Card file of outdoor games "Owl" (senior group). II stage

  • 25.09.2019

Games aimed at the physical development of preschoolers.

Game "Owl"

The purpose of the game: the development of dexterity, the development of the ability to act on a signal.

Equipment: chalk.

Game progress. One of the players portrays an owl. He sits in a nest - a small semicircle marked on the ground. The rest of the players imitate frogs, bugs, butterflies. They run, jump, wave their arms. On signal The night has come! everyone stops and freezes in an arbitrary position. The owl will fly out to hunt. Noticing the one moving, the owl takes him to his nest. On signal Day! everything starts moving again. According to the rules of the game, you cannot escape from the owl. The most dexterous and cautious are those who do not come across an owl.

Game "Wolf in the ditch"

The purpose of the game; development of the ability to navigate in space, the ability to jump, act on a signal.

Equipment: chalk.

Game progress. Two parallel lines are drawn on the site at a distance of approximately 10-15 m. Behind one of them is a house in which goats live, behind the other is a field. Two more lines were drawn between the house and the field at a distance of 1-1.5 m from one another. They marked the ditch in which the wolf is located. On signal Goats, in the field! the players run out of the house and, jumping over the moat, run into the field. The wolf tries to stain the goats. The player spotted by the wolf stops so the wolf can mark the number of caught. The goats then return to the house and the game continues. The wolf that catches the most goats wins.

Game "Two Frosts."

The purpose of the game: the development of speed of movement, agility, the ability to act on a signal.

Equipment: chalk.

Game progress. Two houses are marked on opposite sides of the site. In one of them are all the players, except for two frosts, who stand in the middle of the site. Frost says:We are two young brothers, two distant frosts: I am frost - a red nose, I am frost - a blue nose. Which of you will dare to set off on a path? Children answer: We are not afraid of threats and
we are afraid of frost- and run to another house. Frosts try to freeze those running by by touching them with their hands. Frozen ones stop on the spot. Frosts count how many players they managed to freeze. Then choose new frosts. The best are those who managed to freeze the most number of players.

Game "Traps"

Purpose of the game: learn to run fast, navigate in space,the ability to act on a signal.

Equipment: the game is played on the court.

Game progress. One of the players is chosen as a trap. Other players scatter around the court. The driver says loudly: I'm a trap These~words serve as a signal to start the game. Lovish-a tries to catch up and touch one of the players with his hand. The player touched by the driver becomes a trap, now everyone runs away from him and dodges. The new catcher is not allowed to immediately touch the former leader with his hand.

Game "Catch the ball"

Purpose of the game: to learn to throw and catch the ball,

Equipment: ball.

Game progress. The game involves three players. Two people stand at a distance of at least 3 m from each other and throw the ball. The third is between them and tries to catch the ball at the moment when it flies over it. Having caught the ball, the driver takes the place of the one who unsuccessfully threw the ball, and he takes the place of the driver.

Game "Chickens and mother hen"

Purpose: to teach children to crawl under an obstacle, act on a signal, develop the muscles of the abdomen, back, legs.

Equipment: a rope stretched at a height of 50 cm from the floor level - a chicken house, yellow caps - masks for each child, balloons.

Game progress: an adult gathers the children behind a stretched rope in the house, puts chicken masks on them, explains that the chickens will go out of the house to the street to look for grains. As soon as they hear that a big bird has arrived, they should quickly hide in the house.

Children and an adult crawl under the rope, begin to collect small balls scattered on the floor. At the command of an adult: "Big bird!" children hide in the house.

The bird can be another adult trying to catch the children, then the child can play the role of the bird.

The game "We go to visit the bear"

Goal: improve walking skills, develop dexterity, balance.

Equipment: gymnastic wall, board 1.5-2 m with hooks, soft toy teddy bear.

Game progress: an adult fixes the board with one end on the gymnastic wall, starting from a height of 20-30 cm, then the steepness of the slide can be increased. He puts a toy on the gymnastic wall and invites the baby to visit the bear. An adult monitors the posture of the child, emotionally approves him.

Game "Carousel"

Purpose: to develop a child's balance in movement, the skill of running, to increase emotional tone.

Equipment: hoop.

Game progress: an adult invites children to take hold of the hoop and run around to the words of the nursery rhyme:

Barely, barely, barely,

The carousels spin

And then, then, then

Everyone run, run, run.

Hush, hush, don't rush

Stop the carousel

One-two, one-two

Here the game is over.

The game can be repeated by changing the movement. You can conduct similar games-exercises for squatting, standing on toes, holding on to the hoop.

Game "Airplane"

Purpose: to develop the skill of running in a child.

Game progress: an adult invites the child to play an airplane - to fly: “Run to me, we will fly!” The kid runs into the arms of an adult, who picks him up under the armpits, lifts him, spins with him, then puts him on the ground. During the movement, the adult imitates the sound of the aircraft and encourages the child to repeat it: “Whoo!”

If whirling causes a negative reaction in the child, then you can simply lift and press the baby to you.

The game "Grey Wolf" (Tatar folk game)

Purpose: to learn to run fast without bumping into each other, to navigate in space, to be able to listen to the text, to follow the rules of the game, to cultivate friendly relations, quick response to a signal.

Game progress. One of the players is chosen as a gray wolf. Crouching down, the gray wolf hides behind the line at one end of the site. The rest of the players are on the opposite side. The distance between the drawn lines is 20-30 meters. On a signal, everyone goes to the forest to pick mushrooms and berries. The host comes out to meet them and asks (the children answer in unison):

- You, friends, where are you in a hurry?

- We are going to the dense forest.

- What do you want to do there?

- We'll pick raspberries there.

- Why do you need raspberries, children?

We'll make jam.

- If the wolf meets you in the forest?

- The gray wolf will not catch up with us!

After this roll call, everyone goes to the place where the gray wolf is hiding, and in unison they say:

I'll pick berries and make jam

My dear grandmother will have a treat.

There are a lot of raspberries here, you can’t collect all of them,

And wolves, bears are not to be seen at all!

After the words, the gray wolf gets up, and the children quickly run over the line. The wolf is chasing them and trying to tarnish someone. He takes the captives to the lair - to where he hid himself.

psychological exercises for training

Game "Owl"

Target: stereotyping correct posture, prevention of posture disorders, development of coherent oral speech.

Number of players: 6-15 people.

Instruction. The driver is chosen - an owl. A circle with a diameter of 1.5 meters is indicated on the site - this is the nest of the owl. An owl stands in a circle, taking the starting position: hands on the belt, elbows back, back straight. Players hold hands, forming a large circle around the owl. On a signal, the children walk sideways with side steps and say:

Oh you, owl - owl,
You are a big head
You are sitting on a tree
You fly at night, you sleep during the day.

The command is given:

The day is coming
Everything comes alive!

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

The night is coming
Everyone falls asleep!

The mice freeze in place, taking a predetermined position of correct posture. The owl flies out to hunt, vigilantly examines the players and sends to the bench those whose posture is not correct. After 3-6 seconds, the command "Day!" - and the game continues.

As soon as the owl catches three mice, the game stops. A new owl is chosen, and the former players return to the circle. At the end of the game, the players who have never caught the owl are called, and the owl that caught the largest number mice.

Guidelines. The positions taken by the mice at the time when the owl flies out to hunt:

  1. "Strongmen": hands to shoulders, fingers into fists, shoulder blades to bring together.
  2. "Pistol": half-squat on the right leg, left forward, hands on the belt, elbows back.
  3. "Weathervane": semi-squat, arms to the sides with palms forward, back straight, knees apart, look straight.
  4. "Stork": standing on the right leg, bend the left knee, hands up, palms out.

One of the players - "owl" - is in a small circle (in the "nest"). The rest freely run and jump, depicting bugs, butterflies, frogs. At the signal of an adult: "Night is coming!" - everyone stops, and the owl flies out to hunt. All players freeze in place. Noticing the player moving, the owl takes him by the hand and takes him to the nest. When the players hear: "Day!" Everyone starts moving again. After two or three repetitions, a new owl is chosen. The most dexterous and cautious are the players who have never fallen into the nest.

Rules: 1) The owl has no right to watch the same player for a long time.

2) You can't escape from the owl.

3) If the owl does not notice the moving players, and the “Day” signal sounds, then it flies into the nest alone, without prey.

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Outdoor games

Trap with a bell

Children stand in a circle and choose a trap to which they give a bell. The trap is in the center of the circle. Children say:

"Here are funny guys

They love to run and jump. Try to catch up with them! Get ready, look

And call someone!

On the last words, the children scatter and try to find any elevated place (bench, log, ladder, stump). The trap must have time to detain someone, ring the bell and give the bell to the person caught. The trap leads the detainee to the center of the circle, after which all the players go down and again form a circle. The game continues with a new trap.

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Outdoor games

sardines

One player is selected who goes to hide, while everyone else closes their eyes and counts to 30. Then the players go to look for the hiding person. When the seeker discovers the hider, he joins him. The goal of the game is to find the hiding player as quickly as possible. The last player becomes the leader.

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Outdoor games

Wolf and goats

The lines separate the "House of the Wolf" and the "House of the Goats". Between these "houses" "glade".

Children are divided into two teams - wolves and kids. The wolves go to bed, and the kids go out into the clearing for a walk. The goats ask: “Wolf, wolf, are you sleeping?” The wolf says: "I'm still sleeping." So several times, then the wolves wake up and catch up with the kids. It must be unexpected.

The wolf can be one child.

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Outdoor games

Be smart

Children stand facing in a circle, at the feet of each a bag of sand. Leading in the center of the circle. On a signal, the children jump into the circle and back through the bags, pushing off with both feet. The driver tries to taunt the children until they jump out of the circle. Peeled children are out of the game. A new driver is chosen from those who have never been touched by the previous driver.

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Outdoor games

Whom they called, that catch

Children walk, run, jump, etc. on the playground. An adult is among the children, he holds a large ball in his hand. Then he calls the name of one of the children and throws the ball up. The named one runs up, catches the ball and throws it up, calling by name one of the players, who in turn runs up, catches the ball, etc.

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Outdoor games

Drive an ice floe

A large circle is drawn on the snow with colored paint, from it in different directions there are 8-10 colored lines - rays, their length is 2.5-3 m. Children stand at the end of these lines. At the toe of the right foot of each player lies an ice floe. On a signal, bouncing on their right foot, everyone tries to quickly drive their piece of ice into a circle. Here you can stand on two legs, waiting for the other players. After that, everyone drives their piece of ice back, bouncing on their left foot and trying to adhere to the drawn line, passes the piece of ice to another player. The first to come is noted.

Building children in a circle with the help of a teacher

a) General developmental exercises with the ball:

1. "Show me the ball." Starting position - legs apart, the ball is lowered. Ball forward - feet together, lower the ball (4 times).

2. "Don't lose the ball." Starting position - sitting on your knees, circle the ball around you to the left, then to the right (2-3 times).

3. "Hit the ball." Starting position - lying on your stomach. Take turns hitting the ball with your left and right hand, arms straight, 5 hits on the ball (4 times).

4. "Touch with your foot." Starting position - legs slightly apart, the ball is on the floor. Raise your leg, gently touch the ball with it, return to the sp. Repeat 4 times.

5. "Funny ball". Starting position - legs slightly apart, the ball is lowered; 6-8 bounces, lifting the ball to chest level. Repeat 2 times.

6. Balance exercises. (with a bag of salt).

Students tell the rules of the game of already studied games (checking homework) and organize the game.

"Owl"

Training. From among the players, an "owl" is selected. Her nest is away from the site. It can be outlined, fenced off by a gymnastic bench. The players on the court are randomly placed. "Owl" in the nest.

Game content. At the signal of the leader: "The day is coming, everything comes to life!" - children begin to run, jump, imitating the flight of butterflies, birds, beetles, depicting frogs, mice, kittens. At the second signal: "The night is coming, everything freezes - the owl flies out!" - the players stop, freeze in the position in which they were caught by the signal. "Owl" go hunting. Noticing the moving player, she takes him by the hand and takes him to her nest. In one exit, she can get two or even three players.

Then the "owl" returns to its nest again and the children again begin to frolic freely on the playground.

Players who have not been caught even once win. You can also note the best driver - who caught more players.

Rules of the game:
1. "Owl" is forbidden to watch the same player for a long time, and the caught one is not allowed to escape. 2. After two or three outings of the "owl" to hunt, it is replaced by new drivers from among those that she has never caught.

1st stage - "Cross the swamp"

On a straight line from the start line to the turn, three or four hoops (“islands”) are laid out in a checkerboard pattern. Participants one by one in turn must cross the swamps along the "islands", go back and pass the baton to the next participant. All team members must go through the "swamp".

2nd stage - "Roll, ringlet, to my porch"

One hoop per team. The guys should take turns rolling the hoop, pushing it forward with one hand until it turns around and back. Try not to let the hoop fall to the floor.

3rd stage - "Grasshoppers"

One hoop per team. Each team member in turn must, jumping over the hoop, reach the turn, run back and pass the baton to the next.

Stage 4 - "Send the team to the other side"

There is one hoop per team. The first participant with a hoop (holds it on the waist line) stands opposite his team at a distance of 8–10 m from it. At the command of the teacher, the participant with the hoop runs to his team, takes one member of the team into the hoop and returns with him to “his own shore”. The first one remains on the “shore”, and the second participant with the hoop runs after the next participant, takes him into the hoop and returns to the “shore” with him. He himself remains on the "shore", and the third runs after the fourth, and so on, until the whole team crosses to the opposite "shore".

5th stage - "Tumbleweed"

The team has one hoop and one ball. Participants take turns moving backwards and with the help of a hoop they drive the ball to the cone, come back and pass the baton to the next one.

Card file of outdoor games for children 6-7 years old

Program content:

To teach children to use a variety of outdoor games (including games with elements of competition) that contribute to the development of psychophysical qualities (dexterity, strength, speed, endurance, flexibility), coordination of movements, the ability to navigate in space; independently organize familiar outdoor games with peers, fairly evaluate their results and the results of their comrades. Learn to come up with game options, combine movements, showing creative abilities. Develop interest in sports games and exercises (towns, badminton, table tennis, hockey, football).
card number 1
Mobile game "Traps"
Target:
Stroke: With the help of a counting rhyme, a driver is selected - a trap and stands in the middle of the hall (platform). On a signal: "One, two, three - catch!" all the players scatter and dodge the trap, which tries to catch up with someone and touch with his hand (tarnish). 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 the group is large, then two traps are selected.
card number 2
Mobile game "Smart guys"
Target: Develop dexterity, eye and accuracy of movements.
Stroke: The players are divided into threes and stand in a triangle (the distance between the children is 1.5 m). One child in a trio throws the ball up with both hands, the second must pick it up and throw it up again, the third player catches the ball and throws it up, the first player must catch the ball, etc.
card number 3
Mobile game "Catch up with your couple"
Target: Exercise children in running with acceleration.
Stroke: 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). The second rank player tries to touch (stain) 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.
card number 4
Mobile game "Tops and Roots"
Target: To consolidate knowledge about the way vegetables grow, develop attention, visual and auditory perception, memory, exercise the ability to catch the ball.
Stroke: 1. An adult shows a vegetable (dummy or natural) or calls it, children call it and show movements where it grows, if on the ground - they pull their hands up, if underground - they squat. A child can also act as an adult, who himself shows vegetables.
2. Children stand in a circle. In the center is the driver with the ball. He throws the ball to the first player and names any vegetable. The player returns the ball to the leader and answers it's tops or roots. The one who never makes a mistake wins.
card number 5
Mobile game "Don't stay on the floor"
Target: Exercise children in uniform running while maintaining distance, develop coordination in jumping.
Stroke: With the help of a rhyme, a driver is selected - a trap. The trap runs along with the children around the hall (platform). As soon as the teacher says "Catch!" all children scatter and try to climb any elevation (gymnastic benches, cubes, gymnastic wall). The trap is trying to show off. The guys he touched step aside. At the end of the game, the number of losers is counted and a new driver is selected.
card number 6
Mobile game "Flies - does not fly"
Target:
Stroke: Children stand in a row. The host calls various objects and raises his hands up. Children should raise their hands up only when the named object is flying. At the end, mark those who have never made a mistake.
card number 7
Mobile game "Quickly stand in a column"
Target: Develop attention and speed of movement.
Stroke: The players are built in three columns (in front of each column is a cube of its own color). The teacher offers to remember your place in the column and the color of the cube. On a signal, the players scatter around the hall (site). After 30-35 sec. The signal "Quickly to the column!" is given, and each child must quickly take his place in the column.
card number 8
Mobile game "Owl"
Target: Development of attention, reaction to a verbal command and arbitrary regulation of behavior.
Stroke: An owl's nest is marked on the site. The rest are mice, bugs, butterflies. At the signal "Day!" Everyone is walking and running. After a while, the signal "Night!" sounds. and everyone stops, remaining in the position in which the team found them. The owl wakes up, flies out of the nest, runs around the children, carefully observes, and takes the one who moves to his nest. On a signal: "Day!" - game continues.
Rules: Stop in the position proposed by the teacher: stand on one knee, on toes, forming pairs, placing the feet in one line.
card number 9
Mobile game "Giants and gnomes"
Target: Encourage children to act on the signal.
Stroke: The driver (most often an adult) explains to the guys that he can only pronounce the words "giants" and "gnomes". At the word "giants", everyone should rise on their toes and raise their hands. And at the word "gnomes", everyone should sit down lower. The one who makes a mistake is out of the game.
Of course, the driver wants to ensure that the players are wrong. To do this, he first pronounces the words "giants!" loud and bass, and "gnomes" - a quiet squeaky whisper. And then, at some point, the other way around. Or, saying "giants", the driver crouches, and saying "gnomes" - rises on his toes.
The pace of the game is accelerating and all the players are gradually dropping out. The last player who has never made a mistake becomes the leader.
card number 10
Mobile game "Rod"
Target: Exercise in jumping with vigorous repulsion with two legs from the ground and bending the legs under you during the jump.
Stroke: Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, a bag of sand is tied at the end. The teacher rotates the bag on a rope in a circle above the ground (floor), and the children jump up, trying to prevent the bag from touching their legs. The teacher rotates the bag in both directions alternately.
card number 11
Mobile game "Quick pass"
Target:
Stroke: The players stand in 3-4 lines and are located half a step from each other. The first player in each line has a large diameter ball. At the signal of the teacher, the children begin to pass the ball to each other from hand to hand. The last player in the line, having received the ball, raises it above his head.
card number 12
Mobile game "Don't get caught"
Target:
Stroke: A circle is drawn on the floor (ground) (or laid out from a 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 sec. The game stops. Another driver is selected, and the game is repeated with all the children.
card number 13
Mobile game "Circular lapta"
Target: To develop in children dexterity in ball games and speed in running with dodging.
Stroke: Children are divided into two teams. Players of one team stand in a circle, each holding a ball. The players of the second team are inside the circle. The task of the players of the first team is to touch (touch) those who are inside the circle. Children inside the circle try to dodge. When at least a third of the players are tagged, the teams change places.
card number 14
Mobile game "Shapes"
Target: The development of attention, orientation in space, the ability to act on a signal.
Stroke: At the signal of the teacher, all the children scatter around the hall (platform). On the next signal, all the players stop at the place where the team found them and assume a pose. The teacher notes those whose figures turned out to be the most successful.
Options: At the signal: "Stop! Two!" - build a figure in pairs. On the next "Stop! Three!" - in the top three, etc. up to five.
card number 15
Mobile game "Ball over the head"
Target: Develop speed and accuracy of movements when passing the ball.
Stroke: The players are divided into threes. Two guys throw the ball to each other, and the third one stands between them and tries to touch the ball. If he succeeds, he changes places with the player who threw the ball.
card number 16
Mobile game "Pass on the go"
Target: Development of attention, speed and accuracy of movements when passing the ball.
Stroke: The players are divided into pairs, and stand on the starting line. In the hands of one player of each pair of balls of large diameter. At the signal of the teacher, the children, throwing the ball to each other along the way, move to the opposite side of the hall (platform) to the designated line (distance 10m). A pair is celebrated, which quickly and without losing the ball reached the finish line.
card number 17
Mobile game "Bird Flight"
Target: Exercise in climbing, developing agility and strength.
Stroke: On one side of the hall are children - birds. On the other side there are various aids - gymnastic benches, cubes, etc. are trees. At the signal "Birds fly away!" children, waving their arms like wings, scatter around the hall. At the signal "Storm!" all the birds run to the trees and try to take any place as quickly as possible. When the teacher says "The storm has stopped!". Children descend from the hills and again scatter around the hall - "the birds continue their flight."
card number 18
Mobile game "Echo"
Target: Exercise in the development of phonemic hearing and the accuracy of auditory perception.
Stroke: Before the game, an adult addresses the children: Have you ever heard an echo? When you travel in the mountains or through the forest, pass through an archway, or are in a large empty hall, you may encounter an echo. That is, you, of course, will not be able to see it, but you can hear it. If you say: “Echo, hello!”, then it will answer you: “Echo, hello!”, Because it always repeats exactly what you say to it. Now let's play echo.
Then they appoint a driver - "Echo", who must repeat what he is told.
card number 19
Mobile game "Jump - don't hit"
Target: Exercise in jumping on two legs, develop strength and agility.
Stroke: The players line up in two columns and stand at a distance of two steps from each other. Two leaders stand in front of each column with a stretched rope in their hands (length 1.5 - 2 m). The drivers raise the rope to a height of 20 cm and, at the signal of the teacher, pass it under the feet of the players, and they must jump over the rope.
card number 20
Mobile game "Hurry up to run out"
Target: To consolidate the skill of walking and running with a change in direction of movement, the ability to act on the signal of the teacher.
Stroke: The players stand in a circle. 5-6 guys go to the center of the circle. Those standing in a circle join hands and start running to the right or left (or fast walking), and the guys in the center of the circle clap their hands. At the signal of the teacher "Stop!" running in a circle quickly stop and raise their clasped hands up. The teacher counts out loud to three. During this time, those standing in the center of the circle must quickly run out of the circle. After the count of three, the children lower their hands. The one who remains in the circle is considered the loser.
card number 21
Mobile game "The ball to the driver"
Target:
Stroke: The players become in 3-4 columns (or 3-4 circles). At a distance of 2-2.5 m from each column, the leader with the ball stands up. At the signal of the educator, the drivers throw the ball to the standing first players, and those, having caught them, return them back and run to the end of their column. Then the drivers throw the balls to the next players, etc.
card number 22
Mobile game "Frogs"
Target: Practice jumping and throwing the ball.
Stroke: Children are built in 3 or 4 columns and stand in front of the wall at the starting line. In the hands of the first players in the column, the ball is of medium or small diameter (depending on the preparedness of the children). The distance to the wall is 1.5 - 2m. The child throws the ball against the wall, and jump over it after bouncing on the floor (ground). The second child in the column picks up the ball, throws it against the wall, jumps over the ball after the bounce, and so on. Each next player, after completing the exercise, stands at the end of his column.
card number 23
Mobile game "Traps with ribbons"
Target: Practice running. Develop dexterity, the ability to quickly navigate.
Stroke: Children are built in a circle; each has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. At the signal of the teacher: "One, two, three - catch!" The children run around the playground. The trap runs after the players, trying to pull the ribbon from someone. At the signal of the teacher: "One, two, three, run in a circle!" everyone is 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, and the game is repeated, with a new driver.
card number 24
Mobile game "Carrying balls"
Target: Develop the ability to perform movements on a signal. Practice fast running.
Stroke: Players are built in two columns and stand on the four sides of the hall (platform). In the center is a large-diameter hoop (or basket) in which small balls are placed according to the number of players. At the command of the teacher, the children standing first in the columns run to the hoop, take one ball, return and stand at the end of their column. The second players start running after the first ones cross the marked line, and so on. The team that completes the task quickly and without errors wins.
card number 25
Mobile game "Quickly take it"
Target: Develop the ability to perform movements on a signal.
Stroke: The players form a circle and walk around objects (cubes, balls, skittles); 2-3 fewer items than players. Suddenly, the teacher gives a signal: “Quickly take it!”. Each player must take an item and raise it above their head. The one who did not have time to take the item is considered the loser.
card number 26
Mobile game "Guess whose voice?"
Target: Strengthen the skill of walking in a circle.
Stroke: The driver stands in the center of the hall and closes his eyes. Children form a circle, without holding hands, go in a circle to the right and say:
We gathered in an even circle
Let's turn back together,
And how do we say: "Skok - skok - skok",
Guess whose voice.
The words "skok - skok - skok" are pronounced by one child (at the direction of the teacher).
The driver opens his eyes and tries to guess who said these words. If he guesses correctly, that player takes his place. If the driver did not guess correctly, then when the game is repeated, he again performs this role. Children walk in a circle in the other direction.
card number 27

Target: Develop accuracy in exercises with the ball.
Stroke: The players line up in front of the wall (fence) and throw the ball against the wall, catching it after bouncing off the ground (with a clap, squatting, etc.)
card number 28
Mobile game "Mousetrap"
Target: To develop in children endurance, the ability to coordinate movements with words. Exercise in running with crawling.
Stroke: The players are divided into two unequal groups. The smaller one forms a circle - a "mousetrap", the rest of the "mice" - they are outside the circle. The players, representing a mousetrap, hold hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they gnawed everything. Everyone ate. Beware, cheats, we will get to you! Children stop and raise their clasped hands up, forming a gate. Mice run into and out of the mousetrap. According to the teacher "Hop!" children standing in a circle lower their hands and squat - the mousetrap slammed shut. Players who do not have time to run out of the circle are considered to be caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children switch roles.
card number 29
Mobile game "Entertainers"
Target: To develop the creative abilities of children, orientation in space, attention.
Stroke: With the help of a counting rhyme, an entertainer is selected, who stands in the center of the circle formed by the children. Holding hands, the children go in a circle to the right, then to the left and say:
In an even circle one after another
We go step by step.
Stay where you are! together
Let's do it like this!
The children stop, lower their hands, and the entertainer shows some kind of movement. Everyone must repeat it. The one who repeats the movement best of all becomes the new entertainer.
card number 30
Mobile game "In places"
Target: To form the ability to throw and catch the ball, to be dexterous, attentive, to develop an eye.
Stroke: The players form a circle. In front of each child lies an object (a cube, a bag, a skittle). On a signal, everyone scatters around the hall (site) in different directions, and the teacher removes one object. To the 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.
card number 31
Mobile game "Pass the ball"
Target: Practice with the ball.
Stroke: The players are built in 3-4 columns. The distance between the children in the column is one step. The first player in the column receives the ball ( large diameter). At the signal of the teacher, the first players pass the ball back between their legs with both hands and run to the end of their column. The next players pass the balls back and run to the end of their column, and so on. When the first player is again in front of the column, he raises the ball high above his head. Repeat 2-3 times. The teacher marks the winning team.
card number 32
Mobile game "Cunning Fox"
Target: To develop in children endurance, observation. Exercise in fast running with dodging, in building in a circle, in catching.
Stroke: The players stand in a circle at a distance of one step from each other. The teacher invites the players to close their eyes, goes around the circle behind the backs of the children and touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and look carefully which of them is a cunning fox, if she will give herself away with something. The players ask in chorus 3 times, at first quietly, and then louder, "Sly fox, where are you?" While everyone is looking at each other. The cunning fox quickly comes to the middle of the circle, raises his hand up, says "I'm here." All the players scatter around the site, and the fox catches them. The captured fox takes it home to the hole.
Rules: The fox begins to catch the children only after the players who play 3 times in chorus ask and the fox says: "I'm here!"
If the fox gave himself away earlier, the teacher appoints a new fox.
The player who ran out of the area is considered to be caught.

Options: 2 foxes are selected. The fox can be chosen by lot.
card number 33
Mobile game "Salki"
Target: Exercise in fast running with dodging, in building in a circle, in catching.
Stroke: All the players run freely around the site, the driver - the tag is trying to tarnish someone. The player who is tarnished becomes a tag; if the lark cannot catch anyone for a long time, then the teacher appoints another driver. If the group is large, then two leaders can be appointed.
card number 34
Mobile game "Stop!"
Target: Exercise in walking with the performance of tasks on a signal, repeat game exercises for balance.
Stroke: The players stand in one line or arbitrarily not far from each other. On the opposite side of the hall, the driver stands with his back to the players. He loudly says: "Walk fast, look, don't yawn, stop!" for each word, the players step forward (rhythmically, in accordance with the spoken text). At the last word, the children stop, and the driver quickly looks around. The one who did not have time to stop takes a step back. The leader turns away and says the text again, and the children continue to move. The player who managed to cross the finish line before the driver says the word "Stop!" becomes the driver.
card number 35
The mobile game "Jumpers - sparrows"
Target: Practice jumping over cords.
Stroke: 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 (or a cat). 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 (or cat) runs in a circle and does not allow sparrows to stay there for a long time. The sparrow, touched by the driver, stops, raises his hand, but does not leave the game. The teacher marks those whom the kite (or cat) has never caught. The game is repeated after a short break.
card number 36
Mobile game "Frogs and Heron"
Target: To develop in children dexterity, speed. Learn to jump back and forth over an object.
Stroke: The boundaries of the swamp (rectangle, square or circle) where frogs live are marked with cubes (side 20 cm), between which ropes are stretched. At the ends of the ropes are sandbags. Away is a heron's nest. Frogs jump, frolic in the swamp. The heron (leader) stands in its nest. At the signal of the teacher, she, raising her legs high, goes to the swamp, steps over the rope and catches the frogs. The frogs escape from the heron - they jump out of the swamp. The heron takes the frogs he has caught to his house. (They stay there until they choose a new heron.) If all the frogs manage to jump out of the swamp and the heron does not catch anyone, she returns to her house alone. After 2-3 games, a new heron is chosen.
Directions: The ropes are placed on the cubes so that they can easily fall if they are touched when jumping. The fallen rope is put back in place. Playing (frogs) should be evenly distributed over the entire area of ​​​​the swamp. There may be 2 herons in the game.
card number 37
Mobile game "Hunters and falcons"
Target: Exercise in fast running, develop speed of reaction.
Stroke: On one side of the hall (platform) are falcons. In the middle of the hall are two hunters. At the signal of the teacher "Falcons, fly!" the children run to the other side of the hall, and the hunters try to catch (tarnish) them before they cross the imaginary line. When the game is repeated, other drivers are selected, but not from among those caught.
card number 38
Outdoor game "Passing the ball in a line (or in a circle)"
Target: Develop speed and accuracy of movements when passing the ball.
Stroke: The players are built in 3-4 lines. In the hands of the first player in each line, the ball (large diameter). At the signal of the teacher, the children begin to pass the ball to each other in a line. As soon as the last player in the line receives the ball, he raises it over his head and all players must turn around and pass the ball in the opposite direction. The first in the line receives the ball, all the children turn again and take their original position. The teacher announces the winning team.
card number 39
Mobile game "Day and night"
Target: To develop in children dexterity, speed.
Stroke: The players are divided into two teams - "Day" and "Night". In the middle of the hall (platform) a line is drawn (or a cord is placed). At a distance of two steps from the line, teams stand with their backs to each other. The teacher says: “Ready!”, Then he gives one of the teams a signal to run, for example, says: “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. The team that manages to tarnish the most players of the opposing team wins.
card number 40
Mobile game "Two frosts"
Target: Exercise in scattered running, develop speed of reaction, the ability to act according to the rules.
Stroke: 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 site, face the children and say:
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 respond:
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 them with their hands). 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 Morozov are chosen.
card number 41
Mobile game "Spider and flies"
Target: Continue to exercise in running in various directions, in the ability to keep balance. Develop endurance.
Stroke: In one corner of the hall, a web is indicated by a circle (or cord), where the driver lives - a spider. The rest of the children are flies. At the signal of the teacher, all the flies scatter around the room, "fly", buzz. The spider is in the web. At the signal "Spider!" flies stop in the place where the team found them. The spider comes out and looks carefully. The one who moved, the spider leads into its web. After two repetitions, the number of flies caught is counted. The game is resumed with a different driver.
card number 42
Mobile game "Keys"
Target:
Stroke: The players stand in circles drawn in any order (or laid out from short cords) at a distance of 2 m from one another. The leader is chosen. He approaches one of the players and asks: "Where are the keys?" He replies: "Go to ... (calls one of the 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 shouts: "I found the keys!" Then all the players change places, the one left without a place becomes the driver.
card number 43
Mobile game "Carousel"
Target: To develop in children the rhythm of movements and the ability to coordinate them with words. Exercise in running, walking in a circle and building in a circle.
Stroke: The players form a circle. The teacher gives the children a cord, the ends of which are tied. The children, holding the cord with their right hand, turn to the left and say a poem: "Barely, barely, barely, barely, the carousels spun. And then around, around, all running, running, running." In accordance with the text of the poem, children walk in a circle, first slowly, then faster, then run. During the run, the teacher says: "Be-y-y." Children run 2 times in a circle, the teacher changes the direction of movement, saying: "Turn." The players turn around, quickly intercepting the cord with their left hand and run in the other direction. Then the teacher continues with the children: "Hush, hush, don't write off, stop the carousel. One, two, one, two, the game is over!" The carousel movements are getting slower. At the words "Here the game is over," the children lower the cord to the ground and disperse.
Rules: You can only take a seat on the carousel by calling. Not having time to take a seat before the third call, does not take part in skating. It is necessary to make movements according to the text, observing the rhythm.
Options: Everyone must take their place. Put the cord on the floor, running in a circle after it.
card number 44
Mobile game "Zhmurki"
Target: Improving orientation in space.
Stroke: The educator assigns a rhyme to the driver - blind man's blind man. He stands in the middle of the area, limited by cords. He is blindfolded and asked to turn around several times. All the children scatter, and the blind man's blind man tries to catch someone.
Rules: Do not go beyond the designated border; running away from blind man's buff, you can squat; so that the blind man does not go beyond the site, he is warned with the word "fire".
When the children unwind in the place of the leader - blind man's blind man, then together they say the sentence:
- Cat, cat, what are you standing on?
- On the porch (on the pitcher).
-What are you drinking?
- Kvass!
- Catch the mice, not us.
Here is another version of the sentence:
- Where are you standing?
- On the bridge.
- What are you drinking?
- Kvass.
- Look for us for three years!
card number 45
Mobile game "Handed - sit down (relay with the ball)"
Target: Develop speed and accuracy of movements when passing the ball.
Stroke: The game is played in the hall or on the court. For its implementation, 2-3 volleyballs are required. The players are divided into 2-3 equal teams, which are built behind the line in a column one at a time. Ahead of each team at 6-8 meters is the captain with the ball in his hands. On a signal, the captain passes the ball to the first player of his team. He, having caught the ball, returns it to the captain and crouches. The captain throws the ball to the second player, and so on. Having received the ball from the last player, the captain lifts it up, and the whole team quickly gets up. The team that completes the task first and its captain lifts the ball up wins. The player who dropped the ball must sculpt it, return to his place and continue passing. Also, players should not skip their turn.
card number 46
Mobile game "Polar bears"
Target: Develop speed, agility, endurance.
Stroke: 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".
Rules: The caught "bear cub" cannot slip out from under the hands of the couple surrounding him until the "bear" has tagged him. When catching, it is forbidden to grab the players by the clothes, and those who run away run out of the boundaries of the site.
card number 47
Mobile game "Frogs in the swamp"
Target: Exercise in jumping on two legs moving forward, developing strength, agility, speed of reaction.
Stroke: On one side of the hall (beyond the line) there is a driver - a crane. In the middle of the hall is a swamp (a circle made of cord). Children sit around - frogs and say:
Here from the hatched rotten
The frogs splashed into the water.
Kwa-ke-ke, kwa-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 has caught several frogs, another crane is chosen from among those who have never been caught.
card number 48
Mobile game "Ball against the wall"
Target: Develop children's attention, dexterity. Practice catching the ball with both hands.
Stroke: Children stand in 3-4 columns in front of the wall (shield). 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 column. The second player must catch the ball after bouncing on the floor and throw it against the wall, etc. The team that completes the task quickly and without losing the ball wins.
card number 49
Mobile game "We are funny guys"
Target: Get kids to run. Strengthen the ability to act on a signal.
Stroke: Children stand behind the line on one side of the playground (hall). In the center of the site are two drivers. The children say in unison:
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!" children run across to the other side of the playground, and the drivers catch up with them. The one whom the driver has taunted, steps aside. As soon as the children cross the finish line, the number of losers is counted. The game is repeated with other drivers.
card number 50
Mobile game "Hunters and ducks"
Target:
Stroke: Children are divided into two equal teams - hunters and ducks. Ducks stand in the middle of a large circle. The hunters throw a ball (large diameter), trying to hit the ducks with it. The duck touched by the ball is out of the game. When most (about a third) of the ducks are tagged, the teams switch roles.
card number 51
Mobile game "Quiet - Loud"
Target: Develop observation, attention, the ability to listen to the signal and act in accordance with it.
Stroke: With the help of a counting rhyme, the driver is selected, he stands in the center of the circle and closes his eyes. The teacher gives one of the players an object that can be hidden (lace, ribbon). All children except the driver know who has the item. When the driver approaches this child, the children begin to clap loudly, when they move away, the claps become quieter. The game continues until the driver finds the item. If he fails to do this for a long time, then another driver is selected.
card number 52
Mobile game "Wolf in the ditch"
Target: Exercise children in running, jumping. Strengthen the ability to act on a signal.
Stroke: In the middle of the hall (platform) two parallel lines are drawn (or ropes are laid) 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 located in the house (beyond the line). The wolf gets into the ditch. At the signal of the teacher: "Wolf in the ditch!" the goats run to the opposite side of the hall, jumping over the moat, and the wolf tries to catch them (to touch them with his 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.
card number 53
Mobile game "Who is faster to the ball"
Target: Exercise children in speed running.
Stroke: Children stand in two lines. Task: run to the object as quickly as possible, pick it up and raise it above your head (distance 10m). At the command of the educator "March!" the exercise is performed by the first line. The teacher marks the first three participants. Then the second group performs the task, the teacher marks the winners.
card number 54
Mobile game "Pass with the foot"
Target: Develop dexterity in ball games.
Stroke: Players stand in circles 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.
card number 55
Mobile game "Burners"
Target: Practice speed running.
Stroke: The players line up in two columns, holding hands in pairs. Ahead is the driver. The boys say in unison:
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 lower their hands and run to the beginning of the column: 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 was 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 the children into two teams.
card number 56
Mobile game "Passing the ball in the column"
Target: To develop in children dexterity, speed in ball games.
Stroke: Children are built in 3-4 columns; the distance between the players is one step. The one standing in the column first has a ball (large diameter). At the signal of the teacher, the children begin to pass the ball back with both hands above their heads (foot stand shoulder width apart). The last player in the column receives the ball, runs to the front of the column and passes the ball in the same way. The task is performed until the first player in the column is the one who stood first before the start of the game. The team that completes the task quickly and without loss wins.
card number 57
Game exercises with football elements
Target: To develop speed while running, agility, coordination of movements, the ability to navigate in space, to instill in children a sense of collectivism, mutual assistance.
"Ball to the wall". The players are located in front of the wall (fence) at a distance of 3 m from it. Each child has a ball, which he beats at an arbitrary pace against the wall alternately with his right and left foot.
"Smart Guys". Players line up in pairs across the court. Each pair has one ball. The distance between children is 2m. Task: send the ball to the partner with the right and left foot alternately.
"Trace it right." Various objects (cubes, stuffed balls) are placed throughout the site. The child circles the ball around the objects with his right and left foot, not letting it go far from himself.
"Goal in goal". With the help of several cubes, gates are indicated. On the starting line (distance from the gate 5m), the players take turns going out and trying to kick the ball into the goal with the exact movement of the foot (right or left).
"Kill the item." Skittles are placed on the same line at a distance of 4m from the starting line. Task: after a short run-up, hit the ball with an object.
"Exact pass". The players are divided into pairs. Each pair has one ball. Children move from one side of the playground to the other, hitting the ball to each other with their right and left feet alternately.
"Quick pass". The players become a semicircle (a small group, the distance between the players is 2m), in front of them is the driver with the ball. He kicks the ball with his foot to the first player with a quick and accurate movement, and he returns the ball with the same movement, etc. Then the driver changes places with the first player of the team. The exercise is repeated with another driver.
"Clever and fast." Players in a line dribble the ball on the run to the other side of the court, slightly knocking it with their right or left foot so that it does not roll far.
"Pass in a circle." The players stand in a circle (a small group of children) and, rolling, hit the ball, send it to each other with a slight but precise movement of the right or left foot.
"Pass in a circle." The players stand in a circle, in the center is a teacher with a ball. He sends the ball to the children in turn. Having received the ball, the child stops it and sends it back to the teacher with the same movement.
"Pass in three." Children form threes at a distance of 2m from each other. One player has the ball. The players pass the ball to the right in a circle with one foot, then to the left, and so on several times.
"Get in the gate." Children carry the ball from one side of the playground to the other to the designated line (distance 10m) and, not reaching the goal 2m, try to score the ball into the goal.
card number 58
Game exercises with elements of badminton
Target: Develop agility, speed, coordination of movements.
"don't drop it". The players stand in a circle (semicircle) or line. The legs are slightly apart, each child has a shuttlecock in their hands. Task: toss the shuttlecock up with one hand and catch it in the air.
"Throw - catch." Throwing a shuttlecock with one hand and catching it with the other, standing still and moving (for a short distance).
"Flounce towards". Children stand in two lines; the distance between the lines is 2 m, at a distance of arms extended to the side from each other. Every child has a shuttlecock. At the signal of the teacher, each child throws the shuttlecock to the child standing opposite. The main thing is that the shuttlecocks do not fall and do not collide during the transfer.
"Throw in the ring." The players stand in a column one at a time (a group of 4-6 children) in front of the basketball hoop (height from the floor 2m). Every child has a shuttlecock. At the signal of the teacher, the first child in the column approaches the ring and throws the shuttlecock from the bottom up with his right (left) hand, trying to get into the ring.
"Reflect the shuttlecock." Children stand in two semicircles at a distance of one step from each other. Each child has a racket. The driver is selected; he stands in front of the players and alternately throws a shuttlecock to them, and they beat him off. After a while, another driver is selected.
"Kick the shuttlecock." Children become in a circle (semicircle). Each player has a racket and a shuttlecock. Children toss the shuttlecock with a racket, trying to hit as many times as possible and not let the shuttlecock fall to the ground.
"Come - do not drop." The players line up. Each child has a shuttlecock and a racket. At the command of the teacher, the children toss the shuttlecock with a racket, moving forward with a step. The pace is arbitrary.
"Flounce through the net". In the middle of the site (hall) at a height of 120 cm from the floor, a mesh (or cord) is stretched. Two teams of 5-6 people play. Players stand on either side of the net. Children from one team serve the shuttlecock (3-4 times), and the guys from the second team beat the shuttlecock to the opposite side through the net. Then the teams switch roles.
card number 59
Mobile game "Do not hurt"
Target: Exercise children in walking and running with a snake, enrich motor experience, develop coordination of movements, orientation in space.
Stroke: in parallel in two rows at a distance of 40-45 cm from each other, 6-7 pins are placed from the starting line after 2 m. All players line up in two columns. On a signal, the children run one after another in a "snake" between the pins, running around them from one side and the other, returning to the starting line. The team that does not hit any pins wins.
card number 60
Mobile game "Third extra"
Target: Learn to follow the rules of the game, develop agility and speed of running.
Stroke: The players become pairs in a circle facing the center so that one of the pair is in front and the other is behind him. The distance between the pairs is 1-2 m. Two drivers take a place behind the circle: one runs away, the other catches him. Fleeing from the chase, the evader can get ahead of any pair. Then the one standing behind turns out to be "third wheel" and must run away from the second driver. If the chasing touches the evader, then they change roles. No one should prevent the player from running away from the pursuer.
Options: 1. The “third extra” standing behind in a pair should not run away, but catch up with the second driver.
2. Players stand in pairs facing each other and holding hands. The evader can stand between the hands of any pair. To whom he will stand with his back, that "third extra" and must run away.
3. The players walk in a circle in pairs, hold each other's hands, and free hands on their belts. The escaping, escaping from persecution, can at any moment take someone by the arm. Then the one standing on the other side becomes the one running away. The same game can be played with music.
card number 61
Mobile game "Whoever is named, he catches"
Target: Develop attention, dexterity, speed of reaction to a signal.
Stroke: Children walk or run around the playground. An adult holds a ball in his hands. He calls the name of one of the children and throws the ball up. The named one must catch the ball and throw it up again, calling the name of one of the children. Throw the ball should not be too high and in the direction of the child, whose name is called.
card number 62
The mobile game "Gonder"
Target: Develop attention, coordination of movements, dexterity, tracing the function of the eye.
Stroke: Children stand in a circle at a distance of one step from each other. One of the players has a ball in his hands. At the command of the teacher, the child begins to throw the ball, calling by name the person to whom he throws the ball. The ball must be caught. Whoever dropped the ball stands in the center of the circle and performs any exercise with the ball.
Rules: The ball is thrown through the center of the circle. If the player drops the ball during the exercise, he is given an additional task.
card number 63
Mobile game "Stop!"
Target: Develop auditory attention, orientation in space, visual-motor coordination.
Stroke: The players become in a circle. The driver goes to the middle of the circle with a small ball. He tosses the ball up (or hits it hard on the ground) and says someone's name. The child who was named runs after the ball, the rest scatter in different directions. As soon as the named child picks up the ball, he shouts: "Stop!". All players must stop and stand still where the team found them. The driver tries to hit someone with the ball. The one to whom the ball is thrown can dodge, squat, bounce without leaving the spot. If the driver misses, then he runs after the ball again, and everyone scatters. Taking the ball, the driver again shouts: "Stop!" - and tries to overpower one of the players. Salted becomes the new driver, the game continues.
Rules: The one to whom the ball is thrown must dodge, squat, bounce without leaving the spot.
card number 64
Mobile game "Mice and houses"
Target: To consolidate the ability to quickly change the direction of movement, act on a signal.
Stroke: With the help of a counting rhyme, the driver is selected. The rest of the children stand in rings or circles drawn on the floor and take their places in them - "Mice in houses." The driver comes up to some house and says: "Mouse, mouse, sell the house!" She refuses. Then the driver goes to another "mouse". At this time, the "mouse", which refused to sell the house, calls one of the players and changes place with him. The driver seeks to take the place of one of the running ones. If he succeeds, then the one left without a place becomes the leader. If he fails, he goes from house to house with a request to sell the house. If the driver says: "The cat is coming!", Then everyone should change places, and the driver seeks to occupy someone's house.
card number 65
Mobile game "Four elements"
Target: Develop attention, observation, the ability to make decisions quickly, expand vocabulary.
Stroke: The players stand in a circle. Explain to the children that there are 4 elements: water, earth, air, fire. For example, fish, frogs, crayfish live in water, people, animals, insects, etc. live on earth, but no one lives in fire. If the driver throws the ball and says: "Water", "Earth" or "Air", then the player to whom the ball was thrown must catch it, name the one who lives in this element, and throw the ball back to the driver. If the driver says: "Fire!", then the ball cannot be caught. For an incorrect answer or a ball caught on the word "fire", the player is out of the game. Play until the last remaining participant.
card number 66
Mobile game "Shtander"
Target: Development of motor and communication skills, dexterity, speed of reactions and coordination of movements, figurative thinking.
Stroke: Before the start of the game, a leader is selected with the help of a rhyme. All participants in the game stand in a circle, and the driver in the center of the circle. He throws the ball high and shouts loudly "Shtander - Olya!", naming the name of any of the children. Now the one whose name was called becomes the driver. He tries to catch the ball as soon as possible. And all the other children scatter, trying to be as far as possible from the new driver. As soon as they managed to catch the ball, the driver shouts "Shtander-stop!". After that, everyone is obliged to stop in place, and turn to face the driver. The driver chooses any of the children and calls his name: "I'll get to Kolya!" After that, Kolya should fold his hands in a ring in front of him. It is in this "basketball" hoop that the leader must hit the ball. To get into the ring was easier, the driver has the right to come closer. To do this, he announces in advance, without starting the movement, how many and what steps he wants to take. Steps are as follows: "Simple" - an ordinary step
"Giant" - a wide step. "Lilliputian" - a step is taken to the length of the foot, that is, the heel of the other is attached to the toe of one leg. "Umbrellas" - a jump with a turn. "Frog" - a jump from a squatting position. For example, it may sound like this: "There are four Lilliputian, two giant and three umbrellas before Kolya!" After that, the driver begins to move towards Kolya. Here, too, there are rules. Firstly, you need to move along the shortest straight line, and, secondly, you must complete all the above steps and only them. Approaching Kolya, the driver throws the ball, trying to get into the ring from his hands. If he hit, then Kolya will become the new “throw-in” driver, if he didn’t hit, then he will drive himself.
card number 67
Mobile game "Fortification Defense"
Target: The game helps to improve the skills of throwing, catching, passing the ball, and in the case of kicking - stopping, passing, hitting inside feet and lifting, brings up courage, speed of orientation and tactical thinking.
In the center of the hall, a small circle and a large circle are drawn with a diameter (2 and 4 m, respectively). The players are outside. In the center of the small circle, a "fortification" is installed - three maces (skittles). A "defender" is chosen, who stands next to the fortification.
On a signal, they try to hit the "fortification" with the ball. The "Defender" prevents this by hitting and catching balls. The player who knocks down three maces (skittles) at once or the third (the last one) changes places with the "defender".
Rules: 1. Throw (kick) - without going beyond the circle line, otherwise the throw is not counted. 2. "Defender" does not have the right to enter the small circle line, hold with his hands
"strengthening" or to install downed maces again.
Option: Foot play.
Directions: 1. It is necessary to adjust the diameters of the circles in accordance with the capabilities of the players. 2. It is necessary to stimulate collective actions in every possible way, giving preference to passes of the ball, as a result of the combination of which the “defender” got confused and the “reinforcement” turned out to be defenseless.
card number 68
Mobile game "Horses and runners"
Target: Exercise in running, jumping on one leg, develop dexterity, orientation in space.
Stroke: A playground for playing 3x3 or 5x5 m is outlined. Children are divided into two teams: horses and runners. On one side of the site - the house of horses. Runners scatter around the playing area within its boundaries. The horses send one of their team into the field (to the site). The horse catches runners by jumping on one leg. The physical education teacher calls the horse: "Home!". He returns, and instead of him, the next player in turn jumps into the field. And so the horses change all the time. Caught runners are captured by the horses. The game ends when all players in the field have been caught. Then the teams switch roles. The game is repeated.
card number 69
Mobile game "Paints"
Target: Exercise in the ability to run fast, be dexterous, follow the rules of the game.
Stroke: Among the participants, one leading seller and one buyer-monk are chosen, the rest of the children become paints. Paint participants sit in a circle or in a gazebo, sometimes children line up. The seller quietly (in his ear) tells everyone what color of paint suits him. Children remember their color. The monk-buyer should not know the colors of paints. A monk comes to a paint shop and turns to the seller: - I'm a monk in blue pants, I came for paint.
- For what? The monk names the color of the paint (for example, blue). If there is no such paint, then the seller replies: - There is no such paint! Jump along the blue path, on one leg, you will find boots, wear them, but bring them back! Tasks for a monk can be different: to jump on one leg, to pass like a duck, to squat, or in some other way. If the named paint is present in the store, then the seller answers the monk: - There is one!
- What is the price?
- Five rubles (The monk loudly claps the seller's palm five times). At the last clap, the named "paint" jumps up from its place and runs around the arbor or line of other children. The monk tries to catch up with her. If he catches up with the paint, then he himself becomes the paint, and the captured participant-paint becomes the buyer-monk and the game continues. If the monk could not catch the paint, then the game starts over.
A variant of the game "Paints" with the player - "devil": The devil also comes to the store for paints and has the following dialogue with the seller:
- Knock Knock!
- Who's there?
- I'm a devil with horns, with hot pies, a bump on my forehead, and a mouse in my pocket!
- Why did you come?
- For paint!
- For what?
After the paint was named and it was present in the store, the devil paid the seller with claps on the palm of his hand. With the last blow, the paint jumps up and runs away, and the devil at this moment must quickly utter any agreed words.
- Thanks buddy, hold the pie!
As soon as the devil said the last word, the paint stops. The devil must estimate the distance to the runaway paint in steps.
The steps could be:
normal steps,
giant steps,
midget steps,
brick steps (heel to toe).
The devil is told with what steps he should walk towards the paint. If he walked and touched the paint, then the devil himself becomes paint.
card number 70
Mobile game "Birds and cage"
Target: Increasing motivation for gaming activity, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.
Stroke: Children are divided into two groups. One forms a circle in the center of the playground (children walk in a circle, holding hands) - this is a cage. Another subgroup is birds. The teacher says: "Open the cage!" Children forming a cage raise their hands. Birds fly into a cage (in a circle) and immediately fly out of it. The teacher says: "Close the cage!" children throw up their hands. Birds left in the cage are considered to be caught. They stand in a circle. The cage increases and the game continues until 1-3 birds remain. Then the children switch roles.
card number 71
Mobile game "North and South Wind"
Target: Develop endurance and attention; improve your running skills.
Stroke: Choose two leaders. A blue ribbon is tied on one hand - this is the north wind, the other is red - this is the south wind. The rest of the children run around the playground. The north wind tries to freeze as many children as possible, to touch them with his hand. Frozen take any position (hands to the sides, up, on the belt, stand on one leg, etc.). The south wind seeks to unfreeze the children, also touching his hand and exclaiming: "Free!" After 2-3 minutes, new drivers are appointed, and the game is repeated.
card number 72
Mobile game "Traps on one leg"
Target: Develop coordination, learn to navigate in space.
Stroke: Choose a trap. At the signal of the teacher: "One, two, three! Catch!" children run around the playground. Traps catch them by touching them with their hands. Those caught move away. The game is repeated 3-4 times. You can’t catch someone who managed to stand on one leg in time and wrap his arms around his knee. When 3-4 children are caught, a new trap is chosen.
card number 73
Mobile game "Traps in pairs"
Target: Exercise in running, in the ability to navigate in space, develop agility, speed.
Stroke: Choose a driver. At the signal of the teacher, the children scatter. The driver catches by touching the escaping with his hand. The one who is caught becomes paired with the driver. They join hands and catch other children. Caught also form a pair and participate in fishing. The game ends when all the children have been caught. The last child caught becomes the leader.
card number 74
Mobile game "Hares in the garden"
Target: Practice climbing and jumping over objects. Develop strength, agility, coordination.
Stroke: Across the site put 2-3 gymnastic benches. This is a fence. On one side of the fence there is a clearing where hares (children) frolic, on the other side there is a garden where cabbage grows. Having frolicked in the clearing, the hares climb over the fence (or crawl) and feast on cabbage. When all the hares got into the garden, the teacher says: "The watchman is coming!" Hares run away to the clearing, jumping over the fence. The loser is the one who performed the jump incorrectly or was the last to leave the garden. The game is repeated 4-5 times.
card number 75
Mobile game "Catching monkeys"
Target: To develop initiative, observation, memory, dexterity in children. Practice climbing, running.
Stroke: Depicting monkeys, children are located on one side of the site near the gymnastic wall. On the opposite side are the monkey catchers (4-6 children). They want to lure the monkeys out of the trees and catch them. The catchers agree on what moves they will make. They go to the middle of the site and show the planned movements. Monkeys at this time quickly climb the wall and watch the movements of the catchers from there. Having done the movements, the catchers go to the end of the site, and the monkeys get down from the trees, approach the place where the catchers were, and imitate their movements. At the signal of the educator, the “catchers” of the monkeys run to the trees and climb on them. Catchers catch those monkeys that did not have time to climb a tree. Captured monkeys they take away to themselves.
Directions: It is necessary to ensure that the children do not jump off the wall, but go down to the last crossbar. When the game is repeated, the movements of the catchers must be new.
card number 76
Mobile game "Ball in pursuit!"
Target: Develop gross motor skills, visual attention, eye.
Stroke: Children become in a circle. An adult gives two children standing in different places a ball. Then he says, "The ball is in pursuit!" - and the children simultaneously begin to pass them on to their comrades. If one ball catches up with the other, that is, both are in the hands of one child, then he leaves the game for a while. The teacher gives the balls to other children and the game continues.
Rules: The ball is passed on a signal, without passing the players.
card number 77
Mobile game "Hunters and hares"
Target: Exercise in the ability to throw at a moving target, climb (jump) over an obstacle, run fast.
Stroke: On one side of the site, a place for hunters is outlined. On the other side are houses for hares. Each house has 2-3 hares. The hunter walks around the site, pretending to be looking for traces of hares, and then returns to his place. On a signal: "Hares!" - run out of their houses to the clearing and jump on two legs, moving forward. On a signal: "Hunter!" - hares run to the houses. And the hunter throws a ball at them. A hare hit by a ball is considered to have been hit. The hunter takes him to himself, he becomes the hunter's assistant. The game is repeated several times, after which a new hunter is chosen.
Directions: The hunter may have several balls in his hands; shooting at hares in the houses is not allowed.
card number 78
Mobile game "Flock"
Target: Improve the ability to keep a distance while moving, develop attention, speed of reaction.
Stroke: Children are slowly running around the playground - this is a flock of birds. Leader ahead. He leads the flock around the area around the sandbox and slide (or other structures) along the path (in full view of the teacher). The flight lasts 0.5-1 min (it is not allowed to overtake the leader). The teacher strikes the tambourine, the flock crumbles. Everyone strives to quickly find some kind of shelter (bush, tree) or flutter onto a branch (stand on a log, boom, sandbox side, etc.). The last bird to hide is out of the game for one repetition. A new leader is appointed, and the flock flies after him in the other direction. The game is repeated 3-4 more times. At the end, the leader is noted who has withstood the required pace of running and chosen the most interesting route.
card number 79
Mobile game "Ice, wind and frost"
Target: Develop agility, endurance, develop speed skills.
Stroke: The players stand in pairs facing each other and clap their hands, saying:
- cold ice cubes
transparent ice cubes,
They sparkle, they ring:
"Ding, ding..."
They clap for each word: first in their own hands, then in the hands of a friend. They clap their hands and say: "Ding, ding" until they hear the signal: "Wind!". Ice children scatter in different directions and agree on who will build a circle with whom - a big ice floe. On the signal "Frost!" Everyone line up in a circle and hold hands.
Rules: The kids with the most players in the circle win. It is necessary to negotiate quietly about who will build the ice floe with whom. Agreed children join hands. You can change movements only at the signal "Wind!" or "Frost!". It is desirable to include different movements in the game: jumps, light or fast running, side gallop, etc.
card number 80
Mobile game "Bumblebee"
Target: Develop attention, speed, the ability to act on a signal.
Stroke: The players sit in a circle. A ball rolls on the ground inside the circle. Those who play with their hands roll it away from themselves, trying to overpower the other (get into the legs). The one who was touched by the ball (stung) turns his back to the center of the circle and does not participate in the game until another child is touched. Then he comes into play, and the stung again turns his back in a circle.
Rules: Roll the ball only with your hands; you can not catch, hold the ball.
card number 81
Mobile game "Blue, red, yellow"
Target: Learn to act on a signal, develop speed qualities.
Stroke: Children take ribbons of three colors, tie them on each other's hand. Then everyone lines up along the line on one side of the court. The teacher says: “Ready!”, and everyone takes a high start position. The signal to start running is the name of the color of the tape, for example: "Yellow!". At this signal, children run only with a yellow ribbon. The rest should stay where they are. Having reached the opposite side of the playground, the children remain there. Then the teacher calls another color, then a third. When repeated, children