Summary of the game mousetrap. Mobile game "Free place"

Find your color
Purpose: to form orientation in space, to teach to act on a signal, to develop dexterity, attention.

Game progress: the teacher distributes flags of 3-4 colors to the children. Children with flags of the same color stand in different places in the hall, near the flags of a certain color. After the words of the teacher “Go for a walk,” the children disperse in different directions. When the teacher says “Find your color”, the children gather at the flag of the corresponding color.

The game may be accompanied by musical accompaniment. As a complication, when the game is mastered by children, you can change the indicative flags in places, placing them in different places in the gym.

Sun and rain
Purpose: to form the ability to walk and run in all directions, without bumping into each other; learn to act on a signal.

Game progress: children sit on chairs. The teacher says "Sunshine!". Children walk and run around the room in different directions. After the owls "Rain!", They run to their places.

The game can take place with musical accompaniment. After the game is well mastered, words can be replaced with sound signals.

Sparrows and car
Purpose: to form the ability to move in different directions without bumping into each other; improve the ability to respond to a signal, develop orientation in space.

Game progress: children sit on chairs on one side of the hall. These are "sparrows" in nests. On the opposite side is the teacher. He represents a car. After the teacher’s words “Sparrows flew”, the children rise from their chairs, run around the room, waving their arms. At the signal of the teacher "Car", the children run away to their chairs.

After the game is mastered by children, sound signals can be used instead of words.

Train
Purpose: to form the ability to walk and run one after another in small groups, first holding on to each other, then not holding on; learn to start moving and stop on a signal.

Game progress: first, a small group of children is involved in the game. at first, each child holds on to the clothes of the person in front, then they move freely one after another, moving their arms, imitating the movements of the wheels. The role of the locomotive is first played by the educator. Only after repeated repetitions, the role of the leader is entrusted to the most active child.

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 - a teacher, at the other 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.

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.

Mother hen and chicks
Purpose: to improve the ability to crawl under the rope without touching it; develop dexterity, attention; act on a signal; nurture mutual assistance, camaraderie.

Game progress: children depicting chickens, along with a hen, are behind a stretched rope. The mother hen leaves the house and calls the chickens "ko-ko-ko." At her call, the chickens crawling under the rope run to her. At the words "Big Bird" the chickens quickly run away. When the chickens run into the house, you can raise the rope higher so that the children do not touch it.

run quietly
Purpose: to cultivate endurance, patience, the ability to move silently.

Game progress: children are divided into three groups and line 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 one leading to the other end of the hall. 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 form the ability to move in different directions without bumping into each other; learn to act on a 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.

The game is more emotional with musical accompaniment.

Find your house
Purpose: to form the ability to act on a signal, navigate in space; develop dexterity, attention, the ability to move in different directions.

Game progress: with the help of a teacher, children are divided into groups, each of which stands at a certain place. On a signal, they scatter around the hall in different directions. After the signal "Find your house" - the children should gather in groups at the place where they stood at the beginning.

After mastering the game, the original houses can be swapped. The game is more emotional with musical accompaniment.

rabbits
Purpose: to form the ability to jump on two legs moving forward; develop dexterity, ingenuity, confidence.

Game progress: on one side of the hall, chairs are arranged in a semicircle - these are rabbit cages. On the opposite chair is the watchman's house. Children sit on their haunches behind chairs. When the caretaker releases the rabbits into the meadow, the children crawl under the chairs one by one, and then jump forward. At the signal "Run into the cages", the rabbits return to their places, again crawling under the chairs.

Bubble
Purpose: to teach children to form a circle, changing its size depending on the game actions; develop the ability to coordinate actions with spoken words.

Game progress: the children, together with the teacher, holding hands, form a circle and pronounce the words:

Inflate a bubble, inflate a big one.
Stay like this and don't break.

The players, in accordance with the text, step back holding hands until the teacher says “The bubble has burst!”. Then the players squat down and say "Clap!". And they go to the center of the circle with the sound “shhhh”. then again become in a circle.

Where does the bell ring?
Purpose: to develop an eye, auditory orientation, the ability to navigate in space.

Game progress: children stand on one side of the hall. The teacher asks them to turn away. At this time, another adult, hiding, rings a bell. Children are invited to listen to where the bell rings and find it. The children turn and walk towards the sound.

You need to ring the bell loudly at first, then lower the sound.

colored cars
Purpose: to consolidate knowledge of color, improve orientation in space, develop a reaction

Game progress: children are placed at the edges of the hall, they are cars. To each his own colored circle. The teacher is in the center of the hall, in his hands he has three colored flags. He raises one, de having a circle of this color scatter around the hall in different directions. When the teacher lowers the flag, the children stop. The teacher raises a flag of a different color, etc.

The game is more emotional with musical accompaniment.

Where did they knock?
Purpose: to consolidate the ability to navigate in space, to follow the rules of the game.

Game progress: children stand in a circle. The driver stands in the middle and closes his eyes. The teacher silently walks around the circle behind, stops near someone, knocks with a stick and puts it so that it would not be visible. Steps aside and says "It's time!". The one standing in the circle must guess where they knocked and go up to the one who has the wand hidden. Having guessed, he takes the place of the child behind whom the wand was hidden, and he becomes the leader.

cat and mice
Purpose: to improve the ability to navigate in space, to avoid collisions; move in the general game situation.

Game progress: on one side of the hall, a plot is fenced - this is the house of mice (50 cm high). on the other side of the hall is the cat's house. The teacher says:

The cat guards mice, pretended to be asleep!
Children crawl under the rails and run.

The teacher says:

Hush, mice, don't make noise.
And don't wake up the cat!

Children run easily and silently. With the words "The cat woke up", a child depicting a cat runs after mice. Children do not crawl under the slats, but run into the burrows through the unfenced part.

At the bear in the forest
Purpose: to consolidate the ability to move in all directions, imitate game movements, move in accordance with the text.

Game progress: the children are located on one side of the hall, and the driver is on the other. Players move towards the sleeping bear saying:

At the bear in the forest
I take mushrooms and berries.
The bear doesn't sleep
And growls at us.

The bear with a growl tries to catch the children, they run away. Catching someone, takes him to himself. The game is repeated.

Mousetrap
Purpose: to develop speed, dexterity, attention; learn to coordinate words with game actions.

Game progress: the players are divided into two unequal subgroups. The smaller one forms a circle - a mousetrap. The rest are mice. Players in a circle move and sentence

Oh, how tired the mice are, their passion just got divorced.
Everyone gnawed, everyone ate, they climb everywhere - that's an attack.

At the end of the words, the children stop and raise their clasped hands up. Mice run into the mousetrap and immediately run out the other side. On a signal, the children lower their hands and squat. Mice that do not have time to run out are considered to be caught. They also stand in a circle. The game continues. When most of the children are caught, the subgroups change places.

Who has the ball?
Goal: develop mindfulness; to consolidate the ability to perform game actions in accordance with the rules of the game.

Game progress: players form a circle. The driver is chosen, who stands in the center. The rest of the players move tightly towards each other, hands behind everyone.

The teacher gives someone the ball, and the children pass it to each other behind their backs. The driver tries to guess who has the ball. He says "Hands!" and the one to whom they are addressing must put out both hands. If the driver guessed right, he picks up the ball and stands in a circle. The player from whom the ball was taken becomes the driver.

shaggy dog
Purpose: to improve the ability to move in all directions, to move in accordance with the text, to develop orientation in space, dexterity.

Game progress: children stand on one side of the hall. The driver - the dog - is on the other side. Children quietly approach him with the words

Here lies a shaggy dog, with his nose buried in his paws.
Quietly, quietly, he lies, either dozing, or sleeping.
Let's go up to him, wake him up, and see what happens!

After these words, the dog jumps up and barks loudly. Children run away, and the dog tries to catch them.

Take care of the item
Purpose: to teach children to act on a signal; develop dexterity, endurance, eye.

Game progress: children stand in a circle. At the feet of each child is a cube. The teacher is in a circle and tries to take the cube from one or the other child. The player, to whom the driver approaches, crouches and closes the cube with his hands and does not allow him to touch it. At first, the driver does not take the cubes from the children, but only pretends. Then, when repeating, he can take the cube from the player who did not have time to cover it with his hands. This child is temporarily out of the game.

Subsequently, the role of the driver can be offered to the most active children.

Cars
Purpose: to develop dexterity and speed; to consolidate the ability to move around the site in all directions.

Game progress: each player receives a steering wheel. At the signal of the driver (a green flag is raised), the children scatter in loose so as not to interfere with each other. On another signal (red flag) cars stop. The game is repeated.

The game is more emotional under the musical accompaniment.

We are fun guys
Purpose: to develop dexterity, dodge; improve the ability to follow the rules of the game.

Game progress: children stand on one side of the playground beyond the line. A line is also drawn on the opposite side - these are houses. There is a trap in the center of the site. The choir players say

We are funny guys, we love to run and jump
Well, try to catch up with us. 1,2,3 - catch!

After the glory of "Catch!" the children run across to the other side of the playground, and the trap tries to catch them. Those whom the trap has time to touch to the line are considered caught and move aside, skipping one dash. After two runs, another trap is selected.

Find yourself a mate
Purpose: to develop dexterity, the ability to avoid collisions, act quickly on a signal.

Game progress: handkerchiefs according to the number of children are needed for the game. half of the handkerchiefs of one color, half of the other. At the signal of the teacher, the children scatter. To the words "Find a couple!" children with identical handkerchiefs stand in pairs. If the child is left without a pair, the players say "Vanya, Vanya, don't yawn, quickly choose a pair."

The teacher's words can be replaced by a sound signal. The game is more emotional with musical accompaniment.

Fishing rod
Purpose: to develop dexterity, attention, speed of reaction.

Game progress: the players stand in a circle, in the center is the teacher, he holds in his hands a rope to which a bag of sand is tied. The teacher rotates the rope in a circle above the ground itself, and the children jump up, trying to prevent the bag from hitting them. Having described two or three circles with a bag, the teacher pauses, during which the number of those caught is counted.

Don't get caught
Purpose: to develop dexterity, speed; play by following the rules; improve jumping on two legs.

Game progress: the players are located around the cord laid in the shape of a circle. In the center are two drivers. At the signal of the teacher, the children jump on two legs into and out of the circle as the traps approach. Whoever gets tarnished gets a penalty point. After 40-50 seconds, the game stops, the losers are counted, and the game is repeated with a new driver.

Firefighters in training
Purpose: to consolidate the ability to climb gymnastic walls, develop dexterity, speed; improve the ability to act on a signal.

Game progress: children stand in 3-4 columns facing the gymnastic walls - these are firefighters. The first in columns stand in front of the line at a distance of 4-5 meters from the wall. On each span, bells are tied at the same height. On a signal, the children standing first run to the gymnastic wall, climb it and ring the bell. They go down, return to their column and stand at its end, the teacher marks the one who completed the task faster. Then a signal is given and the next pair of children runs.

Don't stay on the floor
Purpose: to develop dexterity, speed, dodge; play by following the rules.

Game progress: a trap is selected, which, together with all the children, runs around the hall. As soon as the teacher says the word "Catch1", everyone runs away from the trap and climbs on objects. The trap tries to overpower the fleeing. The children he has touched step aside. At the end of the game, the number of those caught is counted and a new trap is selected.

Traps with ribbons
Purpose: to develop speed, dexterity, eye; improve orientation in space, loose running.

Game progress: children stand in a circle, each has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. On a signal, the children scatter in different directions, and the trap tries to pull the ribbons from them. At the stop signal, the children gather in a circle, the driver counts the ribbons.

The game can be played with complication:

There are two traps in the circle.
- there are no traps, boys collect ribbons from girls, and girls from boys.

Fox and chickens
Purpose: to develop dexterity, speed of reaction, to learn to act on a signal, to develop orientation in space.

Game progress: on one side of the hall there is a chicken coop (you can use benches). Chickens are sitting on the perch. On the other side is a fox hole. On a signal, the chickens jump off their perches and move freely in the free space. With the words "Fox!" the hens run into the coop and climb onto the perch, and the fox tries to catch the hen. She leads the one who did not have time to escape into a soy burrow. When the driver catches 2-3 chickens, another trap is selected.

Traps
Develop agility, agility, speed.

Game progress: children line up behind the line on one side of the playground. They must run to the opposite side so that the trap standing in the middle does not catch them. Whom they touch is considered floodplain. After 2-3 runs, the catches are counted. Choose a new trap.

two frosts
Purpose: to develop speed of reaction, dexterity; to consolidate the ability to coordinate game actions with words.

Game progress: two houses are indicated on opposite sides of the site. The players are located in one of them. Leading - Frost Red Nose and Frost Blue Nose stand in the middle, facing the players and pronounce the text

I am Frost Red Nose. I am Frost Blue Nose.
Which of you will decide to set off on the path?

The chorus players answer: "We are not afraid of threats, and we are not afraid of frost!"

After these words, the children run across to the other side of the playground, and the Frosts try to catch them and freeze them. "Frozen" stop at the place where they were touched and stand still until the end of the run.

networks
Purpose: to develop dexterity, ingenuity, orientation in space, the ability to follow the rules of the game.

Game progress: some children stand in a circle and hold hoops. Others - "fish" - scurry back and forth through the hoops. The following options are possible:

1. Pike chases fish.
2. Children with hoops move slowly, on a signal they run in a circle, and then it is not possible to get out of it
3. Children with hoops stand motionless and only begin to move at a signal.

The catch is being counted.

Swan geese
Purpose: to develop dexterity, speed of reaction; to consolidate the ability to perform the actions of the role taken on; coordinate words with game actions.

Game progress: at one end of the hall, the house in which the geese are located is indicated. On the opposite side is a shepherd. On the side is the lair in which the wolf lives. The rest is a meadow. Children are chosen to play the roles of a wolf and a shepherd, the rest are geese. The shepherd drives the geese out into the meadow, they graze.

Shepherd: Geese, geese!
Geese: Ha-ha-ha!
Shepherd: Do you want to eat?
Goose: Yes, yes, yes!
Shepherd: So fly.
Geese: We can't, the gray wolf under the mountain won't let us go home!
Shepherd: Well, fly as you like, just take care of your wings!

Geese, spreading their wings, fly, and the wolf tries to catch them. After several runs, the number of floodplains is counted.

air football
Purpose: to improve dexterity, strength, ingenuity; develop coordination of movements.

The course of the game: children from a sitting position, pinching the bar with their feet, roll onto their backs and throw the bar over the net, into the goal or into the distance. Instead of a bar, you can use a ball.

Flying, not flying
Purpose: to consolidate children's knowledge about flying and non-flying objects; educate endurance, patience.

Game progress: children stand or sit in a circle, in the center is the teacher. He names animate and inanimate objects that fly and do not fly. Naming the object, the teacher raises his hands up. Children should raise their hands up if the object flies.

Ball option available.

Ocean is shaking
Purpose: to give knowledge about various steamships, old sailboats, rigging items.

Game progress: the players sit on chairs, each is assigned a specific name. Then the captain begins to move around the outer circle, naming the items needed for sailing. All the named items stand up. To the words “The sea is worried1”, the children begin to move to the music, depicting the movements of the waves. Captain's command "Calm the sea!" serves as a signal that you need to take your seats as soon as possible. Left without a chair becomes the captain.

Mail
Purpose: to develop game fantasy, the ability to follow the rules of the game.

Game progress: the game begins with the roll call of the players and the driver:

Ding, ding, ding!
- Who's there?
- Mail!
- Where?
- From the city…
What are they doing in that city?

The driver can say that they are dancing, singing, drawing, etc. All players must do what the driver said. And the one who does the job poorly,
gives a fan. The game ends as soon as the driver collects five forfeits. Then forfeits are redeemed by performing various tasks.

At Mazal
Purpose: to improve the coordination of movements.

Game progress: participants sit on chairs, choose grandfather Mazal. All the rest move away from him and agree that they will show. Then they go and say:

“Hello, grandfather Mazal with a long white beard, with brown eyes, with a white mustache”

Hello kids! Where were you, what did you do?
- Where we were - we will not say, but what we did - we will show.

Everyone performs the movements agreed upon. When the grandfather guesses, the players scatter, and he catches them.

birder
Purpose: to teach to distinguish and imitate the cries of various birds; develop the ability to navigate with closed eyes.

Game progress: the players choose the names of the birds. They stand in a circle, in the center of the blindfolded birders. The birds dance

In the forest in the woods
On a green oak tree
The birds are singing merrily.
Ah, the birder is coming,
He will take us into captivity.
Birds, fly away!

The birder claps his hands and starts looking for the birds. Whoever is caught screams imitating a bird.

The driver must guess the name of the player and the bird.

Four forces
Purpose: to develop attention, memory, dexterity.

Game progress: the players stand in a circle, in the middle - the leader. He throws the ball to one of the players, while pronouncing any of the words of the elements (for example, air). The one who caught the ball must name the inhabitant of the air. If the earth is named - an animal, if water - fish. At the word fire, everyone should turn around several times, waving their hands.

Black, white do not take, "Yes" and "No" do not say
Purpose: to develop mindfulness, the ability to monitor your answers during the game, to consolidate knowledge about the environment.

Game progress: The game starts like this:

They sent you a hundred rubles,
Buy whatever you want
Black, white do not take
"Yes", "No" do not say.

After that, the leader leads a conversation, asking questions. The one who got lost in the answer gives the driver a phantom. After the game, the offenders redeem their forfeits by completing various tasks.

Paints
Purpose: to consolidate knowledge of color and shades; improve basic movement skills.

Game progress: choose the owner and two sellers. All other players are paints who choose their own colors. Buyer knocks:

Who's there?
- Buyer.
- Why did you come?
- For paint.
- For what?
- For blue.

If this paint is not available, the owner says: "Jump on one leg along the blue path."

The buyer who guessed the most colors wins.

Flowers
Purpose: to consolidate knowledge about colors (or any other items, such as sports equipment), improve reaction, speed qualities.

Game progress: each player chooses a flower for himself. By lot, the chosen flower starts the game. It invokes any other flower, such as a poppy. Poppy runs, and the rose catches up with him. Then the poppy can name any other flower. The one who has never been caught wins.

Pick a couple
Goal: develop logical thinking, learn to play as a team.

Game progress: children are offered a pair of words that are in a certain logical connection. For example: cause-effect, genus-species. It is necessary to select for the specified third word from the list of already existing ones, the word that is in the same logical connection with it.

For example: school - training, hospital - doctor, gate - football, etc.

And third words: student, treatment, patient, ball, t-shirt.

Snowball
Purpose: to learn to form a sequence in words, memorize previous words, coordinate movements with words.

Game progress: a group game consists in the gradual formation of a sequence of words, and each subsequent participant in the game must reproduce all the previous words, preserving their sequence, adding their own word to them. The game is played with the passing of the ball.

forbidden number
Purpose: to promote the development of attention.

Game progress: players stand in a circle. You need to choose a number that cannot be spoken, instead of it you need to clap your hands, silently the required number of times.

Hear the command
Purpose: to promote the development of attention, improve the ability to organize independently, calm down.

Game progress: children go to the music. When the music stops, everyone stops and listens to the command uttered in a whisper, and that hour they perform it.

Opposite word
Purpose: to teach children to justify their decision, to select words opposite to the indicated one.

Game progress: invite children to choose words that are opposite in meaning to the data.

For words that allow ambiguous meaning (for example, raw), it is proposed to find all possible words of the opposite meaning and justify your decision.

guess the word
Purpose: to improve the ability to follow the rules of the game, to develop the skill of classification, highlighting the most significant features.

Game progress: children are invited to guess the names of randomly selected objects, while asking clarifying questions, to which you can get the answer "Yes" or "No".

Birds
Purpose: to consolidate children's knowledge about various birds; improve the ability to follow the rules of the game.

Game progress: the players choose the hostess and the hawk. The rest are birds. The hawk is flying. The hostess says

Why did you come?
- For a bird!
- For what?

The hawk calls. If there is no named bird, the hostess drives him away. The game continues until the hawk catches all the birds.

Fishing
Purpose: to consolidate children's knowledge about various types of fish, to improve the ability to act according to the rules.

Game progress: The players are divided into two groups. Some stand in front of others at a distance of several steps. One group is anglers, the other is fish. At the beginning of the game, they have a conversation:

What do you knit? (fish)
- Seine. (fishermen imitate movements)
- What will you catch?
- Fish.
- What?
- Pike.
- Catch.

The fish turn and run to the line. Fishermen try to catch as many fish as possible.

Screw
Purpose: to develop creative imagination, imagination, plasticity of movement.

Execution: I.P. Basic jay. The body turns left and right. Hands freely follow the body.

One, two, three, four, five -
You fly into space!

Humpty Dumpty
Purpose: to develop creative imagination, the ability to get used to the image, advanced characteristic movements, perform movements simultaneously with the text

Fulfillment: the teacher pronounces the words:

humpty dumpty sat on the wall
Humpty Dumpty collapsed in his sleep...

The child turns the body to the right - to the left. On the words “fell down in a dream”, he sharply tilts the body down.

Fakirs
Purpose: to train individual muscle groups, to develop the ability to convey the characteristic features of the image.

Game progress: children sit, legs crossed, hands on their knees, hands hanging down, back and neck relaxed. The head is lowered, the chin touches the chest. The eyes are closed.

To the appropriate music, the children’s hands first “come to life”, then the arms and head rise, the body stretches forward and upward.

Psycho-gymnastics without fixing attention on breathing (4-5 years)

Bear cubs in a den
Children go home one by one exactly following the trail of the bear. They sit down and wait for the game.

Bump game
They throw cones. They catch and use equipment to take them off with their paws. Do they lay the cones aside and drop their paws along? bodies are resting. Performed 2-3 times

Games with a bee
Children raise their knees, making houses. The bee flies under the knees. Flies and bears? ata other? but raise their legs.

Cold - hot
Squeeze into a ball and relax the torso.

scarf games
Without opening your eyes, tie scarves. Turn your head from side to side. Okay, warm. Show facial expressions.

The bee interferes with sleep
Game of facial muscles. The bee decided to sit on the tongue - the children quickly clenched their lips, made their lips a tube and began to twist them from side to side.

Relaxation
From the bright sun, the cubs closed their eyes and wrinkled their noses. The bee flew in again and sat on the forehead (we move our eyebrows up and down).

Relaxation
The cubs are sleeping. Mom is in the forest.

Water got into your ears
In the supine position, rhythmically shake your head, shaking water out of one ear and out of the other.

face sunbathing
The chin is sunbathing - expose the sun to the chin, slightly open the lips and teeth (inhale). A bug flies tightly to close the mouth (holding the breath). The bug flew away. Slightly open your mouth, breathe out easily.

Nose sunbathing - expose your nose to the sun. The mouth is half open. A butterfly is flying. He chooses whose nose to sit on. Wrinkle the nose, lift the sponge up, the mouth is half open (holding the breath). Butterfly flew away, relax. Inhale.

Eyebrows - swing. Move your eyebrows up and down.

Relaxation
Sleep on the beach.

Psycho-gymnastics with fixation of attention on breathing (6-7 years old)

By the sea
Children “play in the water, go out and lie down on the sand with their arms and legs spread out.

sand play
Pick up sand in your hands (inhale). Strongly clenching your fingers into a fist to hold the sand (breath holding). Sprinkle sand on your knees, gradually opening your fingers (exhale). Shake off the sand from your hands, drop them powerlessly along the body.

Ant game
An ant climbed onto his toes - with the force of socks on himself, his legs are tense (inhale). Relax your legs in this position. Listen on which finger the ant sits (holding the breath). By instantly relieving tension in the feet, release the ant from the fingers (exhale). We lower the socks down, to the sides.

Sun and cloud
The sun went behind a cloud - shrunk into a ball (breath-holding). The sun came out - it's hot, relaxed (exhale).
Everyone is sleeping.

Purpose: to train individual muscle groups, improve endurance, the ability to convey movements with pantomime.

Fulfillment: children are located freely, depicting sleeping in different poses. The leader enters the hall and sees:

In the yard he meets a multitude of people.
Everyone is sleeping.
He sits like a dug in.
He walks without moving.
He stands with his mouth open.

He approaches the figures of children, tries to wake him up, takes his hands, but his hands limply fall.

Barbell
Purpose: to train individual muscle groups, develop endurance, willpower.

Fulfillment: we pull up and lift the bar with a jerk, then we throw it. Relaxation.

reindeer exercises
Children are divided into two teams. The teams are divided into pairs, in front - a deer. Behind the musher. You can wear reins or a hoop. Whose team will finish the distance faster.

Analik
A ball game similar to basketball, but without the net. Members of one team throw the ball to each other, while members of the other team try to take it away. (one participant in the game should not hold the ball for too long, he should quickly pass it to the players of his team).

Young reindeer breeder
Deer antlers lie at a distance of 3-4 meters (you can use ring throws0. Captains throw rings on the antlers in 5 pieces. This is a competition of captains.

Dexterous reindeer herders
At a distance of 3-4 meters from the children, a figure of a deer is placed. One by one, the children throw a ball at the deer, trying to hit it. Then they stand at the end of the column. The winner is determined by the number of hits in the teams.

Alena Kulikova
Synopsis of the outdoor game "Mousetrap" for the senior group

Target: development of motor activity of children.

Tasks:

1. Educational: to consolidate the ability to run without interfering with each other.

2. Developmental: physical qualities (dexterity, speed)

3. Educational: to cultivate the ability to hear the verbal instructions of the educator.

Material: the masks are mice.

Game progress:

1. Gathering children to play:

caregiver:

"One, two, three, four, five".

Who is coming to play with me?

2. Create interest

caregiver: - Guys, guess riddle:

Someone deftly darted into the mink,

Grabbing the crust from the bread.

Children's answers.

caregiver: - That's right, it's a mouse! Our mouse is smart, fast, nimble. Guys, do you want to play a new game called « Mousetrap» .

Children: Yes.

caregiver: Guys, do you know what mousetrap?

Children: Not.

caregiver: The mousetrap is a cage where the mice go. And now I'll tell you the rules games. We will choose with you mice and the rest of the guys will « mousetrap» . Children portraying « mousetrap» , form a circle and raise clasped hands up. sentencing:

Oh, how tired the mice are,

Everyone ate, everyone ate

Beware the cheats

We will get to you.

Here we put mousetraps,

Let's catch them all at once!

And mice run through « mousetrap» . At the end of the poem, the guys standing in a circle squat and put their hands down - « mousetrap» slammed shut. Mice that do not have time to run out of the circle are considered to be caught. They also become in a circle. When most mice will be caught we'll switch roles.

Do you guys remember what mice need to do?

(children's answers)

What needs to be done « mousetrap» after the end of the poem?

(children's answers)

caregiver: Well done guys, you remember the rules games.

Guys, stand in a circle. We have a magic arrow (pin, which will choose mice.

On the mice put on masks.

- « Mousetrap» stand in a circle, raise your hands to the top!

Children with a teacher pronounce:

Oh, how tired the mice are,

Everyone ate, everyone ate

Beware the cheats

We will get to you.

Here we put mousetraps,

Let's catch them all at once!

The ending games

caregiver: Guys, did you like the game?

Children: Yes!

caregiver: All the guys played well. Well done! The most dexterous mice were (names of children), and the fastest (names of children!

(Dosage 3-4 times.) The teacher makes sure that the children pronounce the words expressively.

desktop Mousetrap game Hasbro(Hasbro) is a fun strategy for little ones, the essence of which is to catch someone else's mouse and not fall into the trap yourself. Choose one of the mice and hit the road!

For 2-3 players from 4 years old.

Mousetrap game Hasbro: equipment

  • 3 piece playing field
  • tape measure (cardboard base, plastic arrow)
  • mousetrap trigger details
  • mousetrap
  • 3 mouse figurines
  • hippo figurine
  • 2 metal balls
  • instruction

Hasbro Mousetrap Game Rules

The trap that your rivals have prepared for you is very ingeniously arranged. The mousetrap is driven by a moving mechanism. With one blow, the player knocks over the bucket, a ball rolls out of it and lowers the mousetrap. The main thing is that your little mouse does not appear under it!

The game starts from the "Start" field, from where the mice run, wherever their eyes look. More precisely, on the field of the color that will fall on the roulette table. Move your figure to nearest corresponding field. If an opponent is already on it, select the next field of this color.

If you land on the shoe icon, look for anyone on the field with the cheese pattern. There is? Then launch the mousetrap with a victory cry! To do this, click on the red arrow - a small shoe will kick the bucket, and the mechanism will start. The mouse got caught!

If there is no one on the field with cheese, then the mousetrap does not start, and your turn ends.

The first one to catch the mouse wins!

What develops the game "Mousetrap" Hasbro

This game teaches the child to think a few steps ahead, develops logical and strategic thinking. But above all, it is a way to have fun and joyfully spend time with friends and relatives! It's so interesting to run around the field, avoiding traps, be smart and arrange real competitions for cheese.

Have fun with Hasbro Mousetrap!

This product is also searched as: hasbro

P / and "Mousetrap"

Purpose of the game : Improve movement coordination and agility.

Game progress: The players are divided into two unequal groups. A smaller group of children, holding hands, form a circle. They represent a mousetrap. The remaining children (mice) are outside the circle. Those representing the mousetrap begin to walk in a circle, saying:

Oh, how tired the mice are,

They ate everything, they ate everything,

Beware, cheaters

We will get to you.

Here we put mousetraps,

Let's get everyone now!

Children stop, raise their clasped hands up, forming a gate. Mice run into the mousetrap and run out of it. At the signal of the teacher “Clap”, the children standing in a circle lower their hands, squat - the mousetrap slams shut. Mice that do not have time to run out of the circle (mousetraps) are considered to be caught. Those caught become in a circle, the mousetrap increases. When most of the children are caught, the children switch roles and the game resumes. The game is repeated 4-5 times.

m/p "Who has the ball?"

Purpose of the game: develop mindfulness; to consolidate the ability to perform game actions in accordance with the rules.

Game progress:

The players form a circle, the leader is chosen. He stands in the center of the circle, and the rest of the children move tightly towards each other, hands behind everyone.

The teacher gives someone a ball (6-8 cm in diameter), and the children pass it around behind their backs. The driver tries to guess who has the ball. He says: "Hands!" - and the one who is being addressed should put both hands up, palms up, as if showing that he does not have the ball. If the driver has guessed correctly, he takes the ball and stands in a circle, and the player who has the ball is found starts to drive. The game is repeated.

p / and "Lovishka" (with ribbons)

Target: To develop in children dexterity, ingenuity. Practice running with dodging, catching and building in a circle.

Game progress:The players are built in a circle, each receives a ribbon, which he lays behind the belt or behind the collar. In the center of the circle is a trap. At the signal “One, two, three - catch,” the children scatter, and the trap seeks to pull the ribbon from someone. The one who has lost the ribbon steps aside. At the signal “One, two, three - quickly run into a circle!”, The children are built in a circle. The teacher offers to raise their hands to those who have lost the ribbon, that is, lost, and counts them. The trap returns the ribbons to the children. The game starts with a new driver.

Rules:The trap should take only the tape, without delaying the player. The player, having lost the tape, steps aside.

p / and "Figures"

Target:Cultivate creativity.

Game progress:At the signal of the teacher, all the children scatter around the playground (hall). On the next signal, all the players stop at the place where the team found them and take some kind of pose. The teacher notes those whose figures turned out to be the most successful.

m/p "Find and keep silent"

Target:Develop attention in children.

Game progress:The teacher hides an object in advance and invites the children to find it. The one who saw the object comes up to the teacher and quietly reports the find. The teacher notes the children who turned out to be the most attentive.

p / and "We are funny guys"

Target: .

Game progress:Children stand on one side of the playground beyond the line. The second line is drawn on the opposite side of the site. There is a trap in the center of the site. The trap is assigned by the teacher or chosen by the children. The children say in unison:

We are funny guys

We love to run and jump.

Well, try to catch up with us.

One, two, three - catch!

After the word “catch”, the children run to the other side of the playground, and the trap catches up with the runners, catches them. The one whom the trap manages to touch before the evader crosses the line is considered to be caught. He steps aside. After 2-3 runs, another trap is selected. The game is repeated 3-4 times.

Directions. If after 2 - 3 runs the trap does not catch anyone, a new trap is still selected

p / and "Fishing rod"

Target:Improve coordination abilities, strengthen leg muscles.

Game progress:The players stand in a circle, the teacher will stand in the center of the circle. He holds a rope in his hands, at the end of which is tied a bag of sand. The teacher rotates the rope with the bag in a circle above the floor (ground), and the children jump up on two legs, trying not to touch the bag with their legs. Having described 2-3 circles with a bag, the teacher pauses, counts the number of those who hit the bag and gives instructions on how to perform jumps.

p / and "Quickly take it"

goal:Improve signal responsiveness.

Game progress: Children form a circle and, at the signal of the teacher, walk or run around objects (cubes, cones, pebbles), which should be one or two less than children. On the signal: “Quickly take it!” - Each player must take an object and raise it above his head. The one who did not have time to pick up the item is considered the loser.

p / and "Empty place"

Target:Develop the ability to navigate in space and speed

Run.

Game progress:The players stand in a circle, putting their hands on their belts - windows are obtained. The leader is chosen. He walks behind the circle and says: I walk around the house

And I look through the windows

I will go to one

And I'll knock softly.

After the word “I’ll knock,” the driver stops, looks into the window against which he stopped, and says: “Knock-knock-knock.” The one in front asks: "Who came?" The leader says his name. Standing in a circle asks: "Why did you come?". The driver replies: “We run to the races,” and both run around the players in different directions. There is an empty space in the circle. The one who reaches it first remains in the circle; the latecomer becomes the driver, and the game continues.

m/p "Classes"

Target:Teach kids to jump.

Game progress:Classics (5 - 6) are painted on the asphalt.
The child takes a flat stone and throws it into the first class. Then he jumps on two legs to the first class, picks up a stone and jumps back. He throws a pebble into the second class, and he himself jumps first into the first class, and from it to the second. Just the same raises a stone and jumps through the first class. Then he throws into the third class and so on until he goes beyond the class line. After that, the rest of the children begin to jump. When the turn comes again to the first child, he takes his pebble and throws it into the class that he did not get into earlier. So all the children take turns playing. The child from the group who passes all classes first wins.

p / and "Don't get caught"

Target:Develop dexterity and coordination of movement.

Game progress:The players are located around the cord, laid out on the floor in the form of a circle. There are two leaders in the center of the circle. At the signal of the teacher, the children jump on two legs into the circle and back out of the circle as the traps approach. The player who managed to "tarnish" receives a penalty point. After 50 sec. The game stops, the losers are counted, the game is repeated with new drivers.

p / and "Bird flight"

Target:To fix climbing on the gymnastic ladder.

Game progress:At one end of the hall are children - "birds". At the other end of the hall there are aids on which you can “fly up” (gymnastic benches, cubes, etc.) - “trees”.

At the signal of the teacher: “The birds are flying away!” - children, waving their arms like wings, scatter around the hall; to the signal: "Storm!" - run to the hills and hide there. When the teacher says “The storm has stopped!”, the children descend from the hill and again scatter around the hall (“the birds continue their flight”). During the game, the teacher must insure the children, especially when descending from the gymnastic wall.

m/p "Don't Stay on the Floor"

Target:Develop the ability to act on a verbal signal, quickly navigate the situation.

Game progress:A driver is selected - a trap that runs with the children throughout the hall (platform). As soon as the teacher said: “Catch!” - everyone runs away from the trap and tries to climb onto some kind of elevation (bench, cube, stump, etc.). The trap tries to pin down the escaping before they have time to stand on the dais. Children touched by the trap step aside. At the end of the game, the number of caught players is counted and another driver is chosen. The game is restarted.

p / and "The ball to the driver"

Target:Develop dexterity and speed of reaction, the ability to play in a team.

Game progress:The players are divided into 2-3 teams. Each team is built in a circle, in the center of each circle is the leader with the ball in his hands. The drivers throw the ball to the players of their circle in turn and get it back. When the ball goes around all the players, the driver raises it above his head and says “Done!”. Whose team is faster.

p / and "Geese - swans"

Target:to educate children in endurance, the ability to perform movements on a signal. Practice running with dodge.

Game progress:On one side of the hall (platform) the house in which the geese are located is indicated. On the opposite side of the hall stands a shepherd. To the side of the house is a lair (approximately in the middle of the hall), in which a wolf lives, the rest of the place is a meadow. Children are chosen to play the role of a wolf and a shepherd, the rest portray geese. The shepherd drives the geese out into the meadow, they graze and fly.

SHEPHERD: Geese, geese!

Geese: (stop and answer in chorus). Ha, ha, ha!

SHEPHERD: Do you want to eat?

GOOSIE: Yes, yes, yes!

SHEPHERD: So fly!

Geese: We can't:

Gray wolf under the mountain

He won't let us go home.

SHEPHERD: So fly as you like,

Just take care of your wings!

The geese, spreading their wings (spread their arms to the sides), fly home through the meadow, and the wolf, running out of the den, tries to catch them (stain). Caught geese go to the lair. After two runs, the number of geese caught by the wolf is counted. Then new drivers are selected - a wolf and a shepherd.

m/n "Flies - does not fly"

Target:Develop the ability to distribute attention, teach concentration.

Game progress:The children stand in a circle with the teacher in the center. He names animate and inanimate objects that fly and do not fly. For example, the teacher says: “The plane flies, the chair flies, the sparrow flies,” etc. Children should raise their hands up if a flying object is named.

p / and "Entertainers"

Target:Develop motor activity of children.

Game progress:A leader is chosen - an entertainer who stands in the center of the circle formed by the children. Holding hands, the children walk in a circle to the right and left, saying:

In an even circle one after another

We go step by step.

Stay where you are! together

Let's do this………..

Children stop, lower their hands; the entertainer shows some movement, and all players must repeat it.

p / and "Firefighters in training"

Target:To consolidate the ability to climb the gymnastic wall without missing the rails.

Game progress:Children are built in four columns facing the gymnastic wall - these are firefighters. On each span of the gymnastic wall, bells are hung at the same height (on a rail).

At the signal of the teacher: "March!" - the children standing first in the columns run to the gymnastic wall, climb it, ring the bell, go down and return to the end of their column. The teacher marks the child who completed the task the fastest. Then the signal is given again and the next group of children runs, and so on.

Target:Develop mindfulness, activity of sensory systems.

Hodge games:The players stand in a circle, in the center of the circle is the driver blindfolded. One of the children approaches the driver, the driver must recognize his friend by touch. The game continues 5-6 times, each time a new driver is chosen.

p / and "Frost Red Nose"

Target: Cultivate speed and agility

move: On the opposite side of the site, two houses are marked, the players are located

In one of the houses. Leading - Frost Red Nose becomes in the middle of the site facing the players and says:

I'm Frost Red Nose.

Which one of you decides

On the way - to start the path?

The players respond in unison:

We are not afraid of threats

And we are not afraid of frost.

After the word “frost”, the children run across the playground to another house, and the driver catches up with them and tries to touch them with his hand, “freeze”. "Frozen" stop at the place where they were touched, and until the end of the dash they stand without moving. The teacher, together with Frost, counts the number of "frozen". After each dash, a new Frost is chosen. At the end of the game, they compare which Frost froze more players.

p / and "Hunters and hares"

Target : Cultivate dexterity

Stroke:A hunter is chosen from among the players, the rest of the children are hares. On one side of the hall (platform) there is a place for a hunter, on the other - a house for hares. The hunter walks around the hall, pretending to be looking for traces of hares, and then returns to his house. Hares jump out of _ behind the bushes and jump (on 2 legs, on the right or left - whoever wants) in different directions. At the signal: "Hunter!" - hares run away into the house, and the hunter throws balls at them (he has 2-2 balls in his hands). The hares he hit are considered shot, and he takes them to his house. After each hunt for hares, the hunter changes, but is not selected from among those caught.

p/i "Brave Sparrows"

Target : Cultivate speed and agility

Stroke:Children are built in a circle, in front of each playing two snowballs. In the center of the circle, the driver is a cat. Children pretend to be a sparrow and, at the signal of the teacher, jump into the circle through the snowballs and jump back out of the circle as the cat approaches. A sparrow touched by a cat. Receives a penalty point, but is not out of the game. After a while, the teacher stops the game and counts the number of "pegged"; a new driver is selected.

p / and "Sly fox"

Target: Cultivate speed and agility

Stroke:The players stand in a circle at a distance of one step from each other. To the side, outside the circle, the fox's house is indicated. At the signal of the teacher, the children close their eyes, and the teacher goes around them from the outside of the circle and touches one of the players, who becomes the leader - a cunning fox. Then the children open their eyes, in chorus 3 times (with a short interval) ask (quietly at first, then louder): “Cunning fox, where are you?” After the third question, the cunning fox quickly runs out to the middle of the circle, raises his hand and says: “I'm here!”. All the players scatter around the site, and the fox catches them (touching them with his hand). After the fox catches 2-3 children and takes them to his house, the teacher says: “In the circle!”. The game is restarted.

m/p "School of the ball"

Target : development of dexterity, quick reaction, attention

Target:A small ball is given for the game. Children play one at a time, two at a time, and in small groups. The player performs the task of movement in order. Having successfully coped with one, he moves on to the next. If a child makes a mistake, he passes me x to another. When the game continues, he starts with the move in which he made a mistake.

p / and "Bears and bees"

Target: Cultivate speed and agility

Stroke:On one side of the hall is a beehive, and on the opposite side is a meadow. To the side is a bear den. At a prearranged signal from the teacher, the bees fly out of the hive (get off the hill (it can be a gymnastic bench, wall, etc.)) fly to the meadow for honey and buzz. The bees fly away, and the bears run out of the den and climb into the hive (fly up the hill) and feast on honey. As soon as the teacher gives a signal: “Bears!”, the bees fly to the hives, and the bears run away to the den. The bees that did not have time to hide sting (touching it with their hand). The stung bears miss one game. The game resumes, and after it is repeated, the children change roles.

p / and "Owl"

Target: Build creative imagination

Stroke:On one side of the hall, an owl's nest is indicated. A driver is placed in the nest - an owl. The rest of the children depict birds, butterflies, beetles - they fly around the hall. After a while, the teacher says: “Night!” - and all the players stop on the spot in those positions in which the night caught. The owl flies out of its nest, flaps its wings and looks at who is moving. The one who moved, the owl takes him to his nest. The teacher says: "Day!" - and butterflies, bugs, birds come to life and again begin to fly, spin. After two sorties of an owl for hunting, the number of those caught is counted and a new driver is selected.

p / and "Pair running"

Target: Learn to run in pairs

Stroke:"Change the subject." Children (two children, each with a cube in their hands), at the signal of the teacher, run to the hoop (35 m), change the cube for a ball and return back to the team. Pass the ball to the next players. The next children change the ball for a cube. The task for children is to change one object for another as quickly as possible.

m/n "Who will get to the flag sooner"

Target: improve crawling skills

on all fours and the ability to navigate

in space

Stroke:All players sit on chairs. At a distance of 5-6 steps from the edge of the site, a line is drawn, beyond which there are 4-5 children. On the opposite side of the site, at a distance of 18 - 20 steps, the lines against each place a chair, on which a flag is placed. The chairs are in line. At the signal of the teacher, the children run to the flags, take them, lift them up, then put them back. The teacher notes which of the children raised the flag before the others. Then all those who fled sit on chairs, and the next 4-5 people take their place beyond the line. The game ends when all the children run 1 time to the flag.

p / and "Burn, burn clearly!"

Target: Develop speed and agility

Stroke:The players stand in a column of two, holding hands, in front of the column is the leader. The children say in chorus:

Burn, burn brightly so that it does not go out.

Look at the sky, the birds are flying

The bells are ringing!

One, two, three - run!

At the end of the words, the players of the last pair lower their hands and run to the beginning of the column - one to the right, the other to the left of it. The driver tries to tarnish one of the players before he has time to join hands with his pair. If the driver has stained the player, then he becomes a pair with him in front of the column.

m / and "Get in the hoop"

Target: Develop eye and accuracy of motor actions

Stroke:3 teams participate, building children in a column behind the throw line facing the wall (3-4 m from the throw line). Opposite each team there is a hoop on the floor (1.5-2 m from the throw line). The first players hold the ball in their hands. On a signal, the first players throw the ball against the wall so that, having rebounded, it hits the hoop, then into their hands. Having caught the ball, the children pass it to the next one, and they themselves stand at the end of the column. For each accurate throw, the team is awarded one point. The team with the most points wins.

p / and "Homeless Hare"

Target: Improve the speed of response to a sound signal

Stroke:A hunter and a homeless hare are selected from among the players. The rest of the players - hares draw circles for themselves (at home), and everyone stands in it.

The "homeless hare" runs away, and the "hunters" catch up with him. "Hare" can escape from the "hunter" by running into any circle; then the “hare” that has flocked in the circle must immediately run away, because now he is becoming homeless and the “hunter” will catch him. As soon as the “hunter” has caught (stripped) the hare, he himself becomes a “hare”, and the former “hare” becomes a “hunter”.

p / and "Carousel"

Target:to develop in children the rhythm of movements and

The ability to coordinate them with words

Stroke:Children form a circle, holding the cord with their right hand, walk in a circle at first slowly, then faster and start running. Movements are performed in accordance with the text spoken aloud:

Barely, barely, barely, barely

The carousels spin

And then around, around, around,

Everyone run, run, run.

After the children run 2-3 circles, the teacher organizes them and gives a signal to change the direction of movement. The players turn around and, intercepting the cord with the other hand, continue walking and running. Then the teacher together with the children says:

Hush, hush, don't rush!

Stop the carousel!

One, two, one, two

Here the game is over.

The movement of the "carousel" is gradually slowing down. To the words "That's the game over!" children stop.

m/p "Knock down the skittle"

Target: Train accuracy, strengthen arm muscles

Stroke:Players stand in a line behind the starting line for 6-8 people. On a signal, children change snowballs, trying to knock down the skittles (distance 4-5 m from the starting line). The players who managed to hit the targets are marked.

p / and "From bump to bump"

Target: develop the ability to jump on two legs with

moving forward

Stroke:The teacher lays out flat hoops in a checkerboard pattern (6 pieces in two lines). The players line up in two columns and, on command, jump on two legs from hoop to hoop. The distance between children in jumps is 2-3 hoops, in order to prevent injuries. The team that completes the task quickly and correctly wins.

p / and "Oncoming dashes"

Target: Strengthen the ability of children to run for distillation

Stroke:The group is divided in half. The players stand on opposite sides of the court behind the lines in a line at a distance of at least one step from each other. Each group of children has ribbons of their own color on their hands - blue, yellow. At the signal of the teacher “blue”, children with blue ribbons run to the opposite side. The children standing opposite stretch out their palms forward and wait for the running ones to touch them with their hands. The one who was touched runs to the other side of the site, stops behind the line, turns and raises his hand up. Etc.

p/i "Serso"

Target: Develop attention, eye, coordination

movement, accuracy

Stroke:Two children stand opposite each other at a short distance (2-3 m). One of them throws towards the other ring, and he catches them on a stick.

With a large number of participants, the children, divided into pairs, stand opposite each other at a distance of 3-4 m. One of them (by agreement) has a stick in his hands, the other has a stick and several rings (at first 2, later 3-4) . The latter puts rings on the tip of the stick and sends them one at a time towards his partner, who catches the rings on his stick. When all the rings are thrown, the rings caught are counted, after which the children change roles. Whoever catches the most rings wins.

p / and "K&

Mobile game "Cunning Fox"

Mobile game "Find the ball"

Mobile game "Two frosts"

Mobile game "Carousel"

Mobile game "Mousetrap"

Mobile game "Wolf in the ditch"

Mobile game "Cosmonauts"

Mobile game "Airplanes"

Mobile game "Who has the ball"

Mobile game "Owl"

Download:


Preview:

Mobile game "Cunning Fox"

Purpose: To develop in children endurance, observation. Exercise in fast running with dodging, in building in a circle, in catching.

Description: The players stand in a circle at a distance of one step from each other. Outside the circle, the fox's house is drawn. The teacher invites the players to close their eyes, goes around the circle behind the children and says “I’m going to look for a cunning and red fox in the forest!”, Touches one of the players, who becomes a cunning fox. Then the teacher invites the players to open their eyes and look carefully which of them is a cunning fox, if she will give herself away with something. The players ask in chorus 3 times, at first quietly, and then louder, “Sly fox, where are you?”. While everyone is looking at each other. The cunning fox quickly goes to the middle of the circle, raises his hand up, says "I'm here." All the players scatter around the site, and the fox catches them. The captured fox takes it home to the hole.

Rules: The fox begins to catch the children only after the players ask in chorus 3 times and the fox says "I'm here!"

If the fox gave himself away earlier, the teacher appoints a new fox.

The player who ran out of the area is considered to be caught.

Options: 2 foxes are selected.

Mobile game "Pass - get up"

Purpose: To instill in children a sense of camaraderie, to develop dexterity, attention. Strengthen the muscles of the shoulders and back.

Description: The players are built in two columns, at a distance of two steps from one another. In each stand from each other at arm's length. A line is drawn in front of the columns. Two balls are placed on it. At the signal to “sit down”, everyone sits down cross-legged. At the signal “pass”, the first in the columns take the balls and pass them over their heads behind those sitting, then they stand up and turn to face the column. The one who received the ball passes it back over his head, then gets up and also turns to face the column, etc. The column that passes correctly and does not drop the ball wins.

Rules: Pass the ball only over the head and while sitting. Get up only after passing the ball behind the person sitting. The one who failed to take the ball runs after him, sits down and continues the game.

Options: Pass the ball to the right or left by turning the body.

Mobile game "Find the ball"

Purpose: To develop observation and dexterity in children.

Description: All players stand in a circle close to the center. One player becomes the center, this is the speaker. The players keep their hands behind their backs. One is given a ball. Children begin to pass the ball to each other behind their backs. The driver tries to guess who has the ball. He can ask each of the players to show their hands by saying "hands". The player extends both hands forward, palms up. The one who had the ball or who dropped it, becomes in the middle, and the driver takes his place.

Rules: The ball is passed in any direction. The ball is passed only to a neighbor. You cannot pass the ball to a neighbor after the driver demands to show his hands.

Options: Put two balls into play. Increase the number of drivers. Give the task to the one who had the ball: jump, dance, etc.

Mobile game "Two frosts"

Purpose: To develop in children inhibition, the ability to act on a signal (by word). Exercise in running with dodging in catching. Contribute to the development of speech.

Description: On opposite sides of the site, two houses are marked with lines. The players are located on one side of the court. The teacher selects two drivers who stand in the middle of the site between the houses, facing the children. These are Frost Red Nose and Frost Blue Nose. At the signal of the educator, “Start,” both Frosts say: “We are two young brothers, two frosts are remote. I am Frost Red Nose. I am Frost Blue Nose. Which of you decide to set off on the path? All the players answer: “We are not afraid of threats and we are not afraid of frost” and run to the house on the opposite side of the site, and the Frosts try to freeze them, i.e. touch with your hand. The frozen ones stop where the frost has taken them, and so they stand until the end of the dash for everyone else. The frozen ones are counted, after which they join the players.

Rules: Players can run out of the house only after the word "frost". Those who run out earlier and who remain in the house are considered frozen. Anyone touched by Frost immediately stops. You can only run forward, but not backward and not out of bounds.

Options: Behind one line are the children of the Blue Frost, behind the other are the children of the Red. At the “blue” signal, the blue ones run, and the Red Frost catches and vice versa. Who will catch more.

Mobile game "Carousel"

Purpose: To develop in children the rhythm of movements and the ability to coordinate them with words. Exercise in running, walking in a circle and building in a circle.

Description: The players form a circle. The teacher gives the children a cord, the ends of which are tied. The children, holding the cord with their right hand, turn to the left and say the poem: “Barely, barely, barely, barely, the carousels spun. And then around, around, all running, running, running. In accordance with the text of the poem, children walk in a circle, first slowly, then faster, then run. During the run, the educator says: “Be-be-y-whether.” Children run 2 times in a circle, the teacher changes the direction of movement, saying: “Turn”. The players turn around, quickly intercepting the cord with their left hand and run in the other direction. Then the teacher continues with the children: “Hush, hush, don’t write off, stop the carousel. One, two, one, two, the game is over!" The carousel movements are getting slower. At the words “here the game is over,” the children lower the cord to the ground and disperse.

Rules: You can take places on the carousel only by calling. Not having time to take a seat before the third call, does not take part in skating. It is necessary to make movements according to the text, observing the rhythm.

Options: Everyone should take their place. Put the cord on the floor, running in a circle after it.

Mobile game "Mousetrap"

Purpose: To develop in children endurance, the ability to coordinate movements with words, dexterity. Practice running and squatting, building in a circle and walking in a circle. Contribute to the development of speech.

Description: The players are divided into two unequal groups. The smaller one forms a circle - a “mousetrap”, the rest of the “mice” - they are outside the circle. The players, representing a mousetrap, hold hands and begin to walk in a circle, saying: “Oh, how tired the mice are, they gnawed everything, everyone ate. Beware, cheaters, we will get to you. We will put mousetraps for you, we will catch everyone now. Children stop and raise their clasped hands up, forming a gate. Mice run into and out of the mousetrap. According to the word of the teacher: "clap", the children standing in a circle, lower their hands and squat - the mousetrap slammed shut. Players who do not have time to run out of the circle are considered to be caught. Caught mice move into a circle and increase the size of the mousetrap. When most of the mice are caught, the children switch roles.

Rules: Lower clasped hands at the word "clap". After the mousetrap is slammed, you can not crawl under your arms

Options: If there are many children in the group, then two mousetraps can be organized and the children will run in two.

Mobile game "Guess who got caught"

Purpose: To develop observation, activity, initiative. Practice running and jumping.

Description: Children are sitting on chairs, the teacher offers to go for a walk in the forest or in a clearing. There you can see birds, bugs, bees, frogs, grasshoppers, bunnies, hedgehogs. They can be caught and brought to a living corner. The players follow the teacher, and then scatter in different directions and pretend to catch in the air or crouching on the ground. “It's time to go home,” says the teacher and all the children, holding the living creatures in their hands, run home and occupy each of their chairs. The teacher calls one of the children and offers to show who he caught in the forest. The child imitates the movements of the caught animal. Children guess who was caught. Then they go for a walk in the woods again.

Rules: Return at the signal "It's time to go home."

Options: Train ride (sit on chairs, imitate movements and sound of wheels with hands and feet).

Mobile game "We are funny guys"

Purpose: To develop in children the ability to perform movements on a verbal signal. Exercise in running in a certain direction with dodging. Contribute to the development of speech.

Description: Children stand on one side of the playground. A line is drawn in front of them. A line is also drawn on the opposite side. To the side of the children, in the middle, between the two lines, there is a trap appointed by the teacher. The children say in unison: “We are funny guys, we love to run and jump, well, try to catch up with us. One, two, three - catch! After the word “catch”, the children run to the other side of the playground, and the trap catches up with the runners. The one who was touched by the trap before the player crossed the line is considered to be caught and sits near the trap. After 2-3 runs, the caught ones are recalculated and a new trap is selected. Rules: Crossing to the other side is possible only after the word "catch". The one who was touched by the trap steps aside. The one who ran across to the other side, beyond the line, cannot be caught. Options: Introduce a second trap. On the way of the evaders - an obstacle - running between objects.

Mobile game "The herd and the wolf"

Purpose: To develop the ability to perform movements on a signal. Practice walking and running fast.

Description: Circles, squares are outlined on one side of the site. These are buildings: a calf barn, a stable. The rest is occupied by "meadow". In one of the corners on the opposite side is the "wolf's lair" (circled). The teacher appoints one of the players as a "shepherd", the other as a "wolf", which is located in the den. The rest of the children depict horses, calves, which are in the barnyard, in the appropriate premises. At the sign of the educator, the "shepherd" in turn approaches the "doors" of the calf house, stables and, as it were, opens them. Playing the pipe, he leads the whole herd to the meadow. He himself goes behind. The players, imitating domestic animals, nibble grass, run, move from one place to another, approaching the wolf's lair. “Wolf,” the teacher says, everyone runs to the shepherd and stands behind him. Those who did not have time to reach the shepherd, the wolf catches and takes them to the lair. The shepherd takes the flock to the barnyard, where everyone is placed in their places.

Rules: The wolf runs out of the lair only after the word "wolf". Simultaneously with the wolf running out, all the players must run to the shepherd. Those who did not have time to stand behind the shepherd, the wolf takes them to him.

Options: Include a “water hole” in the game, bend down and, as it were, drink water.

Mobile game "Geese - Swans"

Purpose: To develop endurance in children, the ability to perform movements on a signal. Practice dodging. Promote the development of speech.

Description: At one end of the site, a “house” line is drawn, where the geese are located, at the opposite end there is a shepherd. To the side of the house is the "wolf's lair". The rest of the place is "meadow". The teacher appoints one as a shepherd, another as a wolf, the rest depict geese. The shepherd drives out the geese to graze on the meadow. Geese walk, fly across the meadow. The shepherd calls them "Geese, geese." The geese answer: "Ha-ha-ha." "Do you want to eat?" "Yes Yes Yes". "So fly." "We can not. The gray wolf under the mountain does not let us go home. "So fly as you like, just take care of the wings." The geese, spreading their wings, fly home through the meadow, and the wolf runs out, cuts off their path, trying to catch more geese (touch with your hand). The captured geese are carried away by the wolf. After 3-4 runs, the number of those caught is counted, then a new wolf and a shepherd are appointed.

Rules: Geese can fly home, and the wolf can catch them only after the words "So fly as you want, just take care of your wings." The wolf can catch geese in the meadow up to the border of the house.

Options: Increase distance. Enter the second wolf. On the way of the wolf obstacles, which must be jumped over.

Mobile game "Who will quickly remove the tape"

Purpose: To develop in children endurance, the ability to act on a signal. Children practice fast running, jumping.

Description: A line is drawn on the site, beyond which the children are built in several columns of 4-5 people. At a distance of 10-15 steps, a rope is stretched opposite the columns, the height is 15 cm higher than the hands of the children raised up. Against each column, a ribbon is thrown onto this rope. At the “run” signal, all those standing first in the columns run to their ribbon, jump up and pull it off the rope. The first person to remove the tape is considered the winner. Ribbons are hung up again, those who were first in the column stand at the end, and the rest move towards the line. At the signal, the next children run. Etc. The winnings in each column are counted. Rules: You can run only after the word "run". Pull off the tape only opposite your column. Options: Put obstacles in the way of running. Stretch the rope at a distance of 40 cm, under which you need to crawl without hitting it. Draw two lines at a distance of 30 cm, through which you need to jump.

Mobile game "Quick to places"

Purpose: To develop orientation in space, the ability to perform movements on a signal. Exercise in fast running, walking, bouncing.

Description: Children stand in a circle at arm's length, the place of each is marked with an object. At the word "run", the children leave the circle, walk, run or jump all over the site. The teacher removes one item. After the words "in places", all the children run in a circle and take empty seats. To the rest, the children say in unison, “Vanya, Vanya, don’t yawn, quickly take a seat!”

Rules: A place in a circle can only be taken after the words “In places”. You can not stay still after the word "run."

Options: At the beginning of the game, do not hide the die so that no one is left without a place. Remove 2 or 3 cubes. In winter, flags are stuck in the snow.

Mobile game "Trap, take the tape"

Purpose: To develop in children dexterity, ingenuity. Practice running with dodging, catching and building in a circle.

Description: The players line up in a circle, each receives a ribbon, which he lays behind the belt or behind the collar. In the center of the circle is a trap. At the signal “run”, the children scatter, and the trap seeks to pull the ribbon from someone. The one who has lost the ribbon steps aside. At the signal “One, two, three, quickly run into a circle,” the children line up in a circle. The trap counts the number of ribbons and returns them to the children. The game starts with a new trap.

Rules: The trap must take only the tape, without delaying the player. The player, having lost the tape, steps aside.

Options: Choose two traps. You cannot take a tape from a crouched player. The players run along the "path", "bridge", jumping over the "hummocks".

Mobile game "Hunters and hares"

Purpose: To improve the skills of jumping and throwing at a target on both legs. Develop dexterity, speed and orientation in space.

Equipment: ball.

Separation of roles: One or two "hunters" are chosen, who stand on one side of the site, the rest of the children are "hares".

Game progress.

Hares sit in their "minks" located on the opposite side of the site. "Hunters" go around the site and pretend to be looking for "hares", then go to their places, hide behind "trees" (chairs, bench).

In the teacher's words:

Bunny jump-jump. jumping gallop

Into the green forest

"Hares" go to the site and jump. To the word "Hunter!" The "hares" run to their "minks", one of the "hunters" aims the ball at their feet and whoever hits, he takes with him. The "hares" again go out into the forest and the "hunter" hunts them again, but throws the ball with his second hand. When the game is repeated, new "hunters" are chosen.

Game instructions. Make sure that the "hunter" throws the ball with both the right and left hand. "Hunters" throw the ball only at the feet of "hares". The ball is picked up by the one who threw it.

Mobile game "Bear and bees"

Purpose: To teach children to get off and climb on the gymnastic wall. develop dexterity and speed.

The hive (gymnastic wall or tower) is located on one side of the site. On the opposite side is a meadow. To the side is a bear den. At the same time, no more than 12-15 people participate in the game. The players are divided into 2 unequal groups. Most of them are bees that live in the hive. Bears are in the den. At a prearranged signal, the bees fly out of the hive (get down from the gymnastic wall), fly to the meadow for honey and buzz. As they fly away, the bears run out of the den and climb into the hive (climb the wall) and feast on honey. As soon as the teacher gives the signal “bears”, the bees fly to the hives, and the bears run away to the den. The bees that did not have time to hide sting (touch by hand). Then the game resumes. Stung bears do not participate in the next game.

Directions. After two repetitions, the children switch roles. The teacher makes sure that the children do not jump off, but get off the stairs; help if necessary.

Mobile game "Free place"

Purpose: To develop dexterity, speed; the ability not to collide.

The players sit on the floor in a circle with their legs crossed. The teacher calls two children sitting next to each other. They stand up and stand in a circle with their backs to each other. At the signal “one, two, three - run,” they run in different directions, run to their place and sit down. The players note who first took the free place. The teacher calls two other children. The game continues.

Directions. You can call for running and children sitting in different places of the circle.

Mobile game "Wolf in the ditch"

Purpose: To teach children to jump, develop dexterity.

A ditch is marked across the platform (hall) by two parallel lines at a distance of about 100 cm from one another. It contains a driver - a wolf. The rest of the children are goats. They live in the house (stand behind the line along the border of the hall). On the opposite side of the hall, a line separates the field. To the words "Goats, in the field, the wolf in the ditch!" children run from the house into the field and jump over the ditch along the road. The wolf runs in the moat, trying to overpower the jumping goats. Salted walks to the side. The teacher says: “Goats, go home!” The goats run home, jumping over the ditch along the way. After 2-3 runs, another leader is selected or assigned.

Directions. A goat is considered caught if the wolf touched it at the moment when it jumped over the ditch, or if it hit the ditch with its foot. To complicate the game, you can choose 2 wolves.

Mobile game "Frogs and herons"

Purpose: To develop dexterity and speed in children. Learn to jump back and forth over an object.

The boundaries of the swamp (rectangle, square or circle) where frogs live are marked with cubes (side 20 cm), between which ropes are stretched. At the ends of the ropes are sandbags. Away is a heron's nest. Frogs jump, frolic in the swamp. The heron (leader) stands in its nest. At the signal of the teacher, she, raising her legs high, goes to the swamp, steps over the rope and catches the frogs. The frogs escape from the heron - they jump out of the swamp. The heron takes the frogs he has caught to his house. (They stay there until they choose a new heron.) If all the frogs manage to jump out of the swamp and the heron does not catch anyone, she returns to her house alone. After 2-3 games, a new heron is chosen.

Directions. The ropes are placed on the cubes so that they can easily fall if they are touched when jumping. The fallen rope is put back in place. Playing (frogs) should be evenly distributed over the entire area of ​​​​the swamp. There may be 2 herons in the game.

Udmurt outdoor game "Water"

Purpose: to cultivate friendly relations between children.

The driver sits in a circle with his eyes closed. The players move in a circle with the words:

Grandfather Water,

What are you doing underwater?

Look out for a glimpse

For one minute.

The circle stops. The merman gets up and, with his eyes closed, approaches one of the players. His task is to determine who is in front of him. The merman can touch the player in front of him, but his eyes cannot be opened. If the Waterman guesses the player's name, they switch roles and the game continues.

Mobile game "Cosmonauts"

Purpose: To develop children's attention, dexterity, imagination. Exercise in quick orientation in space.

The contours of the missiles are drawn along the edges of the site. The total number of seats in the rockets must be less than the number of children playing. In the middle of the platform, the astronauts, holding hands, walk in a circle, saying:

Fast rockets are waiting for us. Let's fly to such a one!

For planet walks. But there is one secret in the game:

Whatever we want, There is no place for latecomers.

With the last words, the children let go of their hands and run to take their places in the rocket. Those who did not have enough space in the rockets remain at the cosmodrome, and those who sit in the rockets tell in turn where they fly and what they see. After that, everyone again stands in a circle, and the game is repeated. During the flight, instead of talking about what they saw, children are invited to perform various exercises, tasks related to spacewalks, etc.

Mobile game "Falcon and pigeons"

Purpose: to train children in dodge running.

On opposite sides of the site, dove houses are indicated by lines. Between the houses there is a falcon (leader). All children are pigeons. They stand behind the line on one side of the court. The falcon shouts: "Doves, fly!" pigeons fly (run) from one house to another, trying not to get caught by a falcon. The one whom the falcon has touched with his hand steps aside. When 3 pigeons are caught, another falcon is chosen.

Mobile game "Birds and a cage"

Goal: increase motivation for gaming activities, exercise running - in a half-sitting position with acceleration and deceleration of the pace of movement.

Children are divided into two groups. One forms a circle in the center of the playground (children walk in a circle, holding hands) - this is a cage. Another subgroup is birds. The teacher says: “Open the cage!” Children forming a cage raise their hands. Birds fly into a cage (in a circle) and immediately fly out of it. The teacher says: “Close the cage!” children throw up their hands. Birds left in the cage are considered to be caught. They stand in a circle. The cage increases and the game continues until 1-3 birds remain. Then the children switch roles.

Mobile game "Airplanes"

Objectives: to teach children to run slowly, keep their back and head straight while running, keep the distance between each other, develop orientation in space.

I option: children run around the playground, depicting airplanes (hands apart). Planes must not collide and break their wings. The victims of the accident approach the teacher. After repairs, they are again sent to flight. The game lasts 2-3 minutes.

II option: children are placed around the teacher in one corner of the site and squat down. These are planes at the airport. At the signal of the educator, the planes take off one after another and fly (slowly) in any direction, trying not to touch each other with wings (arms outstretched to the sides). On a signal, the planes come in for a landing and take their place at the airfield. At the end of the game, the best flying without accidents are marked. The game is repeated 3-4 times.

Mobile game "Who has the ball"

Objectives: to teach to keep the back straight, strengthen the muscles of the back, exercise the ball passing.

Children form a circle. The driver is chosen (becomes in the center of the circle), the rest move tightly towards each other. Children pass the ball in a circle behind their backs. The driver tries to guess who has the ball, he says “Hands!” and the one being addressed should show both hands, palms up. If the driver guessed right, he takes the ball and stands in a circle.

Mobile game "Owl"

Goals: development of attention, response to a verbal command and arbitrary regulation of behavior.

An owl's nest is marked on the site. The rest are mice, bugs, butterflies. At the signal "Day!" Everyone is walking and running. After a while, the signal “Night!” sounds. and everyone freezes, remaining in the position in which the team found them. The owl wakes up, flies out of the nest and the one who moves, takes him to his nest.

Mobile game "Homeless Hare"

Objectives: exercise of short-term fast running and dodging, development of a reaction to a quick decision.

From among the players, a "hunter" and a "homeless hare" are selected. The rest of the children - hares are located in the houses (circles drawn on the ground). A homeless hare runs away from a hunter. A hare can escape by running into someone's house, but then the hare standing in the circle becomes a homeless hare and must immediately run away. After 2-3 minutes, the teacher changes the hunter.