Card file of active and sedentary games for children of the middle group. Game "Cat and Mice" for children of the younger group

Cat and mouse

Attributes: small bench.

The course of the game: two children play at the same time - "cat" and "mouse". The "cat" stands near one end of the bench, and the "mouse" - near the other. The "cat" has the following conversation with the "mouse":

- Mouse, mouse, where have you been?

- In the pantry.

- What did you do there?

- I ate butter.

- Did you leave it to me?

- I didn't.

- And where did you put the spoon?

- I put it under the barrel.

- Where did you put the jug?

- I was walking along the path, an angry dog ​​attacked - I dropped the jug and broke it.

- For this I will catch you.

- You won't catch!

The "mouse" runs away from the "cat". If the "cat" caught her, they change places, and if not, then another pair takes their place.

Special Notes: "mouse" and "cat" only run around the bench.

Mice and hedgehogs

Purpose of the game: development of motor, communication skills and dexterity.

Attributes: several headbands of any color.

Course of the game: in the center of the playground, a circle with a diameter of 10 m is drawn - this is a burrow of hedgehogs. The rest of the players are "mice". "Hedgehogs" tie colored bands on their hands and walk into a circle - a hole, and "mice" scatter across the area that symbolizes the field. At the signal from the host: "Hedgehogs!" - "hedgehogs" come out of their burrows into the field and begin to catch "mice". "Mice", fleeing, run away from them. The "mouse", which the "hedgehog" managed to touch, is considered caught and goes into the hole to the "hedgehogs". It does not leave the burrow until one of the other "mouse" players touches it, having reached the burrow. In this case, the caught "mouse" becomes free, runs away into the field and re-enters the game.

Special remarks: The “mouse” - the rescuer cannot go inside the circle-hole, but only run up to its border. If she ran into the circle, then she will also be considered caught.

Badgers and raccoons

Purpose of the game: development of motor abilities and speed of reaction.

Attributes: 2 medium sized rubber balls in different colors.

Course of the game: players are divided into 2 teams - "badgers" and "raccoons". Each team has its own captain. "Badgers" take, for example, a red ball, and "raccoons" - a blue one. At the signal from the host, the captains throw their balls as far as possible. On the second signal, one player from each team runs after their ball. The one who brings the ball first gets a point. The team with the most points wins.

Special Notes: You can only throw and run after the ball on command. The captain always throws the ball.

King of beasts

Purpose of the game: development of motor, communication and creative abilities, development of good memory.

Attributes: medium-sized ball.

The course of the game: all players are "beasts". One of them is the "king of beasts". Each player says his name to the "king" so that other animals do not hear (hare, bear, wolf, fox, tiger, etc.). The "beasts" line up in a row opposite the "king", a few steps away from him. A ball lies at the feet of the "king of beasts", and a line is drawn next to it. The "king" loudly calls some "beast", and he must run, and the "king" tries to hit him with a ball.

If the ball hits the evader, he goes to the "king" and helps him (brings the ball).

After the "king" catches 3 animals, he says: "Run, everyone!" - and tries to hit someone with the ball.

Special Notes: The "king of beasts" throws the ball without going out of line. A new "king" is chosen after 4 or 5 "beasts" are caught.

Hamsters and cats

Purpose of the game: development of motor and communication skills, speed of reaction.

The course of the game: 2 drivers - "cats" are selected from the players. The rest of the players are hamsters. They become pairs in a circle and turn their faces to the center of the circle, forming a kind of double circle. There should be a distance of 1 m between the pairs. "Cats" stand behind a circle.

One of the "cats" runs away, and the other catches up with her, trying to grease her. The fleeing "cat" stands in front of one of the pairs of "hamsters". Then the player standing behind must run away from the "cat". If the catching one bit the runner, then the caught one catches up, and the "cat" escapes from him, trying to stand in front of a pair of "hamsters".

Special Notes: The evader cannot run through the circle. You can only fire off the one who runs away or stands third behind the pair.

Cat and mouse

Purpose of the game: development of motor abilities, communication skills.

The course of the game.

1st option. Players choose "cat" and "mouse", then stand in a circle. The "cat" is behind the circle, and the "mouse" is inside the circle. The "cat" must enter the circle and catch the "mouse", but the players close the entrances in front of it. The "cat" tries to climb, but the children squat down and do not allow her to catch the "mouse". When the "cat" nevertheless makes its way into the circle, the children quickly release the "mouse", and they try not to release the "cat". When the "cat" catches the "mouse", new players are selected.

2nd option. The game is carried out in the same way, but not one, but two “cats” are hunting for the “mouse”. The “cats” can enter the circle only through the open gates - the raised hands of children standing in the circle. If one of the "cats" has caught the "mouse", they stand in a circle, and the second "cat" chooses other companions for the game.

Special notes: if the "cat" cannot catch the "mouse" for a long time, you should choose another pair.

Teacher and kittens

Purpose of the game: development of motor, communication and creative abilities.

The course of the game: a "teacher" is chosen from among the players, the rest are "kittens" - students. "Kittens" draw circles on the ground - these are their houses. In the center, opposite the house, is the place of the “teacher”. He says: "The kittens are awake!" "Kittens" represent what the "teacher" says. They all wash, do gymnastics, make the bed, eat breakfast, go to school, do their homework, return from school, play in the yard. When they go to school, the “kittens” change their house-circles. While the “kitten” children are playing in the yard after school, the “teacher” suddenly says: “Night!” "Kittens" should quickly return to their house. Those who do not succeed are considered the loser.

Special remarks: after the words of the teacher: "They play in the yard" - "kittens" should scatter all over the site.

Cat, buyer and seller

Purpose of the game: development of motor, communication and creative abilities.

Attributes: bench.

Course of the game: 3 players take part in the game - "seller", "buyer" and "cat". At one end of the bench the "salesperson" sits, on the other, facing the "salesperson" - the "cat". The "buyer" approaches the "seller" and asks:

- Where are you going?

- To Moscow!

- Whom are you carrying?

- Sell it to me!

- What will you give?

- 5 kopecks, a spoonful of honey and a ginger puppy.

After these words, the "cat" jumps up and runs around the bench, and the "buyer" catches up with him. If he touches his hand, the players change places: "cat" becomes "buyer", "buyer" - "seller", "seller" - "cat".

Special notes: each time the "buyer" must come up with a new version of the payment for the "cat", and the "seller" - a new name for the city. Having run around the bench 2 times, they change places.

Host and ferret

Purpose of the game: development of motor, communication and creative abilities.

Attributes: scarf.

The course of the game: the "owner" is selected from among the players. The rest of the players stand tightly with their backs in a circle, keeping their hands behind their backs. The "owner" with a handkerchief in his hand walks around the circle. He is concerned that a ferret comes to his coop at night.

“A sly, predatory ferret catches my chickens at night. How can I catch a ferret? " - says the "owner" and imperceptibly for everyone puts a handkerchief in the hands of one of the players standing in a circle. He moves on, and the player, who now has a scarf, does not show it. "The owner", having walked a little more, says: "Catch the ferret!" After these words, the player with the handkerchief runs away, and the player on the right must catch him. The "owner" takes one free seat out of two in the circle. The “ferret” gets to another place if the second player could not touch him with his hand. The one who is left without a place becomes the "master".

Special remarks: the "hunter" for the "ferret" must first let him run out of the circle, and only then catch.

Princess Frog

Purpose of the game: development of motor, communication and creative abilities.

Attributes: chair, green ball, some small balls.

The course of the game: in the center of the room, a green ball is placed on a chair or any support - the Frog Princess. All children are Ivans. They take turns throwing small balls to hit the big green ball. Whoever gets in becomes Tsarevich Ivan.

Special Notes: Balls are thrown from a specific line.

Princess ribbons

Purpose of the game: development of motor abilities, dexterity.

Attributes: 3 colored ribbons of different lengths.

The course of the game: in the middle of the platform at different heights are hung 3 colored ribbons of the princess. Players are divided into 2 teams, equal in number and strength. Their task is to jump up and reach the shortest ribbon with their hand. The player who gets it gets 3 points. Whoever gets the middle ribbon gets 2 points, and the longest one gets 1 point. The team with the most points wins.

Special Notes: Players begin to complete the mission on a signal. Each player only jumps once.

Target shooting

Purpose of the game: development of motor abilities.

Attributes: homemade or ready-made disc as a target, a small rubber ball, a chair.

Game progress: the disc is hung on the wall. At a distance of 5 m from it, a chair is placed, which the player must run around during the game. Having run around the chair with the ball in hand, the player must throw the ball and hit the target.

Special remarks: each time the player, before throwing the ball, must run around the chair more and more times - up to 5. It is impossible to stop for throwing.

Cheerful grandmas-hedgehogs

Purpose of the game: development of motor and communication skills.

Attributes: 2 brooms or mops, several colored pins.

Game progress: players are divided into 2 teams. Start and finish lines are drawn. Skittles are placed throughout the playground at a distance of 0.3 m from each other. Players must ride the entire distance from the starting line on a broomstick so as not to hit the pins.

The team that completes the task faster and better than the other wins.

Prisoner and protector

Purpose of the game: development of motor, communication and creative abilities.

Course of the game: a circle with a diameter of 3 m is drawn on the playground. Up to 10 people can participate in the game. The "prisoner" and his "defender" are selected. The "prisoner" sits down in the center of the circle, and the "defender" stands beside him and puts his hand on his head. Holding his hand like that, he goes around the "prisoner" in a circle,

watching for danger. The rest of the players - "robbers" - sitting behind the circle, try to touch the "prisoner" with their hand, and the "defender" seeks to bash them (touch with his hand).

If the "defender" was able to beat the attacker, he becomes a "prisoner", and the former "captive" - ​​a "defender". The former “defender” becomes one of the “robbers”.

Special Notes: Salting does not count if the "defender" takes his hand away from the "captive" head. You cannot push and pull the "defender".

Princely shooting

Purpose of the game: development of motor abilities, accuracy.

Attributes: 10 pins or clubs, medium sized rubber balls.

Course of the game: 2 lines for throwing are drawn on the playing court. A middle line is drawn in the center, on which 10 pins are placed. All players are "princes" who decided to practice target shooting. The players, each holding the ball, are divided into 2 teams and each line up behind its own line of throw. The host of the game, Ivan Tsarevich, gives the command: “Shoot!”, And all the players of one of the teams throw the ball, trying to knock down the pins. The knocked-down pins are placed again, but already 1 m closer to the other team. Then the other team throws the balls. The pins knocked down by this team of "princes" also move 1 m in the direction of the other team. The players collect their balls and the game continues. The winner is the team that scores more points after 5 volleys executed.

For each pin, standing at a distance of 1 m from the center line towards the other team, the "princes" receive 1 point, 2 m - 2 points, etc.

Special Notes: Players are not allowed to step over the line when throwing. All "princes" of one team must throw balls at the same time.

n / a "Find yourself a mate"

Target:

Game progress:To play, you need handkerchiefs of two colors (according to the number of children) (half of the handkerchiefs of one color, the rest of the other). Each player receives one handkerchief. At the signal of the teacher, all the children scatter, trying to occupy the entire area of ​​the hall (playground). To the words "Find a pair!" or the beginning of the sound of a piece of music, children with handkerchiefs of the same color stand in pairs. If the child cannot find a pair for himself, the players say: "Vanya (Kolya, Olya), don't yawn, choose a pair quickly!"

p / and "Cars"

Target:Learn to respond to a signal.

Game progress:Each player receives a wheel (cardboard or plywood). At the signal of the educator (by raising the green flag), the children scatter in a scattered way so as not to interfere with each other. On another signal (raise the red flag) the cars stop. The game repeats itself.

n / a "Find a sparrow"

Target:Rest after exercise.

Game progress:The players close their eyes, while the teacher hides a sparrow on the playground. At the signal, the children open their eyes, calmly walk around the playground and look for him. The one who found raises it up, the game repeats itself again

p / and "Aircraft"

Target:Improve the accuracy of orientation in space.

Game progress:Children stand in several columns on different sides of the hall. The place for each column is indicated by an object (cube, pin, medicine ball). The players represent the pilots. At the signal of the teacher: "To the flight!" - children perform circular movements with bent arms in front of the chest - "start the motors." The next signal: "Let's go!" - children raise their arms to the sides and run - "fly" in different directions throughout the hall. At the signal: "Landing!" - children - "planes" find their place (near their cube) and are built in columns.

p / and "Cucumber, cucumber ... .."

Target:Strengthen the muscles of the legs, form a sense of rhythm.

Game progress:On one side of the hall there is a teacher (trap), on the other side there are children. They approach the trap by jumping on two legs. The teacher says:

Cucumber, cucumber,

Don't go to that end

There the mouse lives

It will bite off your tail.

Children run away beyond the conventional line, and the teacher catches up with them. The teacher pronounces the text in such a rhythm that the children can jump twice for each word.

p / and "Sparrows and a cat"

Target:Cultivate quickness and agility.

Game progress:"Cat" is located on one side of the hall (playground), and children - "Sparrows" - on the other.

Children - "sparrows" approach the "cat" together with the teacher, who says:

Kitty, kitty, skating rink,

Kitty is a black tail,

He lies on a log

He pretended to be asleep.

On the words "As if sleeping," the "cat" exclaims: "Meow!" - and reads to catch "sparrows" who run away from him to his house (beyond the line).

m / n "Where did you knock?"

Target: Cultivate attentiveness and organization.

Game progress:Children stand in a circle (or sit). The driver goes to the middle and closes his eyes. The teacher silently walks around the circle behind the children, stops near one of the children, knocks with a stick and puts it in the child's hands, steps aside and says: "It's time!" The one standing in the circle must guess where they knocked, and go up to the one who has a hidden stick. Having guessed, he takes the place of a child who had a wand, he becomes a driver. If the child does not guess, then he drives again. If the second time he makes a mistake, then a new driver is chosen. In the game, children should be quiet.

p / and "At the Bear in the Forest"

Target:Teach children to move in accordance with the text, quickly change directions of movement.

Game progress:On one side of the hall (site) a line is drawn - this is the edge of the forest. Behind the line, at a distance of 2-3 steps, a place for a bear is outlined. At the opposite end of the hall, the line “home” of children is marked. The teacher appoints one of the players playing as a bear (you can choose with a counting rhyme), the rest of the players are children, they are at home.

The teacher says: "Go for a walk." Children go to the edge of the forest, pick mushrooms - imitate the appropriate movements - and say:

"The bear in the forest

I take mushrooms, berries,

And the bear does not sleep

And growls at us. "

The bear rises with a growl, the children run away. The bear tries to catch (touch) them. He takes the caught child to his "boron". The game resumes. After the bear has caught 2-3 children, another bear is assigned or selected.

p / and "Cat and Mice"

Target:Secure the step over the gymnastic bench or climb under it.

Game progress:On one side of the hall, slats are placed on chairs or stands with a cord stretched at a height of 50 cm from the floor level - this is the house of mice. At some distance from the house of mice, a cat is placed on a chair (a child in a cat's hat).

The teacher says:

Who guards the mice,

He pretended to be asleep.

Children crawl under the slats (or cords), get up and run all over the place.

The teacher says:

Hush, mice, don't make noise

And don't wake the cat.

Children - "mice" easily, trying not to make noise, run around the hall. After 20-25 seconds, the teacher exclaims: "The cat is awake!" The driver is a "cat", shouts: "Meow!" The game is repeated several times. Another child is chosen for the role.

n / a "Find your color"

Target:Develop spatial and visual orientation.

Game progress:The players are on the court with colorful ribbons in their hands. In different parts of the site, 4 hoops with flags in the center, the colors of which correspond to the colors of the ribbons, are half-lying. At the command "STEP MARCH!" children walk scattered on the playground, and at the command "FIND YOUR COLOR!" are built in a circle at the hoop with flags of their own color. The game is repeated 3-4 times, the teacher changes the location of the flags and notes attentive players.

p / and "Lovishki"

Target:To develop dexterity and intelligence in children.

Game progress:Children are on one side of the hall outside the conditional line. They are given the task: to run to the next conditional line (to the other side of the hall) so that the driver, who is located in the center of the hall, does not have time to kill anyone. After the words of the teacher: "One, two, three - run!" - children run across to the other side. Anyone touched by the trap is considered caught and moves to the side. After two runs, the caught ones are counted and another driver is selected.

m / p "Guess where is hidden?"

Target:Cultivate attentiveness and organization.

Game progress: Hide a toy and describe how it looks to your child. For example: “Yellow; the body is round; the head is round; the beak is sharp. " (Chicken.) If any of the children guesses what or whom you described, you give him the hidden object.

When the children in the group learn to guess objects by verbal description, they will hide and describe the object themselves. An adult divides them into two groups. Children from different groups take turns describing different objects to the other group, which should guess which object it is.

The game can be diversified by hiding objects in a "wonderful bag" and offering the child, after he guesses, to find this object by touch .

p / and "Colored cars"

Target:Cultivate attentiveness and organization.

Game progress: Children stand along the walls of the room. These are cars in the garage. Each player holds a flag (ring, cardboard disc of blue, yellow or green color) in his hands. The teacher stands in the center of the room, facing the players, in his hands he has 3 flags of the corresponding colors. He raises 1 of the flags (or 2 or all 3), children with an object of this color scatter around the site, imitate driving a car, hum. When the teacher lowers the flag, the cars stop, turn around and head to their garages. Then the teacher raises a flag of a different color and the game resumes.

m / p "Guess who called"

Target:Increase the activity of the hearing aid.

Game progress:Children sit in a circle. One child stands or sits in the center of the circle and closes his eyes. The teacher, without naming the child's name, points with his hand to one of the children who are sitting behind their backs. The one who is pointed stands up and loudly calls the name of the child who is sitting in the middle of the circle. If the child guessed who called him, he opens his eyes, and they change places with the one who called his name. If the teacher has not guessed, he invites him not to open his eyes, but once again listen to who calls his name.

p / and "Horses"

Target:To form the consistency of motor actions.

Game progress:Children are divided into two equal groups: some children represent horses, others - grooms. Each groom has a skipping rope. At the signal of the educator, the "grooms" harness the "horses" (they put on the reins - jump ropes). At the next instruction of the teacher, the children first move with a step, raising their knees high, then start running (in a different direction) so as not to interfere with each other. After a while, the "horses" stop, they are unharnessed and released into the meadow, the "grooms" also have a rest. At the signal of the teacher, the children change roles and again do the walking and running exercises. The game is repeated several times with different game plots (horses go for hay, for firewood, etc.).

p / and "Salki"

Target:Cultivate quickness, improve the response to a sound signal.

Game progress:The driver is selected according to the counting-out ("tag"). The playground is conditionally established. Everyone scatters around the site, the driver announces "I'm a tag!" and begins to catch up with all the players. Whoever catches up and "bumps" (touches), he becomes a "tag", loudly announces this, and begins to catch up with the players. We continue indefinitely.

m / n "Find and be silent"

Target:Develop spatial awareness and a sense of endurance.

Game progress: Children stand along one side of the playground facing the teacher. At the signal of the teacher, they turn to face the wall. At this time, the teacher hides a scarf (or something else). Then the children open their eyes, turn around and start looking for a handkerchief. The finder, not showing what he has already found, approaches the teacher and quietly says in his ear where he found the handkerchief, and takes his place in the line (or sits on a bench, chair). The game continues until most of the children find the handkerchief.

p / and "Rabbits"

Target:To develop in children the ability to move in a team; find your place on the site; exercise in climbing, running, jumping on 2 legs.

Game progress:On one side of the site, hoops are placed - rabbit cages. Chairs are placed in front of him, to which hoops are vertically tied. On the opposite side, a chair is placed - the watchman's house, on this chair the teacher sits. Between the house and the rabbits' cages there is a meadow. Children in small groups of 3-4 people become in circles.

“Rabbits are in cages,” says the caretaker; children squat down. The teacher alternately approaches the cages and releases the "rabbits" with the words: "Take a walk, eat grass." "Rabbits" crawl into the hoops and start running and jumping.

After a while the teacher says "Run to the cages!" The "rabbits" run home, each returning to his own cage, crawling back into the hoop.

The "rabbits" remain in the cage until the guard releases them again.

p / and "Fox and Chickens"

Target:Fasten jumping off the gymnastic bench.

Game progress:On one side of the hall there is a "chicken coop" (you can use a gymnastic bench). In the "chicken coop" on the "roost" sit "chickens". On the opposite side of the hall is the fox's hole. All free space is a courtyard.

One of the players is appointed as a fox, the rest of the children are chickens. At the signal of the educator, the chickens "jump from the roost, run around the yard, flap their wings, peck at the grains. At the signal: "Fox!" - "chickens" run away. The fox is trying to catch the chickens. She didn’t manage to escape the “chicken” into her burrow. The game resumes. When the "fox" catches 2-3 "chickens", another "fox" is selected.

p / and "Ball through the net"

Target:Strengthen the ability to throw the ball over the net.

Game progress:A rope or net is stretched between trees or gymnastic stands at the level of the child's chest.

A line is drawn on both sides of the rope (net) at a distance of 1 m from it. Groups of children (4-6 people on each side) stand on lines opposite each other.

The one who stands on the edge gets the ball. At the signal of the teacher "start!" he throws the ball over the net to the child in front of him. He, having caught the ball, throws it to the one standing next to him, etc. When the ball reaches the last player, the teacher notes what mistakes one and the other group of players had. When repeating, another group starts the game.

A. Olga Petrova
Outdoor games for children in kindergarten. "Mice and the Cat", "Run to the Flag"

Games: "Mice and a cat", "Run to the flag". Outdoor games for the younger group in kindergarten. Movement on a signal, running in different directions, distinguishing colors.

Mouse and cat

Target: we perform movements on a signal, we exercise in running in different directions.

How to play:

Children - "mice" sit in holes - on benches or chairs, along the walls of the room or on the sides of the playground.

The teacher - "cat", is in the corner of the playground or room.

The cat falls asleep, and the mice, having fun, scatter around the room. But then the cat wakes up, meows, begins to catch mice, which should at the same time run away into the burrows and take their places on the chairs. After all the mice have returned to their burrows, the cat walks around the room again, and then returns to its place and falls asleep.

The game is repeated 4-5 times.

Rules of the game:

1. Mice can only run out of burrows when the cat falls asleep.

2. Mice can return to their burrows only after the cat wakes up and meows.

Instructions for playing the game:

The teacher should make sure that all the kids run out of their burrows.

The teacher can use a glove doll toy - a cat - in the game.

Run to the flag

Target: develop children's attention, the ability to distinguish colors and act on a visual signal, exercise in running, walking.

Description of the game:

Children receive flags of two colors: one - blue, others - red.

The teacher stands on one side of the site and holds a blue flag in one hand, and a red flag in the other. Children with blue flags are freely grouped near the teacher opposite the blue flag, children with red flags are opposite the red one. Then the teacher invites everyone to take a walk, and the children begin to walk and run around the playground. The teacher at this time goes to the other side of the site and says: "One, two, three, hurry up here, run here" and stretches out his hands with flags, children run to him and gather near the hand with a flag of the corresponding color. When all the children are gathered, the teacher offers to raise the flags up and wave them.

The game is played 4-5 times.

Rules of the game:

1. It is possible to disperse on the site only by the teacher's word “Go for a walk”.

2. You can run to the teacher and stand against the flag of your color only after the words: "One, two, three, quickly run here!"

Instructions for playing the game:

The teacher can change the flags, shifting them from one hand to the other, so that the children gather either to the right or to the left of him.

The teacher includes an additional signal "Stop" in the game. At this signal, the players stop and close their eyes. The teacher, meanwhile, silently moves to another place on the site and says: "One, two, three, hurry up here, run!" children run to the teacher and stand against the flag of their color.

Instead of flags, children can tie a ribbon of the corresponding color on their hand or give a handkerchief of the same color in their hand. Children can dance with handkerchiefs, and then, upon a signal, gather near the teacher.

Card file of outdoor games for children of the older group.

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

"Mice dance in a circle"

Purpose: to develop physical activity

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

The mice are dancing

A cat is dozing on the stove.

Hush the mouse, do not make noise,

Don't wake up Vaska the cat,

Vaska's cat will wake up -

Will break our round dance! "

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

"The sun and the rain"

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

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

"Sparrows and a cat"

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

Rules of the game. Circles - "nests" are drawn on the ground. Sparrow children sit in their nests on one side of the playground. On the other side of the site is the "cat". As soon as the "cat" slumbers, the "sparrows" fly out onto the road, fly from place to place, looking for crumbs, grains. The "cat" wakes up, meows, runs after the sparrows, which must fly to their nests.

First, the role of the "cat" is performed by the educator, then by one of the children.

"Sparrows and the car

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

Rules of the game. Children - "sparrows", sit in their "nests" (on the bench). The teacher portrays a "car". As soon as the teacher says: "The sparrows flew to the path," the children get up from the bench and start running around the playground. At the signal of the teacher: "The car is going, fly the sparrows to their nests!" - the "car" leaves the "garage", and the children must return to the "nests" (sit on the bench). The "car" returns to the "garage".

"Cat and Mice"

Purpose: to develop in children the ability to perform movement on a signal. Exercise in different directions while running.

Rules of the game. Children - "mice" sit in burrows (on chairs along the wall). In one of the corners of the playground there is a "cat" - a teacher. The cat falls asleep, and the mice scatter around the room. The cat wakes up, meows, begins to catch mice that run into their burrows and take their places. When all the mice return to their burrows, the cat walks through the hall again, then returns to its place and falls asleep.

"The bear is in the forest"

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

Rules of the game. One driver is chosen from among the participants, who will be the "bear". Draw two circles on the playground. The first circle is the bear's den, the second circle is the home for the rest of the game participants. The game begins with the children leaving the house with the words:

The bear in the forest

I take mushrooms and berries.

And the bear does not sleep

And growls at us.

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

"Birds and a cat"

Target. Learn to follow the rules of the game. React to the signal.

Rules of the game. To play you will need a mask of a cat and birds, a large circle drawn.

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

"Snowflakes and Wind"

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

Rules of the game. At the signal "Wind!" children - "snowflakes" - run around the playground in different directions, whirl ("the wind swirls snowflakes in the air"). At the signal "No wind!" - squat ("snowflakes fell to the ground").

"Find yourself a mate"

Target. To develop in children the ability to perform actions on a signal, quickly build up in pairs.

Rules of the game. Participants stand along the wall. Each of them gets a checkbox. As soon as the teacher gives a sign, the children scatter around the playground. After the command "Find yourself a mate", participants with flags of the same color are combined into pairs. An odd number of children must participate in the game and at the end of the game one is left without a pair.

"Burners"

Target. Exercise in running, respond to a signal, follow the rules of the game.

Rules of the game. An odd number of children take part in the game, who become pairs and hold hands. In front of the column is the driver who looks forward. Children repeat the words in chorus:

Burn, burn clearly

So that it does not go out

Look at the sky -

The birds are flying

The bells are ringing!

Once! Two! Three! Run!

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

"Two frosts"

Target. To develop inhibition in children, the ability to act on a signal, to exercise in running.

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

"Sly Fox"

Purpose: to develop dexterity, speed, coordination.

Rules of the game. On one side of the site, a line is drawn, thereby marking the "House of the Fox". The teacher asks to close the eyes of the children who are located in a circle. The teacher walks around the formed circle behind the children, touches one of the participants, who from that moment becomes a "sly fox".

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

"Fishing rod"

Target. Develop dexterity, attention, speed of reaction.

Rules of the game. Participants are arranged in a circle. In the center is the driver - the educator. He is holding a string in his hands, at the end of which is tied a small bag of sand. The driver rotates the rope in a circle above the ground itself. Children jump in such a way that the rope does not touch their feet. Those participants who have been touched by the rope on their legs are eliminated from the game.

"Mousetrap"

Target. To develop in children the ability to perform actions on a signal.

Rules of the game ... The two participants face each other, join their hands and raise them higher. After that, both of them say in unison:

“How tired we are of the mice, they gnawed everything, ate everything!

Beware, cheats. We will get to you!

Let's set up mousetraps, catch everyone at once! "

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

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

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

Outdoor games for preschoolers

Outdoor games for younger preschoolers

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

  • Outdoor game "Mice dance in a circle"

Purpose: to develop physical activity

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

The mice are dancing
A cat is dozing on the stove.
Hush the mouse, do not make noise,
Don't wake up Vaska the cat,
Vaska's cat will wake up -
Will break our round dance! "

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

  • The game "Sun and Rain"

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

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

  • The game "Sparrows and a cat"

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

Description: Circles - "nests" are drawn on the ground. Sparrow children sit in their nests on one side of the playground. On the other side of the site is the "cat". As soon as the "cat" slumbers, the "sparrows" fly out onto the road, fly from place to place, looking for crumbs, grains. The "cat" wakes up, meows, runs after the sparrows, which must fly to their nests.

First, the role of the "cat" is performed by the educator, then by one of the children.

  • An outdoor game "Sparrows and a car"

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

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

Description: Children - "sparrows", sit in their "nests" (on the bench). The teacher portrays a "car". As soon as the teacher says: "The sparrows flew to the path," the children get up from the bench and start running around the playground. At the signal of the teacher: "The car is going, fly the sparrows to their nests!" - the "car" leaves the "garage", and the children must return to the "nests" (sit on the bench). The "car" returns to the "garage".

  • Game "Cat and Mice"

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

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

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

  • An outdoor game for preschoolers "A bear in the forest"

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

Description: One driver is chosen from among the participants, who will be the "bear". Draw two circles on the playground. The first circle is the bear's den, the second circle is the home for the rest of the game participants. The game begins with the children leaving the house with the words:

The bear in the forest
I take mushrooms and berries.
And the bear does not sleep
And growls at us.

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

  • Through a brook (outdoor game with jumping)

Tasks: Teach you to jump correctly, walk along a narrow path, keep balance.

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

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

  • Game "Birds and a cat"

Tasks: To teach to follow the rules of the game. React to the signal.

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

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

  • Game "Snowflakes and Wind"

Objectives: To exercise in running in different directions, without bumping into each other, to act on a signal.

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

    Outdoor game "Find yourself a mate"

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

Description: Participants stand along the wall. Each of them gets a checkbox. As soon as the teacher gives a sign, the children scatter around the playground. After the command "Find yourself a mate", participants with flags of the same color are combined into pairs. An odd number of children must participate in the game and at the end of the game one is left without a pair.

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

  • Outdoor games for children 5-7 years old

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

  • The game "Bear and bees"

Objectives: to practice running, to follow the rules of the game.

Description: the participants are divided into two teams - "bears" and "bees". Before the start of the game, the "bees" take places in their "hives" (benches, ladders can serve as hives). At the command of the host, the "bees" fly to the meadow for honey, and at this time the "bears" climb into the "hives" and feast on honey. Having heard the signal "Bears!", All the "bees" return to the "hives" and "sting" (salat) the "bears" who did not have time to escape. The next time the stung "bear" does not go out for honey, but remains in the den.

    Burners game

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

Description: An odd number of children take part in the game, they become pairs and hold hands. In front of the column is the driver who looks forward. Children repeat the words in chorus:

Burn, burn clearly
So that it does not go out
Look at the sky -
The birds are flying
The bells are ringing!
Once! Two! Three! Run!

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

  • Outdoor game "Two frosts"

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

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

  • The game "Sly Fox"

Purpose: to develop dexterity, speed, coordination.

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

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

  • Deer Catching Game

Objectives: to exercise in running in different directions, agility.

Description: Two shepherds are selected from among the participants. The rest of the players are deer located inside the outlined circle. The shepherds are in a circle, opposite each other. At the signal from the host, the shepherds take turns throwing the ball at the deer, and they try to dodge the ball. A deer hit by the ball is considered caught and leaves the circle. After several repetitions, he counts the number of deer caught.

    Fishing rod game

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

Description: The participants are arranged in a circle. In the center is the driver - the educator. He is holding a string in his hands, at the end of which is tied a small bag of sand. The driver rotates the rope in a circle above the ground itself. Children jump in such a way that the rope does not touch their feet. Those participants who have been touched by the rope on their legs are eliminated from the game.

  • Game "Hunters and Falcons"

Objectives: Exercise running.

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

    Spider and flies game

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

    Outdoor game "Mousetrap"

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

Description: Two participants face each other, join their hands and raise them higher. After that, both of them say in unison:

“How tired we are of the mice, they gnawed everything, ate everything!
We will put the mousetrap and then we will catch the mice! "

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

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

Pupils also love to play games during breaks or walks. We have selected games that you can play on walks on an extended day or in physical education classes in grades 1-4. The rules of the game are becoming a little more complicated, but the main tasks of the games are: training dexterity, reaction, quickness, general physical development and the ability to cooperate with the guys.

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

    Game "Homeless Hare"

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

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

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

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

  • Outdoor game "Feet off the ground"

Objectives: Learn to follow the rules of the game.

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

    Game "Empty space"

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

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

  • Outdoor game "The third extra"

Objectives: to develop dexterity, speed, to foster a sense of collectivism.

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

  • Shootout game

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

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

Participants are divided into two teams, each of which is placed on its own half of the area from the center line of the lineout. In both teams, a captain must be selected. You cannot enter the opponent's territory. Each player who has the ball tries to hit his opponent with it, without going over the middle line. A greasy player is sent into captivity and is there until the players of his team throw the ball into his hands. After that, the player returns to the team.

Outdoor games for a walk

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

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

  • Train game

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

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

  • An outdoor game "Zhmurki"

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

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

  • Game "Day and Night"

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

Description: All participants are divided into two teams. One team is "day", the other is "night". In the middle of the hall, a line is drawn or a cord is put. At a distance of two steps from the drawn line, teams stand with their backs to each other. At the command of the host, for example, "Day!" the team with the appropriate name starts to catch up. Children from the "night" team must have time to escape beyond the conditional line before their rivals can stain them. The team that has time to tarnish more players from the opposite team wins.

  • Game "Baskets"

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

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

  • The game "Grab, run away"

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

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

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

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