Mobile mousetrap game is the goal of the game. Mobile game "Cunning Fox"

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.

Outdoor games for the senior group

Walking and running games

  1. Sly Fox

Target: improve the skills of running in all directions with catching and dodging; develop dexterity, speed of reaction to a signal.

Stroke: The players sit in a circle at a distance of one step from each other.
The teacher invites the players to close their eyes and, going around the circle behind the children, touches one of the players, who becomes the “Sly Fox”. Then the children are invited to open their eyes and look carefully which of them is a cunning fox, will she give herself away in some way? The players ask in chorus 3 times, first quietly, and then louder: “Cunning fox, where are you?”. The cunning fox quickly comes to the middle of the circle, raises his hand up and says: "I'm here." All the players scatter around the site, and the fox catches them. After the fox catches 2-3 people, the teacher says: “In a circle!”. The children form a circle again and the game is repeated.

  1. Swan geese

Target: improve the skills of walking and running in all directions, develop the skills of running with catching and dodging; teach children to listen to the text and quickly respond to the teacher's signal.

Stroke: A wolf and a shepherd are selected from among the players. The rest of the children are geese. On one side of the site, a line is drawn, beyond which there are geese. This is their home. On the side of the site, a place is outlined - the wolf's lair. The "shepherd" drives out the "geese" to graze on the meadow. "Geese" walk, fly across the meadow.

Shepherd: Geese, geese" Geese: (stop and answer) Ha-ha-ha!

Shepherd: Do you want to eat? Geese: Yes Yes Yes!

Shepherd: So fly home! Geese: The gray wolf under the mountain does not let us go home.

Shepherd: So fly as you like, just take care of the wings.

The geese, spreading their wings, fly home through the meadow, and the wolf, running out of the den, tries to catch them. Caught geese go to the lair. After several runs, the number of geese caught by the wolf is counted. Then a new wolf and a shepherd are chosen.

  1. We are fun guys

Target: continue to teach children to act only on a signal; to consolidate running skills with catching and dodging; develop endurance, speed, agility.

Stroke: Children stand on one side of the playground or room. A line is drawn in front of them. A line is also drawn on the opposite side. To the side of the children, approximately in the middle between the two lines, is a trap. Children in chorus pronounce the text:

We are funny guys

We love to run and play.

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 them. 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, a count of those caught is carried out and a new trap is selected.

  1. Mousetrap

Target: to consolidate the skills of running in all directions, without interfering with each other; coordinate their movements with the text of the poem; develop dexterity, quick reaction to a signal.

Stroke: The players are divided into two unequal groups. The smaller group forms a circle - a mousetrap. The rest are mice. They are outside the circle. Children, depicting a mousetrap, hold hands and walk in a circle, now to the left, then to the right, saying:

Oh, how tired the mice are,

They chewed everything, ate everything.

Beware, cheaters

We will get to you.

Here we put mousetraps,

Let's catch them all at once!

At the end of the poem, the children stop and raise their clasped hands up. Mice run into the mousetrap and immediately run out the other side. According to the teacher "clap!" children standing in a circle lower their hands and squat - the mousetrap is considered to be slammed. 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 of the mice are caught, the children switch roles and the game resumes.

  1. Carp and pike

Target: continue to teach to run in all directions in a limited space, without interfering with each other; develop the ability to quickly respond to a signal.

Stroke: One child is chosen to be the pike. The rest of the players are divided into two groups: one of them - pebbles - forms a circle, the other - crucians that swim inside the circle. The pike is behind the circle. At the signal of the teacher "pike!" she quickly runs into the circle, trying to catch crucians. Carp are in a hurry to take a place behind one of the players and sit down (hide behind the pebbles). The pike catches those carp that did not have time to hide. Those caught leave the circle. The game is repeated 3-4 times, after which the number of carp caught is counted. Then choose a new pike. Children standing in a circle and inside it change places, and the game is repeated.

  1. Whose link is more likely to gather

Target: improve the ability to walk and run in all directions, changing the rhythm and pace of movement; develop orientation in space, the ability to quickly respond to a signal.

Stroke: Children are divided into 3-4 groups with the same number of players: each group is given flags of any one color. At different ends of the site, 3-4 flags of the same colors are placed on stands. Each group is built in a column in front of a flag of its color. The teacher hits the tambourine and the children begin to walk, run around the playground in different directions. Movements change depending on the rhythm and pace that the teacher gives. At the signal "to the place!" children run to their flag and line up. The teacher notes which group lined up first.

Game instructions. After 2-3 repetitions, the game can be complicated. At the moment when the children are running, the teacher changes the places of the flags and says “to the places!” Children rush to line up in a column against their flag. The teacher notes which column was built first.

  1. Fifteen

Target: to consolidate the ability to run in all directions throughout the site, without interfering with each other, dodging the tag; develop speed, agility; teach children to "stain" correctly.

Stroke: Children are in different places of the playground (its boundaries are marked with flags). The selected tag, having received a colored bandage (ribbon), becomes in the middle of the site. At the signal of the educator, “catch!” all the children scatter around the playground, and the tag tries to catch up with someone and touch him with his hand. The one he touched moves away. The game ends when the tag catches 3-4 players. When the game is repeated, a new tag is selected. If the tag cannot catch any of the players within 30-40 seconds, another driver should be chosen.

  1. cat and mouse

Target: to consolidate the ability to walk in a circle, coordinating movements with the text of the poem; develop running skills with catching and dodging.

Stroke: The players stand in a circle. Choose a cat and a mouse. The mouse becomes in a circle, the cat behind the circle. The rest of the children walk in a circle and say:

Vaska walks white,

Vaska's tail is gray,

And the arrow runs.

The eyes are closed.

Claws straighten out

Teeth like a needle.

Only mice will scratch

Sensitive Vaska is right there,

He will catch everyone.

With the last words, the children stop, and two children in the agreed place raise their hands,

leaving the passage - the gate. The mouse, running away from the cat, can run through the gate and crawl under the arms of those standing in a circle. The cat, trying to catch the mouse, can only run through the gate in the circle. When the cat catches the mouse, other children are selected for these roles, and the game is repeated. If the cat cannot catch the mouse for a long time, the teacher arranges an additional gate.

jumping games

  1. Fishing rod

Target: improve the skills of jumping in place, achieving a soft landing on toes; develop mindfulness, dexterity.

Stroke: Children stand in a circle. In the center of the circle is the teacher. 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 ground itself, and the children jump up, trying so that the bag does not touch their legs. Previously, the teacher shows and explains to the children how to bounce: push off strongly and pick up their legs. Pauses should be taken from time to time to allow the children to rest.

  1. Don't stay on the floor (on the ground)

Target: continue to teach children to jump from objects of different heights, landing on their toes; to consolidate the ability to walk and run in all directions, quickly respond to a signal.

Stroke: On all sides of the site (room) there are objects 25-30 cm high: stairs with steps, low boxes, benches, etc. A trap is selected. They put a bandage on his hand. Children are placed on objects in different areas of the playground. To the beat of the tambourine, the children jump off and run around the playground. The trap takes part in the general movement. At the signal of the teacher "Catch!" all the children again climb up the placed elevations. The trap catches those who did not have time to jump on the dais. Those caught sit aside. After 2-3 repetitions, the catches are counted, a new trap is selected and the game resumes.

The teacher makes sure that the children jump off the objects with two legs and land on their toes; so that they scatter all over the site, away from the objects on which they must climb.

  1. Rope jumping

Target: exercise children in jumping over a swinging rope on two legs, achieving a soft landing on their toes.

Stroke: Two children hold both ends of a thick rope, cord or long rope. Slowly and evenly, they begin to twist it towards the standing children, and they, in turn, jump over the rope, trying not to hit it. The one who touches changes one of the twisters of the rope.

  1. "Hunter and Hares».

Target: teach children to choose a target, follow the movement of the ball and evaluate the result. To consolidate the skills of jumping on two legs with moving forward, running in all directions with catching and dodging.

Stroke: On one side of the site, a place for hunters is outlined. On the other side are houses for hares. In each house there are 2-3 hares. The hunter walks around the site, pretending to be looking for traces of hares, and then returns to his place. On a signal, the hares run out of their houses into the clearing and jump on two legs, moving forward. According to the teacher "Hunter!" hares run to the houses, and a child, representing a hunter, throws a ball at them. A hare hit by a ball is considered to have been hit. The hunter takes him to him. After 2-3 repetitions, the number of hares caught is counted, a new hunter is selected and the game is resumed.

  1. homeless hare

Target: to consolidate the skills of jumping on two legs with moving forward, running in all directions with catching and dodging; develop speed and agility.

Stroke: There are hoops on the floor one less than the number of players. Children run and jump around the hall to the words: Bunnies run through the meadow, through the woods.

Collecting strawberries -

Juice yes lope, juice yes lope!

Here the clearing is softer than silk.

Look around, look around!

Beware of the dashing wolf!

Beware, beware!

After the words "Beware!" each of the children tries to take a free hoop. To the one who was left without a hoop, they say: Bunny, bunny, don't yawn!

Get the house fast!

  1. Don't get caught

Target: increase the motor activity of children, consolidate the ability to jump on two legs back and forth; develop speed, agility, dodge.

Stroke: A circle is drawn or a cord is placed in the shape of a circle. All players stand behind him at a distance of half a step. The leader is chosen. He becomes inside the circle anywhere. The rest of the children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are inside the circle. When the driver approaches, the players jump out of the line. The one touched by the driver is considered the loser. After 30-40 seconds, the losers are counted, a new driver is selected.

  1. "Frogs".

Target: Teach children to jump by pushing off with both feet and landing on the toes of both feet. Develop jumping ability, agility.

Stroke: The frog teaches the frogs to jump. She stands to the right of the pond, the frogs to the left. Each frog gets into the house and, listening carefully to the commands, jumps, pushing off with both legs and landing on both legs. The frog clearly gives the command: “Bump, leaf, leaf, house, leaf, bump, bump!” One frog is jumping, the rest are watching to see if he is doing it right. If the frog jumped high and did not mix up any commands, he learned to jump and stands next to the frog, and if he made a mistake, he returns to the frogs.

throwing games

  1. ball school

Target: develop ball skills in children: throw up, hit the ground with different tasks, catch the ball with both hands, without pressing it to the chest; develop dexterity.

Stroke: A small ball is given for the game. I play children one at a time, two at a time and in small groups in turn. During the game, the child who made a mistake passes the ball to another. When the game continues, he starts with the movement on which he made a mistake. Types of movements:

throw the ball up and catch it with both hands; toss the ball, clap your hands in front of you and catch the ball;

hit the ball on the ground and catch it with both hands; hit the ball, clap your hands and catch the ball;

stand facing the wall at a distance of 2-3 steps from it, give the ball about it and catch it with both hands;

throw the ball against the wall, let it fall to the ground and bounce off it, and then catch the ball;

hit the ball on the ground up to 5 times with the right and left hand.

  1. "Throw the flag."

Target: exercise in throwing at a horizontal target; teach children to choose a target, follow the movement of the ball and evaluate the result. Develop accuracy, eye.

Stroke: Children stand in two lines one after another, in the hands of the first line are balls, sandbags. Ahead, at a distance of 4-5 m, there are several flags at the same level, Children simultaneously throw sandbags over their heads with both hands or one, trying to throw them over the line of flags, The teacher counts how many children threw the bags over the flags. Then the children pick up the bags, run and pass them to their partner. Rolls the next rank, then compares the results.

  1. fox hunting

Target: exercise children in rolling balls, develop strength, accuracy.

Stroke: Children are divided into two teams: "Hunters" and "Foxes". In the hands of hunters are balls on a string. The foxes run all over the place. At the signal "Hunters!" children with balloons roll them and take them back, pulling the rope. If the ball hit someone, then the children change roles. Children depicting foxes stand motionless at this time. At the end, they count how many times who has been a fox.

  1. Skittles

Target: exercise children in rolling balls, develop strength, dexterity.

Stroke: Skittles standing in a row at a distance of 3-5 cm from one another. At a distance of 1.5-3 m from them, a line is drawn - “kon”. The players, in order of priority, go to the line and roll the ball with a throw, trying to knock down the skittle. Knocked down skittles are picked up. The winner is the one who knocks down more pins due to the specified number of balls. The distance between the pins, as well as from the pins to the Kona line, increases gradually.

  1. White bears

Target: exercise children in loose walking on the outside of the foot, in throwing bags at a moving target; develop an eye.

Stroke: Children are divided into two teams: bears and hunters. Bear children walk around the site like a bear to the words: A bear walks in the Arctic,

Wandering white in the snow.

Looking for food here and there.

The wind blows, blows, blows

Sows with fine snow, sows.

On a signal from the "Hunters", the bears run away, and the hunters throw sandbags at the feet of the fleeing bears. After counting, the children switch roles.

  1. Put on a ring

Target: exercise children in throwing rings on pegs; develop accuracy and dexterity.

Stroke: Plotted or plotless ring throws are used: 2-6 pegs on stands of various shapes. Children throw rings from a distance of 1.5-2.5 m. The game can be played with a group of children (4-6 people). Children receive three rings and take turns throwing them, trying to hit any peg. The teacher notes which of the children throws more rings.

  1. rushes

Target: exercise children in throwing snowballs at a moving target, develop accuracy; to consolidate running skills, develop speed, dodge.

Stroke: On one side of the site, a house is separated by a line, a second line is drawn at a distance of 5-6 m, behind which there is another house. Another line is drawn along one of the sides perpendicular to the houses. The players are divided into two groups - two squads (no more than 6-8 people in each). Children of one detachment stand along the line of any house. Another unit is placed along the sideline; Each child has two snowballs at their feet. At the signal of the teacher, the first detachment runs from one house to another. The children of the second detachment take one snowball at a time and throw them at the runners. Those who are hit by a snowball step aside. On a new signal, the dash occurs in the opposite direction; children standing at the sideline throw a second snowball at those running. The salted ones also step aside this time. The teacher notes which of the children of one and the other detachment was more dexterous, bold, well-aimed. The squads change places and the game resumes.

  1. Edible - inedible

Target: exercise children in throwing balls to each other and catching it with both hands, without pressing it to the chest.

Stroke: On the ground, a short line indicates the con, where the driver stands with a medium-sized ball in his hands. A long line indicates the starting line for the players. The players line up behind the starting line. The driver in turn throws a ball into the hands of each player, calling

objects and phenomena of animate and inanimate nature (cloud, birch, cake, crocodile, compote, etc.) The player, having figured out while the ball is flying, whether it is edible or not, must catch or not catch (beat off) the ball. If true, the player takes a step forward towards the horse. If incorrect, it stays where it is. The driver throws the ball to the next one. The one who gets to the end first wins and becomes the leader.

Crawling and climbing games

  1. Bears and bees

Target: to fix different climbing methods in children: along the gymnastic wall, crawling under an arc or a rope; develop resourcefulness, ingenuity.

Stroke: The hive (gymnastic wall or tower) is located on one side of the site. On the opposite side is a meadow. Away from the bear den. At the same time, no more than 12-15 people participate in the game. The players are divided into two unequal groups. Most of them are bees that live in the hive. Bears in the den. On a signal, the bees fly out of the hives (get down from the gymnastic wall), fly to the meadow for honey and buzz. At this time, 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. After two repetitions, the children switch roles.

The teacher makes sure that the children do not jump off, but get off the stairs, provides assistance.

  1. Firefighters in training

Target: to exercise children in climbing the gymnastic wall in a convenient way.

Stroke: Children become facing the gymnastic wall in 3-4 columns (according to the number of spans). The first in the columns stand on the line (distance 4-5 steps from the wall). On each span of the gymnastic wall, bells are hung on the rail at the same height. At the signal of the teacher "One, two, three - run!" the children standing in the columns first run to the gymnastic wall, climb on it and ring the bells. Then they descend and return to the end of their column. The teacher notes the one who called first. The game continues. That column wins, in which there are more players who managed to call first.

The teacher makes sure that the children get off, and not jump off the rails, if necessary, helps. Those who break the rule will not receive any winnings.

  1. Bring the pouch

Target: exercise in crawling on the bench on all fours with a bag on the back; develop posture.

Stroke: 3-4 children stand on benches, put a bag of sand on their backs. Crawl on all fours to the end of the bench. The one who comes first wins.

When moving, do not drop the bag; if he fell, pick him up, put him back on his back and crawl on; at the end of the bench, take the bag from the back, also without dropping it.

  1. flight of birds

Target: to consolidate the skills of running in all directions, to continue to learn how to climb the gymnastic wall and go down from it.

Stroke: Children stand scattered at one end of the playground (room). They are birds. At the other end of the site, a climbing tower or a gymnastic wall with several spans is placed. At the signal of the educator “The birds are flying away!” - the birds fly, spreading their wings (children, raising their arms to the sides, run around the entire site). At the signal "Storm!" birds fly to the tower - hiding from the storm in the trees. When the teacher says: “The storm has stopped,” the birds descend from the tower and fly again.

The teacher should be near the climbing equipment to help the children if necessary. If the gymnastic wall has few spans, children can climb onto benches, boards placed on chairs, or other climbing equipment.

  1. Who is more likely to his flag

Target: to exercise children in running at speed, in crawling under the arc in a convenient way.

Stroke: Children are divided into 3-4 equal groups and stand in columns a few steps from one another at the line beyond which they should not go. At a distance of 4-5 m from this line, gates are placed in front of each column. There are still flags ahead on the line. At a prearranged signal, those standing first in the columns run to the gates, crawl under them. Then they run to the flags, raise them over their heads and wave them. Then they calmly put the flags on the floor and each run back to the end of their column. The one who runs first wins. The next ones run to the checkboxes.

  1. Squirrels in the forest

Target: to improve children's climbing skills on various physical training equipment in various ways that are convenient for completing the task.

Stroke: The game is played on the court or in a room where there is a gymnastic wall. In addition to it, portable climbing devices are placed: a double ladder, a pyramid with trailer boards and ladders, benches, boards laid on large cubes, etc.

The driver is chosen - the hunter. He becomes a house - a circle drawn in the opposite part of the site or room. The rest of the players are squirrels, they are placed on the trees. At the signal of the educator "Beware!" - or by hitting a tambourine, all the squirrels change places: they quickly get off, jump off the devices and climb onto others. At this time, the hunter catches them - touches them with his hand. Squirrels are considered caught, which the driver will touch with his hand while they were on the floor, as well as those that remained in their original places. They go to the hunter's house and miss one game. A new hunter is selected after 1-2 games. At the end of the game, the teacher notes those squirrels that were brave and dexterous.

During the game, the teacher makes sure that the children use different devices and do not jump from an unauthorized height.

Games - relay races

  1. obstacle course

Target: to activate the motor experience of children, to improve the movements familiar to them; develop dexterity, speed, ingenuity.

Stroke: Children are built in two columns. Against each at a distance of 6-7 m put flags of different colors (according to the number of children in the team). Not far from the children, a conditional line is drawn, from which they run one by one from each column to the flags. On the way, children must overcome such obstacles: run along the gymnastic bench, crawl into the hoop in any way, jump over the rope stretched at a height of 30 cm. Having overcome all the obstacles, the child takes the flag and runs sideways, bypassing the obstacles, to his column. Having run up, he must give a signal with a clap of his hand to a comrade who will run next. The teacher notes the detachment that quickly and well completed all the exercises. Children from this squad raise flags up.

  1. Pair relay

Target: exercise children in throwing and catching the ball to each other in motion; develop speed, agility, accuracy.

Stroke: The players in each team are divided into pairs. The team from the team is located 6-7 meters. The distance between the players in pairs is 2-3 m. The pairs run at the same time, throwing the ball to each other. You cannot take more than two steps with the ball in your hands. Having reached the flag, they return in the same way back and pass the ball to the next pair standing at the start.

  1. Throw the ball into the ring

Target: exercise children in throwing balls at a vertical target in different ways; develop accuracy, eye.

Stroke: Teams are built in columns one by one in front of the basketball backboards (you can also use a rack with a basket) at a distance of 2-3 meters or more. On a signal, the first number throws the ball around the ring, then catches the ball and passes it to the second participant, who performs the same task, etc. Players alternately throw the ball in the agreed way (two hands from the chest, two hands from below, one hand from the shoulder). The team with the most hits wins.

  1. Bring the ball

Target: improve the skills of running at speed with the performance of tasks; develop speed.

Stroke: Teams are built in columns one by one or in a line in front of the starting line. On the opposite side of the court, against each team, there is a box of tennis balls in the amount corresponding to the number of players in the team. On a signal, the first number runs to the box, takes one ball and runs back to his place, clapping on the shoulder of the next player;

the second number repeats the same, and so on. The relay race ends at the moment when the last player brings his ball and gets into line.

  1. forest relay

Target: teach children to run fast, navigate in space; develop motor activity, speed.

Stroke: The players are divided into 2-3 teams, stand in columns on one side of the clearing. On the other side of the clearing, 2-3 trees are selected, located at the same distance from the players. At the whistle or other signal of the teacher, those standing in the teams are the first to quickly run, crossing the clearing, run around their tree and return back. The next players stand ready with their left hands outstretched, palm up. When the first come running, they pass the baton with a touch of the hand, and then the children who are second run. The team whose players complete the task first and accurately wins.

Relay options: *

Each player runs around the tree 2-3 times;

Each player runs around the trees 2 times, describing the eight around them;

Do the task in pairs, holding hands.

Games with different movements

  1. Tiger and hares

Target: exercise children in running in a limited area, in climbing and jumping off a snowdrift; develop dexterity, speed, dodge.

Stroke: The game is played in a small area. There should be a snowdrift or any other snow-covered elevation on the site, open from all sides. Draw a circle 2 meters around the snowdrift. According to the counting rhyme, the driver is selected - "tiger". He stands on a snowdrift, and "hares" run in a circle. The task of the tiger is to jump on the hare and grab it. If the tiger only touched the hare, then this is not considered a win. When the tiger grabs the hare, they switch roles. Hares can dodge, run in circles, climb a snowdrift when there is no tiger there.

  1. Animals, prick up your ears

Target: to consolidate the ability to quickly, at the signal of the educator, rearrange from the general circle into several circles; improve the skills of different ways of walking.

Stroke: Children stand in a circle. The teacher disconnects it in several places. Small circles are created from the formed parts - houses of bunnies, squirrels, foxes, bears, frogs, etc. The teacher passes by the animals and invites them to follow her. Squirrels move, quickly mincing with their feet, hares - in small jumps, bears - roll over, foxes - with a soft step on their toes. Having formed a general circle, the children dance, spin, make any movements. At the signal "Hunters are coming!" animal children scatter and try to form circles-houses as soon as possible. The groups that do it first and fastest win.

  1. Entertainers

Target: activate the motor experience of children, improve familiar movements; develop attention, imagination, creativity.

Stroke: One of the players is chosen as an entertainer, he becomes in the middle of the circle. The rest of the children, holding hands, walk in a circle and say:

In an even circle, one after another

We go step by step.

Stand still, stay together

Let's do it like this...

Children stop, lower their hands. The entertainer shows some kind of movement, and all the children must repeat it. After 2-3 repetitions of the game, the entertainer chooses one of the players to take his place, and the game continues. Entertainers come up with a variety of movements, not repeating those shown. The game is repeated 3-4 times.

  1. cap and wand

Target: improve the skills of walking in a circle; develop attention.

Stroke: One of the children goes to the center of the circle with a stick in his hands, puts a cap on his head so that it goes down to the very nose, covering his eyes. The rest of the children hold hands, forming a circle. They go in circles, saying: One, two, three, four, five -

The stick will knock.

A child in a cap knocks with a stick. With the end of the words, everyone stops, turns to the middle. A child in a cap holds out a stick. The one she points to takes the end of the stick and calls the name of the person standing in the circle. The child in the center must guess who called him. If he guessed correctly, he chooses who will go to the middle.

  1. Teteri

Target: to exercise children in performing movements in accordance with the text of the nursery rhyme, in running with catching. Stroke: As in our meadow

It costs a cup of cottage cheese

Two black grouse arrived

They pecked, they flew away.

Two players represent black grouse. They are in one of the corners of the room. Other children (6-8

people) stand in a circle in the middle of the room, holding hands. This is a cup of cottage cheese. The text is read in chorus, slightly crouching springily to the rhythm of the nursery rhyme. On the third line, the black grouse jumps closer to a cup of cottage cheese. On the fourth line, the grouse jumps on two legs near the cup, slightly tilting their heads inside the circle (pecking). With the end of the nursery rhyme, the children, depicting a cup, raise their hands up, shouting “Shu u u!”, As if frightening the grouse, and the grouse fly away to their corner. Children catch them. The black grouse changes places with the one who caught it. The game is repeated.

Running games

  1. Owl.

Target: improve the ability to run in all directions, without interfering with each other, stopping movement at the signal of the teacher; develop endurance.

Stroke: In one of the corners of the site, a nest of an owl is outlined by a circle. All children depict butterflies, beetles. The teacher appoints one of the players as a “owl”. At the signal of the educator "Day!" children run around the playground, waving their arms, imitating the movement of the wings. At the signal "Night!" an owl flies out of the nest. Butterflies and beetles freeze, stopping at the place where the signal caught them. And the owl, slowly flapping its wings, looks to see if someone is moving. The one who moves, the owl takes to his nest. The teacher says "Day!" again. The owl flies to its nest, and the butterflies and beetles begin to fly (run) again. The departure of the owl is repeated 2-3 times. After that, the number of those caught is counted, the teacher chooses a new owl, and the game resumes.

  1. Day and night

Target: improve speed running skills; develop speed, attention.

Stroke: The participants of the game are divided into two teams: "Day" and "Night". Their houses are on opposite sides of the site, beyond the line. Another line is drawn in the middle. At a distance of one step from her, on either side, teams line up with their backs to each other. The teacher says: “Get ready!”, And then gives a signal to the team that should catch. If he said “Day”, then the children from the “Night” team run to their house, and the children from the “Day” team turn around and catch them, but only to the border of the house of the runaways. The number of caught is counted, then the children line up again along the line and wait for the next signal.

The game is repeated 4-6 times. The teacher can name the same team 2 times in a row, but it is necessary that in total each team catches the same number of times. The team that catches the most kids wins.

  1. Two frosts.

Target: exercise while running at speed with catching and dodging.

Stroke: On opposite sides of the site (2 parallel lines are drawn at a distance of 15-20 m)) two houses are marked. The players are located in one of them. With the help of a counting rhyme, two "Frosts" are chosen. Both frosts stand in the middle, facing the players and pronounce the text: We are two brothers, well done,

Two frosts are daring.

One(pointing to himself) I am frost - Red nose,

Another: I am frost - Blue nose.

Well, which of you will dare to set off on a path?

Children: 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 beyond the “home” line, and the Frosts try to catch and freeze them. "Frozen" stop at the place where they were touched and stand still until the end of the run. Frosts again speak words, and the players run back, helping out the frozen ones along the way. After 2-4 runs, the number of those caught is counted, other frosts are selected, the game is resumed.

  1. Skipping rope.

Target: improve running skills with catching and dodging; learn to coordinate your movements with the movements of your comrades; develop orientation on the site.

Stroke: Two children take an ordinary short rope by different handles, run around the playground, trying with their free hand to knock down one of the children running away from them. The first one caught stands between the leaders, takes the middle of the rope with one hand and joins in the catch. In order for the three drivers to be freed from their duties, each of them must catch one player. (do not let go of the rope, coordinate actions in triplets).

  1. Get your couple.

Target: improve speed running skills; develop speed, coordination of movements.

Stroke: Children become pairs one by one at a distance of 2-3 steps on one side of the playground. At the signal of the teacher, the first in pairs run to the other side of the site, the second catch up (each with their own pair). In the opposite direction, the children change places: first

Vognikova Elena Valerievna
Card file of outdoor games

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 "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 "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 it 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 "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 "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, that is, touch them with their hands. 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.

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 "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.

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 "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 it 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 (they get off 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 who did not have time to hide are stinged (touched by hand).Then the game resumes.The 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.

CARD FILE

MOBILE GAMES

FOR KIDS

SENIOR PRESCHOOL

AGE

Mobile game "Two Frosts"

Purpose: to teach children to play by the rules, to be hardy.

Equipment: Santa Claus masks of different colors.

Game progress:

On opposite sides of the hall with hoops

There are two houses. The players are located in

one of the houses. Two drivers: Frost - Red nose and

Frost - Blue nose.

Frost says:

We are two young brothers

Two Frosts are removed.

I am frost - Red nose,

I am frost - Blue nose,

Which one of you decide

Take the path to the path?

Children:

We are not afraid of threats

And we are not afraid of frost!

After that, they run to another house, and the frosts

try to freeze them (touch with a hand).

The frozen ones stop where they are

Frost hit. They stay like that until the end of the run. Frosts count how many they managed to freeze the guys.

Mobile game "Burners"

Purpose: to consolidate the ability to act on a signal. Develop dexterity.

Game progress:

The players become pairs. ahead of the columns

A line is drawn at a distance of 2-3 steps. One of the players - the catcher stands on this line. All

standing in a column say:

Burn, burn bright

To not go out.

Look at the sky, the birds are flying

The bells are ringing!

One, two, three - run!

After the word "run", the children standing in the last pair run

Along the column (one on the right, the other on the left), trying to meet, and join hands. The catcher is trying

catch one of the couple before the kids have time

Join hands. If the catcher succeeds in doing this, then

he forms a new pair with the caught, and becomes

ahead of the column, and the one left without a pair becomes catching. If the catcher fails

No one to catch, he remains in the same role. The game

Ends when all players run one at a time

Once.

Mobile game "Geese - swans"

Purpose: Development of communication skills with peers. Development of agility, endurance, ability to run.

Game progress:

The participants in the game choose the wolf and the owner, the rest - geese - swans. On one side of the site they draw a house where the owner and geese live, on the other - the wolf lives under the mountain. The owner releases the geese into the field for a walk, to pinch the green grass. Geese go quite far from home. After a while, the owner calls the geese. There is a roll call between the owner and the geese:

Geese - geese! -

Ha-ha-ha.

Do you want to eat? -

Yes Yes Yes!

Swan geese! Home!

Gray wolf under the mountain

He won't let us go home!

He sharpens his teeth, he wants to eat us!

Well, fly as you like, just take care of your wings!

The geese fly to their house, and the wolf runs out of his lair and tries to slap one of the fleeing ones. Having caught 2-3 players, they choose a new wolf and owner.

Mobile game "Birds and a cat"

Purpose: to consolidate the ability to act on a signal, improve running in different directions, develop attention, dexterity.

Game progress:

The circle is marked. In the center is the driver, he depicts a cat. The rest of the children are outside the circle - they are birds. The cat falls asleep, and the birds fly into the circle and peck at the grains. The cat wakes up, stretches and starts catching birds, trying to tarnish someone. The birds are in a hurry to fly out of the circle. The one whom the cat caught remains in the circle. He is considered caught. When the cat catches 2-3 birds, another driver is selected.

Mobile game "Traps"

Purpose: To promote the development of speed of movement, to consolidate the ability to run in all directions.

Game progress:

Children are built 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. At the signal of the teacher - "One, two, three - catch!" children run around the playground. The trap runs after the players, trying to pull the ribbon from someone. At the signal of the teacher, “One, two, three - run in a circle!” everyone is in a circle. The caught ribbons are counted.

Mobile game "Wolf in the ditch"

Purpose: to develop dexterity, attention. Learn to act on a signal.

Game progress:

A moat is marked across the hall by two parallel lines at a distance of about 100 cm from one another. There is a driver in it - a wolf. The rest of the children are goats. They live in a house (hoops) on the opposite side of the hall. To the words of the teacher “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 goes to the side. The teacher says: “Goats, go home!”. Goats run home jumping over the moat. After 2-3 runs, another driver is selected.

Mobile game "Fishing Rod"

Purpose: to improve jumping on two legs, to develop speed of movement, attention, dexterity.

Game progress:

The players stand in a circle. In the center is the teacher. 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 ground, and the children jump up on two legs, trying to prevent the bag from touching their legs. Having described 2-3 circles with a bag, the teacher pauses, during which the number of those who hit the bag is counted.

Mobile game "Paints".

Purpose: To develop a cognitive interest in knowledge, the desire to apply knowledge in practice. Formation of a positive attitude to work, education of diligence, efficiency. Armed with a variety of labor skills and abilities.

Game progress:

Participants of 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 calls it to the owner. When all the paints have chosen a color for themselves and named it to the owner, he invites one of the buyers. Buyer knocks:

Knock Knock!

Who's there?

I am a monk in blue pants.

Why did you come?

For paint.

For what?

For blue (or any other color)

Paint with this color comes out and the buyer must catch up with it. If he catches up, he takes it for himself. Then the second customer comes in. The situation is repeating itself. The buyer who "buys" more colors wins.

Mobile game "Bees and swallows"

The purpose of the game is to expand and deepen the process of interaction between children and people around them. Development of dexterity, endurance.

Game progress:

Children - bees fly across the clearing and sing:

The bees are flying

Collecting honey!

Zoom, zoom, zoom!

Zoom, zoom, zoom!

The swallow sits in her nest and listens to their song. At the end of the song, the swallow says:The swallow will rise and catch the bee". With the last words, she flies out of the nest and catches bees. Caught playing becomes a swallow, the game is repeated.

Bees fly all over the place.

Mobile game "Wolf and sheep"

The purpose of the game: the development of communication skills with peers, the ability to run. Develop agility and endurance.

Game progress:

All players are sheep. They ask the wolf to let them go for a walk in the forest:Allow us, wolf, to take a walk in your forest.

The wolf replies: Walk, walk, but only do not pinch the grass, otherwise I will have nothing to sleep on.

Sheep at first only walk in the forest, but soon forget the promise, nibble the grass and sing:

We pinch, we pinch the grass,

green ant,

Grandma on mittens

Grandfather on a caftan,

Gray wolf -

Mud on the shovel!

The wolf runs across the clearing and catches the sheep. Caught becomes a wolf. The game is restarted.

Move hot game "Shaggy Dog"

Purpose of the game: to consolidate the ability to act on a signal, to cultivate the speed of reaction.

Game progress:

One of the children portrays a dog. It is located in the center of the hall - lies on the floor. The rest of the players quietly approach him as the text is pronounced.

Here lies the shaggy dog,

In the paws of his buried nose.

Quietly, quietly he lies,

Not dozing, not sleeping.

Let's go to him, let's wake him up.

And we'll see if something happens.

Children begin to wake up the dog, leaning towards him, pronounce his nickname (for example, Sharik). Suddenly the dog rises and barks loudly. The children run away, and the dog chases after them, trying to catch someone. When all the children run away to their house, the dog returns to its place.

Mobile game "Mini-football"

Purpose of the game: to exercise the ability to move in the "Spider" position. Mastering the ability to pass the ball to the players: commensurate with the force of impact and direction; develop dexterity, endurance, endurance, the ability to follow the rules; cultivate honesty in relation to the opponent.

Rules:

  1. Do not touch the ball with your hands.
  2. Do not go beyond the boundaries of the site.
  3. Do not push a player from the other team.
  4. As the game progresses, the goalkeeper changes.

Game progress:

Children are divided into 2 teams of no more than five people in each. Choose a goalkeeper. The rest of the children play the role of defenders and attackers. You can move around the site only in the “spider” position: relying on your arms and legs, without touching the floor with your hips. Players pass the ball to each other only with their feet and try to score the ball into the opponent's goal. The team that scores more goals wins.

Mobile game "One, two, three ..."

Purpose: To teach children to act one by one and together with others, to develop the organizational abilities of children, to develop the attention of children, their orientation in space, speed of reactions; exercise in counting and in basic movements.

Game progress:

To the music, children move around the playground in different directions, using vigorous walking, running, jumping, depending on the nature of the music. With the end of the music, the teacher calls the first number. Children should line up in accordance with the named number in pairs, triplets, etc., standing in a circle or in a line and raising their hands up.

Mobile game "The sea is worried"

Purpose: development of attention, dexterity, imagination, ingenuity.

Game progress:

A leader is chosen from among the players. According to the number of players, chairs are placed in two rows so that the back of one chair is in contact with the back of another chair. Each player must firmly remember the chair on which he sits. After everyone is seated, the driver shouts: “Ocean is shaking!". All the players jump up from their seats and run around the chairs until the driver seizes a minute when everyone runs far from his chair and suddenly shouts: “ The sea has calmed down! . After that, everyone must take their place, and since the driver has taken one of the chairs, the players begin to capture the places that they come across. The player left without a place becomes the driver.

Mobile game "Hit the ball in the hoop"

Purpose: to improve ball throws at several horizontal targets,

Lying on the ground, far and accurately, having previously thrown the ball over the volleyball net.

Game progress:

Children are divided into 2 teams of 6 people in a column. It is necessary to throw one by one through the net, getting into one hoop as often as possible. This earns the team an additional two points. The game consists of three games. The team that wins two games out of three is the winner.


Irina Rokhina
Outdoor games and exercises for children of preparatory groups

mobile game"Traps"

With the help of a rhyme, a trap driver is selected and stands in the middle of the hall (sites). At the signal of the teacher "One-two-three-Catch!" all the players scatter and dodge the trap, which tries to catch up with someone and touch it with his hand. The one who was touched by the trap steps aside. When 2-3 players are caught, another trap is chosen. The game is repeated 3 times. If a large group, then two traps are selected.

mobile game"Don't Stay on the Floor"

With the help of a rhyme, a trap driver is selected. The trap runs around the hall with the children (site). As soon as the teacher says "Catch!" all children scatter and try to climb any elevation (benches, cubes, gymnastic wall). The trap is trying to show off. The guys he touched step aside. At the end games the number of losers is counted and a new driver is selected.

mobile game"Fishing rod"

Children stand in a circle. In the center of the circle, the teacher holds a rope in his hands, at the end of which a bag of sand is tied. The teacher rotates the bag on the rope in a circle above the ground itself (the floor, and the children bounce, trying not to hit the bag on their legs. Beforehand, the teacher shows the children how to bounce: Push off the floor vigorously and bring your legs under you. The teacher rotates the bag in both directions alternately.

mobile game"Don't get caught"

Draw a circle on the floor (or laid out from the cord). All players stand behind the circle at a distance of half a step. The leader is chosen. He becomes in a circle anywhere. Children jump in and out of the circle. The driver runs in a circle, trying to touch the players while they are in the circle. The child touched by the driver steps aside. After 30-40 seconds the game stops. Another driver is selected, and the game is repeated with all the children.

mobile game"Owl"

The driver is selected "owl", the rest of the children depict butterflies, birds, etc. On a signal educator: "Day!"- children run around the hall, on command: "Night!"- freeze and stop in the place where their team found them. "Owl" leaves its nest and takes those who move to itself. The game is repeated.

mobile game"Bird Flight"

On one side of the hall are bird children. On the other side there are various aids - gymnastic benches, cubes, modules, etc. - these are trees. At the signal of the teacher "The birds are flying away!" children, waving their arms like wings, scatter around the hall. On signal "Storm!" all the birds run to the trees and try to occupy a place as quickly as possible. When the teacher says "The storm has stopped!", the children descend from the hills and again scatter around the hall - "the birds continue their flight". Teacher insurance is required.

mobile game"Traps with Ribbons"

Children become in a circle; each child has a colored ribbon tucked into the back of the belt. There is a trap in the center of the circle. On signal educator: "One-two-three-catch!" The children run around the playground. The trap runs after the players, trying to pull the ribbon from someone. On signal teacher: "One-two-three - run around the circle!"- everyone is 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 is repeated with a new driver.

mobile game"Shapes"

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 a pose. The teacher notes those whose figures turned out to be the most successful. The game is repeated 2-3 times.

mobile game"We are funny guys"

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. Choir players pronounce:

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 across to the other side of the playground, and the trap catches them. The child that the trap has time to pin down before he crosses the line is considered to be caught, steps aside and misses one run. After two runs, another trap is selected. The game is repeated 3-4 times.

mobile game"In places"

The players form a circle. In front of each child is an object (cube, bag, skittle). At the signal of the teacher, everyone scatters around the room in different directions, and the teacher removes one object. On signal "In places!" all players must quickly stand in a circle and take a place near an object. The one who was left without a place is considered a loser. The game is repeated several times.

mobile game"Sly Fox"

The players stand in a circle. The distance between children is one step. The teacher invites the children to close their eyes, goes around the circle behind them and touches one child - he becomes a fox. The players open their eyes and carefully look at each other, guessing which of them is a cunning fox, if she will give herself away with something. Children ask in chorus, first quietly, then louder: "Cunning fox, where are you?" After pronouncing these words three times, the cunning fox comes to the middle of the circle, raises his hand and pronounces: "I'm here!" Everyone scatters around the site, and the fox catches them. Takes those caught to his house (predetermined location). When the fox catches 2-3 children, caregiver He speaks: "In a circle!". All players stand in a circle, and the game resumes.

mobile game"Jumping Sparrows"

The teacher lays out a circle of rope on the floor (or draws on the ground) (landmarks can also be sandbags or cubes). The driver is chosen - a kite. He stands in the middle of the circle. The rest of the children are sparrows, they stand outside the circle. Sparrows jump in and out of the circle. The kite runs in a circle and does not allow the sparrows to stay there for a long time. The sparrow, touched by the driver, stops, raises his hand, but from games are not out. The teacher marks those whom the kite has never caught. The game is repeated after a short break.

mobile game"Catch up with your couple"

Players stand on one side sites: one a group of children in front, the second is behind (the distance between them is at least two steps). At the signal of the teacher, the first ones quickly run away to the other side of the site, the second ones catch them. (salted). Having crossed to the other side of the playground, the children change roles. The game is repeated 3-4 times. The game ends with walking in a column one at a time.

mobile game"Day and night"

The players are divided into two teams - "Day and night". In the middle of the hall (sites) line is being held (or put a cord). At a distance of two steps from the line, teams stand with their backs to each other. The teacher says "Ready!", then gives one of the teams a signal to run, for example, pronounces: "Day". Children run over the line, and the players of the second team quickly turn around and catch up with the rivals, trying to spot them before they cross the line. That team wins, which will have time to tarnish more players of the opposite team.

mobile game"Two Frosts"

On opposite sides of the site, two houses are marked with lines. The players are located in one of the houses. Two drivers (Frost - red nose and Frost - blue nose) go to the middle of the playground, stand facing the children and pronounce:

We are two young brothers

Two frosts removed,

I am Frost - red nose,

I am Frost - blue nose,

Which one of you decides

On the way - to start the path?

All the chorus players answer:

We are not afraid of threats

And we are not afraid of frost.

After that, the children run to another house, and the frosts try to freeze them. (touch with hand). The frozen ones remain in the place where the frost overtook them, and stand there until the end of the dash. Frosts count how many guys they managed to freeze. After two dashes, other frosts are chosen.

mobile game"Spider and Flies"

In one corner of the hall is indicated by a circle (or cord) the web where the driver lives - the spider. The rest of the children are flies. At the signal of the teacher, all the flies scatter around the hall, "fly", buzz. The spider is in the web.

At the signal of the teacher "Spider!" flies stop in the place where the team found them. The spider comes out and looks carefully. The one who moves, the spider leads into its web. After two repetitions, the number of flies caught is counted. The game is resumed with a different driver.

mobile game"Keys"

The players stand in circles drawn in any order. (or lined with short cords) at a distance of at least 2 m from each other. The leader is chosen. He approaches one of the players and asks: "Where are the keys?" He replies “Go to ... (calls one of children knock!”. At this time, other children try to change places. The driver must quickly take a free circle during the run. If the driver cannot take a circle for a long time, he screaming: "Found the keys!" Then all the players change places, the one left without a place becomes the leader.

mobile game"The Frogs in the Swamp"

On one side of the hall (behind the line) there is a crane driver. In the middle of the hall is a swamp (circle laid out of cord). Frog children sit around and pronounce:

Here from the hatched rotten

The frogs splashed into the water.

Que-ke-ke, qua-ke-ke,

It will rain on the river.

With the end of the words, the frogs jump into the swamp. The crane catches the frogs that did not have time to jump. The caught frog goes to the crane's nest. When the crane catches several frogs, a new crane is chosen from among those who have never been caught. The game is restarted.

mobile game"Hunters and Ducks"

Children are divided into two equal teams - hunters and ducks. Ducks stand in the middle of a large circle. The hunters throw the ball (large diameter, trying to hit the ducks with it. The duck that the ball touched is out of games. When the majority (about a third) the ducks will be tagged, the teams change places.

mobile game"Wolf in the Den"

in the middle of the hall (sites) draw two parallel lines (or put ropes) at a distance of 80-90 cm from one another - this is a moat. On one side of the site beyond the line is a goat house. Choose a driver - a wolf. All goats are in the house (behind the line). The wolf gets into the ditch. At the signal of the teacher "Wolf in the Den" goats run to the opposite side of the hall, jumping over the ditch, and the wolf tries to catch them (touch with hand). The wolf takes the captured goats aside. The signal is given again. After two runs, all the captured goats return to their home, and a new driver is selected.

mobile game"Burners"

The players line up in two columns, holding hands in pairs. Ahead is the driver. Guys in chorus pronounce:

Burn, burn bright

To not go out.

Look at the sky:

The birds are flying

The bells are ringing!

One, two, three - run!

After the word "run!" the children standing in the last pair put their hands down and run to the beginning columns: one to the right, the other to the left of the column. The driver tries to catch one of the guys before he has time to join hands with his partner again. If the driver manages to do this, he joins hands with the one who is caught, and they stand in front of the column. The one left without a pair becomes the leader. To increase motor activity, you can divide children into two teams.

mobile game"Carousel"

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 stops 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 and the children pronounces:

Hush, hush, don't rush!

Stop the carousel!

One-two, one-two

So the game is over!

The movement of the carousel gradually slows down. In words "The game is over!" children stop, put the cord on the ground (floor) and disperse around the site.

Gaming exercises for children of preparatory groups

"Penguins"

The players stand in a circle. Each child has a pouch that he holds between his knees. To the teacher's account "1-8" children perform jumps on two legs in a circle. On signal "Hop!" children jump sideways into the circle, return to their place in the circle. The task is carried out in the other direction.

"Catch up with your couple"

Children stand in two lines; the distance between the lines is 3-4 steps. At the signal of the teacher, a run is performed to the opposite side of the site (distance 15-20 m). The second rank player tries to touch the first rank player before he crosses the imaginary line. The teacher counts the number of losers. When repeating the game task, the children change roles.

"Quickly stand in a column!"

Players line up in three columns. (in front of each column, a cube or pin of its color). The teacher invites the children to remember their place in the column and the color of the cube. At the signal of the teacher (beat on tambourine, whistle) the players scatter around the hall (site). After 30-35 seconds, a signal is given "Quickly in the column!", and each child must quickly take his place in the column. The teacher determines the winning team. Repeat 2-3 times.

"Roll the hoop"

Children are built in two lines, the distance between the lines is 4-5 m. In the hands of the guys in one line, a hoop (diameter50cm). At the signal of the teacher, each child rolls the hoop to a partner from the second line, and he returns the hoop back, and so on several times in a row.

"Precise Pass"

The players are divided into pairs. Each child has a stick, one child in a pair has a puck in his hands. Children stand at a distance of 2-2.5 m from each other and throw the puck with clubs in smooth, gentle movements so that it hits the partner’s stick exactly.

Children make snowballs, line up and put snowballs near their feet, standing near the starting line. Exercise: throwing snowballs at a distance. Several colored objects (skittles or cubes, at a distance of 10-12 m from children.

"Glide down the path"

Children are distributed in threes, approach the conditional line and hold hands. After a short run, two continue to run on the snow (compacted, and the third (standing in the middle) glides along an icy path, standing on two or one foot. The players take turns changing places.

"Who quickly"

The players form a circle with a snowman in the center of the circle. Each child has a snowball in their hands. At the signal of the teacher, the children jump (like bunnies) advance to the snowman and place their snowballs about a meter away. They turn around and jump back to the starting line. After a short rest, the children again go to the snowman, take the snowballs and return to their place. The teacher marks the first three participants. Depending on the physical readiness of children repeat the game.

"Slip - don't fall"

Children take turns running and sliding along the ice track (length 2.5-3 m, starting the run only when the previous child leaves the track. Everyone who completes the task must quickly step aside. For insurance, the teacher is on the side of the track (approximately in the middle). Second group of children at this time they are sledding each other (pairs are determined in advance children, approximately equal in physical capabilities).

"Hockey players"

The players line up in two lines. Each player has a puck and stick in their hands. The first line goes to the starting line; children are freely located in 2-3 steps from each other. Exercise: pass the puck from one side of the court to the other (distance 10 m, trying not to tear the stick from the puck, and then drive the puck into the goal (several gates are built from snow in advance). Then the second group is exercising. And so alternately several times.

"In places"

Sleds are placed in a circle or in two lines one opposite the other. Children sit on the sled in pairs (if small group, then one by one). At the signal of the teacher, the children get up and scatter all over the site, circling in different directions. On signal "In places!" all players must quickly take their places on the sled. The game is repeated 2-3 times.

"Precise Delivery"

Children are divided into pairs; each child has a stick and one puck per pair. One player stands at a distance of 1.5 m from the goal, and the other - 2 m from the first. The task of the second player is to throw the puck to the first, and he must hit it into the goal. After a while, the children change places.

"Jumpers"

Sledges are placed in a circle, players stand sideways to them. At the signal of the teacher, the children jump on two legs for about a third of the circle, then stop and continue jumping on two legs in a circle. Turn around and repeat the task.

"Pass to a friend"

Children become pairs, in the hands of each child a stick and one puck per pair. The child, with a slight movement, gives the puck to the partner on the stick, he, having caught it, returns it back with the same movement. The puck should not be tossed like a ball, but passed with a sliding motion to each other.

"Ball against the wall"

Children stand in 3-4 columns in front of the wall. The player standing first in the column has a ball of small diameter. The player throws the ball against the wall, then goes to the end of his team. The second player must catch the ball after it bounces on the floor and throw it into the wall. And so on. The team that completes the task quickly and without losing the ball wins.

"Foot pass"

The players stand in a circle of 3-4 people. In the center of each circle is the driver, in front of him lies a ball of large diameter. The driver rolls the ball with his foot to the players (foot pass); each child, having received the ball, holds it for a few seconds, taking it with his foot, and again sends it to the driver.

"Dimble Bunnies"

The teacher puts two cords on the floor (length 3m) parallel, the distance between the cords is 2m. At a distance of 1 m from the cords lies a hoop in which the ball is located. Exercise: stand sideways to the cord and on two legs jump over it to the right and left, and so on to the end of the cord, then go to the hoop, stand in it and raise the ball over your head. It is performed in two columns, the winner is determined in each pair. Repeat 2-3 times.

"Spend - do not hurt"

Along the hall (sites) skittles are placed on both sides (or cubes, stuffed balls); (6-8 pieces; distance between objects 30 cm). Children line up one by one and, at the signal of the teacher, walk along one side of the hall between the pins at an average pace on their toes, hands on their belts (or behind their heads, maintaining good posture). (keep head and back straight); run on the other side "snake" between pins. Repeat 2-3 times.

"Catch the ball"

The players are divided into threes. Two guys stand at a distance of 2 m from each other, each of them has a ball in their hands (large diameter); between them is a third player. Children throw the ball to each other, and the player who is between them tries to touch the ball. If he succeeds, he changes places with the player from whom the ball was directed.

"Nimble jumpers"

On the site, hoops are laid out in two lines in a checkerboard pattern (6-8 pieces each). Children in two columns perform jumps into hoops on two legs - now to the right, then to the left (no pause) cross the line and turn around. An exercise repeats backwards (3-4 times). The teacher marks the winning team.

"Pass the ball"

The teacher puts the cubes in two lines (4-5 pieces; distance between them 1.5 m). Exercise: hold the ball with your feet, not letting it go far from you, passing between the cubes.

"The ball to the driver"

The players form 3-4 circles, stand in a circle at a distance of one step from each other. In the center of each circle is the driver, who alternately throws the ball to the players, and they return it back. Once all players have completed an exercise, the driver raises the ball high above his head. The game is repeated 2-3 times with a change of drivers.

"Who is more likely to skittles"

The players line up in two columns and stand at a distance of one step from each other. At the signal of the teacher, the children take turns jumping from the starting line on two legs through the cord, to the right and left of it, moving forward, and so on to the end (distance 3-4 m, running around the object and bypassing the column from the outside to stand at its end The next child in the column starts jumping after the first one has covered a third of the distance.Repeat 2-3 times.