Outdoor games for children in the middle group of kindergarten
Outdoor games for children in the middle group of kindergarten
Outdoor game “Fox in the chicken coop”
Objectives: To develop in children dexterity and the ability to perform movements on a signal, to practice running with dodging, catching, climbing, and deep jumping.
Description: A chicken coop is outlined on one side of the site. In the chicken coop, chickens are located on a roost (on benches), and children stand on benches. On the other side of the site there is a fox hole. The rest of the place is a yard. One of the players is assigned to be a fox, the rest are chickens - they walk and run around the yard, pecking grains, flapping their wings. At the signal “Fox,” the chickens run into the chicken coop, climb onto the perch, and the fox tries to drag away the chicken that did not have time to climb onto the perch. He takes her to his hole. The chickens jump off the roost and the game resumes.
Rules:
The fox can catch chickens, and chickens can climb onto a perch only when the teacher gives the signal “Fox!”
Options: Increase the number of traps - 2 foxes. Chickens climb the gymnastic wall.
Outdoor game "Hares and wolves"
Objectives: To develop in children the ability to perform movements on a signal, to practice running, jumping on both legs, squatting, and catching.
Description: One of the players is assigned to be a wolf, the rest portray hares. On one side of the site, the hares mark their places with cones and pebbles, from which they lay out circles or squares. At the beginning of the game, the hares stand in their places. The wolf is at the opposite end of the site - in the ravine. The teacher says: “The bunnies jump, hop - hop - hop, onto the green meadow. They nibble the grass and listen to see if a wolf is coming.” The hares jump out of the circles and scatter around the area. They jump on two legs, sit down, nibble the grass and look around in search of the wolf. The teacher says the word “Wolf”, the wolf comes out of the ravine and runs after the hares, trying to catch and touch them. The hares each run away to their own place, where the wolf can no longer overtake them. The wolf takes the caught hares to his ravine. After the wolf catches 2-3 hares, another wolf is chosen.
Rules:
Hares run out at the words - hares gallop.
You can return to your place only after the word “Wolf!”
Options: You cannot catch those hares to whom the mother hare gave her paw. Place stump cubes on the way, the hares run around them. Choose 2 wolves. The wolf has to jump over the obstacle - a stream.
Outdoor game “At the bear in the forest”
Objectives: To develop children's self-control, the ability to perform movements on a signal, and the skill of collective movement. Practice running in a certain direction, dodging, and develop speech.
Description: A line is drawn on one side of the site - this is the edge of the forest. Beyond the line, at a distance of 2-3 steps, a place for a bear is outlined. On the opposite side is the children's house. The teacher appoints the bear, the rest of the children - at home. The teacher says: “Go for a walk!” Children head to the edge of the forest, picking berries and mushrooms, imitating movements and saying in chorus: “I take berries and mushrooms from a bear in the forest. And the bear sits and growls at us.” The bear is sitting in its place at this time. When the players say “Roars!” the bear gets up, the children run home. The bear tries to catch them - to touch them. The bear takes the caught one to his place. After 2-3 caught, a new bear is selected.
Abstracts of outdoor games
OUTLOOKING GAME SUMMARY No. 1
1. The name of the game and the age of the population for which the game is designed:
"Wolf in the Moat", 3rd grade
2. Main pedagogical tasks solved during the game:
run fast; make dashes while dodging to develop coordination abilities
3. Venue.
Gym
4. Inventory. —
№ | Game description | Dosage | Organizational and methodological instructions |
1. | In the middle of the site or hall, two parallel lines are drawn at a distance of 60-8 cm from one another. This corridor represents a "moat". One or two drivers – “wolves” – are selected. The wolves stand in the ditch. The rest of the players - the “goats” - are placed on one side of the court behind the “home” line. On the opposite side of the site, a line is drawn separating the “pasture”. One or two judges are appointed. | Changing lanes 40-60sec. | If there are a large number of students, running and jumping over the ditch can be done in groups. The distance between the lines can be increased or decreased depending on the age and preparedness of the students. |
2 | Progress of the game At the teacher’s signal, the goats run from the house to the opposite side of the site - to the pasture - and jump over the ditch along the way. Wolves, without coming out of the ditch, try to stain, perhaps, a larger number of goats. The spotted goats move aside, are counted and join the game. Then, at a signal, the goats again run across to the other side, into the house, and the wolves catch them in the ditch. After 2-4 runs, new wolves are selected and the game is repeated | Story 1-2 min. The game takes 10-12 minutes. | Combine telling with showing. |
3 | Determination of the winners The winners are those goats that have never been caught, and the pair of wolves that caught more goats during all the runs. The losers are those goats that were caught 2-3 times. | Summing up 1-2 min. | Tag winners |
4 | Rules. 1. Wolves can stain goats while in a ditch and without crossing its boundaries. 2. A goat that runs across the ditch rather than jumps over it is considered caught. 3. The dash begins only at the teacher’s signal. 4. If a goat jumps into a ditch, it is considered caught. 5. If the goat lingers near the ditch, afraid of wolves, the teacher counts to three, after which it must jump over the ditch; otherwise the goat is considered caught. | Mandatory compliance with all rules of the game |
OUTLOOKING GAME SUMMARY No. 2
1. The name of the game and the age of the population for which the game is designed:
"Fishing Rod", 2nd grade
2. Main pedagogical tasks solved during the game:
learning general exercises with a short jump rope
3. Venue.
Gym
4. Inventory.
jump rope
№ | Game description | Dosage | Organizational and methodological instructions |
1. | Choose one driver. The players stand behind the drawn circle at intervals of one step. The driver with a “fishing rod” in his hands is in the middle of the circle. One or two judges are appointed. | Changing lanes 40-60sec. | The game provides a lot of physiological stress and also requires a lot of attention, so it should not be delayed (2-3 minutes). When playing the game, the teacher can rotate for the first time. |
2 | Progress of the game The game begins as directed by the teacher. The driver, standing in the middle of the circle, rotates the rope with the bag, which, sliding along the floor, sweeps under the feet of the players. The players jump, making sure that the bag does not touch them. The one who is touched by the bag stands in the middle of the circle and replaces the driver. | Story 1-2 min. The game takes 10-12 minutes. | Combine telling with showing. |
3 | Determination of the winners The winners are the players who have never changed the driver. | Summing up 1-2 min. | Tag winners |
4 | Rules. 1. The rope - the fishing rod must be rotated so that the bag slides along the floor. 2. If the bag touches a player's leg above the ankle, the player is not considered to have been spotted. 3. The player is not allowed to leave his place; anyone who breaks this rule is considered caught. | Mandatory compliance with all rules of the game |
OUTLOOKING GAME SUMMARY No. 3
1. The name of the game and the age of the population for which the game is designed:
“Crucian carp and pike”, 1st grade
2. Main pedagogical tasks solved during the game:
run fast; make dashes while dodging to develop coordination abilities
3. Venue.
Gym
4. Inventory. —
№ | Game description | Dosage | Organizational and methodological instructions |
1. | On one side of the site there are “crucian carp”, in the middle there is a “pike”. When there will be more “crucian carp” caught than uncaught, the players form tops - a corridor of caught crucian carp, through which the uncaught ones run. "Pike", located at the exit from the top, catches them. | Changing lanes 40-60sec. | If there are a large number of students, running and jumping over the ditch can be done in groups. |
2 | Progress of the game At the signal, the crucians run to another side. The "pike" catches them. The caught "crucian carp" (four or five) are taken by the hands and, standing across the platform, form a net. Now "crucians" must run to the other side of the site through the net (under hands). The “pike” stands behind the net and lies in wait for them. When there will be eight or nine “crucian carp” caught, they form baskets - circles to run through. Such a basket can be alone, then she is portrayed holding hands by 15-18 participants. *Pike” takes a place in front of the basket and catches “crucian carp”. | Story 1-2 min. The game takes 10-12 minutes. | Combine telling with showing. |
3 | Determination of the winners The winner is the one who remains last. He is entrusted with the role of the new “pike”. | Summing up 1-2 min. | Tag winners |
4 | Rules. 1. The game begins at the signal of the leader. 2. All “crucian carp” are required to pass through the net, basket and do it. 3. Those standing have no right to detain them. 4. Players forming a basket, can catch a “pike” if they succeed throw your clasped hands behind the back of the “pike” and drive it into the basket or slam the tops. In this case, all the “crucians” are released, and a new “pike” is selected. | Mandatory compliance with all rules of the game |
OUTLOOKING GAME SUMMARY No. 4
1. The name of the game and the age of the population for which the game is designed:
"Hunters and Ducks", 5th grade
2. Main pedagogical tasks solved during the game:
run fast; make dashes while dodging to develop coordination abilities
3. Venue.
Gym
4. Inventory.
volleyball
№ | Game description | Dosage | Organizational and methodological instructions |
1. | The players join their hands to form a circle. Counting on the first - second, they are divided into two equal teams. One team is the “Hunters”, the other is the “Ducks”. The ducks are randomly in a circle. The hunters remain in their places or move two or three steps back; a line is drawn at the hunters’ feet; a judge is appointed. One hunter has a volleyball in his hands. | Changing lanes 40-60sec. | To ensure that all players receive the same workload, it is recommended that all spotted ducks do not leave the game, and the hunting team receives points. In this case, you need to set the time (2-3 minutes) for each command. After the set time has passed, the teams change roles. The team with the most points wins. |
2 | Progress of the game The game begins at the teacher's signal. Hunters, throwing the ball in different directions, try to spot the ducks. Ducks run within a circle, dodging the ball. The duck touched by the ball is out of play. When all the ducks are spotted, the teacher or judge notes how long it took the hunters to "kill" all the ducks. The players change roles and the game continues. | Story 1-2 min. The game takes 10-12 minutes. | Combine telling with showing. |
3 | Determination of the winners The team that “knocks out” all the ducks in the shortest time wins. | Summing up 1-2 min. | Tag winners |
4 | Rules. 1. When throwing a ball at ducks, hunters are not allowed to cross the circle line; if the hunter spots a duck, violating this rule, it is not considered spotted. 2. Hunters can throw the ball to each other; the one who is more comfortable throws the ball at the ducks. 3. Ducks are considered spotted only when the ball directly touches the body. If the ball hits a player after bouncing off the ground or another player, it is not considered to be fouled. 4. If a duck, dodging the ball, runs out of the circle, it is considered stained. | Mandatory compliance with all rules of the game |
OUTLOOKING GAME SUMMARY No. 5
1. The name of the game and the age of the population for which the game is designed:
“Pull in a circle”, 6th grade
2. Main pedagogical tasks solved during the game:
development of coordination abilities
3. Venue.
Gym
4. Inventory. —
№ | Game description | Dosage | Organizational and methodological instructions |
1. | Two concentric circles are outlined (one in friend) with a diameter of 1 and 2 m. All players surround a large circle and hold hands. | Changing lanes 40-60sec. | |
2 | Progress of the game According to the teacher’s instructions, the game participants go to the right or left. At the second signal (whistle), the players stop and try to pull their neighbors beyond the line of the large circle without separating their hands. Whoever gets into the space between the large and small circle with one or two feet is out of the game. Then the players join hands again and continue the game when the whistle blows. | Story 1-2 min. The game takes 10-12 minutes. | Combine telling with showing. |
3 | Determination of the winners Players who are not drawn into the circle after several repetitions are considered the winners. | Summing up 1-2 min. | Tag winners |
4 | Rules. 1. Players are not allowed to separate their hands while moving and fighting. 2. Both players who release their hands are eliminated from the game. 3. When there are few players left, they stand around a small circle and continue the competition, observing the rules same rules. | Mandatory compliance with all rules of the game |
OUTLOOKING GAME SUMMARY No. 6
1. The name of the game and the age of the population for which the game is designed:
“Handball tag”, 7th grade
2. Main pedagogical tasks solved during the game:
run fast; make dashes while dodging to develop coordination abilities
3. Venue.
Gym
4. Inventory.
Volleyball
№ | Game description | Dosage | Organizational and methodological instructions |
1. | The class is divided into two teams. | Changing lanes 40-60sec. | The teacher appoints captains and they choose their team. |
2 | Progress of the game The players of the driving team, having one volleyball, passing it from hand to hand, try, without releasing the ball from their hands, to hit the fleeing players. Haunted players sit on the bench | Story 1-2 min. The game takes 10-12 minutes. | Combine telling with showing. |
3 | Determination of the winners The team that kills more opponents in less time wins. | Summing up 1-2 min. | Tag winners |
4 | Rules. The player in possession of the ball can run no more than 3 steps, after which he must touch the opponent or pass to a partner. If the driver insulted the opponent, but at the same time took more than three steps or threw the ball at the opponent, then this does not count as insulting. | Mandatory compliance with all rules of the game |
OUTLOOKING GAME SUMMARY No. 7
1. The name of the game and the age of the population for which the game is designed:
“Dash for the ball”, 9th grade
2. Main pedagogical tasks solved during the game:
development of coordination abilities
3. Venue.
Gym
4. Inventory.
Volleyball
№ | Game description | Dosage | Organizational and methodological instructions |
1. | The players are divided into two equal teams, which line up on one side of the court. Each team is calculated in numerical order. A starting line is drawn in front of the teams. | Changing lanes 40-60sec. | The leader with the ball in his hands stands between the teams. |
2 | Progress of the game When calling any number, the leader throws the ball forward as far as possible. Players with this number run towards the ball. Whoever touches the ball with his hand first brings the team a point. After this, the ball is returned to the leader, who throws it again, calling a new number, etc. They play for a set time. | Story 1-2 min. The game takes 10-12 minutes. | Combine telling with showing. |
3 | Determination of the winners The team with more points is considered the winner. | Summing up 1-2 min. | Tag winners |
4 | Rules. 1. You can start running from a high or low start (by agreement). 2. If two players touch the ball at the same time, each team receives a point. | Mandatory compliance with all rules of the game |
OUTLOOKING GAME SUMMARY No. 8
1. The name of the game and the age of the population for which the game is designed:
“Manage to catch up”, 10th grade
2. Main pedagogical tasks solved during the game:
development of coordination abilities, speed
3. Venue.
Sports hall, playground
4. Inventory.
№ | Game description | Dosage | Organizational and methodological instructions |
1. | Up to 20 people play. Participants are located on the stadium treadmill at the same distance from each other. friend. If 16 people are playing, then on a 400-meter track they stand 2-5 m from each other. | Changing lanes 40-60sec. | If the game is played in a hall, then rotating posts are installed near its corners, which can only be run around from the outside. Number of participants - up to 10 Human. In this game, boys and girls compete separately. |
2 | Progress of the game At the signal, all players begin running. Everyone’s task is to prevent the person running behind from catching up with them, and at the same time touch the hand of the person running in front. | Story 1-2 min. The game takes 10-12 minutes. | Combine telling with showing. |
3 | Determination of the winners when the three most enduring athletes remain on the treadmill | Summing up 1-2 min. | Tag winners |
4 | Rules. 1. Those who are exhausted drop out of the fight and go to the middle of the running circle. The rest continue the race. 2. The game can be finished when the three most endurance athlete. It is possible to identify the sole winner. | Mandatory compliance with all rules of the game |
OUTLOOKING GAME SUMMARY No. 9
1. The name of the game and the age of the population for which the game is designed:
“Changing Places”, 10th grade
2. Main pedagogical tasks solved during the game:
development of coordination abilities, speed
3. Venue.
Sports hall, playground
4. Inventory.
№ | Game description | Dosage | Organizational and methodological instructions |
1. | Players of two teams standing in ranks facing each other to each other on opposite sides of the court (behind their lines "houses"), squat and put their hands on their knees. | Changing lanes 40-60sec. | |
2 | Progress of the game At the signal, all players, jumping from a deep squat, move forward, trying to quickly cross the line of the opposite “house”. Then jumps follow in the opposite direction, but the one who crossed the line “at home” last does not participate in ife. The game continues until the 2-3 most resilient jumpers remain on the court. | Story 1-2 min. The game takes 10-12 minutes. | Combine telling with showing. |
3 | Determination of the winners The winner is the team that, at the end of the game, has retained more jumpers. | Summing up 1-2 min. | Tag winners |
4 | Rules. 1. The game begins at the signal of the leader. 2. You cannot remove your hands from your knees. 3. Jumping is only allowed from deep squat position. | Mandatory compliance with all rules of the game |
Temporary plan and implementation of the game in the younger group of kindergarten
At this age, the baby has poor control over his movements. That is, it is difficult for him to control his balance, he may fall sharply or make every effort to fulfill the requirements of the leader. Therefore, simple, interesting entertainment that does not require much effort is selected for younger preschoolers.
While doing the exercises, the guys must rest for a certain time. While relaxing, you can do drawing or reading. Each child is given a special card (paper) on which they can color their favorite characters. A mathematician works with children aged 5 years and older. As stated above, an appropriate program is selected for each group.
Any activity should be interesting and meaningful (“Catch the ball”, “Run to me”). The main activities include running and walking followed by rest. Walking, running, and simple jumping are among the most accessible movements with a minimal degree of load. These exercises serve to strengthen the cardiovascular system, develop speed and agility. The main goal and task of the teacher is physical development according to the Federal State Educational Standard.
Important! When attending kindergarten, children choose games such as “My funny, ringing ball”, “Jump to the ball”, etc., develop the skills of jumping up from a place, cultivate courage, perseverance and other qualities. They are also attracted to the street. When it's warm outside, children prefer to play outside.
Card index of outdoor games
Outdoor games in the younger group are prepared in advance. The teacher chooses the program according to which all classes are conducted.
"Tender name"
Goal: interact with each other, say the name of another peer.
How to play: Children stand in a circle, each child in turn goes to the middle of the room. All the other children, under the guidance of the teacher, name variations of the affectionate name of their friend standing in the center of the circle.
The teacher asks: “Who came to visit?” The participant in the game calls his friend’s affectionate name.
Note! Goal: developing children's self-esteem. This activity teaches kindness and building relationships with peers.
Progress of the game: An adult takes two or three children from the group aside and agrees with them that they will portray animals that will come to visit the children. Children decide which animals they will portray.
Children stand in a circle. Guests take turns entering the circle. The adult says to the children: “What a wonderful animal has come, what eyes he has, how beautifully he moves, etc.” Children need to guess what animals came to them and what mood they were in.
Topic of the week: “My family” in the preparatory group
"The bird's wing hurts"
The outline of an outdoor game in a younger group contributes to the formation of the ability to love others.
Progress of the game: One of the children turns into a bird whose wing hurts. He tries to show that he is sad. The presenter invites the children to “feel sorry for the bird.” The first to “pity” her is the presenter himself, who puts a kitten doll on his hand and strokes the “bird” with its paws with the words: “The bird (Sasha, Masha) is good.” Then all the children around them put the kitten doll on their hand and also “feel sorry for the bird.”
Entertainment classification
Requirements for organizing outdoor games
Younger preschoolers very quickly lose interest in everything. They exhibit erratic behavior. To attract their interest in entertainment, activities should be done in a fun way. This method has an excellent effect on young children. The duration of the lesson should not exceed 10 minutes.
There is a category of guys with significant mobility. They belong to middle age, which require special attention from adults. Children in the middle group are subject to stress during the game. Therefore, all actions must be alternated with short-term rest in order to preserve your strength. After a short pause, you can exchange impressions with your peers. The duration of mobile actions should not exceed more than 9 minutes.
If the child is already in his second year, then teachers prepare new mobile actions based on a conditioned signal. This list includes clapping your palm, waving a flag, or waving your hand. The signal is given after all participants have taken their seats.
How to teach your child to use a pencil or pen correctly
For competitive classes, commands are given, consisting of two parts: “Attention.” Familiarization with the environment forms in the baby a quick reaction to what is happening around him.
Important! Games that are of a plot nature (“Horse”, “Fishermen”), where there is no pronounced competitive element, do not require clear commands.
Basic rules when planning entertainment for the second group