Game jumping sparrows in physical education class. “Jumping Sparrows.” "Hares in the garden"


The benefits of the game and its features

It is best to conduct the lesson on a summer walk or during an outdoor sporting event.

The goal of the outdoor game homeless hare is to teach children to act together as a team, empathize with a friend, make quick decisions, and help each other out. This exercise also helps children run fast and at the same time navigate in space.

Preparation and rules

Children aged 4 years and older can play “homeless hare”. Younger kids are unlikely to be able to quickly master such rules. The entire middle group or 6-9 children can take part.

The lesson is based on the principle of “a third wheel”. Therefore, the playing field requires preparation - you need to draw houses in advance for the participants in the role of hares. They can be round or square - the main thing is that 2 kids can fit inside the depicted figure. Therefore, it is better to play on an outdoor playground. At the same time, you should remember about the safety of the children and keep an eye on them.

Important:

There should be 2 fewer drawn houses than there are participants, because one of them will be a hunter, and the other will be a homeless bunny.

The rules of the game about a homeless hare are simple, but it is better that children of the middle, senior or preparatory group be included in it. First, the teacher or presenter chooses two children to play the roles of a hunter and a hare without a home. On command, the baby, in the role of an animal, must hide in someone’s house. As soon as he runs into someone else's circle, his owner jumps over the line and becomes a new homeless hare. As a result, there is a constant change of roles, and the activity continues until the hunter catches the hare.

You can use hoops for houses. But then the guys need to be even more careful so as not to trip when jumping from the circle.

Each stage will have its own winner. To make the lesson even more interesting, the teacher can mark the most dexterous hunter or the fastest hare, and reward the children with some symbolic prize.

Important:

Because The entire middle or senior group can participate; you need to choose a spacious and safe place for children. With the help of exercises, kids need to learn how to navigate in space and quickly change roles. Therefore, it is important that children do not fall or touch each other.

GAMES RELATED TO HIGH JUMP AND LONG JUMP

GAMES RELATED TO HIGH JUMP AND LONG JUMP

"SHUTTLE"

The players are divided into two teams and are located opposite each other on the front lines. At the signal, team players jump (pushing with both feet) towards the center line. After the first number jumps, his landing line is marked, the player returns to his team, and the next player jumps from the place of his landing, etc. If the last player managed to overcome the opponent's line, then his team wins

"TO THE FAR ZONE"

The players are divided into 2-3 teams and placed in teams in a column, one at a time. There are 3 zones with a certain number of points - 5,4,3 (Fig. 6). Participants jump in a chain one after another. For each jump, the participant receives a score, which is the sum of the landing zone number. The team with the most points wins.

"FOX AND CHICKENS"

4 gymnastic benches are placed in the middle of the hall, with the slats facing up, forming a square. The driver is chosen - “fox”. All other players are “chickens”. In one corner of the hall there is a hoop in which the fox is placed. The chickens sit around benches called “perches.” At a signal, the chickens begin to either fly up to roost, then fly to the floor, or simply walk around the chicken coop. At the second signal, the fox, approaching the chicken coop, catches any player touching the ground with at least one foot. The greasy fox is taken to the hole. But on the way he meets a hunter, the fox releases the caught one. After which all the chickens fly off the roost. The game is repeated 4-6 times. The players who are never caught win.

"HARES IN THE GARDEN"

The playing “hares” form a circle with a diameter of 3-4 m - a “vegetable garden”. Inside this circle there is a driver who stands in a small circle with a diameter of 1-2 m. At a signal, the hares begin to jump on two legs, trying to get as close as possible to the small circle. And the driver, the “watchman,” runs without running out of the line of the large circle, hunting hares. Those whom he insulted go into a small circle. To save the greasy hares, you can pull them out of the circle by the hand. The game ends when the driver kills five birds with one stone.

"FROM HUMMOS TO HUMMS"

The players form 4-5 teams and are located in teams in a column, one at a time. From the starting line, 10-12 circles with a diameter of 25-30 cm are drawn at a distance of 60-80 cm from each other. At a signal, the first players in the teams begin to jump from bump to bump to the stand, then they run around the stand and run back to their team . The player who comes running first gets 5 points, the second - 4 points, the third - 3 points, etc. The team with the most points wins.

"RUNNERS AND JUMPERS"

The players are divided into two teams. One is “jumpers”, and the other is “runners”. Jumpers stand along the perimeter of the square (Fig. 7), and runners in the center of the square. At the signal, the runners begin to run around the square, and one of the jumpers jumps into the square, and, jumping on one leg, in 15 seconds. trying to hit as many runners as possible. When the time is up, a signal sounds and the jumper returns to the team, and another jumper takes his place. The game continues until all jumpers have completed the square. Then the teams change places. The winner is the team that manages to score the most points received for each defeated player.

"GROUP JUMPS"

Participants are divided into 2-3 teams and placed in a column, one at a time, on the front line. At the signal, team members compete in performing collective jumps to the turning post, which is located on the center line, and return back. The team that completes the task first and without losses wins.

"JUMPING TO THE FINISH"

The players are divided into two teams, which in turn are divided into threes. At the signal, two threes jump to the finish line on one leg. The one who comes to the finish line last is out of the game. Then, when all the threes have jumped, the twos begin to jump, and also the player who came last to the finish line in the twos leaves the game. After which, only one participant at a time jumps. The winner earns his team a point. The team with the most points wins.

"PUSHERS"

The players form two teams and are located opposite each other. At a signal, the pushers stand on one leg, and by jumping on it, they try to throw the opponent off balance. However, pushing is only allowed in the chest or shoulder. Team victory is determined by the number of points scored by all participants.

"CHANGE PLACES BY JUMPING"

The players are divided into two teams and are located on opposite sides of the court, taking the I.P. - squat hands on knees. At the signal, players jump forward from a low squat, trying to quickly cross the opposite line of the enemy. The team whose players reach the finish line first wins.

"FISHING ROD"

The players form a circle, in the center of which is the driver with a long rope in his hands. At a signal, he begins to twist the rope, and the players try to jump over it without hitting it. The player who touched the rope changes roles with the driver. The winner is the player who never touches the rope.

"FISHING ROCK WITH ELIMINATION"

The players form a circle, in the center of which is the driver with a long rope in his hands. At a signal, he begins to spin the rope, and the players must jump over it without touching it. The player who hits the rope is out of the game. The winner is the last player standing.

"TEAM FISHING ROD"

The players, standing in a circle, are divided into two teams by counting the first and second numbers. The same player leading all the time begins to twist the rope. The player who missed the point gets a point. After each mistake the score

announced loudly. The team with the fewest points wins. The game lasts 2-4 minutes.

"RUNNERS - FIFTEEN"

The players are divided into two teams - “tags” and “runners”. They stand in one line on a line, one team in front of the other (runners in front of the tags). At the signal, they all run to a certain line, but the runners after it begin to jump on one leg to their home (Fig. 8). The tags are trying to make fun of the runners. Then the number of affected players is counted. After this, the teams change roles. The team with the most points wins.

"JUMP BY JUMP"

The players are divided into two equal teams, each of which is lined up in a column of two. Teams line up in parallel, one opposite the other at a distance of 2m. All pairs of players hold on to the ends of short jump ropes, stretching them at a distance of 50-60 cm from the floor. The distance between pairs is 1 m (Fig. 9). At the signal, the first couples of each column quickly put their jump ropes on the ground and run along their column to its end, one on the right and the other on the left. From the end of the column, they sequentially jump over the jump ropes of all the couples standing in their column. Returning to their seats, the players take their jump rope and raise it to a certain height. As soon as they have raised their rope, the players of the second pair in the column begin the same task. All playing pairs do this. The first team to complete the task wins.

“RELAY RACE WITH A GYMNASTIC STICK”

The players are divided into two teams and line up in a column of two. Each team, divided in half, faces each other at a distance of 5-6 m. At the signal, the first pairs run towards each other. One pair holds a gymnastics stick, and the other must jump over this stick. Then the players pass the stick to the first numbers of the opposite column, and they themselves run to the end of the column. The game ends when each pair makes two runs (with and without a stick) and is back in its place. The team that finishes the relay first wins.

"COCK FIGHT"

The players are divided into two teams and form pairs. Players stand on one leg, bend the other, and place their hands behind their backs. At a signal, jumping on one leg, they begin to push each other out of the circle with their shoulders or try to force their opponent to stand on two legs. The winner earns a point for his team. Several series run over time. The team with the most points wins.

"JUMPING SPARROWS"

A circle 4-6 m in diameter is drawn. A “cat” driver is selected, which stands or crouches in the middle of the circle. The rest are “sparrows” who are located outside the circle. At a signal, the sparrows begin to jump in and out of the circle. The cat is trying to catch a sparrow that did not have time to jump out of the circle. The caught one sits in the center of the circle near the cat. When the cat catches 3-4 sparrows, a new cat is selected from those not caught. The game starts over. The one who is never caught wins.

“THREES COMPETE” OR “WHO OVERTAKES”

The players are divided into threes and stand in threes behind each other’s heads on the front line. The second and third take those standing in front by one leg. At a signal, the troika jumps forward to certain landmarks. The first three to reach the finish line wins.

“TALKING WITH JUMPING ON ONE LEG”

At the signal, the players run around the court, jumping on one leg, and the drivers try to make fun of the players, also jumping on one leg. You are allowed to rest while standing on both legs, but you can only dodge the tag by jumping on one leg. The time it takes for the tags to kill all the players is recorded, and then new tags are selected. The tag that spends the least amount of time wins.

"LEAPFROG"

The players are divided into teams and stand apart from each other in a straight line, 5-6 steps apart. All players, except the one standing behind, put out their leg, bend it, and leaning on it with their hands, tilt their torso and head. The back player, having run up, jumps, pushes off with his hands from the back of the player standing in front and, spreading his legs to the sides, jumps over him, runs further, jumps over the second one, etc. Then he runs forward 5-6 steps and stands bent over. After this, the next player from the end begins to jump over everyone. The team that finishes the relay first wins.

"RELAY RACE WITH LEAPPHARD"

The players form two teams. One player from each team goes to the drawn square and stands crouched in them. At the signal, the first player runs to the player in the square, jumps over him and takes his place, and the player standing in the square runs back and passes the baton to the next one. The second player does the same. The game ends when the first player in the square is no longer in his place.

"ROPE UNDER YOUR FEET"

The players are divided into two teams. Each team has jumping ropes in front. At the signal, the first player jumps over the rope, runs around the object and runs back. Gives one end of the rope to the second player, and they carry it through the entire column at a distance of 10-15 cm from the floor. Then the second player runs, etc. The team that finishes the relay first wins.

Other interesting games about hares in the preschool program

Educators highlight educational exercises about these animals because of their benefits in terms of activity, fast pace, and role-based learning. Before the lesson, you can briefly talk about hares and ask the guys who knows what about them. It is important that every child takes part in such a small survey at least a little.

Often in such games, children happily pretend to be bunnies - secretly sneaking into the garden for carrots, running away from a wolf, fox or hunter. For children, such a small cardio load is important and beneficial. The main thing is that they wear comfortable clothes and shoes to avoid unpleasant incidents or injuries.

Scarecrow and hares

Participants are divided into 2 teams - hares and carrots. One participant is assigned to the role of a scarecrow - he stands in the middle of the playing field on a drawn line. Behind him, the baby carrots team are squatting, who will be hunted by cunning eared animals. To do this you need:

  1. Sneak past unnoticed;
  2. Grab a “carrot from the garden” by the hand;
  3. Take him away quickly.

The task of the participant in the role of a scarecrow is not to let the bunnies into the garden. If he detained someone from this team, the kids change roles.

Hares and wolf

This exercise further teaches kids to help each other out and become a cohesive team. There is no need for specific preparation here - it is enough to determine the boundaries of the site, a place for the wolf and an area for the bunnies.

The kid in the role of a wolf stands on the edge of the playing field, the children in the role of hares jump and have fun. At the signal “Wolf!” The guys run away in different directions. In this case, there is nowhere to hide, so if the wolf has caught someone, he needs to take him to his place. As soon as he takes 5 bunnies, everything starts again, and one of the “captives” is chosen to play the role of predator.

This game activity is dynamic, kids will have to run for a long time. Therefore, as soon as children start to get tired, it is better to take a break. It will become more interesting if you praise the most dexterous, brave guys who helped their friends and distracted the wolf from them.

Bunnies on a tram

The purpose of the exercise is to teach children to act together, on command. It is not as active as the previous ones, but useful and exciting. The teacher appoints one child as the driver. 5-6 guys can get on the tram so that no one trips or gets confused.

At the signal, the tram driver stands in front, the rest of the children join him, holding each other, and run - first slowly, then faster. The transport stop is near the bench on the site. After each circle, one hare leaves and is replaced by another. After 5 routes across the playing field, you can assign a new driver, and while the tram is moving, repeat children's songs or poems with the “bunnies” to develop speech.

Grandfather-horn

The driver-grandfather chooses a house for himself and sits quietly there. The rest are divided into 2 equal parties and disperse in 2 directions, on either side of Grandfather’s house. In front of each side, you need to put a stick or rope to indicate that this is home. The free space between them is a field.

When everything is arranged, Grandfather asks “Who is afraid of me?” - "Nobody!" - everyone answers and begins to run from one house to another across the field, teasing Grandfather: “Grandfather the horn burned a hole on the stove!” The driver must catch those running and take them to his house; he must not resist or run away from the house. But you can help out. Players who haven't been caught can run up to Grandfather's house and, touching the caught one, free him. then he can run again.

You can play a little differently: those caught help Grandfather catch everyone. They play until they catch everyone

Important recommendations for outdoor games

Children love these types of active exercises, especially after educational activities.

But before the game, the teacher must take into account some points:

  • Venue, air temperature, weather conditions. After such an active game, the children warm up well and can sweat. Therefore, you need to keep an eye on the time and quickly take everyone to the group so that no one catches a cold;
  • Children's clothing for a walk should be comfortable and not restrict movement;
  • You should carefully monitor the game and not let it take its course. Kids can get wild, start pushing each other, hurting each other. This should not be allowed;
  • It is necessary to organize the lesson so that even the most shy children take part in it. Preferably in several roles. This will help you better adapt to the team and to new situations. There is no need to distribute roles only between active kids.
  • It will be easier for the children to get involved in the game if, when it is first played, there is a teacher or assistant in one of the roles. This will surely interest and amuse the kids.

The outdoor game “homeless hare” will certainly interest children with its activity, interesting roles and their quick change.
The lesson develops attention, coordination, memory well, and teaches you to quickly adapt to a new role. And the most important thing that this exercise gives is a good mood and a fun pastime that children will remember with joy for a long time. What else to read Game Shtander with a ball

Gingerbread board

All players sit next to each other on a bench or on chairs placed in a row. This will be a “gingerbread board”. There should be enough space around the bench or chairs (so that you can run around them). The driver walks along the “gingerbread board”, all players say or sing:

Gingerbread board, from a whole stump, From a whole stump, throw the boy down.

In response to the words “Drop the guy,” the driver quickly slaps his hand on the knee of one of the players. The player must quickly run around the “gingerbread board” and sit down in his place. At this time, the presenter runs around the “gingerbread board” in a different direction. If the driver managed to take the player’s place, then the player who was slapped on the knee will now drive. If not, then the same driver will drive again.


Outdoor games with jumping are best done outdoors. The age of the players may vary. All games are aimed at developing or improving the skill of jumping with two feet from a place. For such outdoor games, the surface of the court is very important. An area covered with sand would be ideal. So, games are perfect for the beach. The trampled earthen area is also not bad. But clearings overgrown with grass and gravel paths are not suitable. Another option for the location of these outdoor games is asphalt. It is not the best from a “medical” point of view - the surface is too hard. But this is the most accessible option for walking sites.

“Kanguryats” - an active game with jumping on the street for children 5-9 years old

The minimum number of players is two people. You need to draw a “starting” line on the ground with chalk or a stick. All children are divided into pairs. The first couple goes to the line. The first player jumps as far as possible. The length of his jump is marked with chalk. The second player must make a jump in the opposite direction - from the place to which his opponent was able to jump. Moreover, he must only jump to the “starting” line, but fly at least a few centimeters further. If the second player succeeds, then he is the winner in this pair, but if he fails, the first player is the winner. Then the pairs are formed by the winners of the first stage and so on until the two most dexterous “kangaroos” remain. This is where the absolute champion of the “keguryak” Olympic Games is determined! An outdoor game can also be played in teams. Then pairs are formed from members of opposing teams. For each victory in “pairs” competitions, the team receives one point. Whoever scores more points wins. To avoid quarrels and accusations of bias, you can organize the game so that each pair makes two jumps. First, one player jumps first, and then the second.

"Shuttle" - an outdoor game with jumping for children 7-9 years old

This team outdoor game is similar to the previous one, but is more suitable for older children. Before the game starts, a long line is drawn on the ground. Its length must be sufficient for all players of one team to line up on it. A draw determines which team will jump first. All participants in the game approach the line and jump, trying to “fly” as far as possible. The presenter-judge marks with chalk the place to which each of the team members jumped (marked on the heels). Now the members of the second team take places on these “marks” and must jump in the opposite direction. The task is to be behind the “starting” line. The number of players from the second team who completed this task is counted. If more than half are below the line, the second team wins, if less than half, the first team wins. You can simply count the points - one point for each player who jumps over the line. And then hold the competition again. But now the other team must jump first.

“Precise Jump” - an outdoor outdoor game with jumping for children 5-9 years old

You can play such an active game with children of different ages, but it will be somewhat more difficult for kids to correctly calculate the length of their jump. And accuracy is very important here! This game is for a small group of children. Before the game starts, two lines are drawn. One is the start line, and the other is the stop line. Children need to stand one after another, like for a relay race in front of the starting line. The first participant must jump beyond the “stop line”, but calculate the jump in such a way that he is no further than one foot from it. If everything worked out, then this participant runs and stands at the end of the column. If he under-jumps or over-jumps, he is eliminated from the game. The next participant starts the test and so on. The last one remaining in the game wins.

“Kangaroo racing” - an outdoor outdoor game with jumping for children 5-9 years old

This outdoor game is a competition for small teams of 5-6 people. Otherwise, even if you play the game on the street, you simply may not have enough length of the court. If there are a lot of children, then the solution is very simple - make not two, but three, four, six teams. The starting line is drawn. Behind her, teams line up in a column one by one. At the signal from the leader, the race begins! The first team member jumps as far as possible, the second player runs up to him and jumps from the place to which his predecessor jumped and. etc. The result is summed up after the last participant has jumped. Whichever team “galloped” further is the winner. You can change the rules. Draw not only the start line, but also the finish line. Let, for example, a new kangaroo pasture begin beyond this line. Or a kangaroo cinema, where the new action-packed cartoon “The Kangaroo and the Goblet of Fire” is about to start. Or something else very attractive. In general, you need to get to this place as soon as possible. You should jump exactly the same as in the first option. And the winner will be the team that reaches the coveted line first.

We'll show you what we did

All children stand in a circle, and the driver moves aside. The others gather together and quietly decide what they were doing, for example, they decided to go skiing. Afterwards they again stand in a circle and call for water. He comes up and asks:

- What did you saw?

Children in a circle answer:

“We won’t tell you what we saw, but we’ll show you what we did.”

Afterwards, the children show the intended action. If the driver guesses correctly, he names the person who will drive next.

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