Outdoor games for younger preschoolers
Children of primary preschool age, as a rule, imitate everything they see when playing. 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 at this age enjoy flying like sparrows, jumping like bunnies, flapping their arms like butterflies with wings. Thanks to the developed ability to imitate, most outdoor games of children of primary preschool age have a plot character.
The content of outdoor games for young children 3-4, 4-5 years old in kindergarten is aimed at developing types of movement: running, jumping, climbing.
- Outdoor game “Mice dance in a circle”
Goal: develop motor activity
Description: before starting the game you need to choose a driver - a “cat”. The cat chooses a “stove” for itself (it can be a bench or 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 in circles, the cat is dozing on the stove. Quiet the mouse, don’t make any noise, Don’t wake up Vaska the cat, When Vaska the cat wakes up, he’ll break up our round dance!”
While pronouncing the last words, the cat stretches, opens his eyes and begins to chase mice. The caught participant becomes a cat, and the game starts over.
- Game "Sun and Rain"
Objectives: to teach children to find their place in the game, navigate in space, develop the ability to perform actions on a signal from the teacher.
Description: Children sit in the hall on chairs. The chairs are their “home”. After the teacher says: “What good weather, go for a walk!”, the children get up and begin to move in a random 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 “Drip – drip – drip!” Gradually the rain subsides and the teacher says: “Go for a walk. The rain has stopped!”
- Game "Sparrows and the cat"
Objectives: teach children to jump gently, bending their knees, run, dodge the driver, run away, find their place.
Description: Circles are drawn on the ground - “nests”. Children - “sparrows” sit in their “nests” on one side of the playground. On the other side of the site there is a “cat”. As soon as the “cat” falls asleep, the “sparrows” fly out onto the road, fly from place to place, looking for crumbs and grains. The “cat” wakes up, meows, and runs after the sparrows, which must fly to their nests.
First, the role of the “cat” is played by the teacher, then by one of the children.
- Outdoor game “Sparrows and a car”
Another game for children 3-5 years old about sparrows.
Objectives: to teach children to run in different directions, to start moving or change it at the leader’s signal, to find their place.
Description: Children - “sparrows”, sit in their “nests” (on a bench). The teacher depicts a “car”. As soon as the teacher says: “The sparrows have flown onto the path,” the children rise from the bench and begin to run around the playground. At the teacher’s signal: “The car is moving, sparrows fly to their nests!” - the “car” leaves the “garage”, and the children must return to the “nest” (sit on the bench). The "car" returns to the "garage".
- Game "Cat and Mice"
There are many games for children with cats and mice involved. Here is one of them.
Objectives: This active game helps children develop the ability to perform movements on a signal. Practice running in different directions.
Description: Children - “mice” are sitting in holes (on chairs along the wall). In one of the corners of the playground sits a “cat” - a teacher. The cat falls asleep and the mice scatter around the room. The cat wakes up, meows, and begins to catch mice, which run into their holes and take their places. When all the mice return to their holes, the cat walks through the hall again, then returns to its place and falls asleep.
- Outdoor game for preschoolers “At the Bear in the Forest”
Objectives: develop the speed of reaction to a verbal signal, exercise children in running, develop attention.
Description: Among the participants, one driver is chosen to 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 saying:
I take mushrooms and berries from a bear in the forest. But 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 have time to reach the house and was caught by the “bear” becomes the driver (“bear”).
- Through the stream (an active game with jumping)
Objectives: Teach how to jump correctly, walk along a narrow path, and maintain balance.
Description: Two lines are drawn on the site 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 line - on the bank of a stream, they must cross (jump over) it on the pebbles without getting their feet wet. Those who stumbled and got their feet wet go to dry them in the sun and sit on a bench. Then they get back into the game.
- Game "Birds and Cat"
Objectives: Learn to follow the rules of the game. React to a signal.
Description: for the game you will need a mask of a cat and birds, and a large circle drawn.
Children stand in a circle on the outside. One child stands in the center of the circle (the 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 out of the circle.
- Game "Snowflakes and the Wind"
Tasks: Practice running in different directions, without bumping into each other, act on a signal.
Description: At the signal “Wind!” children - “snowflakes” - run around the playground in different directions, spinning (“the wind spins snowflakes in the air”). At the signal “No wind!” - crouch (“snowflakes fell to the ground”).
- Outdoor game “Find yourself a partner”
Objectives: to develop in children the ability to perform actions on a signal, to quickly form pairs.
Description: Participants stand along the wall. Each of them receives a flag. As soon as the teacher gives a sign, the children scatter around the playground. After the command “Find yourself a pair,” participants who have flags of the same color are paired up. 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 on a walk. Children of all ages: from 3-year-old children to 4-5-year-old children enjoy playing with them.
- 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 the outdoor game, they strive to express their feelings, desires, and fulfill their plans. However, imitativeness 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.
- Game "Bear and Bees"
Tasks: practice running, follow the rules of the game.
Description: participants are divided into two teams - “bears” and “bees”. Before the start of the game, the “bees” take places in their “hives” (benches or ladders can serve as hives). At the command of the leader, 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” no longer goes out to get honey, but remains in the den.
- Game "Burners"
Tasks: practice running, respond to a signal, follow the rules of the game.
Description: The game involves an odd number of children who become pairs and hold hands. In front of the column there is a driver who looks forward. The children repeat the words in chorus:
Burn, burn clearly, So that it doesn’t 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 forward along the column, one on the right side, the other on the left. Their task is to run forward, stand in front of the driver and join hands again. The driver, in turn, must catch one of this pair before they hold hands. If you manage to catch, then the driver and the caught one will form a new pair, and the participant left without a pair will now lead.
- Outdoor game “Two Frosts”
A well-known game for preschoolers with simple rules. Objectives: to develop inhibition in children, the ability to act on a signal, and practice 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 selects two people who will become drivers. They are located in the middle of the area between the houses, facing the children. These are two Frosts - Red Nose Frost and Blue Nose Frost. At the teacher’s signal “Start!” both Frosts say the words: “We are two young brothers, two frosts are daring. I am Frost Red Nose. I am Frost Blue Nose. Which of you will decide to set off on this little path?” All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. Those of the guys who were touched by Frost freeze in place and remain like that until the end of the run. The frozen ones are counted, after which they join the players.
- Game "Sly Fox"
Goal: to develop agility, speed, coordination.
Description: A line is drawn on one side of the site, thereby indicating the “Fox House”. The teacher asks the children, who are located in a circle, to close their eyes. The teacher walks around the formed circle behind the children and touches one of the participants, who from that moment becomes a “sly fox.”
After this, the teacher invites the children to open their eyes and, looking around, try to determine who the sly fox is. Next, 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 into the middle of the circle, raises his hands up and shouts: “I’m here!” All participants scatter around the site in all directions, and the sly fox tries to catch someone. After 2-3 people are caught, the teacher says: “In a circle!” and the game starts again.
- Game "Deer Catching"
Objectives: practice running in different directions, agility.
Description: Two shepherds are selected from among the participants. The remaining players are deer located inside the outlined circle. The shepherds are behind the circle, opposite each other. At the leader’s signal, the shepherds take turns throwing the ball at the deer, who try to dodge the ball. The deer that the ball hit is considered caught and leaves the circle. After several repetitions, he counts the number of deer caught.
A poem about playing ball at recess (written by Svetlana Vetryakova especially for Pedsovet.su)
To have fun playing you need to pump up the ball. And the boys and girls will hit the ball loudly.
Real athletes will run for recess. They will jump and gallop and catch up with each other.
We will inflate the ball deftly. You just need to have the skill. Press harder, run away faster!
Various games with a ball. Let's definitely start. And in “Frog”, and in “Dog”, in “Stream”, and in “Fast Ball”.
I reached the turn and rolled through the gate. Jumped over the yard, ran away over the fence.
Spins quickly and flies! Who will catch him now? Hurry up and tell your neighbor.
A multi-colored bright ball bounces briskly without hesitation. Stop running around, having fun, we need to go study!
We inflated a huge ball, played and relaxed. It's time for us to go back to class, we have classes there.
- Game "Fishing Rod"
Objectives: develop dexterity, attention, speed of reaction.
Description: participants sit in a circle. In the center there is a driver - a teacher. He holds a string in his hands, at the end of which a small bag of sand is tied. The driver rotates the rope in a circle just above the ground. Children jump in such a way that the rope does not touch their legs. Those participants whose legs are hit by the rope are eliminated from the game.
- Game "Hunters and Falcons"
Tasks: practice running.
Description: All participants are falcons and are on one side of the hall. There are two hunters in the middle of the hall. As soon as the teacher gives the signal: “Falcons, fly!” participants must run to the opposite side of the hall. The hunters' task is to catch (spot) as many falcons as possible before they have time to cross the conditional line. Repeat the game 2-3 times, then change the drivers.
- Game "Spider and Flies"
Objectives: to develop in children the ability to perform actions on a signal.
Description: in one of the corners of the hall, a circle indicates a web in which there is a spider - the driver. All the other guys are flies. All the flies “fly” around the hall, buzzing. At the presenter’s signal “Spider!” the flies freeze. The spider comes out of hiding and carefully examines all the flies. He takes those who move into his web. After two or three repetitions, the number of flies caught is counted.
- Outdoor game "Mousetrap"
Objectives: to develop in children the ability to perform actions on a signal.
Description: Two participants stand facing each other, join their hands and raise them higher. After this, both say in unison:
“How tired we are of the mice, they gnawed everything, ate everything! We’ll set up a mousetrap and then we’ll catch the mice!”
While the participants are saying these words, the rest of the guys must run under their clasped hands. At the last words, the presenters abruptly lower their hands and catch one of the participants. The caught one joins the catchers and now there are three of them. So the mousetrap gradually grows. The last participant remaining is the winner.
Outdoor games in the summer in the senior group. Card file with goals
Card file on the topic “Outdoor games in the summer while walking in the warm season”
A selection of interesting summer outdoor games for children of senior preschool age.
“Calling numbers” Goals:
to cultivate attention;
develop speed and dexterity of movements, a sense of camaraderie. Equipment:
A flag or medicine ball to indicate where to turn.
Rules.
Number of players - 10-20 children. And two teams play, which line up in a column, one at a time, at the starting line. The turning point is marked 15 m away from each team. The captains distribute the players by numbers. The teacher calls out the numbers. Players, having heard their number, run to the turning point, run around it and return to their place. The first to arrive gets a point, the second gets two points. The winning team is determined at the end of the game by the number of points scored.
“Blind Man's Bluff” Goals:
to cultivate attention;
develop speed and dexterity of movements. Equipment:
scarf.
Rules.
The teacher appoints a leader - blind man's buff.
He stands in the middle of the platform, is blindfolded and asked to turn around several times. Then all the children run away on command, and the blind man's buff tries to catch someone. When they see any danger, the players must warn the blind man’s buff with the word “fire.” If the game takes place outdoors, choose a flat area and outline boundaries beyond which the players have no right to go. Having caught someone, the blind man's buff transfers his role to the caught one. A player who crosses the agreed line is considered burned out and must replace his blind man's buff. “Trap” Goals:
to cultivate attention;
develop speed and dexterity of movements. Rules.
The players form two circles.
The inner circle, holding hands, moves in one direction, the outer circle in the other. At the teacher’s signal, both cools stop. Those standing in the inner circle raise their hands to form a gate. The rest either run into the circle, passing under the gate, or run out of it. Suddenly the second command is given, the hands are released, and the players inside the circle are considered to be trapped. They remain in the inner circle and join hands with the rest of the players, after which the game is repeated. When there are few players left in the outer circle, an inner circle is formed from them. The game repeats itself. “Circular rounder” Goals:
to develop dexterity, speed;
be able to navigate in space. Equipment:
ball.
Rules.
All players are randomly located on a lawn or clearing, in the center is the driver with the ball in his hand.
At the signal, the game begins: the driver must hit the ball on any player, who then becomes the driver himself. The game con lasts 6-8 minutes, after which children need to be given a short break. “Snake” Goals:
develop coordination of collective actions;
be able to navigate in space. Rules.
Number of players: 6-7 children.
One of them is a driver. The participants of the game, holding each other, line up in a column - a “snake”. The driver stands in front of the “snake” and tries to stain the last player. The one standing first in the “snake”—the captain—blocks the driver’s path: he spreads his arms wide, sets barriers, and performs various body movements. The “snake” follows the captain and helps block the driver’s path. If the driver stains the player at the end of the column, he becomes the captain, and the stained player becomes the driver. The game can be repeated several times with short breaks for rest. “Mirror” Goals:
to develop attention and imagination;
train in memorizing the sequence of movements. Rules.
The players sit freely on the court and perform the following tasks: • repeat single movements after the driver;
• reproduce a series of movements after the driver in a certain sequence; • imitate the movements of an animal, bird, insect, called the driver. The best player is determined by a general vote and is awarded a prize or bonus points. “Traps on one leg” Goals:
to develop attention and imagination;
train in memorizing the sequence of movements. Rules.
The game is played in the same way as the “Trap” game, but only a new rule is introduced - you cannot catch someone who did not manage to stand on one leg in time and clasp his knee with his hands.
“Birds” Goals:
to develop reaction speed, arbitrariness of movements, coordination of collective actions;
be able to navigate in space. Rules.
The participants of the game are 7-8 children.
Children choose “mistress” and “hawk” according to a counting rhyme, the rest are birds. The hostess, secretly from the hawk, gives a name to each bird: “You are a cuckoo, you are a swallow.” A hawk flies. Mistress. Why did you come? Hawk. For the bird. Mistress. For which? A hawk calls, for example, a cuckoo. If the bird named hawk is not there, the owner drives it away. The game continues until the hawk catches all the birds. “The cat is walking” Goals:
to develop agility, speed, coordination and speed of movements;
cultivate endurance, coordination of collective actions; learn to navigate in space. Right-handed. A cat is chosen from among the players. He is in the corner of the hall in his house. The rest of the players are mice; they are placed around the hall in holes. The presenter goes to the middle of the site and says: Mice, mice, come out, Play, dance, come out quickly, The tired cat-villain is sleeping. The mice run out to the middle of the area and begin to dance with the words: Tra-ta-ta, tra-ta-ta, we are not afraid of the cat. At the presenter’s signal “The cat is coming!” all the mice freeze. If any of them moves, the cat takes it into his house. He catches mice until the driver says: “The cat has left.” Caught mice do not take part in the game until a new cat is replaced. “Little Red Riding Hood” Goals:
to develop attention, intelligence, creative imagination;
coordinate collective action; learn to navigate in space. Equipment:
half mask of a wolf, red cap or red riding hood.
Rules.
The leader, the wolf, has a cardboard half mask, and the one running away has a red cap.
Whoever puts it on becomes Little Red Riding Hood. This player must be caught by the wolf. But the red cap can be transferred to another player. Then the wolf should already be catching up with the new Little Red Riding Hood. When the wolf catches her, he gives her his mask and becomes a player. “Cosmonauts” Goals:
to develop quick reaction, attention;
cultivate endurance; coordination of collective actions; learn to navigate in space. Equipment:
hoops.
Rules.
Children hold hands, walk in a circle and repeat in unison: Fast rockets are waiting for us to walk around the planets we want - We’ll fly to that one!
But there is one secret in the game: There is no room for latecomers! With the last words, everyone runs away and tries to take their seats (hoop, circle). Only two children can board one rocket. Those who are late gather in the center of the circle, and those who take their places announce their routes (for example, Earth - Moon - Earth, Earth - Mars - Earth, etc.). These names can be written in advance on board the rockets in abbreviated form: Z.L.Z., Z.M.Z. etc. Then everyone gathers in a common circle, joins hands, and the game is repeated. The winners are those who managed to make more flights during repetition. It is prohibited to rush towards the missiles prematurely and push comrades from their occupied places in the missiles. “Cat and Mouse” Objectives:
develop coordination of collective actions;
learn to navigate in space. Rules.
Having chosen a cat and a mouse, the rest of the players stand in a circle and join hands.
The cat is outside the circle, the mouse is inside it. The cat every now and then tries to break through to the mouse, which is protected by the other players: they prevent the cat from slipping through underneath, lowering their hands; they try to prevent her from jumping over their closed hands, raising them. But when the cat manages to break into the circle, the players should quickly open the chain so that the mouse can jump out of the circle and have time to join hands before the cat runs out after the mouse. While outside, the mouse teases the cat, and when the latter manages to jump out of the circle, players must temporarily open the circuit again to let the mouse in, but not the cat. The game continues until the cat catches the mouse. “Tug of War” Objectives:
develop coordination of collective actions;
develop endurance. Equipment:
rope or rope.
Rules.
Children are divided into two teams, each team takes its end of the rope and pulls as hard as possible.
Whoever wins wins. To conveniently determine the winner, a line is drawn between teams that cannot be crossed. “The Birds and the Cage” Goals:
the same.
Rules.
Children are divided into two teams.
One forms a circle in the center of the playground (children walk in a circle holding hands) - this is a cage. The other team is the birds. The presenter says: “Open the cage!” Children forming a cage raise their hands. The birds fly into the cage (in a circle) and immediately fly out of it. The presenter says: “Close the cage!” The children give up. Birds remaining in the cage are considered caught. They stand in a circle. The square increases and the game continues until 1-3 birds remain. Then the children change roles. “Traps in pairs” Goals:
to develop coordination of collective actions;
learn to navigate in space. Rules.
They choose a driver.
At his signal, the children scatter. The driver catches by touching the runner with his hand. The caught one becomes a pair with him. They join hands and catch other children. Those caught also form a pair and participate in fishing. The game ends when all the children are caught. The last child caught becomes the driver. “Catch-and-run” Goals:
to develop coordination of collective actions;
learn to navigate in space. Rules.
A group of children stands on one side of the playground beyond the line.
A line was also drawn on the opposite side of the site. In the middle, between the two lines, there is a trap. After the words: “One, two, three - catch it!” the children run to the other side of the playground, and the trap catches them. The one whom the trap manages to touch before the runner crosses the line is considered caught and moves aside. After 2-3 runs, the number of those caught is counted and a new trap is selected. “Cockfight” Objectives:
to develop coordination of collective actions;
learn to navigate in space. Rules.
The players try to throw each other off balance by jumping on one leg and pushing each other with either their right or left shoulder.
The one who touches the ground with his second foot loses. Children hold their hands on their belts or crossed in front of their chests; You can hold on to the toe of your bent leg with one hand. Pushing with hands is not allowed. The winner is the one who can hold on longer while jumping on one leg. “Build a line, circle, column” Objectives:
develop coordination of collective actions;
learn to navigate in space. Equipment:
tambourine and flags.
Rules.
Children are divided into two groups and lined up on opposite sides of the playground or room in two lines, facing each other.
Then, at the leader’s signal, they walk or run (depending on the pace and rhythm that the leader sets by striking the tambourine) throughout the entire area (room). Having stopped hitting the tambourine, the leader says: “Build a line (circle, column)!”, and the children line up in their places in a line (circle, column). The group that builds faster and more correctly (straighter) wins. Game options: • after the signal, you must line up not in any order, but exactly in your place in the line, column or circle; • each group is lined up next to a flag of its own color (in a line - the flag to the right of the first - right-flank; in a circle - the flag in the center; in a column - the first stands facing the flag). While running, before giving the signal to form, the leader says: “Stop!”, The children stop and close their eyes. The presenter at this time moves the flags to other places and then says how they should line up. Children open their eyes, find their flag and run to line up towards it. “Two and Three” Goals:
develop coordination of collective actions;
learn to navigate in space. Rules.
Children walk or run in all directions.
At the presenter’s signal “Two!” They form pairs with any child nearby, hold hands and run to a pre-agreed place (flag, tree), where they line up pair by pair in the order in which they run up. If the leader says: “Three!”, the children form threes and then run to the formation site. Game option. Children must line up in front of the leader (facing him), no matter where he is on the site or room. To make the game more difficult and interesting, the presenter, before giving the signal to form, says: “Stop!” The children stop and close their eyes. The presenter moves to another place and gives the signal “Two!” or “Three!”, children open their eyes, form pairs or triplets and run to line up. “Journey on a ship” Objectives:
to develop coordination of collective actions;
learn to navigate in space. Rules.
Children line up in two lines at one side of the playground (room) - this is a ship.
The ship's captain (leader) announces: “Prepare to go ashore, land to the right!” All children should turn to the right in preparation to leave. Anyone who turns in the other direction is deprived of access to the shore and remains on the ship (steps aside). Everyone else goes in pairs (possibly with a song or while beating a tambourine) and, going around the area (room), return to the ship (to the place of initial formation) and two lines are formed again. The children who remained on the ship join the game, taking their places in the ranks. To the words of the presenter: “Get ready to leave, there’s land on the left!” the children turn to the left and, having walked around the platform (room), return to the ship and line up in two lines. The names of the sides (right, left) must not only be alternated, but also given separately. “River and Ditch” Objectives:
to develop coordination of collective actions;
learn to navigate in space. Rules.
Children line up in a column in the middle of the playground, one at a time.
To the right of the column is a moat, to the left is a river. You need to swim across the river (walk, imitating the movements of a swimmer with your hands), and jump over the ditch. At the teacher’s signal, “The ditch is on the right!” children turn to the right and jump forward. The one who jumped in the other direction is considered to have fallen into the river; they help him get out by giving him a hand. Then everyone returns to the initial formation. At the signal “River on the left!” children turn left and “swim to the other side.” The one who made a mistake and ended up in a ditch is given a hand, and he returns to his comrades. “Traffic Light” Goals:
to develop coordination of collective actions;
learn to navigate in space. Equipment:
red, green and yellow circles with a diameter of 10 cm.
Rules.
Mugs (diameter 10 cm) are made in red, green and yellow, which are attached to sticks.
Children stand in a line and perform exercises according to the leader’s signals: when the signal is red they crouch, when the signal is yellow they stand up, when the signal is green they march in place. While moving in a column one by one around the site, the exercises change: red - everyone stands still, yellow - they move forward in a squat, green - they jump on their toes. For each mistake, players are awarded penalty points. The one who scores fewer penalty points wins. “The third wheel” Goals:
to develop coordination of collective actions;
learn to navigate in space. Rules.
The players are distributed in pairs and, holding hands, walk in a circle.
The distance between pairs is at least four steps. Two players designated as the leader run in any direction (crossing the circle is allowed). One of them, running away, can attach itself to any pair. To do this, he must run up to her from the right or left and take the last one by the hand. The player who turns out to be the third wheel (on the other side) runs away from the leader. The rules provide for a change of leader if he insults the runner. “The Fisherman and the Fishes” Goals:
the same.
Rules.
A large circle is drawn on the floor or platform.
One of the players - the fisherman - is in the center of the circle, he squats down. The rest, the fish, surrounded the circle and said in unison: “Fisherman, fisherman, catch us on a hook.” At the last word, the fisherman jumps up, runs out of the circle and begins to chase the fish, which scatter all over the area. The one who is caught becomes a fisherman and goes to the center of the circle. “Shaggy Dog” Goals:
develop reaction speed;
develop imitation abilities. Rules.
Number of players: 8-12 children. A dog is chosen from among the players. He sits aside. Other children slowly walk towards him, saying: Here sits a shaggy dog, with his nose buried in his paws. Quietly, peacefully he sits, maybe dozing, maybe sleeping. Let's go up to him, wake him up and see what happens? Children quietly approach the dog and clap their hands. The dog jumps up, growls, barks and catches the children. The caught player becomes the driver - the dog.
We recommend watching:
The importance of outdoor games for preschool children Outdoor games for children 4-6 years old Outdoor games for children 4-5 years old in kindergarten Abstract of the outdoor game “Bear and Bees” in the second junior group of a preschool educational institution
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Schoolchildren also love to play games during breaks or walks. We have selected games that can be played during after-school walks or during physical education lessons in grades 1-4. The rules of the game become a little more complicated, but the main objectives of the games are: training agility, reaction, speed, 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"
Goal: to develop attentiveness, thinking, speed and endurance.
Description: A hunter and a homeless hare are selected from all participants. The remaining players are hares, each draw a circle for themselves and stand in it. A hunter tries to catch up with a running homeless hare.
A hare can escape from a 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 the 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 to any height where they can raise their feet above the ground. You can only insult those whose feet are on the ground. At the end of the game, the number of losers is counted and a new driver is selected.
- Game "Empty Space"
Objectives: develop reaction speed, agility, attentiveness, help improve running skills.
Description: participants form a circle, and the driver is located behind the circle. By touching the shoulder of one of the players, he thereby challenges him to the competition. After this, the driver and the participant he chose run along the circle in opposite directions. The first one to occupy the empty space left by the chosen player remains in the circle. The one left without a seat becomes the driver.
- Outdoor game "Third wheel"
Objectives: develop dexterity, speed, cultivate a sense of teamwork.
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 running player can stand in front of any pair at any time. In this case, the back player of the pair he stood in front of becomes the one who is being caught up. If, nevertheless, the player managed to catch up and make fun of him, then the drivers change roles.
- Game "Shootout"
Objectives: develop dexterity, attentiveness, speed of reaction.
Description: The 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 court from the middle line of the corridor. Both teams must choose a captain. You cannot enter the opponent's territory. Each player who has the ball tries to hit his opponent with it without going beyond the center line. The greasy player is taken prisoner and remains there until the players of his team throw the ball into his hands. After this, the player returns to the team.
Purpose of outdoor games
It's no secret that a good mood contributes to more complete development and functioning of the entire body, including a developing, growing child. Active movement allows the baby to expend his unlimited energy and acquire the necessary motor skills. The purpose of outdoor games is:
Give an outlet to the child's energy reserves.
Development of movement coordination.
Increase a positive attitude and strengthen psycho-emotional health.
Development of communication skills.
Ability to assess a situation and draw appropriate conclusions.
Develop reaction speed.
The role of outdoor games
Fun and varied games help a child expand his horizons, deepen his understanding of the world, get to know it and himself as part of this world. The best effect is achieved when children go out into the fresh air in the garden or yard and play there. Active running movements strengthen the functioning of the heart and lungs, increase the supply of oxygen to the brain, and have a beneficial effect on the entire condition, strengthening the nervous system and psychological state.
But perhaps the most important role play plays in a child’s life is as a learning process. In the game, he begins to learn to communicate with peers, older and younger, to learn the laws and rules of the world around him. The characteristics of a child’s behavior in play can be corrected by strengthening and developing positive qualities, while trying to suppress and explain to the child the bad aspects of his actions.
The role of the game process is great not only for the development of physical health, but also important in the formation of the correct psychological stereotype of behavior. Normal and balanced behavior, the child’s ability to communicate with other people.
Use of outdoor games
A child’s activity in outdoor play depends on many conditions. This is the content of the game, how intensively one should move according to the provided rules, how cognitive its orientation is, and the children’s preparedness for this game. The effectiveness of the game largely depends on its duration. The game develops motor skills and volitional manifestations. The longer you spend in the game, the more you practice various movements and exercises. An analysis of a child’s behavior will show his ability to achieve his goal, the ability to be attentive and persistent.
At any age, the use of outdoor games in the fresh air has become a means of not only developing coordination of movements, but also cultivating important qualities such as speed of reaction, dexterity, endurance and determination.
During the game, the child learns the ability to interact with other participants in the game, adjust and correlate his actions and actions with the actions of others.
Card index of games for physical development
Children take turns throwing “vegetables” balls into the basket: with their left hand – “carrot”, and with their right hand – “cabbage”.
"Hunters and Ducks"
Target. Develop organization, attention, and the ability to control your movements. Exercise children in throwing a ball at a moving target. Develop the eye, oculomotor functions, and gaze fixation.
Description. Players of one team, “hunters,” stand behind the circle line _ (around the lake), and players of the other team, “ducks,” are located in a circle (on the lake). Hunters shoot at “ducks” (throw small balls). Ducks move within a circle. The shot down "duck" leaves the lake. The game continues until all the “ducks” are hit. After this, the teams change roles.
"Find your color"
Description: The teacher divides the children into 4 groups and gives them flags of different colors: yellow, red, blue and green. Each group goes to its specially designated place. Then the teacher places one flag of the same colors as the children in opposite corners.
The signal “go for a walk” is given, after which the children disperse around the room and walk. As soon as they hear the command “find your color,” they each immediately run up to their own flag, the color matching the flag in their hand. At this time, the teacher carefully observes which group gathered the fastest near the corresponding flag. The very first ones are the winners.
The duration of the game should be no more than 5 minutes.
"Birds and Chicks"
Description: Just before the game starts, the teacher draws circles on the floor. These will be “nests” for the chicks. One “nest” for only one group. Children are divided into 3-4 groups and disperse to their “nests”. In each group, a “mother bird” is selected. The teacher gives the command “fly”. The “chicks” come out of their houses and “fly” (waving their arms, imitating wings, and walking). “Mother birds” also “fly” from their nests, but stay away from the other children. They depict the search for food, i.e. worms. The home signal sounds. Mother birds return to their nests and call their chicks. They sit back in the “nests” and the mother bird begins to feed her children. The game is repeated again and so on 3-4 times.
"Colored Cars"
Description: Children sit along the wall on chairs. They are designated as "cars". Each person is given flags of different colors. The teacher stands in front of the children and holds in his hand one flag of the same colors as the children. The teacher raises any flag, for example, red. This is a signal for the “cars” that it is time to leave their “garages”. Children who have a red flag get up and walk around the room, while honking their horn, pretending to be a car. The teacher lowers the flag. The “cars” immediately stop and do not move. The command “it’s time to go home” sounds. The “cars” drive each one to its own place. The teacher again raises the flag, but of a different color and the game continues - other “cars” drive out. This game can be played for no more than 6 minutes!