2003. - 104 p.