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Games for children on the street in the summer: a large selection. Outdoor games: we play with children on a walk Outdoor games in the middle group

Outdoor activities are a great alternative to gadgets. Live communication, peer interaction skills are something that is useful to learn at any age. Recall the games that you can play in the yard, those that are familiar to more than one generation of children. Dear adults, take the initiative! Remember what you played as a child and tell your children about it. Games are like fairy tales, they need to be passed down from generation to generation.

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In the yard, in the camp, on a hike, in the country - wherever a company of children gathers, you can organize team or collective games: calm or very active, on the grass or in the gazebo, with and without attributes. Sharing a BIG list of outdoor games for kids to play in the summer. We have chosen the MOST POPULAR ones that have been tested by more than one generation of children and still have not lost their relevance. We are sure you can continue this list - and your children will have enough entertainment for the whole summer!

1. Ring-ring

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A leader is chosen, everyone else sits opposite him. As a "ring" you need to find a small object: a button, a pebble, a ring, etc. Players fold their palms in a "boat". The "ring" is hidden in the leader's "boat", and he runs his hands over the slightly open "boats" of the players, imperceptibly tossing the ring to one of them. The main thing is to do everything very professionally, like an actor, so that none of those sitting would guess at what exact moment the "ring" from the hands of the presenter migrated to the palms of the lucky player. The one who had the ring should also keep the intrigue ... After all the players go through the procedure, the leader says: “Ring-ring, go out on the porch.” At this moment, the one who really had the “ring” should quickly get up and run forward so that the others do not have time to catch him. If he succeeds, he becomes the new leader.

Warm childhood memories of this popular game take you back to a time when rings on the fingers of girls were very rare, holding someone else's ring in your hands is already cool in itself! This simple game can be played with both toddlers and school-aged children and is almost universal for both boys and girls. A small car can also be used as a “ring”, for that matter.

2. Kalim-bam-ba

All players are divided into two teams. The players of each team join hands and become a chain facing the opponents at a distance of 10-12 meters. The teams begin to shout out the following words in turn:
- Kalim-bam-ba!
What's a servant for?
- Sew sleeves!
- What numbers?
- In the fifth or tenth, we Masha (Olya, Tanya, Sveta, Sasha, Andryukha ...) here!

The one whose name was called runs to the opposing team and tries to disengage the opponents' hands. If he succeeds, he can take either of the two guys who have unhooked their hands into his team, usually the one who is stronger. If the chain fails to break, then he goes to the opposing team. They play until one or two people remain in one of the teams (as agreed).

An analogue of this game is "Chains". The dialogue might look like this:
“The chains are forged, tear us apart!”
- Which one of us?

You may remember how "Ali Baba, sew on the sleeves":
- Ali Baba!
Why a servant?
- Sew on the sleeves!
- Which sides?
… etc.

Be sure to teach your kids how to play this game. She teaches us to stand up for each other, to act together.

3. Returns

You need a whistle to play. At the request of the leader, the children line up. On a signal, the players scatter in different directions within the agreed territory, run around the clearing, dance, take various poses. At the whistle, the players must return to their original place and again stand in line. You can, for example, count up to three: who did not have time - leaves. The game is repeated 3 times.

The idea is good for camp teachers when you need to quickly organize children, bring them all together.

4. Frog

Players stand opposite the wall (usually this is the end wall of the house, where there are no windows and doors) one after the other (in a column). A mark is drawn on the wall with chalk. Usually start with 1-1.5 meters.

You need to throw the ball above this line and while it flies back from the bounce, have time to jump over it. The ball must hit the ground and pass between the player's legs. If successful, the player moves to the end of the queue. If during the jump the ball was touched with their feet or they could not jump over it, the player goes to the end of the line, having received one letter from the word "frog". When everyone jumps once, the mark is set higher, the jumps start again. The game continues until one of the players collects the word "l-i-g-u-sh-k-a" in its entirety.

To be honest, in our childhood everyone was called by their proper names - “goat”. Perhaps it is under this code word that this game and the hysteria of the grandmother-neighbor, who was knocked on the wall by the restless yard children for days on end, will pop up in your memory.

Another version of this game (simplified) is suitable for younger children. The principle is the same, with the only difference that the one who could not jump over the ball stands against the wall. Over time, there will be a lot of such "penalty boxes". Their task is to try to catch the ball before it hits the wall. If it worked out, the “penalty box” gets in line and continues the game, and the one who threw the ball at that moment takes his place against the wall. The game ends when everyone but one (the winner) is at the wall.

5. The sea worries once ...

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The host turns his back on the players and says: “The sea worries once, the sea worries two, the sea worries three, the marine figure freezes in place!” The rest at this time move randomly and depict the movement of waves with their hands. On the word "Freeze!" all the children freeze in their intended poses. The host turns around, approaches any of the players and touches him with the words “Otomri!”. The selected player must show the conceived figure in motion so that it can be guessed. If the host guesses the figure, he goes to the next player and continues to guess. The one whose figure is not unraveled becomes the new leader.

By the way, the figures do not have to be marine at all, choose and voice any topic before the start of the game.

6. Predators and Herbivores

Among the players, a predator is chosen: at will or by lot. The rest are herbivores. The predator draws a large circle (about 2-2.5 m in diameter). During the game, he needs to catch as many herbivores as possible and put them in his lair - in a circle. The captives can leave the circle only in one case - if one of the herbivores walking in the wild touches the outstretched hand of the captured with his hand. The task of a predator is not easy: he needs not only to catch new herbivores, but also not to allow the "free" to free those already captured. The game ends when all herbivores are in the circle, or all are free.

7. Cossacks-Robbers

Participants are divided into 2 teams and stipulate the territory for the game. The robbers, secretly from the Cossacks, come up with a password word. During the game, the Cossacks must try to find out this secret word.

The game begins with the fact that the Cossacks turn away and close their eyes. At this time, the Rogues should run away and hide somewhere in a secluded place. When fleeing, Rogues draw arrows on the road, curbs or trees indicating the exact direction of their movement, sometimes placing arrows in different directions to confuse their tracks.

While the Robbers run away and hide, the Cossacks outline a small area with chalk - a prison. After 10-15 minutes, the Cossacks go in search of the Robbers. The Cossack, who caught the Robber, takes him to prison and tries to find out the password using comic methods in the form of tickling. Rogues who are not caught can attack the prison in order to free the captured team member. The Cossacks will win if they find out the secret word of the Robbers or catch them all.

Ah, Childhood! With this game, we knew all the "hacks" in the vicinity and within the radius allowed for the development of mom. One of my favorite games and never got bored!

8. Hide and Seek

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A leader is appointed, a place is negotiated where the players can “catch”. The driver turns away, closes his eyes and counts to ... (as agreed). The rest are hiding at this time. Having counted, the water goes in search. If he finds someone, he runs to the agreed place and “knocks” him: “Knock-knock for ...” (say the name). The one who was found may try to overtake the water and “catch” himself for himself. In this case, he is not considered caught. The game ends when everyone is caught. The new leader becomes the one who was "caught" the very first.

The game is good because even kids can participate. You can also play indoors if you wish.

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A more complicated version is "Twelve Sticks". You need a plank and 12 sticks. The plank is placed on a stone to make a swing. 12 sticks are laid out at one end, and one of the players kicks the other end so that the sticks scatter. While the water collects the sticks, everyone hides. Further - according to the rules of ordinary hide and seek, only you need to “knock” with a stick in your hands on a plank.

9. Pioneerball

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A ball, a field with a net or a high crossbar in the middle and 2 teams with an equal number of players (optimally 6-7 people). Players take positions on the playing field on both sides of the net. The game starts with the ball. Delivery is made from the corner of the field. The main thing is to throw hard enough so that the ball flies over the net to the opponent's side. He didn’t get stuck in the net, didn’t fall in his own half, didn’t fly over the line, but just hit the field on the opponent’s side. Further - as lucky. If the opponents do not beat off, the point and the right of the next serve are again yours. If the ball hits the net, the serving team receives a losing point. If the ball is touched or dropped in their own half of the field, then a loss point is counted.

The participant or members of the other team must catch the ball and throw it back over the net. It is allowed to take no more than 3 steps across the field with the ball in hand. A ball that has flown out of the opponent's field, which has not been touched in flight, allows you to serve to the opponent. The game lasts up to 15 goals.

Unlike volleyball, the option is simpler, under the power of those who are younger and weaker.

Interesting in the pioneer ball were the movements around the site of the teams - that is, after each point earned by the team, the team players certainly changed places, the movement went clockwise, and thus the server also changed. The whole team was concerned about the main thing - that everyone in it could serve, and, of course, catch.

The game of pioneer ball, as a rule, goes up to 25 points, and points are awarded to the team if the ball, after the opponent's serve, fell outside the playing area, while not hitting the players of the receiving team. If this happened, the opponent got a point.

10. Edible-Inedible

A ball and a sense of humor are what you need for this game. The host throws the ball to the player and names something edible or inedible. The player's task is to catch the ball only on the edible, and discard the inedible. If the player caught the inedible, he himself takes the place of the leader. Sometimes it turns out very funny.

11. Classics

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Cells with numbers or a snail are drawn on the asphalt with chalk. The player must throw a pebble (bat) on the number 1, jump with one foot on a cell with a pebble, bend down, pick up a stone and then continue to jump over all the numbers to the end. It is important not to lose balance, not to step on the line with your foot. The other does the same. Then the first player throws the stone again, this time on the number 2. Now the player must immediately jump from the start to the cell with this number. This continues with all the prescribed numbers. If a thrown pebble or a jumper's foot hits the line, then you must skip the move and try again after the opponent from the place where you made a mistake. The winner is the one who first goes through all the numbers in this way.

The traditional hopscotch field consists of 10 numbered rectangles arranged in a column, pairs 3-4 and 6-7 are drawn side by side so that you can become two legs, a semicircle with 9-10 is at the exit for turning in the opposite direction. This is perhaps the most famous option, but there are others.

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A variety of classics, not known to everyone, is the “Classics Names”.

The field is drawn. The first player jumps back and forth on one foot, stepping into each rectangle. If he does this without error, he can write his name on any rectangle. If he makes a mistake, it's the other player's turn. The point is that you need to jump over rectangles named after other players, but you can stand on your own (where your name is written) with two feet. The game continues when all the rectangles are occupied, but now, if someone makes a mistake, he leaves the game. The game ends when only one player remains - the winner.

12. I know five ...

The game teaches to perform several tasks at the same time, to concentrate. You need to hit the ball on the ground with the words: "I know five ...". After that, name five names of boys, girls, names of cities, flowers, countries, planets. If a player cannot think of a word, he passes the ball to the next player.

13. You go quieter - you will continue

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Draw start and finish lines. All participants stand at the start, the driver - with his back to them at the finish line. The driver says: “You drive more quietly, you will continue, stop!”, You can at any pace. While he is talking, the participants try to run to him. After the word "stop", everyone freezes and does not move. If you move, you're out. The task of the participants is to run to the driver and touch him until he says “stop”.

14. Kiss-kiss-meow

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Two people come forward and stand with their backs to each other, the rest of the players sit in one line. The one who is facing everyone (leader), points to one of the participants and asks: “Kis?” If the player with his back answers “Shoot!”, The driver continues to choose. When the player says "Meow!", the one on whom the choice fell is waiting for the "verdict" - what task to complete. The driver asks the one who has his back to him: “What color?” The player names a color and turns to face the others to complete the task with the participant they have chosen.

Each color involves the performance of certain actions (which are agreed in advance). For example, white - two people must go to the entrance together and stay there for 5 minutes. What they do there - history is always silent. Green - three questions that can only be answered with "yes". Usually the questions are tricky, like: “Do you love him?” Red - a kiss on the lips, pink - the same thing, but on the cheek, blue - kiss the hand. Yellow - three questions in private. Orange - walk under the arm, preferably past adults. Purple - step on the foot, etc.

In fact, the game is very good, popular in adolescence, when it is important to learn how to build relationships with the opposite sex.

15. I was born a gardener

Players choose the name of a flower and say it out loud. The driver, who is also a “gardener”, says a rhyme: “I was born a gardener, I was seriously angry. I'm tired of all the flowers, except for ... ”And he calls the name of the flower of one of the players. The participant whose flower was named must respond. If someone hesitated and did not react, mixed up the name of the flowers, he must give a fant (any of his things).

At the end of the game, forfeits are played out. The “gardener” turns away, they take out the thing and ask: “What should this player do?” The "gardener" assigns a task: jump on one leg, sing, squat, recite a poem, etc. The player takes his thing only after he completes the "gardener" task.

16. Traffic light

The “traffic light” is selected as a counting light - the driver. Two lines are drawn on the road at a distance of approximately 30 m from one another. The players stand in a row behind one line, and the “traffic light” is in the middle of the road, with their backs to the others. "Traffic Light" names any color and turns to face the others. Children must find on themselves (on clothes, shoes, hats) the named color. If you find it, then, holding on to it with your hand, you can safely cross the road. If there was no such color on yourself, you will have to quickly run across to another one so that the “traffic light” does not touch the “violator”. You can't run out of the way. The one who was caught became a "traffic light" himself.

Another version of this game is "Song traffic light". The difference is that "traffic light" does not name a color, but any letter. Players must remember and sing the lines from the song that begin with the named letter.

17. Pillar, stop!

Perhaps some of the adults will remember this game as "Let's go, let's go", "Camel".

The rules are simple. The players stand in a line, and the leader - with his back to them and slightly ahead. At the signal, everyone disperses. The leader shouts: “Pillar, stop!”, Everyone freezes. The driver calls out to one player, but does not turn around himself, i.e. he does not see how far this player is from him. Then he announces how many steps of a certain type are needed so that he can reach this player.

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The driver turns and tries to get to the named player using the announced combination of steps. You can only move in a straight line. Having made all the steps, he tries to touch the player. If it works out, the driver and the player change roles. If not, then the whole procedure is repeated from the beginning.

18. Rubber bands

Favorite game of girls of all time. Eh, there were times when every girl carried a couple of meters of elastic in her pocket, and it doesn’t matter that it was pulled out of dad’s family underpants).

About 2-2, 5 meters of linen gum were knotted into a ring. Two stretched the elastic, putting it on their legs, the third jumped, performing various combinations. If they were wrong, they changed places. If you did, the level became more difficult and the whole combination was repeated there. And so on up to the most difficult level, which was called "up to the neck" - the elastic was kept on the necks. There was also a level “on the ears”, but few people reached it.)

The combinations of jumps were different: “wide” - when two legs were held in rubber bands; "narrow" - rubber band for those holding only one leg; three, two, one jump.

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Yard games are something that should be inherited. It is not worth depriving our children of the Court, tying them to themselves for the sake of security and isolation from the bad influence of their peers. To avoid this very “bad influence”, you need to teach children to communicate in real life, and not in the chat of their favorite “shooter”. So many good fun games can be remembered by the past generation, so let our children learn about them too! Playful summer to you, our Fidgets!

Dear readers! Tell us in the comments what yard games your children play, what you yourself played as a child. Let's replenish the game piggy bank site so that our children's leisure time is useful, informative and varied. We are waiting for comments, we are happy to share nostalgia for the games of our childhood.

"Owl"

Goal: learn to stand still for a while, listen carefully.

Course of the game: The players are freely located on the court. To the side (“in the hollow”) sits or stands “Owl”. The teacher says: "The day is coming - everything comes to life." All players move freely around the site, performing various movements, imitating the flight of butterflies, dragonflies, etc. with their hands.

Suddenly he says: “The night is coming, everything freezes, the owl flies out.” Everyone should immediately stop in the position in which these words found them, and not move. "Owl" slowly passes by the players and vigilantly examines them. Whoever moves or laughs, the "owl" sends to his "hollow". After a while, the game stops, and they count how many people the "owl" took to itself. After that, a new "owl" is chosen from those who did not get to it. The “owl” that has taken the greater number of players wins.

"Homeless Bunny"

Purpose: to run fast; navigate in space.

Game progress: A "hunter" and a "homeless hare" are chosen. The rest of the "hares" are in hoops - "houses". The "homeless hare" runs away, and the "hunter" catches up. The "hare" can get into the house, then the "hare" standing there must run away. When the "hunter" has caught the "hare", he himself becomes him, and the "hare" - the "hunter".

« Fox in the chicken coop

Purpose: to learn to jump gently, bending the legs at the knees; run without hitting each other, dodge the catcher.

Game progress: On one side of the site, a “chicken coop” is outlined. In it, “hens” sit on a perch (on benches).

On the opposite side of the site is a fox hole. The rest of the place is a yard. One of the players is designated as a “fox”, the rest are “hens”. At a signal, the "hens" jump off the perch, walk and run around the yard, peck grains, flap their wings. On a signal: "Fox!" - "hens" run away to the chicken coop and climb onto the perch, and the "fox" tries to drag the "hen" that did not have time to escape, and takes it to its hole. The rest of the "hens" jump off the perch again, and the game resumes. The game ends when the "fox" catches two or three "hens".

"Run Silently"

Purpose: to learn to move silently.

Game progress: Children are divided into groups of 4-5 people, divided into three groups and lined up behind the line. A driver is chosen, he sits in the middle of the site and closes his eyes. On a signal, one subgroup silently runs past the driver to the other end of the site. If the driver hears, he says "Stop!" and the runners stop. Without opening his eyes, the driver says which group ran. If he correctly indicated the group, the children step aside. If they make a mistake, they return to their places. So alternately run through all the groups. The winner is the group that ran quietly and that the driver could not detect.

"Aircraft"

Purpose: to teach ease of movement, to act after the signal.

Game progress: Before the game it is necessary to show all game movements. Children stand on one side of the playground. The teacher says “Ready to fly. Start the engines!" Children make rotational movements with their hands in front of the chest. After the signal "Let's fly!" spread their arms to the sides and scatter around the room. At the signal "To land!" The players go to their side of the court.

"Hares and the wolf"

Purpose: to learn how to jump on two legs correctly; listen to the text and perform movements in accordance with the text.

Game progress: One of the players is chosen as a "wolf". The rest are "hares". At the beginning of the game, the "hares" are in their houses, the wolf is on the opposite side. "Hares" come out of the houses, the teacher says:

Hares jump hop, hop, hop,

To the green meadow.

Grass is pinched, eaten,

They carefully listen to see if the wolf is coming.

Children jump, perform movements. After these words, the "wolf" comes out of the ravine and runs after the "hares", they run away to their houses. Caught "hares" "wolf" takes to his ravine.

"Hunter and Hares"

Purpose: to learn to throw the ball at a moving target.

Game progress: On one side - "hunter", on the other in drawn circles, 2-3 "hares". "Hunter" goes around the site, as if looking for traces of "hares", then returns to his place. The teacher says: "Hares ran out into the clearing." "Hares" jump on two legs, moving forward. At the word "hunter", the "hares" stop, turn their backs to him, and he, without moving, throws a ball at them. The "hare" that the "hunter" hit is considered shot, and the "hunter" takes him to himself.

"Zhmurki"

Purpose: to teach to listen carefully to the text; develop coordination in space.

Game progress: Blind man's buff is selected using a counting rhyme. They blindfold him, take him to the middle of the site, and turn around him several times. Conversation with him:

Cat, cat, what are you standing on?

On the bridge.

What's in your hands?

Catch the mice, not us!

Players scatter, and blind man's blind man catches them. The blind man's blind man should recognize the caught player, call him by name, without removing the bandages. He becomes a creep.

"Fishing rod"

Purpose: to learn how to bounce correctly: push off and pick up your legs.

Game progress: Children stand in a circle, in the center is a teacher with a rope in his hands, at the end of which a bag is tied. The teacher twists the rope, and the children must jump over.

"Who is more likely to the flag?"

Game progress: Children are divided into several teams. Flags are placed at a distance of 3 m from the starting line. At the signal of the teacher, it is necessary to jump on two legs to the flag, go around it and run back to the end of your column.

"The Birds and the Cat"

Purpose: to learn to move on a signal, to develop dexterity.

Game progress: A “cat” sits in a large circle, “birds” sit behind a circle. The "cat" falls asleep, and the "birds" jump into the circle and fly there, sit down, peck at the grains. The "cat" wakes up and starts to catch the "birds", and they run away around the circle. The cat takes the caught “birds” to the middle of the circle. The teacher counts how many there are.

"Don't get caught!"

Purpose: to learn how to jump on two legs correctly; develop dexterity.

Game progress: A cord is placed in the form of a circle. All players stand behind him at a distance of half a step. The leader is chosen. He becomes inside the circle. The rest of the children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are inside. After 30-40 seconds. The teacher stops the game.

"Traps"

Purpose: to develop dexterity, speed.

Game progress: With the help of a counter, a trap is selected. He becomes the center. The children are on the same side. On a signal, the children run across to the other side, and the trap tries to catch them. Caught becomes a trap. At the end of the game, they say which trap is the most dexterous.

"Run to the named tree"

Purpose: to train in quickly finding the named tree; fix the names of the trees; develop fast running.

Game progress: the driver is selected. He names a tree, all children should listen carefully to which tree is named, and in accordance with this, run from one tree to another. The driver carefully watches the children, whoever runs to the wrong tree takes them to the penalty box.

"Find a leaf, like on a tree"

Purpose: to teach to classify plants according to a certain attribute; develop observation.

Game progress: The teacher divides the group into several subgroups. Everyone offers to take a good look at the leaves on one of the trees, and then find the same ones on the ground. The teacher says: "Let's see which team will find the right leaves faster." The kids start looking. The members of each team, having completed the task, gather near the tree whose leaves they were looking for. The team that gathers near the tree first, or the one that collects the most leaves, wins.

"Who is more likely to collect?"

Purpose: to learn to group vegetables and fruits; to cultivate speed of reaction to words, endurance and discipline.

Game progress: Children are divided into two teams: "Gardeners" and "Gardeners". On the ground are dummies of vegetables and fruits and two baskets. At the command of the educator, the teams begin to collect vegetables and fruits, each in their own basket. Whoever collected first raises the basket up and is considered the winner.

"Bees"

Purpose: to teach to act on a verbal signal; develop speed, agility; practice dialogue.

Game progress: All children are bees, they run around the room, flap their wings, buzz: “F-f-f”. A bear (chosen at will) appears and says:

The bear is walking

The bees will take away the honey.

The bees answer:

This hive is our house.

Go away, bear, from us,

The bees flap their wings, buzz, chasing the bear away.

"Beetles"

Purpose: to develop coordination of movements; develop orientation in space; exercise in rhythmic, expressive speech.

Game progress: Beetle children sit in their houses (on a bench) and say: “I am a beetle, I live here, buzz, buzz: w-w-w.” At the signal of the teacher, the "beetles" fly to the clearing, bask in the sun and buzz, at the signal "rain" they return to the houses.

« Find a mate"

Purpose: to teach to run fast without interfering with each other; fix the names of the colors.

Game progress: The teacher distributes multi-colored flags to the players. At the signal of the teacher, the children run around, at the sound of a tambourine they find a mate according to the color of the flag and hold hands. An odd number of children must take part in the game so that one is left without a pair. He exits the game.

"Such a leaf - fly to me"

Purpose: to develop attention, observation; exercise in finding leaves by similarity; activate dictionary.

Game progress: The teacher with the children examines the leaves that have fallen from the trees. Describes them, says what tree they are from. After a while, he gives the children leaves from different trees located on the site, and asks them to listen carefully. Shows a leaf from a tree and says: “Whoever has the same leaf, run to me!”

"Wintering and migratory birds" (Russian folk)

Purpose: to develop motor skills; reinforce the idea of ​​\u200b\u200bthe behavior of birds in winter.

Game progress: Children put on hats of birds (migratory and wintering). In the middle of the playground, at a distance from each other, there are two children in hats of the Sun and Snowflake. "Birds" run in all directions with the words:

Birds fly, grains are collected.

Little birds, little birds."

After these words, "migratory birds" run to the Sun, and "wintering" - to the snowflake. Whose circle gathers faster, he won.

"Bees and Swallow" (Russian folk)

Purpose: to develop dexterity, speed of reaction.

Game progress: Playing "bee" children squat. "Swallow" - in its nest. "Bees" (sitting in a clearing and humming):

Bees fly, honey is collected!

Zoom, zoom, zoom! Zoom, zoom, zoom!

Swallow: - The swallow flies, it will catch the bees.

Flies out and catches "bees". Caught becomes a "swallow".

"Dragonfly Song"

Purpose: to develop coordination of movements; exercise in rhythmic, expressive speech.

Game progress: Children stand in a circle, pronounce words in chorus, accompanying them with movements:

I flew, I flew, I didn’t know I was tired.

(Wave hands gently.)

She sat down, sat down, flew again.

(Get down on one knee.)

I found my friends, we had fun.

(Smooth wave of hands.)

She led a round dance, the sun shone.

(They lead a round dance.)

"The Cat on the Roof"

Purpose: to develop coordination of movements; develop rhythmic, expressive speech.

Game progress: Children stand in a circle. In the center is a cat. The rest of the children are "mice". They quietly approach the “cat” and, shaking their fingers at each other, say in unison in an undertone:

Quiet mouse, quiet mouse...

The cat is sitting on our roof.

Mouse, mouse, watch out.

And don't get caught by the cat!

After these words, the "cat" chases the mice, they run away. It should be noted as a feature of the mouse's house - a mink, where the "cat" does not have the right to run.

"Crane and Frogs"

Purpose: to develop attention, dexterity; learn to navigate by signal.

Game progress: A large rectangle is drawn on the ground - a river. At a distance of 50 cm from her, “frogs” children sit on bumps. Behind the children, a “crane” sits in its nest. "Frogs" sit down on the bumps and begin their concert:

Here from the hatched rotten

The frogs splashed into the water.

And puffed up like a bubble

They began to croak from the water:

"Kwa, ke, ke,

Kwa, ke, ke.

It will rain on the river.

As soon as the frogs utter their last words, the "crane" flies out of the nest and catches them. The "frogs" jump into the water, where the "crane" is not allowed to catch them. The caught “frog” remains on the bump until the “crane” flies away and the “frogs” get out of the water.

"Hare hunting"

Purpose: to develop attention, dexterity, fast running.

Game progress: All the guys are “hares” and 2-3 “hunters”. "Hunters" are on the opposite side, where a house is drawn for them.

Educator: -

There is no one on the lawn.

Come out, bunny brothers,

Jump, somersault! ..

Riding in the snow!

"Hunters" run out of the house and hunt for hares. Caught "hares" "hunters" take home, and the game is repeated.

"Zhmurki with a bell"

Purpose: to entertain children, to help create a good, joyful mood in them.

Game progress: One of the children is given a bell. The other two children are morons. They are blindfolded. The child with the bell runs away, and the buffaloes catch up with him. If one of the children manages to catch the child with the bell, they switch roles.

"Sparrows"

Purpose: to develop dexterity, attention.

Game progress: Children (sparrows) sit on a bench (in nests) and sleep. To the words of the teacher: “Sparrows live in the nest and everyone gets up early in the morning”, the children open their eyes, say loudly: “Chirik-chik-chik, chirp-chik-chik! They sing so merrily." After these words, the children scatter around the site. To the words of the teacher: “They flew into the nest!” - return to their seats.

"Bunny"

Purpose: to develop agility, fast running.

Game progress: 2 children are selected: "bunny" and "wolf". Children form a circle holding hands. Behind the circle - "bunny". In the circle "wolf". Children lead a round dance and recite a poem. And the "bunny" jumps around the circle:

A little bunny jumps near the mound,

The bunny jumps fast, you catch him!

The "wolf" tries to run out of the circle and catch the "bunny". When the "bunny" is caught, the game continues with other players.

"Fox and chickens"

Purpose: to develop fast running, agility.

Game progress: At one end of the site there are chickens and roosters in the chicken coop. On the opposite side is a fox. Chickens and roosters (from three to five players) walk around the playground, pretending to peck at various insects, grains, etc. When a fox creeps up on them, the roosters shout: “Ku-ka-re-ku!” At this signal, everyone runs into the chicken coop, followed by a fox that tries to stain any of the players.

If the driver fails to stain any of the players, then he leads again.

"Hares and Bears"

Purpose: to develop dexterity, the ability to transform.

Game progress: The “bear” child squats and takes a nap. Children- "hares" jump around and tease him:

brown bear, brown bear,

Why are you so gloomy?

"Bear" gets up, answers:

I did not treat myself to honey

That's where everyone got angry.

1,2,3,4,5 - I start to drive everyone!

After that, the "bear" catches the "hares".

"Where we were"

Purpose: to develop motor skills and abilities; develop observation, attention, intelligence, breathing.

Game progress: The leader is chosen by the counting room. He goes out to the veranda. The remaining children agree on what movements they will do. Then the driver is invited. He says: “Hello, children! Where were you, what were you doing?" The children answer: “Where we were, we will not say, but we will show what we did!” If the driver has guessed the movement performed by the children, then a new driver is selected. If he couldn't guess, he drives again.

"At the bear in the forest"

Purpose: to teach to navigate in space; develop attention.

Game progress: A line is drawn at one end of the court. 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, the children's house is indicated by a line. The teacher appoints one of the players as a bear (you can choose a 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, berries, i.e. imitate the corresponding movements and say: “At the bear in the forest,

I take mushrooms, berries, And the bear sits and growls at us.

The bear gets up with a growl, the children run away. The bear tries to catch (touch) them. He takes the one he catches to himself. The game is restarted. After the bear catches 2-3 players, a new bear is appointed or selected. The game is repeated.

"Bird Flight"

Purpose: to learn to move in one direction, quickly run away after a signal.

Game progress: Children stand in one corner of the site - they are birds. In the other corner are benches. At the signal of the teacher: “The birds are flying away!”, The children, raising their hands, run around the playground. On a signal: “Storm!”, they run to the benches and sit on them. At the signal of an adult: “The storm is over!”, the children get off the benches and continue to run.

"Cucumber ... cucumber ..."

Purpose: to form the ability to jump on two legs in the forward direction; run without bumping into each other; perform game actions in accordance with the text.

Game progress: At one end of the hall is a teacher, at the other are children. They approach the trap by jumping on two legs. The teacher says: Cucumber, cucumber, don’t go to that tip, The mouse lives there, it will bite your tail off. After the end of the chants, the children run away to their house. the teacher pronounces the words in such a rhythm that the children can jump twice for each word. After the game is mastered by children, the role of the mouse can be entrusted to the most active children.

"Trap, take the tape!"

Purpose: to develop dexterity, to cultivate honesty, fairness in evaluating behavior in the game.

Game progress: The players stand in a circle, choose a trap. Everyone, except for the trap, takes a colored ribbon and lays it behind the belt or behind the collar. The trap stands in the center of the circle. At the signal of the teacher "Run!" children run around the playground. The trap catches up with them, trying to pull the ribbon from someone. The one who has lost the ribbon temporarily steps aside. At the signal of the teacher "" One, two, three. Run into the circle!" the children gather in a circle, the trap counts the number of ribbons and returns them to the children, the game restarts with a new trap.

Outdoor games

for older preschool children

"Quick Places"

The players line up in a column one at a time and stretch their arms forward, lightly touching the shoulders of the one in front of them. At the command of the educator (leader) “Ran away!”, Everyone should scatter in different directions. On command: "Quickly to places!", Everyone should line up in and. with hands on the shoulders of the person in front. The one who took the last place loses.

Rules:

1. You can’t push, but you need to quickly find your place.

2. Hands must be placed in front of the standing player.

"Salki-hands on the wall"

A leader is chosen who stands in the middle. All the rest are in random order. A large area must be limited. The driver - "salka" - raises his hands and says loudly: "I'm a stalk!". After that, everyone scatters within the site, and the "tag" tries to catch up with one of the fleeing ones. A player who is touched by a tag is considered tagged and becomes a tag.

Rules:

1. The driver can catch only after he says "I'm a tart!".

2. The new driver does not have the right to immediately catch the former driver.

3. You can not salute someone who has time to put both palms on the wall.

"Beast Seller"

At one end of the site, a place is indicated for the house in which the buyer “lives”. At 14-20 steps from the house, a place for the seller is indicated. Even further, 3-5 steps from the location of the seller, a starting line is drawn. Players line up in front of her and accept the names of animals, for example: dog, rooster, chicken, cat, cow, horse, sheep, goat, etc. The names are known to the seller, but unknown to the buyer, who is in his house. The buyer approaches the seller and asks: "Can I buy a horse from you?" The seller replies: “Yes, you can. It costs 10 rubles. At these words, the player called "horse" runs to the buyer's house, and from there back to the starting place. The buyer pays the price for the "horse" according to this price by the number of strokes on the outstretched hand of the seller and then runs after his animal. If the buyer catches up, then the animal becomes his, if not, it returns to its original place and gets a new place (the new name of the animal). After the buyer has caught all the animals, the game ends.

Rules:

1. You can not set a price higher than 10 rubles.

2. If the player reaches the buyer's house before him, then the buyer must run to the house before he is allowed to catch the returning player.

"Team fishing rod"

The game requires a rope with a ribbon at the end or just a skipping rope. The players are divided into 2 teams. All players stand in a circle, and the leader with a rope - in the middle of the circle. The driver, standing in the middle of the circle, rotates the rope so that the end of the rope (rope) slides under the feet of the bouncing players. The participants in the game carefully follow the movement of the rope and jump at the moment when the rope is near their feet. The one who hits the rope loses a point. After each mistake, the score is announced loudly. The team with the fewest mistakes wins, that is, with the fewest points.

Rules:

1. Caught is the one whose leg touches the rope no higher than the ankle.

2. When the rope is rotating, it is not allowed to leave your place from it. Violating this rule increases the score by 1 point.

"Relay of animals"

The players are divided into 2-4 teams of equal teams and line up in columns one at a time, one parallel to the other. Players in teams take the names of animals. Let's say: 1-bears, 2-wolves, 3-foxes, etc. Everyone remembers which animal he depicts. The leader loudly calls any beast. Players bearing the name of this beast run forward, run around the object in front of them and return to their place. The one who runs back first wins a point for his team. The head of the beasts is broken down, on your own. Some may be called multiple times. The players who came running each time stand in their places. The team that earns the most points wins.

Rules:

1. If both (all) players run at the same time, no point is awarded to anyone.

2. If the player does not reach the final destination, his partner from the other team earns a point.

"Jumping Sparrows"

A circle with a diameter of 4-6 meters is drawn on the floor (asphalt). A leader is chosen - a “cat”, which crouches or stands in the middle of the circle. The remaining players - "sparrows" are outside the circle. At the signal of the leader, the "sparrows" begin to jump in and out of the circle. The "cat" is trying to catch the "sparrows" who did not have time to jump out of the circle. Caught crouches or sits in the center of the circle. You can put those caught on the bench next to the circle. When the "cat" catches 3-4 "sparrows", a new "cat" is selected from the not caught "sparrows". Caught, they become "sparrows" and enter the game. The one who has never been caught wins.

Rules:

1. A cat can catch "sparrows" only in a circle.

2. A sparrow is considered to be caught if the cat touches the hand with at least one foot that is in the circle. The one who ran through the circle is considered to be caught.


Years have passed, the rules of once-loved games have been forgotten, and it seems an impossible task to gather a company suitable, say, for the “Cossacks-robbers” at the current venues.
But even today for children on the street there is something more interesting than ordinary tags.
However, tags can also be unusual!
Wake up your memories, tell the children about what you played when you yourself walked under the table. Diversify your summer walks. Unpretentious street fun will leave indelible memories of your common childhood with him - carefree, cheerful, light and absolutely happy.
Different tags are needed, all kinds of tags are important!

Follow a simple rule - mark the boundaries of the site for which you can not run out. when rushing after each other becomes less interesting, offer new options for the game.

"Salki - legs in weight"
If a player raised both legs above the ground, for example, hung on the crossbar or rings, sat on a bench or simply on the ground, the driver does not have the right to pin him at that moment and must run after another player.

Educational games for children from 1 year old with a plush bunny

"Salki with tails"
For all players, except for the driver, small ropes or ribbons are tucked into the belt. The driver must catch up with the player, pull out the tail ribbon from him and refuel him. Now the player without a ponytail becomes the new driver, and the game continues.

"Salki-houses"
On the playing field, houses are marked in advance (for example, they are drawn with chalk on the asphalt or with a stick on the ground), in which the players can hide for a short time, running away from the driver.

“In the game“ I know five ... (names of girls, names of animals, fruits, flowers, etc.) you need, hitting the ball on the ground, “Masha - one, Nastya - two ...” I thought, hesitated, repeated - you pass the ball to another . The winner is the one who has played the ball the longest and has never made a mistake. Elena Girutskaya, editor-in-chief

"Salki with a ball"
Our grandmothers know this game as Shtander. The players stand in a circle, one of them, holding the ball in his hands, stands in the middle, throws the ball up and calls the name of one of the participants in the game. This player must catch the ball, and the rest quickly scatter away. The one who caught the ball shouts: "Stop!" All players must stop immediately. Now the task of the driver is to hit the ball at any player, who at the same time cannot leave his place, but tries to dodge the ball - crouch, jump, bend over. The maneuver failed and the ball still taunted the player? He becomes the new driver - he must catch the ball, shout "stop" and knock someone else with the ball. If the driver misses, he himself catches the ball again, and the game continues. As long as the ball is not in the hands of the driver, the children can move freely around the court, take the most advantageous positions.

"Salki on the track"
Draw a large circle that will fit all the players, and divide it into four equal sectors - this is the playing field. The driver stands in the center of the circle, the players are randomly placed in a circle. On a signal, the driver begins to move in a circle, trying to overpower the players, but with one limitation -
at least one of his feet must always remain on the line (outer, outlining the circle, or inner, dividing it). It is convenient to draw a circle with chalk on the pavement, but you can also play on the lawn by laying out the playing field with ropes or drawing with a stick.

"Salki-Snake"
In this type of tag, the tagged player takes the driver by the hand (in another version, by the belt) and they continue to run after the other guys together without disengaging their hands. Gradually, the snake becomes longer and more clumsy, and the laughter of the kids is getting louder.

And you can also play tag by jumping on one leg, riding scooters or roller skates, moving at a goose step or on all fours!

"In the game" Frogs "
two teams participate (we always turned on the whole yard, about twenty people, but now you won’t see this!). Players line up in one line, sit down and, on a signal, jump to the “bump”. Whoever reached it first, the team won. Fun and sporty!

Showing ingenuity and ingenuity

These games will allow a small company of children to move properly.
in a limited space.

"Hares and Cabbage"
Mark a small circle (you can draw it with chalk, a stick on the ground or sand, lay it out with a string) - this will be a garden. Determine the diameter of the circle based on the number of participants and the age of the children. In the middle of the circle, each of the kids should put some kind of object (cap, toy, hairpin, etc.), or you can put small toys, souvenirs for children in the circle. This is cabbage. The driver guards the garden. On command (this can be a short rhyme, a line from a song), the players try to run into the circle and drag the cabbage away without getting caught by the watchman. You can only take one item from the circle at a time. The winner is the one who steals more cabbage from the garden. Players caught by the watchman can either leave the game or go over to the side of the watchman and help him catch nimble hares - as agreed.

"My favorite game with my girlfriends was" secrets". In a secluded place on the ground, a small depression is made, treasures are placed there - a beautiful pebble, a flower, anything. Above is glass. The task is to find secrets and examine treasures.

We mark the road several meters wide. The driver stands in the middle of the track with his back to the players, the players behind the road line. The driver calls any color and turns to face everyone. Those who have the named color on their clothes, holding on to these clothes, calmly cross the road. Those who do not have this color must run across the path, and the driver tries to knock them down. The salted player becomes the new driver. If all the players have successfully crossed the road, the driver turns away again and names a new color. Is it possible to come up with colors (gray-brown-crimson) and name shades (light purple, dark blue)? It's like a deal!

"Whose house?"
This game can be started on the playground, and on the alley in the park, and on the beach. You need to choose a driver and designate the houses according to the number of participants minus one. Trees, benches, chalk circles, beach towels, etc. can become houses. Players take places at the houses and, on a signal, begin to run from one to another, and the driver should try to take any vacant house. The one who did not get the house becomes the new driver. You can play for elimination, then in each round the most sluggish player leaves the game along with his house, that is, there should always be one less house than children.

"And I loved" Ocean is shaking". This is the one where the host says: “The sea worries once, the sea worries two, the sea worries three, freeze the sea figure!” And everyone freezes in unthinkable poses: try to guess! We still play it with my son, only in a tuned version: more often there is a “freeze dino-figure”.

We develop dexterity, we train accuracy

When the kids are tired of running around (yes, this sometimes happens too!), It's time to offer them one of the games a little quieter.

"Potato"
For her, you need a small light ball (you can take a rubber inflatable). Players stand in a circle with a diameter of 5-6 meters and begin to throw the ball to each other. The one who missed the pass squats in the middle of the circle, the rest continue the game. They can "rescue" those sitting in a circle by hitting them with a ball. However, in case of a miss, the player will also have to sit in a circle. If a player in a circle catches a ball flying above him (you can’t get up, but you can bounce on your haunches), everyone sitting back in the game, and the one who unsuccessfully threw the ball sits in the center of the circle. The game continues until one player remains behind the circle - he will be the winner.

« Well, what is childhood without hide-and-seek! This is a mega game. I remember playing hide and seek with my friends in my apartment. At dusk, without turning on the light. And then something big stirred and howled on the closet. Delight and horror! So how did Vovka get there? Mystery. He couldn't get off on his own.

« Sticks»
To play, you need to collect several even (from 10 pieces) sticks of approximately the same size and throw them on the ground in a bunch. Players take turns pulling out one stick from the pile so as not to touch the other sticks. For each stick drawn, the player is awarded one point. If another stick is touched (moved, fallen), no points are awarded for the move. The winner is determined by the number of points scored.

"Pebbles»
Mark a circle on the ground and put small pebbles (or cones, chestnuts) in it, 5 pieces per player. A larger flat stone (or stick) will be a bat. Players take turns throwing the bat into the circle, trying to knock out small pebbles outside of it. All pebbles outside the circle are taken by the player. The player who collects the most stones wins.

And you can also throw pebbles, cones, acorns at targets drawn on the wall or on the ground (and score points depending on which sector of the target hit), into containers (buckets, cans), into holes dug in the sand, knock down cups placed with stones , sandbox molds, Easter cakes. Such simple games easily captivate children, develop perseverance and eye.

"We loved the whole yard" rubber band". The rule is simple: a long elastic band was sewn together, pulled over the ankles of girls standing opposite each other so that it would not hang out. They took turns jumping over it, each time complicating the tasks and raising the elastic band higher.

Cozy summer

Summer is a great time to travel. But not everyone has the opportunity to get out to the seas during this period. Time-tested ideas will help you have fun during the three hottest months of the year.

We hide the treasure
What could be more interesting than a treasure hunt? Just burying it! And it does not matter that you are unlikely to donate real treasures. A plastic brooch, a hairpin, small coins, bracelets, children's books - now they are of no value, but in five hundred years ... The very idea that someone might find these little things in many centuries will excite the child's imagination. Surely, he will approach this fascinating business with all seriousness. Invite the child to put the “treasure” in a beautiful tin box, ask them to draw a picture or write a letter to the finders, tie the box with twine and bury it. Do you want the treasure to be found by descendants? You will have to draw a map that will be passed down from generation to generation.

Set up a tree house or hut

Which of us in childhood, reading a book about Pippi Longstocking, did not dream of our own tree house, where we can play with friends or dream alone? It is quite possible to build it. In order for the plant to withstand the structure, choose a strong tree with a powerful root system and a forked trunk. Make a drawing (by yourself or using the Internet). The walls and roof can be of any shape and be made from any improvised means (shields, branches, boards), but the stairs should be as reliable as possible.

We make a garden scarecrow

Everyone, of course, is well aware that you can’t scare modern birds with a garden scarecrow, but making a funny element of garden decor is pleasant and simple for the soul. Even if there is no cottage, a scarecrow can be placed in the nearest front garden. For the base, two cuttings from a shovel or stick of different lengths are suitable - chop them together crosswise. To make the head, take an ordinary plastic bag and stuff it with straw. Cover the formed ball with old nylon tights. Sew two large blue buttons in place of the eyes, embroider the mouth with stitches using a thick red woolen thread. In the same way, shape the eyelashes and eyebrows, and sew a piece of flannel as a nose. Hair is easy to make from washcloths, threads, straw. Put an old hat on the head of the scarecrow, inserting a goose feather into it. Dress up your "bogeyman" in an old dress with burlap patches, tie a scarf around your neck, give a bucket in your hands.

Building a fairy kingdom
On a walk, invite your child to build a fabulous house for dwarves and elves out of twigs. The size of these creatures is very tiny, so they need an appropriate home. Help the peanut build a small hut out of sticks, cover it with leaves, decorate with small flowers, berries, feathers. If such an activity is to your liking, you can build a whole town, fenced around the perimeter with expanded clay. Lay out a well from matches, paths - with small pebbles, plant twigs-trees, make a lake from a plastic mold, launch a boat - a walnut shell.

We love the starry sky

Starfall can be observed every August. It reaches its apogee on the twentieth of the month, but it is always interesting to look at the night sky. Explain to the child that the slowly moving "asterisk" is a satellite or an airplane. Real stars, or rather, meteorites, fall rapidly. Learn to identify the growing and waning moon (if it looks like the letter “c”, then it is aging, if you put an imaginary wand and you get the letter “r” - growing). Find the North Star, show the constellations - Ursa Major and Cassiopeia. Pay attention to the cluster of stars - this is the Milky Way, our galaxy.

« Excellent game - "Dodgeball". You can even play with three, and even if a large company gathers ... The rules are simple - everyone runs around the playing field, trying to dodge the ball thrown by two leaders. The one they hit is out. But it can be returned by catching the "candle". Svetlana Sorokina, art director

Hot Ten Ideas

- Do your morning exercises outdoors.
- Go fishing with your child.
- Arrange a balcony: take out the trash, plant flowers, put an armchair.
- Walk with an umbrella in the warm summer rain.
- Bake potatoes in coals from a fire.
- Arrange a holiday of soap bubbles.
- Go hiking.
— Arrange breakfast on the loggia.
Bury yourself in the sand on the beach.
- Have an outdoor picnic.

Every adult is well aware that physical activity is simply necessary for a child for his proper development and health. That is why the organization of collective games is of particular importance for teachers, educators and parents who seek to provide children with a good rest and satisfy their need for movement.

Such games differ from other types of games in that the actions of the participants are regulated by rules that exclude the use of dangerous techniques and tactless actions towards each other, and this contributes to the development of mutual respect.

Returns

You need a whistle to play. The game is best played on a halt. An adult asks the children to line up, and then explains the rules of the game: at the signal of the leader, the participants scatter in different directions, run around the clearing, dance, take various poses, depicting animals. As soon as they hear the signal, the players must return to their original place and line up again. The game is repeated 3 times.

Third wheel

This game is best played in a meadow, wasteland, a large clearing in a forest or grove. The number of players must be sufficient so that, holding hands, they form a large circle. Then the participants rebuild, breaking into pairs. One of the players in a pair stands behind the other, and the last one looks at the center of the circle. The distance between the pairs is about 3 m. Then one pair is selected, and at the signal of the leader, one player from the pair runs away, and the other catches up.

Participants run inside the circle, and outside it they can only run around the players (no more than 2 pairs in a row). Both the one who runs away and the one who catches up at will and at any moment can change roles with standing couples who are carefully watching the game. Those standing in the inner circle run away, those in the outer circle catch up. When the escaping player feels that he is tired or cannot escape from a stronger and more agile catching up player, he stands behind any pair, and immediately the one who is in the inner circle of this pair is considered the third and becomes the evader. Similarly, a chasing player can transfer his functions to another, standing up to any pair ahead of her, then the player of the outer circle, becoming third, and therefore extra, becomes chasing.

The game requires dexterity, speed of reaction, attention and does not tire the players, since during the game there is a frequent change of roles, the participants act as both observers, and catching up, and running away. If the chasing player has caught the player, then the caught player is eliminated from the game, and with him (at the choice of the chasing one) another player. The vacated place in the pair is occupied by the chasing one.

The next pair is selected, the circle narrows, the game continues until 2 pairs of players remain. They are considered winners. Since the rules of the game are quite complicated, it is better to play it with children of middle and high school age.

Silent game

You will need an eye patch to play. Such a game is best played in a grove, park or sparse forest - where there are a lot of dry branches. One of the players - the leader - stands near a tree, a large stone, a small bush or stump. He is blindfolded. The rest of the players diverge in different directions at a distance of about 25-30 m. The leader (adult) is near the leader. At his signal, the children begin to slowly approach the driver, trying to walk as quietly as possible. The task of the players is to get closer to the driver and touch him or the object near which he is standing with his hand. Whoever succeeds is considered the winner and becomes the leader. The host gives a signal to change the driver and continue the game. Hearing a rustle, the driver shouts: “I hear you!” and shows with his hand the direction from which the sound is coming. If the direction is generally correct, the facilitator signals the participant to leave the game, stand next to him and be very quiet until it ends. Until the eliminated player approaches the leader, the rest of the players do not move, the violators of the rules are also eliminated from the game. The game ends if someone got to the driver or if the driver heard all the players, or after a certain time, for example 15 minutes. In this case, the driver is considered the winner (if none of the players got to him unnoticed, and he heard at least one player) or the participant who got closest to the driver.

Treasure

The game can be played in a large yard, park or outside the city. To carry it out, you will need some object (you can use a toy, a bag of sweets, a ball or other sports equipment for collective games).

The organizer carries out preliminary work, which consists in the preparation of pointers-signs. Their number and complexity depend on the size of the site and the age of the players.

For younger students, 3-5 simple signs are enough; for older children, it is desirable to use a larger number of signs, they should be more complicated. A pointer is any object that gives information about what to look for in this particular place (“search here”). If the game is played outside the city, then the indicator can be a broken branch stuck in the ground, a bunch of grass uprooted and lying on the road, a cross scratched on the ground or drawn on a stone with chalk, a pyramid of three stones among the grass, a ribbon or a piece of cloth on a branch, etc.

Pointers should stand out from the surrounding space. For younger students, it is better to make them more visible than for children of middle and senior school age.

If the game is played in a yard or park, signs can be signs drawn with chalk on the pavement, a newspaper or magazine supposedly forgotten on a bench, pieces of colored paper pasted with adhesive tape, etc. It all depends on the imagination of the one who hides the object.

The area where the players will look for the treasure is determined in advance. Before the start of the game, the item must be hidden, after which pointers should be placed on the site.

In the immediate vicinity of the sign or on it, there should be information on how to find the next or, if this is the last sign, where to look for the treasure. For example, under a pyramid of stones there may be a note: "30 steps, direction to a tall oak." Treasure seekers take 30 steps in the indicated direction and begin to look around in search of a new pointer, find a piece that is tied to a branch of a bush, and on it is the inscription: “Treasure”. In the middle of the bush, the children find a bag of sweets.

The search for the treasure begins from the site, which is determined in advance - they are looking for the first pointer on it.

Older children can be divided into two teams: one hides the treasure, the other looks for it.

At the end of the game, an adult, together with the children, puts the site in order, be sure to give a positive assessment of the work done.

hare houses

The players pretend to be bunnies. Everyone has his own house, but one (leader) does not have a house. He approaches the house of any participant in the game and asks: "Please give me the house." The bunny does not intend to give up his house to a stranger. He runs in a circle to the right, the driver - to the left. They run around all the participants, touching everyone. The player who was touched must occupy a free house. At the command of the host, the game stops. The bunny, left without a house, drives.

hide and seek

The game is played in a grove, a park, a sports field or a yard, outside the city, where there are small shelters. The boundaries of the playing field are determined.

If the area is large enough, a whistle may be needed to play. The driver is selected and the place from where he will start the search and where he will “catch” the found players. The driver’s place should be located approximately in the center of the site, preferably near a tree, a large stone, a stump, a park bench, etc. He whistles a whistle or shouts: “Hide!”, closes his eyes and counts to 10 (or up to 20). During this time, the players must hide. Having counted to the end, the driver again blows the whistle or shouts: “I’m going to look!”, opens his eyes and starts searching for players. He can move away from the place of the driver, but when a hidden driver is found, the driver must return to his place and name the found participant in the game. If the name is correct, the one found is out of the game. In the event that the driver makes a mistake, the player does not leave his place and, in turn, can catch, that is, run to the driver’s place earlier and give his name, securing a victory for himself. The game continues until all players have been found. Then the first of the found players becomes the driver. Children of different ages can play such a game, with the kids it is organized by an adult who guarantees compliance with the rules of the game.

The search for players can be limited in time, for example, in 10 minutes the driver must find one, two or more participants in the game. Or the game continues until the driver finds the first of those hiding, then the driver blows a whistle or shouts: “Found!”. Then all the players come out of their hiding places, the found one becomes the driver, and the game resumes. The duration of the game is set by the participants themselves, having previously agreed on the rules for changing roles. In addition, this game can be played by children and adults together, with the whole family.

The one named Vigilant Eye

The game is best played on a playground, in a park or forest, where there are many trees, shrubs, as well as various objects and places for shelter.

One of the participants is assigned as a driver, and all the other players, together with an adult, hide nearby. After that, the leader returns.

He stops not far from the driver and gives a signal to start the game. The participants try to quietly approach the driver, but the latter carefully observes their every action, turns in different directions. At this time, the participants run across or crawl towards other shelters. If the driver noticed the player, then he calls his name, and the latter approaches the leader and continues to watch the game with him.

However, the participant does not respond if the driver did not guess it.

After the set time has elapsed, the leader gives a signal to end the game, after which all players leave their shelters. The participant who is closest to the leader is considered the winner.

Hidden Cubes

To play, you will need a set of children's cubes (with pictures drawn on them or written letters, numbers). Having determined the playing field in advance (usually a playground), an adult hides the cubes in various places, but in such a way that it is not difficult for kids to find them. Then the facilitator asks the children to divide into two teams, which take their places on opposite sides of the facilitator.

The task of each team: moving forward, carefully examine everything around and find as many cubes as possible. The team that finds the most cubes wins. At the end of the game, the adult, together with the children, examines the cubes and asks to name what is depicted on them or what letters or numbers are written, after which he rewards all the participants who took part in the game with small prizes - sweets, miniature figures cut out by older children from colored cardboard.

Do not go, hares, to the garden!

To play, you will need a wooden stick or chalk. The game involves at least 5 people. The leader (adult) draws a circle with a diameter of 2.5-3 m on a pre-selected site. This is a garden. A leader is selected from among the participants with the help of a rhyme. He will be the caretaker.

The watchman stands in a circle, the rest of the players are hares who want to get into the garden. At the signal of the leader, the hares begin the “offensive”, diverting the watchman’s attention to themselves in every possible way, so that those participants who are behind the driver’s back can penetrate the “forbidden territory”. The one whom the driver touches outside the circle runs across, without entering the circle, to the opposite side.

This fun game will be a great entertainment for children during their holidays not only in the park or forest, but also on the summer playground.

Magic balloons

For the game you will need balloons (according to the number of participants in one of the teams). The game is best played outdoors. The leader (adult) asks the children to divide into two teams. The players of the second team line up, moving away from the leader and the players of the first team at a distance of 25-30 steps. They hold hands and spread them apart, after which they disengage. As a result, a distance is formed between the players in the chain.

Each member of the first team picks up one balloon. The task of the players is to penetrate the chain formed by the members of the second team without allowing themselves to be overpowered.

As soon as all participants take their places, the leader gives a signal to start the game. Participants with balls run up to the chain, after which they try to slip into the free space. The players of the second team do their best to detain the participants with the balls. The one who was taunted gives his ball to the host and continues to watch the game with him. If the players of the first team manage to carry at least half of the balls through the chain, they win, and if they fail, the members of the first team win.

At the end of the game, the leader asks all the children to stand in a circle. Participants with balls in their hands throw them to those who are standing opposite, saying: “Thank you for playing!”. Those who caught, in turn, throw the balls to those who are standing opposite, with the same words, after which the host with a bunch of balls in his hands addresses all the participants: “Thank you guys for the game!”. If possible, the exchange of balloons can be replaced by launching them into the sky.

Fishermen and fish

To play, you will need a wooden stick or chalk. An adult draws a circle with a diameter of 4-4.5 m on the site. Two children are chosen from among the players who will be fishermen. They join hands, forming a fishing net. The rest of the participants are fish. They swim in the lake - they run inside the circle. Fish cannot run out of the circle.

At the command of the leader, the fishermen run into the lake, trying to catch the fish, they run in pairs without disengaging their hands. Caught fish stand between the fishermen. Thus, with each participant caught, the net expands, and the fish become smaller and smaller. When the net becomes large enough, the fishermen have the opportunity to surround the fish. If the fishermen hold hands, forming a circle, then the fish inside the circle are considered to be caught.

Fish can break out of the net if one of the fishermen (they are always on the edges of the net) releases the hand of the player next to him while moving. The fisherman must, as soon as possible, take the hand of the player who has not yet unhooked from the net. The game continues until the fishermen have caught all the fish. The last player caught is the winner.

At the end of the game, the extreme participants of the network join hands, and the children begin to dance, sing any cheerful song.

Nuts, cones and mushrooms

The game is played with children of preschool or primary school age. A leader is chosen from among the players, who stands next to the leader. The remaining participants, at the command of an adult, line up and count in threes. The first numbers are nuts, the second are cones, and the third are mushrooms. The adult then says, "Put your hands up, nuts." The first numbers raise their hands. The host continues: "Raise your hands, mushrooms." The third numbers raise their hands. "Raise your hands, bumps." The second numbers raise their hands.

After that, the leader asks the children to form triplets (nut, cone, mushroom). Each trio joins hands, forming a circle. An adult with a driver stand in the middle of the site. After the host exclaims: “Cones!”, All participants named cones change places. The driver at this time seeks to take any vacant seat.

If he succeeds, then he becomes a bump, and the one who is left without a place becomes the driver. On command "Mushrooms!" or "Nuts!" other players change places. In the midst of the game, the adult exclaims: “Mushrooms! Nuts! Bumps! Participants must have time to change places.

The game can be complicated by introducing a competitive element: the host notes how quickly the participants changed places, who turned out to be the fastest - nuts, cones or mushrooms.

miraculous transformation

This game is best played with children of senior preschool or primary school age. In sunny summer weather, an adult and children go for a walk in a park or forest. During the rest, the leader asks the children to get comfortable and starts the game. He chooses the most modest and shy child and asks him to come. Having established friendly contact with the participant (an adult can put his hand on the shoulder of the child, take the participant by the hand, etc.), the leader addresses the other players: “Guys, now we will play with you. Listen to the story." After that, the facilitator tells the following story.

Fairy tale text

Sasha (Dasha) (an adult calls the name of the child who stands next to him) - a worm (caterpillar). He (she) is green (green), like leaves on trees and grass. Such a beautiful color! But look, Sashenka (Dashenka) is sad (sad). He (she) is sad because he (a) fell into a stream that took him (her) far, far away from home. And now he (she) is all alone (alone).

Then the host invites the children: “Let's, guys, cheer up Sashenka (Dashenka). I will say the magic words, and you repeat. The children agree with the adult, dance around the leader and repeat the following in chorus after the leader: “We are beautiful flowers. We have petals, and beetles (butterflies) have wings. Flowers can dance. And beetles (butterflies) can fly. Flowers and beetles (butterflies) are friends. Amazing summer! How wonderful to live in the world! Sasha (Dasha) is a bug (butterfly). After these words, the adult suddenly exclaims: “Oh, what miracles! Look, our worm (caterpillar), Sashenka (Dashenka), has turned (turned) into a bug (butterfly)! The host continues: “Sasha (Dasha) is no longer a worm (caterpillar), but a bug (butterfly), and we are flowers. Flowers and butterflies are friends!

At the end of the game, an adult organizes an observation lesson for plants and insects with the children, in which the kids learn about natural symbiosis - that everything in nature is interconnected. At the end of the walk, the leader shows the children flowers, beetles and butterflies, and conducts a conversation.

mother hen and kite

The game involves 10-12 people. One of the participants, the driver, depicts a kite, the other - a mother hen. All other players are chickens. The leader asks the children, representing chickens, to stand in single file behind the hen and hold on to each other. The kite stands 3-4 steps from the column.

The game begins at the command of the host (adult): the driver tries to grab the chicken that is the last in the column. To do this, he must cling to the column behind.

However, this is not so easy to do, since the mother hen constantly turns her face to the kite, thus blocking his path. She stretches her arms to the sides - and the whole column deviates in the opposite direction from the kite.

The game continues for several minutes. If during this period of time the kite fails to grab the chicken, a new driver is chosen, after which the game is repeated.

Grasshoppers

Chalk is required for the game. An adult draws a circle on the site of such a size that all participants can fit freely around the circumference. One of the players is appointed as the leader, he stands in the center of the circle. The rest of the players - grasshoppers - stand at the very edge of the circle. At the command of the host, the grasshoppers begin to jump inside the circle, and then jump out of it. The driver tries to catch one of the participants at the moment when the latter is inside the circle. The caught player becomes the driver, and the driver becomes the grasshopper, after which the game is repeated.

The game can be made more difficult by changing its rules: jump in, and also jump in on one leg, or jump out only after clapping your hands.

Circular tags

This game is best played on the playground. Players form 2 circles - inner and outer. Then the participants begin to move: in the outer circle - clockwise, in the inner circle - counterclockwise. At the signal of the leader (adult), the children stop. The participants in the game, who form the inner circle, try to touch the players of the outer circle (touch with their hands) before the latter have time to sit down. The caught participants stand in the inner circle, after which the game starts over. When 5-6 people remain in the outer circle, the game ends.

Wait for it!

Chalk is required for the game. Two forests are marked on opposite sides of the playground. From among the players, the driver is selected - the Wolf. It can be the eldest of all participants. The remaining players - hares - are divided into two groups, each of which is located in its own forest.

The wolf goes to the middle of the site, after which the leader gives a signal to start the game. The wolf catches them.

The participant who manages to be stained is considered the assistant of the Wolf. He stops at the place where he was caught, and with his arms outstretched, blocks the way for the players on their next dashes. When the Wolf's assistants turn out to be too many and after that the adult tells the children that they were visiting the Wolf on the occasion of his birthday.

The host invites all participants to stand in a circle, and the Wolf - in the center of this circle. Children join hands, dance around the Wolf and sing a cheerful song, and the Wolf dances.

Reflections

You need a whistle to play. It is best to play it on the playground or in the park. A leader is selected from among the participants. The rest of the players are divided into pairs, holding hands, after which they form one common circle.

The driver is in the middle of the circle. An adult explains the rules of the game to the children: he will name the actions, and the participants will perform them, but as if they are looking in a mirror and see their reflection in it. Then the leader says: “We are looking at each other!”

Participants in each pair turn to face each other. Then the leader says: “We raise our hand!”.

Children raise their free hand up. “We smile,” the host continues.

The players smile at each other. After that, the adult unexpectedly gives the command “Change places!”, And all participants begin to run around the driver, and at the signal of the leader, they form new pairs. The task of the driver is to stand with one of the players in a pair. The participant left without a pair becomes the leader.

If the game is played with children of middle school age, then the same participant can be the driver and leader.

One, two, three - freeze!

For the game you will need an inflatable ball. Players form a circle, standing at arm's length. One of the participants throws the ball to the other. The latter, in turn, passes the ball further in the same way. Players pass the ball until one of them hits it. This participant becomes the leader. All players run around the court. The driver picks up the ball as soon as possible and shouts: “One, two, three - freeze!”. All participants immediately stop at the place where they ended up when they heard the driver's command. He throws the ball at one of the players. The participants do not leave their seats, but they can dodge - squat, bend over, etc. If the driver succeeds in getting into someone, everyone returns to their places, after which the game continues. In the event that the driver misses, he runs after the ball, and at that time everyone scatters. Taking the ball in his hands, the driver again gives the command "One, two, three - freeze!". Then he tries to taunt one of the participants. The salted player becomes the driver, and the game is repeated.

Living maze

You need a whistle to play. Two participants are selected from among the participants - the escaping and catching up. The rest of the players stand in a column of 4-6 people and move away from each other at arm's length. At the leader's signal, the escaping participant finds himself in one of the corridors. The pursuer pursues him. These participants move along the corridors. The facilitator agrees in advance with the players that whenever they hear a signal, they join hands. Thus, the escaping and catching up at this moment find themselves in different corridors. Then, at the signal of the leader, the players unhook their hands again, and the game continues.

The evader can move to the next corridor by running into it from the edge of the labyrinth at the moment when the other players join hands and block the path of the chasing one. If the pursuer manages to catch the evader before the latter gets out of the maze, they switch roles and the game continues.

Predator and herbivores

To play, you will need a wooden stick or chalk. A participant is selected from among the players, who acts as a predator. The leader (adult) stands in the middle of the site and draws a circle with a diameter of 2-2.5 m. The rest of the participants (herbivores) scatter in different directions around the site.

The predator is chasing them, trying to catch someone. Caught players are taken to the circle - they will be guarded by the leader. Herbivores can help each other out: for this, it is enough to touch the outstretched hand of a person standing in a circle. However, if the leader or the predator tarnishes the rescuer, the latter also ends up in the circle.

The rescued herbivores run away and, having joined the rest, become rescuers. The game continues until there is no player left in the circle.

Animals - in the houses!

This game is played with preschool children. Children stand in a circle, holding hands. The adult walks in a circle and separates it in several places.

The participants of the formed links create small circles-houses of hares, hedgehogs, frogs, etc. The leader passes by the kids standing in the houses and invites them to follow him. Children imitate the movements of animals: bunnies and frogs jump, hedgehogs take small steps, walk slowly, measuredly. Having formed a general circle, all participants dance and sing a cheerful song.

Unexpectedly, an adult gives the command: “Everyone in the houses!”. The animals rush to take their places, to form houses as quickly as possible. The group of children who do it faster than others wins.

Owl Owl

This game can be played by children of all ages. The players form a circle. One of the players, the driver, stands in the center of the circle, depicting an owl, and all the other players are birds and insects. The host exclaims: "Wake up - the day has come!". All participants, except the driver, run in a circle, waving their arms like wings. The owl is dozing at this time - it stands, closing its eyes, in the middle of the circle. When the host says loudly: “The night is coming - everyone is falling asleep!”, Birds and insects stop and freeze. Here the owl goes hunting. She looks for those who laugh or move, carries these participants to her nest in the center of the circle. Caught insects and birds become owls, and they all go hunting together.