Outdoor game: cones, acorns, nuts, rules of the game. Outdoor games for primary school students. Russian folk game

Target: Teaching the technique of throwing a small ball at a distance.

Tasks:

Develop reaction speed, dexterity and attention;

Develop respect and kindness towards each other.

Planned results:

Subject results:

Learn to throw a small ball;

Compliance with safety precautions during the outdoor game “Cones, acorns, nuts”;

Load dosing according to age characteristics students.

Meta-subject results:

Regulatory UUD:

Awareness of the quality of exercises;

Identification of the reasons for the insufficient level of mastery of elements of the technique;

Students’ awareness of the level and quality of mastering the exercise;

Making the necessary additions and adjustments to improve the technique of throwing the ball at a distance;

Personal approach to correcting errors.

Cognitive UUD:

- searching for information on the technique of throwing a ball at a distance;

Independently identifying the causes of incorrect ball throwing

Communication UUD:

- ask questions about the technique of performing the exercise and take part in their discussion;

Respect for the opinions of peers in the process of jointly mastering throwing techniques;

Interact with peers in the process of jointly mastering throwing while passing the game.

Personal results:

Respect and kindness towards each other during the game;

Interaction with peers based on mutual assistance;

The ability to manage your emotions.

Lesson type:

lesson in the formation of subject skills, mastery of subject skills.

Teaching methods: problem-search, discussion, reproductive, empathy, method of analogies, analysis.

Forms of organization: frontal, group, individual.

Equipment and supplies: small balls.

Location: gym.

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Technological lesson map

Teacher physical culture: Belova Tatyana Anatolyevna

Class: 4 B class.

Chapter: Athletics.

Lesson topic: “Throwing a small ball at a distance.Outdoor game “Cones, acorns, nuts.”

Purpose: Training technique of throwing a small ball at a distance.

Tasks:

Improve the technique of throwing a small ball at a distance;

Develop reaction speed, dexterity and attention;

Develop respect and kindness towards each other.

Planned results:

Subject results:

Learn to throw a small ball;

Compliance with safety precautions during outdoor game "Cones, acorns, nuts";

Dosing the load in accordance with the age characteristics of students.

Meta-subject results:

Regulatory UUD:

Awareness of the quality of exercises;

Identification of the reasons for the insufficient level of mastery of elements of the technique;

Students’ awareness of the level and quality of mastering the exercise;

Making the necessary additions and adjustments to improve the technique of throwing the ball at a distance;

Personal approach to correcting errors.

Cognitive UUD:

- searching for information on the technique of throwing a ball at a distance;

Independently identifying the causes of incorrect ball throwing

Communication UUD:

- ask questions about the technique of performing the exercise and take part in their discussion;

Respect for the opinions of peers in the process of jointly mastering throwing techniques;

Interact with peers in the process of jointly mastering throwing while passing the game.

Personal results:

Respect and kindness towards each other during the game;

Interaction with peers based on mutual assistance;

The ability to manage your emotions.

Lesson type:

lesson in the formation of subject skills, mastery of subject skills.

Teaching methods: problem-search, discussion, reproductive, empathy, method of analogies, analysis.

Forms of organization: frontal, group, individual.

Equipment and supplies: small balls.

Location: gym.

6. General developmental exercises in walking movements:

Ex. 1 IP - arms to the sides.

4 steps forward - 4 circles with your hands inward, the next 4 steps forward - outward.

Exercise 2.- IP-bend your arms to your shoulders, 1-4-circular rotations with your arms forward;

5-8-circle rotations with arms back;

Exercise 3.- IP - arms bent in front of the chest, 1-2 - jerks with bent arms in front of the chest;

3-4 jerks with straight arms in front of the chest.

Exercise 4.- IP - right hand up, left down; 1-2 - jerks with straight arms, right up, left down;

3-4 - jerks with straight arms, left up, right down;

Exercise 5- IP - hands up, fingers clasped outward.

One step forward with the left is a tilt to the left, one step with the right forward is a tilt to the right.

Exercise 6- IP-hands in front of the chest.

For 2 springy steps, moving the bent arms back, for the next 2 steps forward - the same, but extending the arms with the palms up.

Exercise 7 - IP - arms to the sides,

1-4 circular rotations with arms forward;

5-8 circle rotations with arms backwards.

Focus students' attention on combining movements with the rhythm of steps and maintaining correct posture when doing exercises.

Perform with maximum range of motion.(exercise 1)

Perform with maximum amplitude. ( exercise 2)

Perform with maximum arm extension. ( exercise 3)

Perform with maximum extension of the arms. Do not bend the arms at the elbows ( exercise 4)

When bending over, look at your hands.( exercise 5)

Do not lower your elbows below shoulder level. ( exercise 6)

Perform with maximum range of motion. Hands in elbow joints do not bend.(exercise 7)

Perform steps and stops at the teacher’s count “one or two”( exercise 1)

Focus students' attention on the long length of the first step and placing the feet from the heel, alignment in columns, intervals of three steps ( exercise 2).

Guide students to open distances and intervals in three steps.

Clearly follow the commands: “to the right, to the left, in a circle, step-march” ( exercise 3).

Draw students' attention to the need correct position hands and foot placement while throwing the ball, range of movements (exercise 4)

Focus students' attention on the precision of the exercise and the rhythm of breathing.( 5)

Line up in two lines on one side of the court, the first team has the ball.

There are chips in front of each team at a distance of 5,10,15,20,25 m. At the whistle, the 1st students perform throwing (the teacher says the result of each). The 2nd students stand opposite the 1st students, at a distance of 25 m; the 2nd students throw; the 3rd students stand and catch balls from the ground.

10. Game "Cones, acorns, nuts."

The players form a circle, in the middle of which the driver stands, and the rest, divided into threes, stand one after the other facing the center (the first number is three or four steps from the driver). The leader gives names to all the players: the first in threes are “cones”, the second are “acorns”, the third are “nuts”.

Throw with a large amplitude, release the ball at the highest point, and take the correct stance when throwing. Execute on whistle.

Game content . At a signal, the driver says loudly, for example: “Nuts.” All players, called “nuts,” must change places, and the driver strives to take any vacant place. If he succeeds, then the player left without a place becomes the driver. If the driver says “acorns”, those standing second in the threes change places, if “cones” - those standing first in the threes change places. When the game is mastered, the driver can call two or even three players in threes, for example: “cones, nuts.” Those called must also change places.

The winners are the players who have never been a driver.

Rules of the game:

1. Those called are prohibited from remaining in place.

2. Players cannot move to any other three (otherwise the player becomes the driver).

3. You can change the rules (standing facing the center, with your back, different starting positions).


Description of the children's outdoor game "Cones, acorns, nuts."

Children's outdoor game "Cones, acorns, nuts." Number of players: 10 or more. The game requires a flat area approximately 10x10 meters in size.
The players are counted in groups of three. The first numbers are cones, the second are acorns, the third are nuts. Each trio (cones, acorns, nuts) is taken by hand, forming a circle. The driver stands in the middle of the platform and commands: “Bumps!” - All players called big shots must change places, and the driver at this time tries to take any vacant place. If he manages to do this, he becomes a big shot, and the one left without a place becomes a driver. At the command “Nuts!” or “Acorns!” other players change places. In the midst of the game, you can give the command: “Cones, acorns, nuts!” Then all players must change places.


We hope that the site will be useful to parents, educators, teachers and all those who want to learn more about children's outdoor games.
If you have a description of your outdoor game, send it to games@kolossale. ru

Lesson No. 28.13.

Summary of a physical education lesson on the topic: “Outdoor games”

Class: 1st class

Location: gym.

Inventory: in/out balls, whistle.

Tasks:

I. Educational:

1.Learn the outdoor games “Hunters and Ducks”, “Cones, Acorns, Nuts”;

2. Outdoor game “Shootout”

II.Health:

1.Develop dexterity, speed of reaction, attention.

III .Educational:

1. Foster discipline, collectivism, and respect for comrades.

Physical education teacher: Voronina Ekaterina Anatolyevna

load dosage

organizational and methodological instructions

I. Introductory part.

1. Construction.

2. Walking

    on socks;

    on the heels;

    on outside feet

3. Running

    snake;

    round

    walking

4. Outdoor switchgear complex in motion

IP - hands in frames.

1-4- circular movements in the wrist joint forward.

5-8 - also back.

IP - hands to shoulders.

1-4 - circular movements in shoulder joint forward.

5-8 - also back.

IP - hands forward.

1-8 - “scissors”.

On-site outdoor switchgear complex to develop flexibility:

IP - hands on the belt, legs slightly apart.

1- Torso tilt to the right.

2- I.p.

3- Also to the left.

4-I.p.

I. p. - stand with legs apart, bend forward, arms to the sides.

1-8 - “mill”.

I. p. - stand with legs apart, hands on the belt.

1- lean forward.

2- bend back.

1-4-Lunge forward with the right.

5-8- Also left.

I. p. - stand with your feet together, hands on your belt.

1- Deep squat, arms forward.

2- I.p.

II. Main part.

    Game "Hunters and Ducks"

Preparation. The players are divided into two teams, one of which - "hunters" - stands in a circle (in front of the line), the second - "ducks" - enters the middle of the circle. The "hunters" have a volleyball.Contents of the game. At the signal, the “hunters” begin to knock the “ducks” out of the circle. Each player can throw the ball themselves or pass the ball to a teammate to throw. "Ducks" running inside the circle, they escape from the ball by dodging and jumping. The knocked-out duck leaves the circle. The game ends when there are no “ducks” left in the circle, after which the players change roles. The team that manages to shoot the ducks in less time wins. The manager can set the game time for throwing the ball to the ducks. Then the result is summed up by the number of “ducks” knocked out during this time.

    Game "Cones, acorns, nuts"

Preparation. The players form a circle, in the middle of which the driver stands, and the rest, divided into threes, stand one after the other facing the center (the first number is three or four steps from the driver). The leader gives names to all the players: the first in threes are “cones”, the second are “acorns”, the third are “nuts”. Contents of the game. At a signal, the driver says loudly, for example: “Nuts.” All players, called “nuts,” must change places, and the driver strives to take any vacant place. If he succeeds, then the player left without a place becomes the driver. If the driver says “acorns”, those standing second in threes change places, if “cones” - those standing first in threes change places. When the game is mastered, the driver can call two or even three players in threes, for example: “cones, nuts.” Those called must also change places.

The winners are the players who have never been a driver.

    Game "Shootout"

III . Final part.

Game "Owl"

Summarizing.

Homework: To develop dexterity, repeat exercises with the ball.

10 min

1 min

1 min

2 minutes

6 min.

6-8 times

6-8 times

6-8 times

6-8 times

6-8 times

6-8 times

6-8 times

6-8 ra

35 min

5 minutes

Greeting, message of lesson objectives.

Hands up, behind your head, on your belt; keep your back straight, shoulders straight.

The pace is slow and even.

Perform counting with maximal amplitude.

Arms straight. Execute on account.

Do not bend your legs, touch your toes with your hands. Perform with maximal amplitude.

Perform with maximal amplitude.

Head straight.

Execute on account. The back is straight, the chin is raised, and the heels are not lifted off the floor.

The back is straight, hands on the belt.

Legs straight,

back straight.

Rules of the game: 1. While throwing the ball, it is prohibited to step over the line. 2. Those in the circle do not have the right to catch the ball with their hands. 3. Players are not considered to be knocked out if the ball hits them after bouncing off the floor.

Rules of the game: 1. Those called are prohibited from remaining in place. 3. Players cannot move to any other three (otherwise the player becomes the driver).

Remind the rules of the game and safety regulations.

Ask about what you liked? What didn't work?


Outdoor games for primary schoolchildren.

A selection of outdoor games for the program for extracurricular activities "Outdoor Games". The material may be useful to teachers primary classes, GPD teachers.
1. ATTENTION GAMES
Alphabetically
To make names better remembered, to train attention and the ability to quickly switch from one task to another, you can play this game in a company of up to 15 people.
The presenter invites the children to change places in a certain amount of time (10, 15 or 20 seconds) like this:
- so that all names are arranged in alphabetical order;
- so that everyone stands by hair color (on the left - brunettes, on the right - blondes);
- so that everyone stands according to their height (on the left - small, on the right - large).
Note. These exercises can be even more fun if there are wide benches, sofas, or very stable, sturdy chairs. Then the guys must complete the tasks while standing on the benches and move without stepping on the floor.
Age: from six years
The game develops: attentiveness, coordination
Number of players: 5 or more

Three, Thirteen, Thirty
Three, Thirteen, Thirty is a game that develops children's attention and quick reactions well. Can be used at school for physical education sessions for primary school students.
Participants in the game agree in advance which number represents which action. Players line up in a line at a distance of arms outstretched to the sides.
If the driver (teacher) says “three”, all players must raise their hands up, when the word “thirteen” - hands on the belt, when the word “thirty” - hands forward, etc. (You can come up with a variety of movements). Players must quickly execute the appropriate movements.
Age: from six years
The game develops: attentiveness, reaction

Colored flags
Purpose of the game: development of motor and communication abilities, attention.
Attributes: 5 flags of different colors.
Progress of the game: on playground 5 circles with a diameter of 2 m are drawn at a distance of 1 m from each other. Players are divided into 5 teams. Each team stands in its own circle. In the center of each circle stands a player with a colored flag in his hands.
At the leader’s signal, the players scatter around the court. At the second signal they stop and close their eyes. At this time, players with flags change places; At the third signal, the players open their eyes and quickly look for their flag. The winners are those players who return to the flag of their color before others.
Special notes: If a player opens his eyes, his team is considered a loser.

false mirror

Attributes: 6 jump ropes.
Progress of the game: the game begins with the presenter demonstrating different jumping ropes: jumping with crossed legs, jumping with high knees, double jumps etc. Then the players stand in pairs, opposite each other, and try to repeat all the leader’s movements shown. The player who made a mistake leaves the game and is replaced by the next one.
Special notes: the new driver becomes the player who has not made a single mistake.

"Sherlock Holmes"
A presenter (“Sherlock Holmes”) and 3-5 “criminals” are selected. The younger the children are, the fewer “criminals” there are. "Criminals" stand before "Sherlock Holmes". “Sherlock Holmes” carefully examines the “criminals” for several seconds (20-30) and leaves the room. The "criminals" make five changes in their clothing and posture. The returning "Sherlock Holmes" must find his five changes in everyone. The player whose “detective” has found all five changes must fulfill any wish of “Sherlock Holmes”. Anyone who does not have at least one change defined becomes “Sherlock Holmes” himself.

"Confusion"
They choose a driver. All other players stand in the room, holding hands. The driver leaves the room, and the rest of the players begin to move relative to each other, but without lifting their hands (getting confused). Then they invite the driver into the room. He must determine in what order the players originally stood. Repeat the game several times, changing the driver.

"Cosmonauts"
On the site we draw the outlines of the rocket in different parts. There should be several fewer of them playing. All children join hands. They walk in a circle with the words: “Fast rockets for walking around the planets are waiting for us. We’ll fly whichever one we want! But there is one secret in the game: there is no place for latecomers!” As soon as the last word is said, the children run away, trying to take an empty seat in the “rocket”. Latecomers gather in the center of the circle. We celebrate those children who have never been late for the “rocket”

"Crows and Sparrows"
On lines 3 - 5 m from each other, the teams are located in ranks with their backs to each other. One team is the Ravens, the other is the Sparrows. At the “crow’s” signal, the team of the same name runs away, while the other team tries to catch up and “harass” the runners to a certain point. The team that defeats the most players on the other team wins.

Cones, acorns, nuts
An active game that children really like.
Children stand in threes and, holding hands, form a circle. Each of the three has a name: “cones”, “acorns”, “nuts”. The leader is outside the circle.
The presenter says the word “nuts” (or “cones”, “acorns”), and all the players who have this name change places, and the presenter tries to take someone’s place.
If he succeeds, then he becomes a nut (“acorn”, “cone”), and the one who is left without a place takes the place of the leader.
Age: from six years
The game develops: attentiveness, coordination, dexterity, thinking, reaction Number of players: 7 or more
Place of play: street

Birds, fleas, spiders
The group is divided into two teams. Each team, secretly from the other, decides who they will be - “birds”, “spiders” or “fleas”. Two teams stand in lines in the center of the hall facing each other with a gesture indicating the selected animal.
Spiders run away from birds, fleas from spiders, birds from fleas. The one who did not manage to reach the opposite wall moves to another team.
Age: from six years
Purpose of the game: relaxation, concentration
Number of players: 10 - 30
Game location: spacious safe room

White bears
Polar bears - an active group game for younger children school age. Develops active creative motor actions motivated by the plot of the game.
At the edge of the area, which represents the sea, a small place is outlined - an ice floe, on which the driver - the “polar bear” - stands. The remaining “cubs” will be randomly placed throughout the site.
“The Bear” growls: “I’m going out to fish!” - and runs to catch the “cubs”. Having caught one “bear cub”, he takes it to the ice floe, then catches another.
Two caught “bear cubs” join hands and begin to catch the rest of the players. Having caught someone, two “bear cubs” join their free hands so that the caught one ends up between their hands, and shout: “Bear, help!”
The “bear” runs up, greases the caught one and takes him to the ice floe.
The next two caught also join hands and catch the rest of the “cubs”.
When all the cubs are caught, the game ends.
The last player caught wins and becomes the “polar bear”.
Note. A caught “bear cub” cannot slip out from under the hands of the couple surrounding it until the “bear” has insulted it. When catching, it is forbidden to grab players by their clothes, and those running away are prohibited from running outside the boundaries of the area.
Age: from six years
The game develops: dexterity, reaction, imagination
Number of players: 7 or more

3. GAMES TO DEVELOP ENDURANCE
"Homeless Hare"
An interesting game for children of primary school age. A hunter and a homeless hare are selected from among the players. The rest of the players are hares, draw a circle for themselves, and stand inside.
A homeless hare runs away, and the hunter catches up with him. A hare can escape from a hunter by running into any circle, then the hare that was standing in the circle must immediately run away, because it becomes homeless, and the hunter will hunt for it. As soon as the hunter catches a hare, he himself becomes a hare, and the former hare becomes a hunter.
Age: from six years
The game develops: attentiveness, endurance, thinking, reaction
Number of players: 3 or more

Give me a hand
Before playing, children choose an area beyond which they cannot run.
One leader is selected - the tag, the rest of the players move freely around the site.
Salka begins to catch players who are running away from him, while the children try to join hands with the closest player.
Holding hands, they stand facing each other. In this case, the tag does not have the right to grease them.
If the tag catches up with a single player, they switch roles.
Age: from six years
The game develops: attentiveness, endurance, dexterity, reaction

"Who will win"
The game is similar to the outdoor game "Tug"
2 participants.
The ground plane is divided by a line. Rivals on both sides.
They grab the stick with both hands.
Objective: Drag your opponent to your side.

British Bulldog
Playing affects the child’s endurance and reaction.
Children appoint two catchers (“bulldogs”). The Bulldogs stand on one side of the court, and everyone else stands on the opposite side. At the signal of one of the “bulldogs” all players must run to the other side. But so that the player is not caught by the bulldogs.
The game continues until all runners become bulldogs.
Age: from six years
The game develops: endurance, reaction, strength
Number of players: 4 or more

"Shtander"
Purpose of the game: develop endurance, accuracy, cultivate honesty.
Materials needed for the game: a ball, preferably a volleyball, but a rubber one is also possible.
Rules of the game: To start the game you need to choose a driver, this can be done using a counting rhyme. The driver holds the ball in his hands. All players gather near the driver. The driver throws the ball as high as possible. At this moment, all the players scatter in different directions. The driver must catch the ball and as soon as the ball is in his hands, he shouts: “Standr!” All players must stop at the place where this team found them. The driver must hit one of the players with the ball. The upset player becomes the driver, and the driver becomes the player, and the game continues. The game can go on until it gets boring.

"Change of Places"
Purpose of the game: development of jumping ability and jumping endurance.
Materials needed for the game: chalk to mark the start (finish) line
How to play: All players are divided into two teams. Two lines are marked along the edges of the site - these are the so-called “houses”. Both teams stand in ranks facing each other on opposite sides of the court, behind their home lines, crouch down and place their hands on their knees.
At the signal, all players jump from a deep squat, moving forward, trying to quickly cross the line of the opposite “house”. The team whose players are the first to gather behind the opposite line wins. Then both teams jump in the opposite direction, but the player who was the last to cross the line does not take part in the game, he is eliminated from the game. This game can continue until 2-3 of the most resilient jumpers remain on the court. The team with the most jumpers left wins. You can continue the competition further, and then you can determine the best jumper.
Teams can be mixed, or they can consist only of boys or girls (if there are enough participants).
This game is suitable for both gym, and for playing in the yard.

Jump ropes

Necessary materials and visual aids: jump ropes.
Progress of the game
Players jump rope in different ways: on 2 legs, on 1 leg, etc. The one who lasts the longest wins.

Classics
Purpose of the game: develop physical strength and endurance.
Necessary materials and visual aids: chalk, bat.
Progress of the game
Hopscotch is being drawn on the playground. Players must, jumping on 1 leg and pushing the bat in front of them, jump from the 1st to the 10th grade. If the bat flies beyond the hopscotch, the player gives way to the next one. The first player to jump through all classes wins.

4. GAMES TO DEVELOP ATTENTION, WIT, AND CREATIVE IMAGINATION
Ocean is shaking
Children walk in a circle and say the words: “The sea is agitated - one, the sea is agitated - two, the sea is agitated - three, the sea figure freezes in place! “On the last word, the children stop and “freeze” in the pose of a sea animal. The presenter or the child tries to guess the name of these animals.

What are you doing?
Children choose the “mistress of the house” and, standing in a circle, draw circles around themselves - houses. The “housewife” goes around the players and assigns housework to each of them. For example: chop wood, mow hay, wash clothes, bake pies, etc. Children complete tasks. The “Mistress” stands in the center of the circle and says: “Now let’s hammer in nails together!” “The children do everything that the “hostess” asks. Suddenly the “hostess” points at one of the children and asks: “What are you doing? "The child must name the work that he was assigned to do at the beginning of the game. After this, the “hostess” gives everyone new tasks.

Figures
One of the players is appointed as the driver. Children scatter around the hall, at a signal they stop, depicting frozen figures of an athlete, a working person, an animal, a bird, etc. The driver walks among the figures and chooses the most successful one. The children who took the most difficult poses are noted.

In an even circle
The children form a circle with the driver inside. Moving left (right) in a circle, children say the words:
In an even circle, one after another.
Hey guys, don't yawn!
Everything that Kolya will show us
Let's repeat it together!
The driver shows some kind of movement (jumps, rotates his arms, squats, etc.). Children must repeat it exactly. After this, a new driver is appointed, and the game is repeated.

Air, water, earth, wind
Children form a circle leading in the middle. Approaching one of the children, the driver says one of four words: “air”, “water”, “earth”, “wind” - and counts to five. During this time, the child must come up with and show (depending on the word that is given to him) a bird, fish, animal, or spin around in place (wind). Those who did not manage to do this leave the game.

Say it again
One of the players shows the movements of an animal, for example a bunny. The next one repeats the movements of the bunny and adds the movements of another animal - the fox. And so each subsequent player, having completed the movements of all the previously shown animals, adds one more, new one. The list of animals is growing. The one with the best memory and imagination wins.

Exhibition of paintings
The presenter appoints three “visitors”, the rest of the children are “pictures”. At the signal: “Prepare the exhibition! “- children consult with each other about what pictures they will depict (skier, skater, swimmer, horseman, goalkeeper). The picture can be depicted by two or three people: a Christmas tree under a bunny, a fairy tale “Turnip”, etc. After a few seconds, the teacher announces: “Open the exhibition! » Children stand along the playground and take planned poses. “Visitors” look around the “exhibition” and mark the most successful “pictures”. On the signal: “The exhibition is closed! "- children take free poses.

5. GAMES TO DEVELOP JUMPING, AGILITY, AND MOTION COORDINATION
Fishing rod
Purpose of the game: development of dexterity and coordination of movements.
A driver is selected from the total number of players. The remaining players stand in a circle with a diameter of 3-4 m.
The driver becomes steep in the center. He has in his hands a 2 m long rope with a bag of sand tied to the end. The driver rotates the rope so that the bag of sand flies above the floor level at a height of 5-10 cm.
Each player must jump and miss the flying bag. Anyone whom the driver hits with a flying bag receives a penalty point. The total number of penalty points is calculated after the bag has completed 8-10 full circles. The winner is the one whose legs are never touched by the rope.
After changing the driver, the game starts all over again.

Jumping sparrows
A wonderful children's game. First draw a circle on the asphalt using chalk.
In the center of the circle is the leader - the “crow”. Behind the circle are all the players who are “sparrows”.
They jump into a circle and jump inside it. Then they jump out of it in the same way.
The “crow” tries to catch the “sparrow” when it jumps inside the circle.
If the “sparrow” is still caught, then he becomes the leader and the game starts all over again.
Age: from six years
The game develops: attentiveness, dexterity, thinking, reaction
Number of players: 3 or more

Bricks and masons
Purpose of the game: development of motor, communication abilities, dexterity.
Progress of the game: 2 “masons” are selected from the players. The rest are “bricks”. The “bricks” scatter around the site, and the “masons” begin to run after them and try to grease one of the “bricks”. Each “bricklayer” takes the greasy “brick” to one place and leaves it there. The “bricklayer” places the next salted “brick” next to the first one - a “wall” is formed.
The “bricklayer” whose “wall” is longer wins, i.e., he lays more “bricks.”
Special notes: greasy “bricks” should not run away from their place.

"Through the Stream"
Purpose of the game: to develop physical strength and endurance.
Necessary materials and visual aids: chalk.
Progress of the game
A stream is drawn on the playground, which gradually widens towards the end. Players are invited to jump over the stream: first through its narrow place, then where it is wider and wider. If the players succeed, they must be praised.

"Dodgeball"
Active ball game. Two driving players are selected and stand with the ball at a distance of 10 - 15 meters from each other. The remaining players run between the drivers from one to the other. The drivers, throwing the ball to each other, try to hit one of the players. The one who gets hit is eliminated from the game. However, players can try to catch the ball. Each ball caught returns one of the eliminated players to the playing field. The task of the drivers is to “knock out” all the players from the game.

"Carousel"
The players stand in a circle. There is a rope lying on the ground, forming a ring (the ends of the rope are tied). The guys pick it up from the ground and, holding it with their right (or left) hand, walk in a circle saying:
Barely, barely
The carousel started spinning.
And then around and around,
Everyone is running, running, running.
The players move slowly at first, and after the words “run” they run. At the command of the leader: “Turn!” - they quickly take the rope with their other hand and run in the opposite direction.
Hush, hush, don't rush!
Stop the carousel.
One and two, one and two,
The game is over!
The movement of the carousel gradually slows down and stops with the last words. The players put the rope on the ground and run around the site. At the signal, they rush to “get on the carousel” again, that is, grab the rope with their hand, and the game resumes. You can only take seats on the carousel until the third bell (clap). Latecomers do not ride on the carousel.

6. BALL GAMES
"Pass the balls"
Five six medicine balls place on one line at intervals of 0.5-1.5 m. The player remembers the location of the balls, turns in a circle and moves backwards. The task is to get around and not hit the balls. Whoever completes the task is the winner. The location of the balls changes each time.
Options. 1. Increase the number of balls (for older students). 2. Move backwards, stepping over the balls. 3. Move backwards and blindfolded.

"Pass the ball"
The player, moving along the floor, must dribble the ball along the rail of the gymnastics bench. The player who manages to do this wins.
Variations: the same, but the player moves along the rail and the ball dribbles along the floor.

"Hit the ball"
The players are divided into two teams and stand in ranks, facing each other. The distance between the ranks is 8-10 m. There is a volleyball in the middle of the stool. Each player has a small ball. At the teacher’s signal, players of one team perform throws, trying to knock down the volleyball. If someone manages to knock down the ball, the team gets 1 point. Then the other team starts throwing. The team with the most points wins.

"Knock it down with a rebound"
2-5 m from the wall (the distance depends on the age and experience of the players) place a town, a pin, and an inflatable toy. Task: throw a ball against a wall so that it bounces and knocks down a set object. Who will have the most successful attempts out of five? Who will need fewer tries to knock down an object five times?
You can throw the ball from any point.
Option: place a box, box, basket at some distance from the wall, put a hoop. Objective: hit the target with the ball.

"Don't drop the ball"
At the starting line, each participant in the game receives two sticks. Then the players become pairs and use chopsticks to hold the ball so that it does not fall. Each pair must run faster than their opponents without dropping the ball. If the ball falls, you need to stop, pick it up, put it on the sticks and run again. Running distance is 15-20 m.
"Throw and catch"!
The player holds the ball behind his back with both hands. Leaning forward, he throws the ball over his head up and forward. Now you need to have time to straighten up and catch the falling ball. Each person is given, say, five attempts. The one with the most successful attempts will win.
Game options: you can throw the ball against a wall (if there are no windows) from a distance of several meters - and catch it when it bounces; you can throw the ball onto a sloping roof (barn, garage, shed) - and catch it when it rolls down.
You can add complications to the game. For example, a task is given: before catching the ball, you need to clap your hands several times. Or make a complete turn in a circle (when the ball is thrown against a wall or thrown onto a roof).

"Hunters and Ducks"
Purpose of the game: development of eye and dexterity.
A circle with a diameter of 5-8 m is drawn on the playground (depending on the age of the players and their number).
All players are divided into two teams: “ducks” and “hunters”. The “ducks” are located inside the circle, and the “hunters” are located outside the circle. The Hunters get the ball.
At a signal or command from the teacher, the “hunters” begin to knock out the “ducks” with the ball. “Dead ducks” that were hit by the ball are eliminated from the circle. The game continues until all the “ducks” are knocked out of the circle. While throwing the ball, the “hunters” must not cross the line of the circle.
When all the “ducks” are knocked out, the teams switch places.
Game option: 3-4 “hunters” are selected from among the players and stand at different ends of the site. Each “hunter” has a small ball. The players scatter around the court, but do not go beyond it.
At a signal or command from the teacher, all the players stop in their places, and the “hunters” take aim and throw balls at them. The players can dodge the flying ball, but they cannot move from their place.
Knocked out ducks are out of the game. The “hunter” who knocks out wins greatest number"ducks".

"Paints"
Participants in the game choose the owner and two buyers. The rest of the players are paints. Each paint comes up with a color for itself and quietly names its owner. When all the paints have chosen a color and named it to the owner, he invites one of the buyers.
The buyer knocks:
Knock! Knock!
- Who's there?
- Buyer.
- Why did you come?
- For paint.
- For what?
- For blue.
If there is no blue paint, the owner says: “Walk along the blue path, find blue boots.”
If the buyer guesses the color of the paint, then he takes the paint for himself.
A second buyer arrives and the conversation with the owner is repeated. And so they come up one by one and sort out the paints. The buyer who collects the most colors wins.
Rules of the game: The buyer who guessed the most colors becomes the owner.

"Herd"
The players choose a shepherd and a wolf, and everyone else chooses sheep. The wolf's house is in the forest, and the sheep have two houses at opposite ends of the site. The sheep call loudly to the shepherd:
Shepherd boy! Shepherd boy!
Play the horn!
Drive the herd into the field
Take a walk in freedom!
The shepherd drives the sheep out into the meadow, they walk, run, and jump. At the shepherd’s signal: “Wolf!” - all the sheep run into the house on the opposite side of the site. The shepherd stands in the way of the wolf and protects the sheep. Everyone caught by the wolf leaves the game.
Rules of the game: During the run, the sheep cannot return to the house from which they left. The shepherd only shields the sheep from the wolf, but does not stop him with his hands.

"Two Frosts"
The players are located on one side of the court, in the middle there are two drivers - two Frosts.” Frosts turn to the guys with the words: “We are two young brothers, two daring Frosts!” One of them, pointing to himself, says: “I am Frost - the blue nose.” Another: “I am Frost – the red nose.” And together: “Which of you will decide to set out on the path?” All the guys answer: “We are not afraid of threats, and we are not afraid of frost!” After these words, the children run to the other side of the playground. The drivers try to “grudge” those running across, the “greasy” ones remain in the place where Frost “frozen” them.
During the next dashes, the players can help out the “frozen” children by touching them with their hands. After several dashes, other Frosts are appointed. Those children who never got to Frost even once are noted, as well as best couple driving...

"Ring"
They choose a driver and give him a “ring” - any small object. Participants stand in a row, holding their palms in front of them in a "boat" position. The driver goes through the entire row, placing his palms in the palms of each participant. At the same time, he quietly leaves a “ring” in the palms of any participant. Having passed everyone, the driver says: “Ring, ring, go out onto the porch.” The task of the owner of the “ring” is to run forward, the task of all other children is to try to predict the owner of the “ring” and not let him out of the line.

"Stream"
Divide into pairs in random order. Couples are located one after another, holding hands, raising their clasped hands up, as if forming a roof. The driver passes under his closed hands and chooses a partner. The new couple stands behind, and the freed participant in the game enters the stream and looks for a couple, etc.

"By the Bear in the Forest"
The bear chosen by lot lives in the forest. Children go into the forest to pick mushrooms, singing a song:
By the bear in the forest
I’ll take mushrooms and berries!
The bear is disgusted
Frozen on the stove!
When the players have said their last words, the bear, which had been dozing until now, begins to toss and turn, stretch, and reluctantly leaves the den. But then the bear suddenly runs after the players and tries to catch someone. The one who is caught becomes a bear. Rules of the game: The bear leaves the den only after pronouncing the last words of the song. Children, depending on the behavior of the bear, may not immediately run to their home, but tease it with a song.

"The Owl and the Birds"
Before starting the game, children choose the names of birds whose voice they can imitate. For example: dove, crow, goose, duck, cuckoo. The players choose an owl. He goes to his nest, and those playing quietly, so that the eagle owl does not hear what kind of birds they will be in the game. Birds fly, scream, stop and crouch. Each player imitates the cry and movements of the bird he has chosen. At the signal “Owl”, all the birds try to take places in their house. If the eagle owl manages to catch someone, he must guess what kind of bird it is. Only a correctly named bird becomes an eagle owl.
Rules of the game: the bird houses and the owl house must be located on a hill. Birds fly into the house on a signal or as soon as an eagle owl catches one of them.

"Zarnitsa"
Children stand in a circle, hold their hands behind their backs, and one player - Dawn - walks behind them with a ribbon and says:
Zarya-zarnitsa
Red maiden.
I walked across the field
I dropped the keys.
Golden keys
Blue ribbons
The rings are entwined,
Let's go get some water!
With the last words, the driver carefully places the ribbon on the shoulder of one of the players, who, noticing this, quickly takes the ribbon, and they both run in different directions in a circle. The one who is left without a place becomes the dawn. The game repeats itself.
Rules of the game: Runners must not cross the circle. The players do not turn around until the driver chooses who should put the ribbon on their shoulder.

"Wandering Ball"
Everyone playing. In addition to the driver, they stand in a circle at a distance arm's length. They pass each other big ball. The driver runs outside the circle and tries to touch the ball with his hand. If he succeeds, he goes to the place of the player in whose hands the ball was, and the player goes out of the circle.
The game repeats itself.
Rules of the game: When passing the ball, the players must not move from their place. You cannot pass the ball through one person, only to the player standing next to you. The driver is prohibited from entering the circle. The ball can be passed in any direction. The player who dropped the ball becomes the driver.

"Owl"
Contents of the game. At the signal from the presenter: “The day is coming, everything comes to life!” - children begin to run, jump, imitating the flight of butterflies, birds, beetles, depicting frogs, mice, kittens. At the second signal: “Night is coming, everything freezes - the owl flies out!” - the players stop, freeze in the position in which the signal caught them. "Owl" go hunting. Noticing the player moving, she takes him by the hand and leads him to her nest. In one exit, she can kill two or even three players.
Then the “owl” returns to its nest again and the children again begin to frolic freely on the playground.
The winners are the players who have never been caught. You can also note the best driver - the one who caught the most players.

8. RELAY RACES
Animal relay
The players are divided into 2 - 4 equal teams and line up in columns one at a time. Those playing in teams take the names of the animals. Those standing first are called "bears", the second - "wolves", the third - "foxes", the fourth - "hares". A starting line is drawn in front of those in front. At the command of the leader, team members must jump to a given place just like real animals do. The “wolves” team runs like wolves, the “hares” team runs like hares, etc.

Unload the car
Children are invited to unload the “cars” with “vegetables”. The machines are placed against one wall, and two baskets are placed opposite them against the other wall. One player at a time stands near the baskets and, at a signal, runs to the cars. You can carry vegetables one at a time. Vegetables must be the same in all machines, both in quantity and volume.
Other participants can then "load" the machines; In this case, the players stand near the cars, run to the baskets at a signal and carry the vegetables into the cars.
Machines can be boxes, chairs; vegetables - skittles, cubes, etc.

I passed it on - sit down!
The players are divided into several teams, 7-8 people each, and line up behind the common starting line in a column, one at a time. Captains stand in front of each column, facing it at a distance of 5-6 m. Captains receive volleyball. At the signal, each captain passes the ball to the first player in his column. Having caught the ball, this player returns it to the captain and crouches. The captain throws the ball to the second, then third and subsequent players. Each of them, returning the ball to the captain, crouches. Having received the ball from the last player in his column, the captain raises it up, and all the players on his team jump up. The team whose players complete the task faster wins.

turnip
Two teams of 6 children each participate. This is grandfather, grandmother, Bug, granddaughter, cat and mouse. There are 2 chairs on the opposite wall of the hall. On each chair there is a turnip - a child wearing a hat with a picture of a turnip.
Grandfather starts the game. At a signal, he runs to the turnip, runs around it and returns, the grandmother clings to him (takes him by the waist), and they continue running together, again go around the turnip and run back, then the granddaughter joins them, etc. At the end of the game, The mouse is caught by a turnip. The team that pulled out the turnip the fastest wins.

Plant and harvest
Number of players: 2 teams of 4 people
Additionally: 8 hoops, 2 buckets, 4-5 potatoes, 2 watering cans.
The 1st participant “plows the ground” (puts down hoops).
The 2nd participant “plants potatoes” (puts potatoes in the hoop).
The 3rd participant “waters the potatoes” (runs around each hoop with a watering can).
The 4th participant “harvests” (collects potatoes in a bucket).
The faster team wins.

Running "centipedes"
The players are divided into two or three teams of 10-20 people and line up behind each other. Each team receives a thick rope (rope), which all players grab with their right or left hand, evenly distributed on both sides of the rope. At the organizer’s signal, the “centipedes” run forward 40-50 meters to the “finish”, holding the rope all the time.
Victory is awarded to the team that was the first to reach the finish line, provided that none of its participants became unhooked from the rope while running.

Bibliography
1. Lyakh, V.I. My friend physical education. 1–4 grades – M.: Education, 2005.
2. Builin Yu.F., Portnykh Yu.I. Mini basketball. M., 2000
3. Galitsky A.V. Journey to the land of games. M., 2001
4. Klusov N.P. Handball. M. 1996
5. Sample programs of extracurricular activities. Primary and basic education. second generation standards. Moscow "Enlightenment" 2011
6. Lyakh V.I., Maikson G.B. Comprehensive program physical education students. M., 2002
7. Kovalko V.I. “Health - saving technologies”, Moscow “Waco”, 2004.
8. Kovalko V.I. Lesson developments in physical education for grades 1-4: Guidelines, practical materials, lesson planning. - 2nd ed., revised - M.: VAKO, 2005.
9. Internet resources

As soon as the sun warms up in the spring, your little fidgets can no longer be contained within four walls. To protect children from unpleasant surprises that lurk outside the home, of course, you cannot leave them unattended. But simply observing is often not enough - you need to keep children busy with an interesting game.

Having a large country house for your family, you can spend a weekend or vacation there, inviting friends to visit. In the open space, a child can run freely, go fishing with his parents, or into the forest. Psychologists believe that being in nature helps relieve stress and helps overcome emotional tension. And a child can experience such a state, even if you do not hear any complaints from him.

Children, when getting together, will be glad if adults join them to play together.
The outdoor game “Squirrels, Acorns, Nuts” is very interesting.
It is similar to “Ted”, but requires more attention, speed and reaction.
For the game it is desirable to have at least 16 participants. In any case, their number must be a multiple of 3, plus one more.

In the center of the circle is the Forester - this is the leader. Participants must form a “triple” circle. Initially, the “squirrels” are the first to face the leader, followed by the second (“at the back of the “squirrels” head”) in each line are the “acorns”. The third in the ranks are the “nuts”. Thus, from the leader in the center of the circle, the players form, as it were, rays-ranks.

The presenter says: “The nuts fell from the tree and ran in a circle!” At this moment, those who are “nuts” in the game must leave their place and take the first position in any of the ranks - in the “three”, but not in their own. The “order” is necessarily violated, and the leader also strives to take the place of the “nut”.

The one who hesitated tries to settle in, but when he is already fourth, he is forced to become a Forester. It happens that the Forester is not fast enough, then he turns out to be redundant and will continue to lead the game.

When the leader shouts “squirrels”, the one who is “squirrel” must run to become the first in any of the others’ threes. When the “acorns” are called, they rush to run to take a place in the central circle... During the game, the “circle” displaces the “circle”, each participant must remember who he is and place himself where he needs to be - otherwise he will be the one out of place.
The circle should be wide enough to allow players to move quickly and freely. The game is very fun. But if one of the players is tired and does not want to continue, he needs to find a replacement, since the course of the game depends on the number.