An abstract of classes on extracurricular activities "Movable games" on the topic "To your flags". Lesson - Game

  • 05.05.2021

Sections: Sports at school and children's health

DURING THE CLASSES

The introductory part of the lesson.

Couple construction. Switch to the site. Alignment.

The game "Call to Lesson".

Purpose: To form discipline collens in the lesson.

Content: On both sides of the site, two classes are outlined by lines. They are drawn squares "Partities" (3-4 less than players in each team). In the center of the site, the guys form a circle. At the Teacher's team, there are movement in a circle and pronounce words: change, change, you can jump and play, but it is impossible to forget that when the call rings, he calls everyone to the lesson. We can not be late, quickly in class, friends! Students run and try to take the "parties" in their class. Wins one who never deals with a lesson.

Game "Who goes like".

Purpose: Acquaintance with the outside world.

Students go around the hall in the column one by one. The teacher calls animals, birds, students depict who goes. For example: "We go like geese", "jump like a kangaroo," we go like bears "," flew, like cranes, ", etc.

Workout.

Blowing wind from height,
Herbs and flowers bend.
Right-left, left-right
Blonde flowers and herbs.
(Slopes to the sides).
And now let's together
All jump in place.
(Jumping in place on two legs).
Above! Veleering! Like this!
Go through a step.
(Walking in place).
Hands put in front of the breast
I will make a jerk hand.
(Hands in front of breasts, jad hands).

The main part of the lesson.

The game "To your flags".

Purpose: navigate in space, interact in the team.

Players are divided into 3-4 groups. Groups become in the circles. In the center of each circle there is a player with a colored flag in an elongated hand. According to the first sign of the teacher, all students except players with flags are running around at the site. On the second signal, the scanned players stop, squat and closed their eyes, and players with flags on the instructions of the teacher are moving to another place. After the words of the teacher: "To your flags!" - playing open their eyes and run to the flag of their color to build the first to build in a circle. The group built first wins.

The game "Protein".

Purpose: Pronunciation of poems Recutatives.

Pupils speak choir:
Squirrel dried raw
A paw from the branch tears nuts.
All stocks with pantry
We will use it in winter.

At the end of the poem, all students run a swarming around the hall where mushrooms and nuts are scattered. One team collects mushrooms, other - nuts. At the end of the game, each command counts the collected reserves. Wins a team that will collect faster "stocks".

Relay "Builder".

Teams are built into two columns. On the team "March!" The first participants of each team run to the stuffed ball, take one cube from the basket and put it in the hoop, which is located next to the ball and return back and so on. Each participant is allowed to take only one cube from the basket and put it so that the team is allowed At the end of the relay, "House" was formed. The team wins that will quickly build a "house" and it will not fall.

Relay "Tunnel".

On the team "March!" The first participants of each team run to chips, which stands at 5-6 meters from the teams fall on the floor face down. As soon as the first participant lay down on the floor, the next jumps over the first participant of his team and lies next to the distance of one meter from the first, etc. As soon as the last participant of the team jumps over the entire team lying on the floor, all participants take the stop standing on their hands and starting from the last participant to crawl into each other at the finish. Wins a team that will return to the finish faster.

Final part of the lesson.

The game of attention "Sky, Earth, Water".

Purpose: fast thinking, reduced motor activity.

Content: "Sky-Hands up, earth-sit down, hands on the floor, water-hand forward." The teacher calls commands in different sequences, students perform the task. Who is mistaken and incorrectly performs the task take a step forward. The winners are becoming those students who have never made a mistake and stayed in place. Summing up the lesson. Exercise on relaxation and recovery.

Cosmonauts "

A place:Playground, hall.

Preparation:At the corners and sides of the hall (platforms), 5-8 large triangles are drawn - "Rocketromes". Inside each rocket container paint 2-5 circles - "rockets". The total number of rockets should be less than playing, on 5-8. The side of each rocket flow can be sent routes: for example, ZLZ (Earth - Luna - Earth), ZVZ (Earth-Venus - Earth), etc. All players become in a circle in the center of the hall.

Description of the game.Playing go in a circle, holding hands, and pronounce:

"Waiting for us quick rockets

for walks on planets,

what will want, for such a fly.

But in the game one secret:

there is no place for you! "

After these words, everyone is fleeing to rocketromes and occupy space on any of the missiles. The remaining without a place go to the head or center of the hall. Then everyone again becomes in the circle together with late and start the game again.

Rules.1. Start the game only by the installed signal of the head. 2. Slimming only after words: "There is no place that place!"

Sovice "(" Cat goes! ")

Place, inventory.Playground, hall, corridor, room. Bench.

Preparation.In the corner of the site or hall, the circle of the diameter of 1-2 m is the "socket of the Sovkushka". Near the circle is the bench. From the players choose the leading - "Sovka", the remaining- "field mice". The Sovice becomes in its nest, and the mice are placed throughout the hall in the walls in "Mink".

Description of the game.The head says: "Day!" All mice run out for the middle of the hall, run, rear. Sovice, sitting, sleeps in the nest. The head says: "Night!" Upon this signal, all the mice are fought in place, and the sumponde wakes up, flies on the hunt and looks at which the playing moves. If the sovuka notes that any of the mice will get drowned, she takes him to his nest. Sovice catches until the manager serves the "Day!" By the signal "Day!" Sovice flies to her nest, and unwarked mouses begin to run and frolic until the signal "Night!" When the nest is 3-5 caught mice, a new unit of unmarried most cautious, clever mice is selected. In conclusion, unmarried mice and the most observant sovuchka, who managed to catch the mice more faster than others.

Rules:1. When the Sovice goes to the site, the mice move is not allowed. Behind the back of the owl of the mouse can change the position, make movements, but so that the Sovice does not notice this. 2. Caught mice are sitting on the bench - in the nest of the Sovice and do not participate in the game before changing the new Sovice. 3. At the signal of the head "Night!" The Sovice must fly to the nest.

Option game - "The cat goes!"

Driving - "cat" in his "house". All others are "mice" - in the "mink". Leader Speak

"Mouse, mice, go out,

Fur, break,

Go out as soon as

Sleeps satuled cat villain! "

Mouses run out on the middle of the site and begin to shive with the words:

"TRA-TA, TRA-TA, not afraid of a cat!"

By the leader's signal "Cat is coming!" All mice are fiere on site without movement. The cat will face them and one who moves, takes to her house. Cat catches until the manager says:

"The cat went!" The cat leaves, and the mice begged again. The cat is 2-3 times. After that, the mouse caught by them are counted and a new cat is chosen.

This option is convenient to carry out to the music: mouses are moving under one melody (polka, gallop), and the cat comes for them to another (waltz, march).

Who approached? " ("Guess who")

Place, inventory.Playground, hall, room, corridor. At the request of a cylindrical paper cap and clean eyebounds.

Preparation.All players become in a circle. The leading becomes in the middle of the circle and closes the eyes or puts on a clean bandage on the eyes and a cap.

Description of the game.Upon specifying the manager, one of those standing in a circle is suitable for a watering, slightly touching his shoulder with his hand and calls named by changing his voice. Then he returns to his place. The head proposes to open his eyes and say who approached him. If the leading guess, his place occupies a player who approached him; If not guess, it continues to led, but not more than three times. Then the new leading is chosen.

Rules.1. The leading should not open the eyes until the manager says: "You can". If he opens the eyes ahead of time, it continues to drive. 2. The player who came to the hardening is obliged to return to his place; In this case, it is allowed to make a turn of about leading or passing by zigzags. 3. The player specified by the leader may approach the watering zigzags in order to be harder to install where it came from.

Ball a neighbor "

Place, inventory.Playground, hall. Two volleyball balls.

Preparation.The players become in the circle at the distance of the elongated hands (per step from each other). Two players standing on the opposite sides of the circle are by a volleyball ball.

Description of the game.According to the installed signal of the head, both players begin to transfer the ball to each other to the right or left in a circle in one direction (at the direction of the supervisor) as soon as possible so that one ball caught up with another. Loses a player who has two goals. Then the balls are transferred to players standing on the opposite sides of the circle, and the game starts first.

Play 4-5 minutes, after which there are players who have moved well.

Rules.1. The ball must be transferred to each nearby standing, no one is missing. 2. The player who dropped the ball should raise it and, returning to his place, transfer his neighbor.

Race balls in a circle "

Place, inventory.Hall, playground, large room. Two volleyball or basketball balls of different colors.

Preparation.Plays become in the circle at the distance of the arms elongated on the sides and are calculated on the first and second numbers. The first numbers are one team, the second is the other.

Two players standing nearby are prescribed by captains and give them the ball.

Description of the game.At the signal, the captains begin to transfer (transfer) balls in a circle, one to the right, the other left, its nearest players, i.e. through one. The balls roll until they return to the captains.

The team wins, who managed to quickly spend the ball around the circle. Having received the ball, captains raise hands with a ball up. The game can be spent several times in a row.

Rules. one.The ball must be transferred or transferred to his nearest neighbor. Each player's pass is counted as a penalty point. 2. If the balls encountered in the air, then players, after throwing which they encountered, should quickly take their balls and "standing in place to continue the ball race.

To your flags "

Place, inventory.Playground, hall, corridor. 5-7 color differences flags.

Preparation.Playing, divided into several groups (5-6 people in each), are in circles, drawn throughout the site. In the center of each mug - duty officer with a flag that differs in color from others.

Description of the game.All playing, except for those who stand with the flags, on the leader's signal, are running around at the site and become face to the wall (if they play indoors) or closing their eyes. At this time, the duty officers with the flags are quietly changed in places. The head gives a signal: "Everything to your flags!" The players open their eyes, quickly run to their flag and form a circle again. The group that built in the first circle is defeated. You can build players in the population to the duty officer in the column one by one.

Rules.1. Playing can not open your eyes before the signal "Everything to your flags!" If the player opens the eyes prematurely, then his group loses. 2. Players with flags must necessarily change places. If they do not do this, the victory of their group is not counted.

Game options. one.When playing scattering, they can be offered to stand in one rank in front of the teacher and perform different movements behind him. At this time, duty officers with flags, being behind them, change places. By signal "To your flags!" All run to their duty.

2. Playing music or singing moves for the teacher and on the go are repeated by different movements. At the signal, everyone takes places near their flags.

teacher of additional educationChutekova TS

"Moving games like a means of education in childrensafe behavior on the streets and roads »

Every year the intensity of traffic movement on the streets increases. The technical capabilities of machines are improved. Deep knowledge of traffic rules, their unconditional execution are guaranteed by drivers and pedestrians. Children require special attention. The analysis of road accidents with their participation shows that the causes of the tragedy is inattention, the irresponsibility of adults. As a rule, the kids fall in autoavaria, being together with their relatives or being formally under their supervision.

To secure the knowledge of the knowledge of the rules of the road helps a collaboration with the family. The uniform requirements of the teacher and parents provide children to the formation of strong skills of behavior on the street. At the meetings, I introduce my parents with the program training software requirements for road traffic, talking about the importance of an example of adults, about the need to comply with the rules of behavior on the street. Any minor violation made by adults is a bad example for a child. Parents must pay great attention to the adherence to the children of the rules on the street. Turning the street with a child, adults must necessarily keep his hand. Otherwise, the child can be afraid of the approaching machine and suddenly run through the roadway, exposing himself to danger. Therefore, an explanatory work with parents is put forward to the first place: holding meetings and consultations, design stands. The correct example of adult behavior on the streets and roads to a large extent contributes to the successful mastering of the children of the alphabet of the road, to upbringing competent pedestrians. As a result of the work, there are no cases of injury to children.

Games and attributes for them, paintings, posters, selected art and didactic literature, corresponding to the topics of classes and target walks are designed to help educators. On the territory of the TsDD is equipped with cargo houses for thematic games and practical lessons with children. Systematic training of children by the rules of the road raises their independence, the ability to apply in the daily life of the knowledge obtained in the institution. Working with children on the study of road rules is carried out throughout the year in close relationship with the specific living conditions of children. It is carried out in special occupations, leisure. The center has created an office according to the rules of the road for children, where games are collected, literature, attributes to plot players, didactic material, desktop intersection, streets, etc. But after all, the leading activities of children are playing activities, so the main consolidation of knowledge takes place in Different games, in particular in rolling games. Some of them are shown below.

The purpose of the event is to repeat the rules of the road, the safety rules on the streets and roads that children are needed during summer holidays.

At the site and in the hall are organized by mobile games for knowledge of road rules.

Movable game "Lucky Pedestrian"

Pedestrians take turns pass the intersection. Go - it means to throw the ball into the green light of the traffic light. I got into the red - did not cross the street - drop out of the game. I got into the yellow you get the right to throw the ball again.

For the game you need: a traffic light, a ball, five steps from the traffic light - a throw line.

purpose: Secure the ability to throw the ball from the chest with two hands in the target.

target; consolidate knowledge of traffic light signals; Relieve a collective spirit.

Movable game "Sparrow Cat"

Children depict the Sparrow. One - "Cat", he sits on a chair. "Cat" alternately calls the color of the traffic light. On the green - "Troops" scatter on the trees (we run out in different directions), on the yellow jumper on the spot, the red is fi in place. Inattentive, non-submitted traffic lights, become the production of "cat" - drop out of the game.

Objective: Develop attention; fasten the skill to execute commands over the sound signal; consolidate knowledge of traffic signals; Rail interest in physical education classes. Equipment: cat mask.

Movable game "The fastest".

Each draws itself a circle (green, yellow, red chalks) and gets into it. The presenter is in the middle of the site. According to his team: "Once, two, three - run!" -They scatter. Lead Pronounces: "Once, two, three in the traffic lights run!" And he tries to take some kind of circle. Who did not have time to take the circle becomes the lead.

Purpose: develop speed running, reaction; Secure the ability to react to sound signals; Relieve a collective spirit.

Equipment: Colored crayons.

Movable game "Car".

In the box lies the disassembled car model. A team of leading players start collecting a model. Wins the team, the first gathered car.

Purpose: to develop attention, thinking, structural abilities of children; consolidate the knowledge of children about various types of transport, speed of reaction, speed of running; Rail the skill to play the team.

Equipment: car models in the number of commands.

Movable game "Traffic and speed".

Two tables. Two layout of traffic lights. At the command of the leading first numbers run to traffic lights and disassemble them, the second collected. Third again disassemble, etc. The team gathered a traffic light first, wins.

Objective: Develop attention, speed of reaction, children thinking; consolidate the knowledge of children about signals and traffic lights; bring up an exposure.

Movable game "To your flags".

Playing are divided into three groups. Each group becomes in a circle, in the center of which is a player with color (red, yellow, green) flag. According to 1 first signal of the head (cotton in your hands), everything except for the players with flags, 1 runs through the site. On the second signal, children stop, squat and closed their eyes, and players with flags go to other places. By team lead: "To your flags!" Children open their eyes and run to the flags of their colors, trying to build the first to build in a circle. We win those who were the first to build in a smooth circle and stand, holding hands.

Purpose: Develop attention, dexterity, speed running, orientation in space; consolidate children's knowledge of traffic lights; Call a desire to study the rules of the road.

Moving game "Draw the road."

Draw on Earth road. Children jump over her. The width of the road gradually increase. The one who jumps over the road in the widest place is defeated.

Tsh fir: Secure the ability to jump in length from the spot; consolidate knowledge of various types of roads; Relieve a collective spirit.

Equipment: Colored crayons.

Moving game "Running Traffic Light".

Children follow the commusive for the lead. From time to time raises the flag, then rotated around. If the green flag is raised, the children continue to move for the lead, if yellow is planted in place, if the red everything must "measure the place" and not to move 15-20 seconds. Who was wrong - the game from the game. The most careful wins.

Tsh fir: consolidate the ability of children to react by signal; Develop attention, speed of reaction; consolidate knowledge of traffic light signals; Rail the skill to play the team.

Equipment: checkboxes (red, yellow, green).

Movable game "skillful pedestrian."

At a distance of 60 cm parallel to each other, 5 M cord is put. It is necessary to go with the blindfolded eyes between them along the track.

Option 2: Of the two cords make two circles: external and internal. The distance between them is 1 meter. You need to go around the cords blindfolded. Purpose: develop visual memory, orientation in space based on memorization, attention; consolidate the ability of children to honestly comply with the specified rules; Call a desire to study the rules of the road.

Equipment: 2 cords 5 meters.

Moving game "Ball in the basket".

In 2-3 steps from players put 3 baskets: red, yellow, green. According to the leading signal you need a red ball to throw in a red basket, yellow - in yellow, green - in green. The lead can call the same color several times in a row or after red call green, etc.

Purpose: consolidate the ball throwing with two hands from below; consolidatetraffic lights; Relieve a collective spirit.

Equipment: 3 baskets (red, yellow, green); 3 goals (red, yellow, green).

Moving game "Guess-Ka"

Playing get up in a row. Before each multiple tablets with road signs (inverted drawings down). The same set of signs is at the lead. He opens any sign from his set. Wins one who will quickly find the sign, and then correctly calls its meaning.

Purpose: develop the speed of the reaction, attention, orientation in space; Secure knowledge of road signs and the ability to correctly call them; Rail a desire to follow the rules of the road.

Equipment card with road signs.

Moving game "Red, Yellow, Green"

2-3 teams of 5 people play. Get into a row on the start line. Before starting at a certain distance - checkboxes. In the hands of standing ahead over the balloon-made, yellow, green. Started! Guys, picking up a ball with a hand, bypass your checkbox, return to the start line, passing the ball next. The game continues until all commands. They will not return to the start for the broken ball the team gets a penalty point (and she is given a ball of another color).

Purpose: develop dexterity, speed of reaction, attention; consolidate knowledge of children's traffic lights; Call a desire to study the rules of the road. Equipment: 2-3 check box, balls (inflatable). Venue: Playground.

Movable game "Stop"

At a distance of 10-16 steps from the site border, line (initial) is carried out, on which playing playing close to each other. At the opposite end of the site is delineated by a circle (diameter of 2 3 3 steps) the place of water. Turning his back to the playing, drivening loudly says: "Fast stepping, see do not yaw! Stop!" With these words, all players move towards the leading. As soon as the watering said the word "stop!", Everyone stops, driving quickly looks back. Too, who did not have time to stay in time after the word "stop!" And made an added movement, driving returns to the source line. Then he turns his back back to the playing and says: "Quickly stepping ..." and T. D. Everyone continues to move from the place where they caught the "Stop!" Signal. Those who returned to the source line start moving from there. So continues until someone from the players do not fit close to the water and will not stand in a circle earlier than the watering will say "Stop!". The one who managed to do is becoming leading. The game resumes with new leading.

Tsh fir: Improve the rapid pace of walking; develop the speed of the reaction, dexterity, the ability to react to sound signals; Rail the skill to play the team.

Equipment: Colored crayons.

Movable game "Colored cars"

Children are placed along the wall wall or the edge of the site. They are cars. Each of the players is given a flag of any color (optional) or a color circle, ring. The educator stands face to playing in the center of the room (platform). He holds three colored checkbox in his hand. The tutor raises the checkbox of some color. All children having a flag of this color run on the site (in any direction), on the go, they buzz, imitating the car. When the teacher descends the checkbox, the children stop and send each into their garage. Then the educator raises another color flag, and the game is renewed. The educator can lift one, two or all three flags together, and then all cars go out of their garages. If children do not see that the check box is omitted, the tutor complements the visual signal to verbal: "Cars (calls color) stopped." The educator can replace the color signal with verbal (for example: "Blue cars leave", "Blue cars are returned home").

Tshel: Secure the skill to act across the signal, orient the space, not to encounter each other; develop attention; consolidate knowledge of traffic signals; Call a desire to study the rules of the road.

Equipment: checkboxes (red, yellow, green) by the number of children.

Date: 02/05/2014


Our life is in our hands.


To be healthy,


needed efforts


permanent and significant.


It is impossible to replace them. "


Academician N.M. Amosov.



M. the center of the Additional Education of Children of Children's teachers successfully operate in this direction as the prevention of the asocial behavior of children and adolescents.Programs: "Not not inspired!", Learn to live ", created and successfully implemented only within the walls of this institution of additional education, but also within the framework of the city of Klimovsk - are not known to one generation of Klimovsk.

Employees of the CDD is not just a team, a team of professionals who are capable of active, creative work, Etolyudis open, good soul, people who are in constant search. As you know, there is no perfection.

The target establishment was the creation of the necessary conditions for the construction of a single educational space, the main and main value of which is the identity of the child, its development and self-realization in society.We live in the century of high speeds and rapid changes. Everything around changes, the person himself changes. And only human values \u200b\u200bremain unchanged. We all and every road family, children, health.Our ancestors knew that the path to perfection lies through the harmony of the mind, souls and bodies, and it is impossible to solve this difficult task only by school lessons of physical culture.In recent years, the health of our children has not only improved, but on the contrary it became weaker. The reason is the ability and ignorance of teenagers of the basics of the maintenance of the head.Help a healthy teenager to remain like this throughout life.

To be healthy - active, strong, dexterous and hardy, emotionally stable - need, first of all, their own efforts.Forming in adolescents the installation on the call today, we care about their tomorrow, and therefore the future of the country.

IN 2012 Startovalapprogram "Alphabet Health "propaganda healthy lifestyleamong adolescents Directed by Aya. On the formation of a system of relations that contribute to the development of knowledge of knowledge about their own health and factors, affecting it, as well as contributing to promoting a healthy lifestyle. Employees of the Center: Pushkin Dina - the teacher by the organizer, the Bolotomovoy Svetlana - the teacher - a psychologist, a program "ABC of Health" has been developed.

Teachers of the Center believe that the child's formative personality is necessary:


Understand that every child is unique;


Try to create Conditions for the development of creative, talented personality in every child;


Respect T. every child and raisingt. tolerant attitude to age, national, cultural differences;
- promote Development in child independence, responsibility, curiosity;
- create conditions so that our pupils receive new knowledge and skills, acquired the fundamental quality for further quality - social adaptability, love for learning and responsibility.
- provide every child the opportunity to feel confident in oneself,


Pay attention to the emotional aspect of the growth of the younger person and orient the guys on the advantages of a healthy lifestyle.


Within the framework of the Program, it is planned to hold events in various activities: lectures, intellectual adhesives, communicatively - motor trainings, volunteer stocks and much more. This activity increases the activity of adolescents, develops a creative initiative, includes public life, forms responsibility and a sense of debt.


Adolescence is the time of the achievements, rapid replenishment of knowledge, skills, the formation of morality and the discovery of their own, acquired social position.Find yourself, to be successful to collect knowledge from mosaic about yourself your own identity is the primary task of a teenager.


What your life will be unsuccessful or happy depend on ourselves. By choosing a faithful landmark - as it would be programming your future. Our task is to understand and help a teenager in this.


"The most beautiful spectacle in the world


kind of child confidently going


on the life road after


how did you show him the way "


& nb.

Moving games "in places!", "To your flags", "Who will happen before the flag?" , "Group, Smirno!". Development of orientation in space.

"In places!". Children are built in two columns against each other. The task: Remember your places. By the signal "Divide!", Children run, jump throughout the hall. According to the team "In places!", Children must take their places in the column. Wins the team, all members of which will quickly take their places.

To your flags! The players are divided into groups of eight people and become in a circle in different places of the site (hall). In the center of each mug - driven with a flag in the raised hand (flags have different color). On the first signal, everything, in addition to the following flags, scatter on the site, are squatted on the second signal and close the eyes, turning away from leading. Children with flags change places on the site. According to the Teacher's team "Everything to your flags!" The players open their eyes, looking for their flag, run and are built around it. Wins a group, faster than others formed a circle. The lesion is counted if the players of the team peered when the worldwiths changed places. You can suggest playing music or singing to move the column for the teacher, repeating various movements, and after the signal try faster to take a place near your checkbox.

Who will reaches the checkbox before? Features of the game and its educational value. The purpose of this game is The same as the previous ones - raising an excerpt and ability to control themselves, brings up the volitional qualities of his personality. The game is the nature of competition in walking speed. Its participants learn to evaluate the actions of peers. By controlling others, the child is better aware of the rules of the game and thus adapts to self-control. Description of the game and accepting it. The educator asks children who can walk very quickly. Well, of course, everything! "But now we will check," says the teacher, "is it true." I know one interesting NRPYV called she "Who will come before the checkbox?" First you need to prepare everything you need. Adult spends on Earth line - hence the game begins. On the contrary, a long table is set at a distance of 25-30 steps to which the checkbox is placed. The educator calls two children first. He proposes to become "at the start" and on the signal (cotton or the sound of the tambourine) to reach the check box. At the same time, the adult emphasizes that the flag needs to go, but it is not allowed to run. The one who runs will be considered a loser. He offers the rest of the guys to see which of their peers earlier will raise the checkbox. A signal is given, two children go to the flag, and the rest are observed, they evaluate the actions of peers.

Rules of the game .one. Move to flags can be only a step. Run it is prohibited. 2. The one who fulfilled the first rule and quickly reached the check box, becomes the winner. 3, if two children come to the flags at the same time, both are considered the winners and receive awards. Tips Before offering this game, try to spend a similar competition in running. In the future, explaining the rules of the new game, you will be able to remind them that they have already participated in the competition and know how it passes. In the process of the game, you should explain to the guys that fast walking will work if the steps are big and smooth. Show them clearly how to achieve it. Focus on walking will help children fulfill the basic rule of the game - do not move on running.

Cass, feel! The guys become one of the car. The head, standing face to playing, gives teams. Children must be performed only if the word "group" is spoken before the team. If there was no word "group", then you do not need to respond to commands. Allowed a mistake takes a step in front and continues the game. By the end of the game, the most inattentive players depart farther others from the initial position. Be won those guys who were most attentive and thanks to this remained in their original position.

2. Movable games with running

Moving games "Two Frost", "Calling Rooms", "Feet Floor"

"Feet from the floor" Children are built in a circle. In the center of the circle there is a catcher appointed by a teacher. By the signal "Run!" Children run around the room. The trap runs for playing, trying to spare someone. You can not be staining who, running, will rise to a gymnastic bench or, lifting legs, sit down on the floor. Those who are not on the floor. The one whom the fishing touched by hand becomes a catcher. He must stop, raise his hand and say: "I'm a cat! »A new catcher is not allowed to immediately touch the former hand. If the catcher cannot write anyone for a long time, then the teacher says: "Once, two, three - in the circle of speeds of speed!" Children are built in a circle, a new fishing is appointed here and the game is renewed.

"Calling numbers"

« Two frost " On the opposite sides of the site, at a distance of 10-20 meters, the "House" and "School" lines are marked. Two "frost" are selected. The remaining guys are located behind the line "Houses", there are two "frost" in the middle. "Frosts" turn to the guys: "We are two brothers young, two frost are deleted." One says: "I frost - a red nose," another says - "I frost - blue nose." Together they say: "Who and will decide on you in the path of the road goes?" All the guys answer: "We are not afraid of threats, and you are not afraid of frost!" After these words, the guys flee from the "House" in "School". "Frosts" catch them and frozen. The rest stop and stand motionless. "Frosts" turn to the guys with the same words, and those run back to the "house", touching children, "defrost" them. "Frosts" are trying to "freeze" the remaining participants. After two flocks of unmarried prescribe a new pair of "frosts", and the caught let go. Repeated 3-4 times. Winning the couple who caught more guys.

    Moving games with running

Movable games of "Race of Beasts", "Karasi and Pike", "Third Extra",

"Sovka"

Development of speed and dexterity.

"Karasi and Pike" Preparation. On one side of the site there are "Karasi", in the middle of "pike". The content of the game. The "Karasi" signal moves to the other side. "Pike" catches them. Caught "Karasi" (four or five) are taken by arms and, insert the platform, form a network. Now "Karasi" must run on the other side of the site through the network (at hand). "Pike" stands for the network and lifts them. When caught "karas" will be eight-nine, they form baskets - circles through which you need to run. Such a basket may be alone, then it is depicted, holding hands, 15-18 participants. "Pike" takes place before the basket and catches "Caras". When caught "Caras" will become more than unspoic, playing to form tops - a corridor of caught crucibles, through which the unreparable people run. "Pike", located at the exit of the top, catches them. The winner is the one who remained the last. He charges the role of a new "pike". Rules of the game: 1. The game begins at the leader's signal. 2. All "Karasi" must have a network, basket and tops. 3. Standing do not have the right to delay them. 4. Players that make up the basket can catch a "pike" if they manage to throw the woven hands behind the back "pike" and drive it into the basket or shut the tops. In this case, all "karasi" is released, and a new "pike" is selected.

Sovuka Preparation. From among the players, "Sovice" is selected. Her nest - aside from the site. It may be outlined off with a gymnastic bench. Playing on the site are arbitrarily. "Sovka" in the nest. The content of the game. According to the signal of the lead: "The day comes, everything comes to life!" - Children begin to run, jump, imitating butterflies flight, birds, beetles, depicting frogs, mice, kittens. On the second signal: "The night comes, everything freezes - owl crashes!" - The players stop, freeze in the pose, in which they found them. "Sovka" go hunting. Noticing a moved player, she takes his hand and takes into his nest. In one way out, it can get two or even three players. Then the "Sovka" returns again to his nest and children again begin to freely frolic on the site. Winning players who have never been caught. You can also note the best leading - caught more players. Rules of the game: 1. "Sovuchka" is prohibited for a long time to monitor the same player, and caught up to break out. 2. After two-three outputs of the "Soviska" on the hunt, it is replaced by new ones leading from the number of those that never fell away.

Race animals Preparation. Playing are divided into 2 equal teams and are built into the columns one by one, one parallel to the other. Playing teams take the names of animals. Suppose, the first are called "bears", the second - "wolves", the third - "foxes", fourths - "hares", etc. Everyone remembers what the beast he depicts. Before you played, playing the starting trait. Ahead of each column at a distance of about 10-20 m is put on Bulawe or rack. At a distance of 2 meters from the start, the finish line draws. The content of the game. The leader loudly causes any beast. The players who took the name of this beast will run away, come around the subject standing opposite them and return back. He who first returns to his team wins the point for her. The manager causes beasts to the community, at his discretion. Some can cause two times. Each time, the players came up in their place in the team. The game is held 5-10 minutes, after which points are calculated. The team wins, earned more points. Rules of the game: 1. If both players are resorted at the same time, the points are not awarded to any command. 2. If the player does not achieve the final point, the point earns his partner from another team.

    Moving games with jumps.

Moving games "Pumps - Practices", "Wolf in Ravy", "Fox and hares"

The development of high-speed - powerful qualities.

Hares and Lisa

Children perform movements in the text.

On the forest lawn

Scunned bunnies.

That's what bunks,

Bunny-shoots.

(Children-bunnies are easily running around the hall.)

Sat down bunnies in a circle,

Rotate the paw root.

That's what bunks,

Bunny-shoots.

("Bunnies" are attached and perform imitation movements in the text.)

Lischik runs -

Redhead sister.

Looking for where bunnies

Bunny-shoots.

(Fox runs between kids, with the end of the song catchies)

"Pumps - Sparrows" Previously on the asphalt draw the circle with chalk. In the center of the circle is the leading - "crow". All the players are behind the circle, which are "sparrows". They jump into the circle and jump inside it. Then he jumped out of it. "Crow" tries to catch "Sparobushka" when that jumps inside the circle. If the "Sparrow" was still lying, he becomes the lead and the game begins first.

"Wolf in the Ravy. » Preparation: Two lines are held in the middle of the platform at a distance of 50-70 cm one from another. These lines form a ditch in which the wolf lives (driving). The rest of the participants of the game are goats. They are on one side of the site. The game: According to the head of the head, the goat flies on the other side of the site, on the road jumping through the ditch. Wolves, not running out of the Rib, catch (stained) running around. Cut goats are counted and released. After three or four runs, you choose a new wolf (or two wolves if the width of the hall allows you to do this). Goats won, never falling wolves, and wolves, who managed to catch more goats. It is not allowed to linger in front of the RV for more than 5 seconds and to intercelace the foot in the ditch. Goats, violating this rule, are considered caught. But they are not considered caught if they are dilated by the Wolf, who passed the RVA.

    Moving games with jumps.

Moving games "Fishing rod", "Strip jumps", "Who will overtake?", "Chain"

Jumping development.

"Strip jumps" Preparation. The lines denotes the corridor of 2-3 m wide. The corridor crossing the narrow (30 cm) and wide (50 cm) strips, which alternate between themselves are carried out. Such strips can be 6-8. Through narrow strips, children jump, and from wide repel when jumping. The class is divided into three or four teams who get ridiculous. The content of the game. At the signal, the first numbers of each team start jumping from the beginning of the corridor (push two legs) through narrow strips, making an intermediate jump on each wide band. Performed all jumps correctly (without coming on narrow strips) bring the point with your team. The second numbers are also jumping, etc. If the player comes to a narrow strip, it continues to jump further, but does not bring the team point. The speed of jumping is not taken into account. The team wins, whose players received more points. Rules of the game: 1. Strip width gradually increases (up to 60, 90, 100 cm). 2. Commands are located in the same position and comply with the same sequence. 3. The one who jumped on the first strip receives one point, on the second - two points, etc. 4. The one who inaccurately landed on the next strip or did not resist her, it leaves the game and does not receive points.

"Who will overtake?" Preparation. Playing are located along one of the walls of the hall. They are divided into five and take hands. These are teams. The content of the game. The task of commands - on a teacher signal, jumping on one leg, reach a line drawn in front of them in ten steps. Then the commands rotate and jump in the opposite direction. Wins a team that first reached the border. The game can be complicated by giving the task to jump on one leg, and the other, bent, to keep for ankle joint. Rules of the game: 1. It is impossible to get up on both legs. 2. Players do not have to draw hands. 3. When violating the rule rules, defeat is counted.

"Fisherman and Fish" The game: All players become in a circle, and leading - in the middle of a circle with a rope in his hands. It rotates the rope so that she slid on the floor, making a circle of circle under the legs of playing. They carefully follow the movement of the rope and bounce so that it does not hurt any of them. The one who will hit the rope becomes in the middle and begins to rotate the rope, and the former leading takes his place. A caught player is considered in the event that the rope has touched, but above the ankle. It is not allowed to players during jumps to approach the hardening. There may be a second version of this game when the assured rope drops out of the game. Win 2-3 recent players who have not treated the rope. In the command version, playing in a circle are calculated on the first second and accordingly make up the teams. Worth all the time (as in the previous version) is the same. The player whom the rope shot down (raises his hand up), brings his team a penalty point. The account after each error is declared loud. Winner: The team, which received after 2-4 minutes of the game less free glasses.

"Chain" The game: In each team, between which the competition passes, 8-10 people. The first numbers, putting on the starting line, jump in length, pushing two legs. The landing is fixed on heels. From this place are jumping second numbers, behind them - third, etc. Ends the game when the jump will make the last player in each team. Winner: Team, chain, from whose jumps will be longer.

    Moving games with throwing elements.

Moving games "Hunters and ducks", "Salk Ball", "Who will quit next?", "Living goal", "Metko in the goal", "fall into the ball."

Development of accuracy.

"Live goal" Playing become in the circle at the distance of the elongated hands. The circle is drawn in front of their socks. Choose a leading, which goes to the middle of the circle. One of those standing in a circle takes a volleyball ball. Playing reckoning the ball and try to get to them in a leading, who, fleeing from the ball, runs, jershits, suggested in a circle. The one who fell in a watering ball without going beyond the line changes with him the place. Under the conditions of the game, hitting the earth, and also in the head of the water is not counted. One of the options for this game is called "Protecting Comrade". Building playing the same, only in the middle of the circle there are two leading. One of them protects the other behind his back, from hitting the ball. Protects hands, legs and all hull. If he still fails to protect and fall into the leading, they both change with those who hit the leading, and with those whom he will choose himself in defenders.

"Hunters and Ducks" Play two teams. One of them is located in a square with the parties of about 7-9 meters. Players of another team, sharing the two equal groups, occupy places from two opposite sides of the site. One of the players takes a volleyball ball. At the signal, players outside the site begin to knock out the ball from the game of those who are in the middle. If the player is awaited into any part of the body, except for the head, or dropped the ball from the hands, trying to catch him from the summer, he leaves the square. These balls can move it through the player players if they are closer to the opponent running around the site. The game ends when the last player will be knocked out of the square. After that, players change roles, and the game is carried out again. The team defeats, who managed to withdraw from the game of all players in less time. The following rule may act in the game: the one who caught the ball, not only himself remains on the field, but also returns to the game of a retired comrade. If there is no such player, the team gets a spare point, which will not allow the player to not go out of the game, which will be permanent later. With this option, the rules set the game time, for example 5 minutes. Then the result is supplied by the number of players knocked out by one and the other side during this time. It is not counted in the player from the ground, in the head, it is not allowed when throwing the trafficking. Often to play a big circle, in the middle of which one team includes, and the other is located on the outside of the circle. The rules of the game remain the same or simplify, for example, players of the center are not allowed to catch the ball with their hands. The game continues until all players leave the circle.

"Who will quit further?" Preparation. On one side of the site draws the start line. In 5 m, it was carried out in parallel with it 3-4 lines with an interval between them 4 m. The players are divided into several groups - teams, and each line is built into the column one after the start line. Each player on the bag with peas. The content of the game. Playing alternately in their teams throw bags with peas are possible further for the drawn lines and stand at the end of their columns. The team wins in which the players managed to throw more bags for the far line. Rules of the game: 1. Everyone can throw only some pouch. 2. The bags are thrown in turns every time the leader's signal. 3. Throwing the bag immediately goes to the end of his column.

"Metko in the goal" Preparation. In the middle of the site is drawn, along which 10 towns are put (Bulala). Playing are divided into two teams and are built by the ranks one behind the other on one side of the site face to the towns. Participants in advanced ranks are obtained on a small ball. Before Shero, the start line is carried out. The content of the game. According to the installed signal of the head, playing the first ranks throw balls in the towns (Bulava), trying to knock them down. Skated towns are calculated and put in place. The guys who rushed balls are running, pick them up and transfer to the following team to the participants, and they themselves become in the back of them. At the command of the leader, playing second ranks (teams) also throw balls in the towns. Again calculated shot down towns. So play 2-4 times. Wins a team who managed to bring down a large number of towns a few times. Rules of the game: 1. You can only throw the balls by the leader's signal. 2. When you throw to enter the starting line it is impossible. The throw of the shortwriting is not counted.

"Get into the ball." Preparation. For the game you need one volleyball ball and tennis balls in an amount equal to half of the participating. Playing are divided into two teams and are built on the sides on the opposite sides of the site at a distance of 18-20 m from each other. Lines are conducted in front of the socks of players, and a volleyball ball is put on the middle of the site. Players of one team (lots) get on a small ball. The content of the game. At the leader's signal, players throw the ball into the volleyball ball, trying to roll him back to the opposite team. Players from another team collect abandoned balls and in the signal also throw them into a volleyball ball, trying to roll back it. So, alternately teams throw the balls the set number of times. The duration of the game is 8-10 minutes. Wins a team who managed to roll the ball behind the team, standing opposite. Rules of the game: 1. If during the game the volleyball ball will roll away from the players, it is put in the site zone on the same line. 2. In this case, the shelling of the volleyball ball begins on both sides at the same time. 3. Each bended by the enemy, the ball brings one point to the team.

    Moving games with the ball.

Moving games "Race of balls", "Ball of water", "ball on the floor"

"Playing the ball." 2-3 equal in the number of children subgroups are built into the columns. Distance between columns 3-4 steps. Line is held before the right-hand columns. At a distance, the second line is drawn from it, parallel to the first. In each subgroup, they choose a leading, which becomes opposite its column for the second feature. On the signal, leading the balls in front of standing in their columns. After catching the ball, playing throws it back, and himself rises to the end of the column. Wins a column, who graduated from the transfer of the ball faster. Rules of the game: The ball should be thrown by two hands from the chest, without going beyond the line; The damn ball himself raises him; I failed to catch the leading throws the ball again.

"Ball on the floor" Preparation. All playing form a circle. Two players become in the middle of the circle. There are one or two knees standing in a circle. They have one volleyball ball. Wasing rotate face to the ball. The content of the game.According to the leader's signal, playing begins to roll the ball on the floor, trying to hurt them the legs of the leading. Water running from the ball in a circle, bounce, fleeing from him. If someone from the players succeeds to get the ball into the legs of the lead, he takes his place, and the former leading becomes in the circle. We win those who have never been dragging. The first leaders are not considered losers. Rules of the game: 1. The game begins on the signal. 2. Abandoned on the feet leading immediately goes to the place of the awaited one. 3. You can walked up not above the knees. 4. The first leading is not considered to be a loser.

Movable games "Snacks by ball", "Circular laptom", "Pass the ball."

Development of agility, accuracy, coordination.

"Pass the ball." Children stand in a circle and pass each other ball for each word, pronouncing any count. He, the ball stopped at the end of counting, coming out in the middle and says: "Once, two, three - run!)" Players are running out, and standing in the middle runs behind them, throwing the ball into the legs of running away. The one who got the ball is temporarily coming out of the game. When the point falls with a ball in 2-3 people, everyone gets up in a circle again, and the game is repeated.

"Circular laptom" The number of players is 6-15 people. Two watering are located beyond the boundaries of the conditional platform at a distance of 10-12 m, all others are in the center of the site. Watering, throwing the ball to each other, try to stain those who are on the site. Those who hit the ball are dropped out of the game, but they can help those players who caught the ball. Wins the one who will last on the site. Water becomes two, the first to leave the game. The game is repeated 3-4 times, with small breaks for recreation.

"Potions with a ball" All playing arbitrarily arranged on the lawn or glade, in the center - driven with the ball in hand. The signal begins the game: the leading should be stained by the ball of any player, which after that it becomes leading. The game con continues 6-8 minutes, after which it is necessary for children to give a little break.

"Who called, that catches." Children walk or run through the gym. The instructor holds a big ball in his hands. He calls the name of one of the guys and throws the ball up. Named should catch the ball and throw it up again, named the name of some of the children. Throwing the ball is not too high and in the direction of the child whose name is called.

"Dog". All players get into the circle at the distance of the elongated hands. One is prescribed to lead. He goes to the middle of the circle. The guys throw the ball in different boards so that the driving could not touch him. Driving, running in the middle of the circle, seeks to touch the ball located in the air, on the floor or in the hands of someone from the players. If he manages to touch the ball, then a child is going to his place, which the ball threw the ball or removed him from the leading. The leading becomes the "guilty". Rules of the game: the ball can be moved through the air (not higher than the hands raised). If the ball crashes from the circle, then the players must quickly raise it and, returning to their places, continue the game.

"Captive Couple". On the floor draw six parallel lines at a distance of 1 m one from the other. Children stand in two ranks against each other between the third and fourth line (counting, right). An "started" each pair of playing three times in a row gives each other to each other. If at the same time the ball did not fall, one of the partners moves for the next line (makes 2-3 steps back), and the distance between them increases. If any of the pair dropped the ball, you need to count the throws again. After three throws, then one, then the other playing retracts back to one line until both are in the most recent borders. Rules of the game: you need to throw the ball without leaving the line; The first goes to the next line the one who threw the ball. Complication: added more lines on each side.

    Movable games with tied eyes.

Defense development.

"Zhmurki" The presenter appoints the lead - Zhmurku. He gets up for the middle of the team (platforms), the eyes tie him and offer several times turn. Then all the children run on the team, and Zhmurka tries to catch someone. At the form of any danger, the players must warn the gum on the word "fire". If the game passes outdoors, then choose an equal platform and outline the boundaries for which the players do not have right. Catching someone, Zhmurka conveys his role caught. The playing, crossed the meaningful line, is considered to be burnt and must replace Zhmur.

"Sly Fox" On one side of the site there is a line - "House of Fox". Players are located in a circle at a distance of one step from each other. The teacher offers playing to close the eyes and, by the circle behind the backs of children, is touching one of the players, which becomes the "fox cunning". Then the children are invited to open their eyes and carefully see which of them is a tricky fox, will she not give herself something? Playing 3 times asked chorus:

"Surface Lisa Where are you?" At the same time, all the players look at each other. When all the players (including the tricky fox) are asked for the third time: "Fox's tricky, where are you?", Surpiece Lisa quickly comes out on the middle of the circle, raises his hand and says: "I'm here." All players run on the site, and the tricky fox catches them. After a fox caught 2-3 people, the teacher says: "In the circle!".

    Movable games with a rope

Development of jumpers, coordination, skill jumps on the rope.

"Clock" - Cheerful, mobile game with a skipping. Develops endurance and attention. This children's mobile game is well suited for physical education lessons at school at students of junior classes. Game description10-15 people play. All choir pronounce: "Tik-so, tick-like". Two, in advance of the selected players, the rope will be buried in the same rhythm, the rest are built in line. The first player jumps over the rope once and falls at the end of the queue, the second is two, etc. If the player is accompanied by jumping or mistaken in the score - it changes with one of those who hold the rope. At the same time, the account begins first. Task players - Jump as long as possible, without confusing. Rules of the gameAll choir pronounce: "Tik-so, tick-so"

Choose two players who will twist the rope in the same rhythm

The rest take turns jumping through the rope.

The first jumps once and falls at the end of the queue, the second is two, etc.

The player confused when leaping or mistaken in the score - changes with one of the players torque.

"The most flexible" - Movable, cheerful game for a large group of children. The game helps to develop flexibility and coordination of movements. Game descriptionThe presenter pulls between two pillars or trees rope (or rope) at the height of the boobs of players. Players must pass under it, bending back, not assigated ropes. Each time players pass under the rope, it falls below 30 centimeters. Participant, hitting the rope - drops out of the game. Rules of the gameThe rope or rope is stretched between two columns at the level of the chest players. Players must pass under the rope, bending back, not taped it. The rope falls on 30 centimeters below each time the participants are under it. The rope rope leaves the game. Wins the one who remained the last.

The game "cradle" DescriptionThe rope hold two, holding each one of the ends. You can one end to tie to the column or wood, and then one person can hold. The rope is not twisted, but only rock over the ground at different heights - from 10-20 cm to 50 and higher. Participants in one (or pairs) are running out and jump over a swinging rope or begin to jump in different ways: with closed legs, on one leg, with crossed legs, with a turn when jumping, etc. Jump until you make mistakes. Allowed the error replaces one of the swinging rope. Rule. An error is considered not only the wrong leap, but also any rope hiding. However, if this happened due to the fault of the rope, the jumped has the right to re-attempt.

    Moving equilibrium games.

Development of agility, coordination, fixing the skills of performing exercises for equilibrium.

"Cockfighting" Preparation. On the floor, the circle with a diameter of 2 m. Sea players are divided into two teams and lined up in two ranks near the circle (one opposite the other). The content of the game. Playing choose captains that send one of their players in the circle. Each of them stands on one leg, the other is prevented, and the hands put on the back. In this position, the participants in the fight (by signal) begin to pull out the shoulder and the body of each other from the circle, trying not to be stupid. The player wins, who will be able to squeeze the opponent beyond the circle or make him stupid, thereby bringing a team to a victorious point. The team wins, whose players won a large number of victories. Rules of the game: 1. The rules are forbidden to remove the hands from the back. 2. The fight ends in a draw, if both players were outside the circle at the same time. 3. The game continues until everyone is in the role of fighters. 4. Captains are also fighting between themselves (last).

"Pirates and Sailors" Description. This is a lively game for older children,

in which you need to balance with a paper hat on your head. Materials: For each child, paper hat made of newsprint. Everyone puts on a paper hat and follows that she remains all the time on his head. Two children - pirates, they

wear your hats across. The rest are sailors and put on their hats along. (Demonstrate it.) Pirates are trying to take sailors on the board, that is,

"Walked". The sailor, who touched the pirate, turns into a pirate and turns his hat across. If someone has a hat falls from his head, he can no longer move. He must wait until another child saves him, give him a hat and he will be able to put it again. We will play this game five minutes ... Remember that during the game you can not hold your hat with your hands.

Who wants to be a pirate? ..

"Do not lose equilibrium." Preparation. Playing becomes face to each other at the distance of the elongated hands, closing the feet, and raise their hands forward. The content of the game. According to the leader's signal, players are alternately hit by one or both palms along the palms of opponents. You can shy away from the blow, unexpectedly spreading hands. Loses the one who moves from the place at least one foot. Rules of the game: 1. The game begins at the leader's signal. 2. You can shy away from impact.

    Moving games for fixing crash exercises.

Development of orientation in space, the formation of a sense of rhythm.

"Stop calm" Playing form a circle. The presenter walks inside the circle and, stopping in front of someone, says loudly: "Hands!" The one to whom he turned should stand calmly, and his neighbors should raise his hands: a neighbor on the left is the right, the neighbor on the right is left. Who will be mistaken, comes out of the circle.

"Changing seats" On the floor around the circle draws circles with a diameter of 0.5 m - "houses" (you can use hoops). Their number is one less than the number of players. From the participants of the game choose the leading. It becomes in the center, everyone else is located in the "houses". At the team of the leading children should be swapped by places, running out of the circle in a circle. The leading trying to take the vacant place. The playing left without a "house" becomes driving, and the game is repeated.

"Do not run in a circle This game is carried out with the participation of several children. Instruct a large circle on Earth (with a diameter of 2-3 m). Children are located on one side of the circle, and the adult becomes in the center of the circle. Children should run on the other side of the circle, running into a circle, but quickly trying to run out of it. Adult catches those who have delayed in a circle. If someone from the children is afraid to run into a circle, the adult needs to be presented that he does not look in his direction. Then the child is dying and also moves through the circle.

13. Movable games with group interactions.

Development of the skill of group interactions, speed of reaction, coordination.

"Fishermen and Fish" Select 2 "Fisherman", the rest are "Fish". They lead dance and sing:

In the water, fish live,

No beak, but pee.

There are wings - do not fly,

No legs, but walk.

Nests do not harde

And the children are derived.

"Fish" scatter. "Fishermen" are taken by arms and catching "fish." Caught "Fish" join "Fishermen", because of this, the "network" becomes longer, and help catch the remaining "fish".

« Cat and Skvorts " One child "Cat", 6 - 8 children - "Skvorts". All the appropriate hats are on all. The rest of the children at 5 - 6 people are taken by arms and form circles - "Bunches". Each is located 2 "Skvortz". "Cat" is located aside. Under the slight funny music "Skvorts" fly around the room. With the end of music, a "cat" appears and trying to catch the "Skvortsov". "Skvorts" are hiding in the "Birdhouse". In one birdhouse there may be only two "Skvorts". Caught "Skvortz" "Cat" takes into his house. The game is repeated first.

"Snake" The number of players is 6-7 people.5-6 participants, holding each other, line up in the column - snake. Driving becomes before the snake and tries to stain the latter. Standing in the snake first - the captain - blocks the way to the water: widely puts his hands, puts barriers, performs various movements of the torso. Snake follows the captain and helps block the way to the water. If the player has stained the player, which closes the column, it becomes the captain, and the stained player. The game can be repeated several times, with small breaks for recreation.

"White bears" Preparation. The playground is the sea. Aside, outlines a small place - Ltin. It costs the leading - "White Bear". The rest of the "bearish" are arbitrarily located all over the site. The content of the game. "Bear" Rugs: "I go to catch!" - And rushes to catch "bearish". At first, he catches one "bear" (removes on the ice), then another. After that, the two caught "bear" are taken by arms and begin to catch the rest of the players. "Bear" is moving on the ice. Having overtooking someone, the two "bear" connect free hands so that the caught by wounded between her hands, and shout: "Bear, to the rescue!" "Bear" runs up, states caught and removes on the ice. The following two caught courses are also taken by the hands and catch "bear". The game continues until all the "bear" is shifted. The last caught becomes a "white bear." Wins the last caught player. Rules of the game: 1. "Bear" can not slip out of his hands surrounding his couple, until the "bear" was not asselved. 2. When fishing is not allowed to have enough playing for clothes, and running away to run out beyond the boundaries of the site.

"Lizard" Preparation. Participants are divided into two teams, one of which goes into a circle, and the other remains around the circle with a volleyball ball. Players in the circle are built into the column led by the captain and take each other for the belt. The content of the game. According to the leader's signal, players who form a circle throw the ball to each other, trying to knock out the last player of the column. A knocked out player drops out of the game. After 5-8 minutes, the teams change roles. The team wins, which will choose more players for the set amount of time. Rules of the game: 1. It is not allowed to twist the spiral (hiding the latter). 2. Players do not have to draw hands. 3. The hit in the head is not counted. 4. Intelligence from the floor from the floor is not counted.

    Moving games with gymnastic hoop.

Development of coordination, attention, fast response. Formation of the skill of handling a gymnastic hoop.

"Quickly in the hoop." Hoops are decomposed throughout the hall. In each hoop - a child. The instructor includes music, children run out of the hoop and perform any movements throughout the hall as long as the music plays. And the instructor in the meantime removes one - two hoops. As soon as the music stopped playing, children must run a place in the hoop. One who did not have time from the game temporarily leaves. The game is repeated 2-3 times.

"One, two, three, run!" Hoops need to be decomposed in a circle. It is advisable to spend the game to the music. Children walk from one wrap to another. The presenter says: "One, two, three, out of the hoop", while children come out of the circles, and the lead removes one hoop. When the guys hear "one, two, three in the hoop" each should take a place in a circle. He who did not get space, leaves.

Cosmonauts

Harves are laid down on the hall, these are rocketomas.

Waiting for us quick rockets

For walks on the planets.

What want,

For such a fly!

But in the game one secret:

Late - no places!

As soon as the last word is said, everyone runs through "Rocketromes" and try to raise places in any of the pre-drawn "missiles". Late losing. Rules of the game: 1. Start the game - only by the installed signal of the head. 2. Disagne - only after words: "Last - there is no place!"

15. Moving games with chairs, benches.

Development and dexterity.

"Bored so sit" Along the opposite walls of the hall stand chairs. Children sit on the chairs about one wall. Pischi read:

Boring, boring so sit so

Together to look at each other.

It's time to run

And in places to change?

As soon as the poem is read, all children run to the opposite wall and try to take free chairs, which are one less than the participants of the game. He who remains without a chair drops out. Then remove two chairs. Everything is repeated until the winner takes the last remaining chair.

"Ocean is shaking" According to the number of players, chairs are put in two rows so that the back of one chair comes into contact with the back of the other. All participants of the game are sitting on the chairs. The leading says: "The sea is worried." Playing get up and run around chairs. "Sea subsided," says the leading, and children occupy free places. Someone will stay without a place, as one chair takes the leading. He who spoiled is going to drive. Rules.1. Playing is not allowed to run close near chairs. 2. You can take free space only after words: "Sea subsided."

"Music chairs". The center is placed chairs, 1 less than the number of participants. Children go to the music or run around chairs. Suddenly, the music stops, you have to have time to take a chair. Who was not enough - comes out of the game. 1 Chair we remove and everything continues. If the children are very much, at the beginning of the game you can put the sheets of the newspaper to the floor, but when there are 3-4 people, it is still better to put chairs.

"Neptune and Fish" Chairs are installed in a circle backs inside. One of the players acts on the role of Neptune, which leads "fish", exactly repeating the various movements. For example, the waves appear on the sea, "the storm will appear", etc. And suddenly the words are heard: "Water is a mirror - smooth." With these words, children run to the chairs, trying to take a place. One of the players, the chair will not get, and then he becomes the leading neptune.

Development, dexterity, speed of reaction.

"Calling numbers" The number of players - 10 - 20 people. Play two teams that are built into the column one at the starting line. 15 meters from her against each team indicates the place of rotation. Captains distribute players by numbers. Lead calls numbers. Players, having heard their number, run to the point of rotation, ride it and return to the place. Rent first gets a point, the second is two points. The winning team is determined at the end of the game by the number of points scored.

"We manage to take a place »Playing form a circle and calculated in order of numbers. Driving becomes in the center of the circle. He loudly calls two any numbers. The numbered numbers must immediately change in places. Using this, driving tries to get out of one of them and take his place. The remaining without a place goes to drive. The rooms assigned to the participants at the beginning of the game should not change when one or another of them temporarily becomes leading.

"Listen to the signal Children go to Colon one by one. The presenter gives predetermined signals - sound (cotton palms). For example: When the lead slamming in your hands once, then the children run when chlorides two times - the children sit down when three are children.

"Crows and Sparrows" The participants of the game are built into the column one by one (in step from each other) in the middle of the site and are calculated on the first-second. The first numbers are one team, the second is the other. On both sides of the players are decomposed, items: to the right of the towns ("crows"), on the left tennis balls ("Sparrows"). The objects are twice as fewer than the game participants. Playing at the direction of the master perform various uncomplicated movements on the spot (hands on the parties, up, sit down, stand up, in place a march, etc.). Then, driven by syllables, says one of the words. If this is the word "way", then on the syllable "us" all the players rushed to the towns, if "in-ro-bodies", then, when uttered the last syllable, all players run to the balls, trying to grab one subject. Because items are less than players, they get only the most attentive and fast, for which the team is charged with winning glasses. The game is held 7-9 times, after which the number of successful starts of each command is calculated and the account is declared accordingly.

"Chisty-Zhögloud-Nuts" Preparation. Players form a circle, in the middle of which it becomes leading, and the rest, crashing along the top three, stand up one after another person to the center (the first room is in three or four steps from leading). The head gives all the playing name: the first in the top three "bumps", the second "yellow", the third "nuts". The content of the game. By the signal, drives loudly pronounces, for example: "nuts". All playing, called "nuts", should be swapped in places, and the leading tends to become any vacant place. If he succeeds, the player remaining without a place becomes leading. If the driving will say "yellow", the places standing in the troops are changed, if the "bumps" - standing in the top three. When the game is mastered, you can call two or even three players in the troops, for example: "cones, nuts". Conducted should also be swapped. Players win, who have never been waters. Rules of the game: 1. It is prohibited to remain in place. 3. Players cannot run into any other triple (otherwise the player becomes leading).

16. Moving motion coordination games.

Development of motor qualities, speed. Dexterity, coordination.

The game "Second Excess" Rules of the game: The game participants form a circle and are calculated in order of numbers. Everyone must remember its number. Then determine the leading, for example, with the help of readings. The one who drives becomes in the center of the circle. And the rest in a circle is not in order of numbers. Driving loudly calls two any numbers. The numbered numbers must immediately change in places. Using this, driving tries to get out of one of them and take his place. The remaining without a place goes to drive. The rooms assigned to the participants at the beginning of the game should not change when one or another of them temporarily becomes leading.

"Swan geese . " On one side of the site, a trait separating "goose" is carried out. In the middle of the site there are 4 benches that form a 3-3 meter wide width. On the other side of the site there are 2 benches - this is "mountain". All players are located in the "Goose" - "geese." Behind the mountain outline the circle "Lair", in which 2 "wolf" is located. According to the signal - "Geese - Swans, in the field", "geese" go to the "field" and are walking there. At the signal "Geese - Swans home, a wolf behind a long mountain," "Gus" run to the benches in the "goose". Because of the "Mountain" run "wolves" and catch up with "geese". Win players, have never been caught.

"Forbidden movement." Children, going in a circle, repeat all the movements behind the educator, except for one, for example: "Hands up!". The one who performs the "prohibited" movement becomes the end of the column. Thus, more attentive children will be at the beginning of the column, and they are considered the winners.

"Mirror" Playing are freely located on the site and perform the following tasks: a) the repetition of single movements after the next one. b) playback following the leading series of movements in a specific sequence. c) imitation of animal movements, birds, insect, named leading, etc.

"Hour and scouts" The participants of the game are divided into two equal teams: "time" and "scouts" - and lined up in the ranks along the two opposite sides of the site at a distance of 10-20 meters one from another. In front of the socks of playing a line, and in the middle of the site at the same distance from the commands a circle is drawn. It put a ball or another subject. Players of the team "Scouts" must try to carry the ball, and the "watch" team should sang him. At the signal 2 player (extreme from the right flank of each rank) run on the middle of the site to the ball. "Scout" makes various movements to distract the attention of the "watch" and carry the ball into your team. "Watch" repeats all the movements of the "Scout" and at the same time follows the ball. If the "scout" grabbing the ball, "watch" tries to catch it up and osal to take captivity. If the "clock" does not catch the "scout" with the ball to the line of his "house", he himself is pronounced on the opposite direction and becomes on the left flank of the enemy team. The game continues until all the "hour" and "scouts" will replay. At the end of the game, prisoners are counted in each team. Wins a team that has more prisoners. Then play the second time, changing roles. After the second game, they count the prisoners again. The team defeats, who managed to capture more prisoners in the role of "scouts" and "hourly". You can play and once. In this case, players in teams are calculated for the first and second. Playing under the first number in one team - "Scouts", and in the other - "hour", playing under the second number of roles are changing. Under the conditions of the game "Clock", which did not repeat all the movements of the "Scout", loses. Catching the runaway can only be drawn to his "home". If running away from the pursuer, the player lost the ball, he is captured.

18. Competitions - Relay

Development of endurance, speed, dexterity. Improving team action

Game - Relay "Classics". Children are built in 2 columns. The hoops in the form of classics are decomposed in front of them: one, two, one, two, one. According to the instructor's signal, the children jump through the hoops and back, transmit the relay to the next one of their team with light cotton hand and get up in the horses of the column. Wins the team, the first ending with the relay.

Rental hoop Play two teams. Each player needs to roll the hoop from the start to the finish line - 20 meters and the same way back to the start. Transfer the hoop to the following, etc. It wins the team that will graduate faster than the relay.

Relay race Two teams participate. Each team is divided into two groups. One becomes started, the other on the finish. The player who will run first from the start receives the hoop, and the player running from the finish line is a rope. Begins the player who received the hoop. He needs to jump through the hoop, like through the rope. When he got to the finish, the player starts with the finish line, jumping with a skipping. Each participant after completing the task transmits the inventory to the next player in its group. As soon as the groups are changed in place (the one that started from the start, will turn out to be on the finish and vice versa), the contest stops. Jogging are not allowed.

Snake For a line, after certain distances, set items (for example, kegli). The first participant from each command on the lead signal begins to roll the ball with a snake through these items. If the subject is knocked down, it must be put in place and repeat the turn. A team wins, which will finish the baton faster.

Relay with a leap.Preparation: Players are divided into two teams that become in the columns one by one parallel to one another. The distance between the teams 3-4 m. Ahead of each column at a distance of 8-12 m from the initial line is carried out (with a diameter of 1.5 m) or the rectangle is drawn. The first team numbers get into it. Everyone relies with hands on one leg and, leaning forward, hides the head. Game: on the signal of the leading players standing in front of the columns, run forward and make a support jump, pushing out two legs and leaning hands about the back of the comrade (leaping a leap), and then get up in his place. Players through which jumped, run back to their columns, relate to the palm of the following players, after which they stand behind their teams. Received a touch of hand, run forward, make a support jump and remain in circles, etc. The game ends when all players will finish jumping, that is, a player through the first jump, jumping over the teammate, will remain in the circle, and The one through which they jumped, cross the line of the start, from where the players started running. It is forbidden to run out due to the initial line, while the return player does not touch the palm of the next player. A player through which you jump cannot be changed while playing and standing outside the mug (square). Winner: Team, first completed task.

Grasshopes.On the start line, two players are sitting on the ball, holding his hands from the sides. According to the leading signal, they are moving forward to the finish. Winner: The player who came first.

Jumpers Preparation: Two or three teams are built into the columns before the starting line. Game: By the signal, the first numbers jumps overcome the set distance - 10-15 m and back, be sure to stand up on the opposite side of the site. As soon as the first participant, landing behind the starting line, touches the next participant's hand, he starts jumping, etc. Winner: the team, the first ending with the relay. Options: -plings on two legs; -plings on the right leg; -plings on the left leg, there - on the right foot, back - on the left or vice versa.

Option relay.Each participant tries to overcome the distance for a smaller number of jumps. The winner is determined by the smallest amount of jumps spent by all team members. With this option, jumping on foot (multi-dimensions) can be used, and the relay is carried out in one direction, with a gradual transition of participants on the opposite side of the site.

Tanya-PolkayChildren are divided into pairs. Each couple becomes back to each other and hits his hands in the elbows. In this position, children must run 20-30 meters to the finish line and, without turning, return to the start. Thus, each player in one direction runs forward to face, but in another back.

Relay with sticks and jumps.Preparation: The players are divided by two or three equal teams, which are built into the columns one in three to four steps from each other. They stand in parallel before the line, in their hands at the head player, a gymnastic stick. Game: on the signal of the leading first numbers run to the Bulava (printed ball installed in 12-15 m, they rush it and, returning to their columns, stretch one end of the stick with the second numbers. Holding out the ends of the stick, players spend her under the legs of playing, moving towards the end of the column. Everyone is jumping over a stick, pursuing with two legs. The first player remains at the end of his column, and the other runs to the rack, envelopes it and pesters a stick under the legs of playing with the third number, etc. The game ends when all participants run with a stick. When a novice game turns out again in the column first and he will bring a stick, he raises her up. Winner: The team whose players earlier completed the task without allowing errors. The rules are forbidden to let go one of the ends of the stick when it sweels under the legs, drop the stick to the ground.

CrossingPlayers of two teams are built on the opposite sides of the site face to each other (behind the lines of their "houses"). At the signal, players, moving on the jump on one (right, left) leg, crossed the platform and should be as soon as possible behind the line "House" of the opponent. The team defeats whose players will be gathering after the opposite line. The player who ended the movement last, drops out of the game. Then follow the opposite direction, and again out of the game is the last. You can change the way of movement (jump on two legs from the rack or from the squats, run, etc.). The game continues until two or three riser jumpers remain on the site. In terms of the number of players on the site it is not difficult to determine the winning team. Continuing the competition, you can reveal the fastest player.

Run teams (trains)Two equal commands are built into the column one by one, clasping hands in front of standing or taking over the belt. Columns are parallel to one another at a distance of 3-5 steps. The columns spend the starting line, and opposite the competing teams at a distance of 15-20 meters they put a rack or another subject. At the signal, the players in the columns run forward to the rack, envelp it and return back. The team wins, whose players ran the entire distance without disconnecting, and before they crossed the starting line with the entire column. You can continue that players join each other in turn, i.e., first the first number robes, then the second is joined and rolled together, then the third, etc. As in this option, the game requires endurance when it is repeated Players in columns are located in the reverse order. For the children of younger school age, you can carry out both options for the game, having agreed that you will run, keeping each other's belt, and by arms.

Freaky teamPreparation. Players are divided into 2-4 equal teams and build up into columns one by one parallel to one another. In front of the socks in front of the columns, a trait is carried out, at a distance of 2 m from her - the start line. 10-20 m from the starting line against each column is placed on the rack or on Bulawe. The first players in the columns stand on the start line. The holding of the game. Option 1. At the command of the head "Get ready, march!" (or on another conventional signal) The first players are running forward to the racks (Bulavam), ride them on the right and return back to the start line. The player, the first to overgoing the start line, brings his team a point. Rooms come up at the end of their columns, and the following players are built up at the start line. Also, in the signal, they run to the subject set against their column, envelpate it and return back. Holding the first again earn the point of his team. And so in turn run all players. Then the glasses are counted. The team wins more points. Game Rules: 1. You cannot run out and stop the start line to the leader's signal. 2. You can only run the object on the right, without touching it with your hands. 3. When running with a wand, it is necessary to hit it three times about the subject or half, loudly counting. 4. Returning, you need to get up at the end of your column.

Option 2. The game you can use sticks. Each player at the start keeps a wand. Defending to the rack, he hits it three times about the rack or about the floor and returns back. Having running the start line, the player gives the chopstick to the following.

19. Movable games in the area in winter.

TRAP

Coming from the snowman (or Santa Claus), children stop and, clapping in your hands, say: "Once or two to three! Once or two or three! Well, rather catching us!" With the end of the text, everyone scatters. Snowman (Santa Claus) catch up with children.

Snowball SacksOne of the players is driven. The rest run past him on the site in different directions. The driving tries to get into the running by the snowballs (they are better to prepare in advance). The one who hit the snow, stops and, without leaving his place, tries to get by snowballs in running players, helping to drive. Gradually, the number of such assistants of the leading increases. When they are becoming more than the other players, the game stops.

We are fun guys.Children become on one side of the site for an imaginary feature. On the opposite side of the site, a snowdrift or snow shaft. A little away, on the side of the players, there is a fishing (he is pressed or choosing children). Playing chorus pronounce:

We are cheerful guys,

Love to run and ride.

Well, try to catch up with us,

Once, two, three - catch!

After that, everyone runs on the other side of the site and hide for a snowdrift. The fish catch up with the runners, the outstands departed to side. Catching can not catch those players who manage to escape for a snowdrift. It counts caught after each run. After 3-4, the ranks count how many players managed to catch a catcher and choose a new one.

Fathers with snow.The low snow roller is denoted by a circle with a diameter of 4-5 m. It collects a group of playing. Driving becomes 2-3 m from the circle, at this distance he can move along the circle. In his hands, he has a basket with snowballs. At the adult signal, the fishing is trying to get into someone who is confidentious in the circle of children. The adult monitors what interest in the snowball will be a fault and the fishing will spare them one of the players. The game is repeated 2-3 times, after that the new fishing is selected.

Movable game "Out of the Circle"on the snow circle with a diameter of about one meter. Two participants are becoming a drawn circle and try to push each other. The one who will not hold on the legs is closed and falls. In order to diversify the game, you can exclude from the game of your hands, for example, removing them behind your back.

20. Mobile games with volleyball elements.

Movable games "Ball through a grid", "Volleyball with balloons", "Throw-catch!" "Who has fewer goals"

"Quick-catch!". Playing throw the ball through the tensioned volleyball net, run under it and catch the ball immediately or after it bounces off the floor.

"Volleyball with balloons." The volleyball net is stretched at an altitude of 1.5 m. Two balloons, in which you can pour a few drops of water, are connected together. On both sides of the grid are teams, 5 children each. Playing beat the balls, trying to overtake them on the side of the enemy and not letting fall on their side. Rules of the game: You need to try to play together, passing the balls to someone who is more convenient to repel them on the other side; Team, on whose side the balls fell, a penalty point is charged; The balls should not be delayed with their hands, but immediately beat.

"Who has fewer goals." Children are divided into two equal teams of 5-6 people. Commands are given 6 goals. On the whistle, players begin to move the balls on the side of the opponent until the second whistle sounds. The team wins, on the site of which after the whistle will be less than the balls. Rules of the game: The balls are transferred from any site of the site; You can not throw the balls under the grid; You can not throw the balls after the 2nd whistle of the judge.

"Ball over the grid" (Volleyball on simplified rules). The game is held on the playground (floor, grass, asphalt). Its size depends on the conditions of the child's institution (4 × 8, 5 × 10, 6 × 12, 7 × 14 meters). The volleyball mesh is hanging so that its upper edge is at the level of the elongated hands of the child - from 120 to 135 cm from the surface of the site. Instead of a mesh, there may be just a rope. Play the Rubber Middle Size Ball. Children are divided into two teams who have their name. Captains are chosen in advance. The teams welcome each other and are distributed on both sides of the grid in a checker order (at a distance of 1.5 to 2 m from each other and from the grid, as well as from the boundaries of its site). The feed is performed (by throwing the ball through the grid) from any place of the site (where the player can cross the ball through the grid to the opponent's side). The ball is sent below and on top of two hands or one from the shoulder, and they catch two bottom or top. The player who took the ball can send it through the grid, making no more than three steps, then throw the ball back or transfer to any teammate. Rules of the game: Do not give the ball to touch the Earth (Paul) on your half, but to transfer it through the grid so that it fell to the platform of the opposite team. When filing the ball should not fly out of the site. This is considered an error, and the point is not counted, the feed is lost, and the ball serves another team. Teams serve the ball in turn. Players of the same command can transfer (slip) the ball to each other only one time. The point is counted by the team, if the ball, flights over the grid, touched the earth on the enemy's court. Play up to 10 or up to 15 points, then change the platforms. The duration of the game is 15-25 minutes.

21. Moving games in the volleyball player.

Development of jumpers in gaming conditions. Fastening the skill of movement in the volleyball player.

Pioneerball rules.All you need for a pioneerball game is the ball and 2 teams from 3 to 8 people each. It is considered optimal when a total of 12-14 people are located on the playground. The ball will suit almost any, but preferably volleyball or football. Through the middle of the site, the grid is stretched or even just a rope. Teams are standing on both sides. As mentioned earlier, the pioneerball rules are similar to volleyball over the exception that the ball can be caught and make no more than 3 steps with it. After that it is necessary to either transfer the player by the team, or transfer through the grid. It is allowed to make no more than one pass in the attack. The task is to not allow the ball to fall on the ground or the floor, otherwise the point is counted. The game is completed with a set of 25 points, after which the teams change places and play another batch. In the case of an account in the 1: 1 parties, the final batch is played.

22. Moving games with basketball elements.

Development of fast response, attention. Improving command actions.

"Play, play the ball do not lose." Tasks. Learn children to listen to the signal, give them to feel the physical qualities of the ball, form the skills to control the ball and play with it without interfering with a comrade, find a free place on the site. Game description. All children are located on the site and each plays with the ball at their discretion. After the tutor signal, everyone should raise the ball as quickly as possible. The fined points are obtained. The game is repeated. Options. After the tutor signal, all players must keep the ball correctly or take a rack of a basketball player. Methodical instructions. Before the game, the teacher calls movement with the ball that children can perform.

"Harmon ball". Tasks. Learn to transfer, catch the ball, to bring up responsibility to the team. Game description. Play 2 or 4 teams. Players of each team are becoming in a circle and choose the leaders that have the ball. After the tutor signal, the leaders give the ball to the player standing to the right of them, and they themselves run to the left, circle a circle and become in their place. The resulting ball transmit to the next right, etc. When the first returns to his place, the next player runs. The game continues until all the circle won, and the ball will not return to the watering. The team wins faster the game.

"Behind the Ball." Tasks. Learn to transfer, catch the ball with two hands from the chest, develop the ability to navigate the site, to bring up responsibility to the team. Description of the game. Children are divided into several teams. Each team is divided into two columns that become one against another at a distance of 2-3 meters. In a leading ball. After the signal, the driver transmits the ball against the team that stands in the column in the team, and itself runs to the end of the opposite column, that is, behind the sword. I caught myself also transmits the ball on against standing and goes after the ball. The game continues until all players return to their places, and the balls will not be in leading. Methodical instructions. Children will quickly understand where to run after transfer the ball if they explain that they must move after the ball, by the direction where they threw the ball.

"Catcher With Ball." Tasks. Teach children to conduct the ball in the correct rack with the right and left hand run, changing the direction and speed of movement, to educate honesty and justice. Game description. Children with balls are moving freely on the site, one of them leading. His goal, leading the ball, touch anyone. If he succeeds, the one he has become drunk, but a player leading. Methodical instructions. Initially, the role of the leader performs the educator, and later the child freely controlling the ball.

"Five throws." Tasks. Teach children throwing the ball to the basket, develop the accuracy, accuracy of movements, educate honesty and justice. Game description. Children are located at a distance of 1.5-2 meters from the basket. At the tutor signal, all children throw balls in the basket. The one who fastest will fall 5 times in the basket specified in the way.

"Ball captain." Tasks. Learn to apply a variety of movements with the ball in the game, coordinate your actions with the actions of a partner. Game description. Children are divided into two teams. In each team, the captain is selected, which becomes in a circle drawn at the end of someone else's platform. Children throw the ball to their captain, and opponents try to intercept the ball and transfer it to their captain. Methodical instructions. The ball can be guided by passing a comrade on the game, you can not run with him.

23. Old Russian moving games.

The development of high-speed - volitional qualities, speed, dexterity.

"Paints" Children choose the owner and two buyers, all other paint players. Each paint comes up with a color and quietly calls his owner. When all the paints chose a color, the owner invites one of the buyers. Buyer knocks: "Tuk-Tuk!" - "Who's there?" - "Buyer" .- "Why did you come?" - "Paint". - "What?" - "For Blue". If there is no blue paint, the owner says: "Go across a blue path, find blue boots, pouter Yes back to bring." If the buyer has guess the color of the paint, then the paint cares. There is a second buyer, the conversation with the owner is reassigned. And so they pass in turn and disassemble paints. Wins the buyer who guessed more paints. When repetition, he acts as a master, and buyers players choose. Rule. The buyer should not repeat the same color of the paint twice, otherwise it is inferior to the second buyer. Guidelines. The game is held with children both indoors and for a walk. The owner, if the buyer did not guess the color of the paint, can give a more complex task, for example: "Jump on one leg on a blue path". If many children play, you need to choose four buyers and two owners. Buyers behind the paints come in turn.

Mother Spring.

Two children with green branches or garland form a gate. All children say:

Mother's spring is coming

Take the gate.

The first March came,

Spent all the children;

And behind him and April

Opened the window and the door;

And how did May come

How much do you want to walk!

Spring leads to a chain of all children in the gate and turns into a circle.

"Gorgeli » Participants become pairs, holding hands, each other - form a column. Ahead of the column is driven. On the team of the leading last couple disconnects the hands and runs forward: one right, the other on the left side of the column. The task of players is to dodge the leading and have time to take hands. If you manage to catch one of the players, then he, together with the caught first pair of columns. If the players are able to overcome the leading and take up hands - they are in the head of the column, and the lead starts the game first.

Cossacks-robbers Children are broken into two teams: the Cossack team and the team of robbers. "Robber" needs to hide at the agreed territory for a certain time and hide the "treasure": some kind of toy, subject, candy. After that, the "Cossacks" are running around the yard in search of all "robbers" and "treas". To confuse and confuse "Cossacks", the "robberry" is allowed to draw on the fences, asphalt and the walls of the arrow. After successful searches, the teams change places.

"Stander" Water is handed the ball. Players are going around the leading. Driving throws up the ball up and shouts the name of one of the players. The named player catches the ball on the fly or raises it from the ground and tries to get to them in any of the remaining players running around. Catching the ball on the fly, the player has the right to shout: "Stander!" Then all participants must measure, and the player with the ball can be calmly aimed and stain with the ball of anyone. The ball caught in the air also gives the right to immediately throw the ball up and shout the name of any of the players. If the one who tried to stain, it will be able to catch the ball thrown into it, he gets the right to mark them another player. Spotted drops out of the game. Rules of the game Allowed to surpassed players in which they kiss the ball, squat, shy away from the ball, but they have no right to go from the place.


Sparrow and Crows

You can play together with the child, but better by the company. Agree in advance that sparrows will do, and what is the crows. For example, when the "Sparrows" team, children will go to the floor, and when the "Crow" team is to climb on the bench. Now you can start the game. Adult in syllamas slowly utters "in - Ro -... us!" Children must quickly perform a movement that was set for raven. Who completed the latter or confused - pays Phanti.

"To your flags."

Playing divided into several teams (5-6 people), become in the circles, drawn throughout the site. In the center of each mug - duty officer with a flag that differs in color from others. All playing, except for those who stand with flags, are run by the signal on the site and become facing the wall or close their eyes. At this time, the duty officers with the flags are quietly changed in places. The coach gives a signal, and playing open their eyes and run to their flags, forming a circle. The team wins, built in a circle of the first.

"Freaky team".

Players are divided into 2-4 teams and are built into the columns one by one. Opposite each team is located according to the gymnastic rack. At the signal, the first players run to the racks, ride them and return back. Player? The first crossed line of the start, brings his team a point. Next, the following players flee the signal, etc.

"Slicks are simple"

Playing freely located on the site. Two are chosen. On the Sack signal, players begin to ignite the players. If they were settled, they change roles with outstanding. The winner is a player, never wondering.

"Fishing rod"

Playing form a circle, in the center of which is located with a long skipper in your hands. At the signal, he starts to turn the rope, and the players try to jump over it, not taped. The player who hooked the rope is changing the roles of water. The winner is the player, never a rope rope.

"Shuttle"

Playing broken into two teams and are located opposite each other on the front lines. At the signal, team players jump (pursuing two legs from the scene) towards the midline. After the first number jump, the line of its landing is marked, the player returns to his team, and from the place of its landing it jumps already another player, etc. If the last player managed to overcome the rival line, then his team wins.

"Get into goal"

Playing are divided into two teams and are built on the sidelines on the side lines opposite each other. The center is put on a volleyball ball. Each team has 6 basketball goals. At the signal, playing rushes balls into a volleyball ball, trying to roll him back to the opposite team. Wins the team, who managed to roll the ball by another. It is not allowed to stop the ball with legs or hands, as well as run into the center for basketball balls.

"Ten gear"

The players are broken into the pairs and are located at a distance of 2-3 m from each other, forming a rank. Each couple has a ball. At the signal, they begin to transfer the ball in a certain way, previously agreed, trying not to drop it to the ground. Winning a couple who made 10 gears without falling to the ground.

"Behind the Ball"

Playing form several teams, each of which chooses the leading. The teams are divided in half and become one against the other at a distance of 2-3 m. At the signal, the driver transmits the player first in the opposite column, and it runs to the end of this column, i.e. Following the ball, etc. The game ends when all the players return to their places, and the balls will return to leading. Wins the team - the first completed task.

Holder (CatchSkating) - a team game on rollers or skates.

At least three people take part in the game. The game passes on the territory with pre-defined boundaries.

Before the start of the game, all players are divided into two teams: catching up (water) and running away. Usually, running out twice as much as water, but this ratio may vary depending on the level of riding players in the teams (in the presence of mutual agreement).

With a large number of players, ribbons can be used to separate water separation. Usually water is observing ribbons on the leg, and running on the arm.

After the configuration of the teams, catching up to ten, running off on the site, and the game begins.

The task of water is to catch all running away. The task of the runaway is to hold out as long as possible (you can set the time limit for one game or play until the water surrender).

Waters catch (osal) running around, touching any part of their body or clothing, including hair, rollers or skates. At the same time, the water can not ignore the runaway by his roller or skate. After an insallation, the runaway should return to the place where it was settled, stand up and designate its status with hands apart. The runaway, who left behind the game zone (abroad), is also considered outstanding and gets up with hands placed on the parties in the place in which he crossed the site boundary.

A free runaway can release the caught (outstanding) by touching it (dissipation). The outstanding player who has not returned to the place cannot be cut.

Power elements (retention, pulling, etc.) is prohibited in the game.

The nuances of the game: if the water is walked by the runaway, and then immediately left behind the zone, then the runaway is considered free; Running, falling under the feet to the water is considered outstanding; It is forbidden to create chains (permanent touch of each other with outstanding players in order to instantly exemption of all during dissipation of at least one chain player); Permission to make a "basketball step" of an awesome player (step, when one leg remains in place, and the second can move).

Rules of the game "Bottle"

Other name: Wovenok. The game passes between two teams A and B on a rectangular platform, divided into 2 half: the territory of the team A and the territory of the B. Team on each half of the playground there is a circle inside of which the team bottle is located. However, only members of the opposite team can occur inside this circle. Thus, team players b who broke into the circle of team A can be there for how long (and vice versa). On its territory (except for the circle), any member of the team is a sorcerer towards members of the opposite team. This means that any team player and on its territory (except in the circle) can be allocated to any team player B (and vice versa). A player who was awesome on someone else's territory is obliged to stop at the place of osal, put hands on the parties and wait until it saves other players from his team. If an outstanding bottle with you, he must first return it to the place, and then get up to the place of osal. The goal of the game is to capture the bottle of the enemy and deliver it to its territory. It is forbidden to throw a bottle. However, to transfer the bottle to members of their team is permissible.

Rules of the game "Broom"

Other game name: Vampires. The rules are very simple. One man drives, the rest run away. He, to whom the water touched himself, also becomes driving and begins to catch other runaways. The game ends when they catch the last runaway. There is a version of the game at which water, after a consistent allocation of two runaways, becomes running away. Such a "broom" is called binary.

Relay meeting with ball

Venue: Gymnasium Inventory: The ball players are divided into two teams and are built into columns. Columns are divided in half. Both halves turn face to each other and retreat 10-40 m, depending on the size of the site. In front of the players draw the line, two players standing ahead of the column are given on the ball. At the signal, the players pass the balls standing ahead in the other half of their team by passing the ball, the player becomes at the end in his column, the player of the opposite team receiving the ball transmits it to standing ahead on the opposite direction. And himself becomes at the end of his team. So the game continues until it returns to the novice player.

Bird without nest

Venue: Gymnasium Inventory: Musical accompaniment Players are located in a circle of couples in the back of the head. Players are located inside the "nest" put hands on the belt, and players of the outer circle of "birds" put hands on the shoulders in front of standing. In the center of the "Bird without a nest", all birds run for leading waving hands. Driving birds on the site. When the music stops playing, everyone tries to take the nest. He who did not have time to become leading.

Fight Petukhov

Venue: Gymnasium Inventory: Chalk, whistle Plays are divided into two teams, two circles are drawn with a diameter of 1-1.5 m. From each team overlook one player. They become a circle on one leg. Bending leg is supported by hand. According to the signal, standing in a circle, try to push the enemy with the shoulder for the wheel of the circle.

Strong throw

Venue: Gymnasium Inventory: Balls by number of participants Two teams are becoming one against another at a distance of 18-20m., At a distance of 3m from each lines are carried out. In the middle of the platform lay 6/6 ball. Everybody is given on the ball. At the signal, playing because of their lines throwing balls are trying to roll 6/6 balls due to the enemy. Wins the team that performed this task 8)

"Catch up their own couple"

Venue: Gym, playground. Inventory: whistle. Content: Playing stand on one side of the site, one ahead, others from behind. At the signal, the first quickly move on the other side of the site, the second they will catch them every couple. By moving on the other side of the site, children change roles. The game is repeated 3-5 times. Ends the game walking in the column one by one.

Fisherman and fish

On the floor or on the site draws a large circle. One of the players is a fisherman - located in the center of the circle, he squats. The rest of the players - fish, overlooking the circle, choir say: "Fisherman, fisherman, catch us on the hook." On the last word, the fisherman jumps, runs out, from the circle and begins to chase fish, which are running throughout the platform. Caught becomes a fisherman and goes to the center of the circle.

Hunters

Playing scatter on the site. Three hunters are in different places, having a small ball. According to the leader: "Stop!" - All players stop, and hunters come to the ball in any of them. "Killed" replace hunters. Players have the right to blame from the ball, but should not. Go from the place. If the player after the team "Stop!" He got off the place, he replaces the hunter.

All players are fish, except for two fishermen. Fishermen, holding hands, fleeing fish. They try to surround her, closer around the fish's fish. Gradually, a whole chain is compiled from caught fish - "Native". Now the fish are caught by the "German". The last two not caught players are winners, when repetition, they are fishermen.

Kolobok

Children, squatting, are stirred in a circle. In the center of the circle there is a leading - "Fox". Playing rolling the ball - "Kolobok" to each other so that he leaves "Foxes". The leading replaces the player who will roll the buncher so that "Fox" will be able to catch it.

Sparrow-throngs

On the floor or playground, the circle of such a magnitude so that all playing can freely stay on its circumference. One of the players - "Cat", it is placed in the center of the circle, the rest of the players - "saying" are set for circle in the very feature. At the signal of the head of the "Practice" begin, to jump inside the circle and jump out of it, and the "cat" tries to catch any of them at the moment when he is inside the circle. The one who caught, becomes a "cat", and "Cat" - "Groove". The game is repeated again.

The most deft is you!

Draw on Earth two circles with a diameter to a meter. Circles are located nearby. In the center of the circle, put the washer, a cube, a ball, town. Two or two teams from three or four people can play. According to the signal of the lead, children must have a toy sword, a saber, a gymnastic stick. This subject (objects) from the circle of "opponent:" defending its own. Guys, as it were, fight on swords and sabers. One or those who, knocking out the subject, "opponents did not allow him to their opponents.

Golden Gate. The game description of the game "Golden Gate" Two players get a friend with a friend and, holding hands, raise hands up. Get "Boots". The rest of the children get up with each other and put their hands on the shoulders going ahead either simply take hands. The chain must go under the goal. "Boots" pronounce:

Golden Gate

DO NOT ALWAYS! The first time says goodbye, the second is prohibited, and for the third time you will not miss you!

After these words, the "grotchi" sharply lowered hands, and those children who were caught, also become "prorts". Gradually, the number of "gates" increases, and the chain decreases. The game ends when all children become a "gate."

Rules of the game

1. For the players get a friend with a friend and, holding hands, raise hands up. Get "Boots". 2. The second children get up together and put their hands on the shoulders going ahead either just take hands. The chain must go under the goal. 3. Ti, which turned out to be caught, also become "prorts". Gradually, the number of "gates" increases, and the chain decreases. 4. The signal ends when all children become "gates"

Above legs from the ground

Description of the game Before the game, children choose the territory, beyond which can not be run. Then choose one catcher. He begins to catch the players that run away. At the same time, children try to tear legs from the ground (to become a bench or stone). In this position, the catcher does not have the right to settle them. If the catcher is catching up by the player, they change roles. Rules of the game

1. Reed game children choose the territory, beyond which cannot be run. 2. Theaten choose one catcher. 3. It begins to catch the players that run away. 4. In this, the children try to tear legs from the ground (to become a bench or stone). In this position, the catcher does not have the right to settle them. 5.If the catcher will catch up the player, they change roles.

Any number of players can participate in the game. First choose the leading. He becomes face to the wall or just back to the rest of the players, which are located 10-15 steps behind him. "Lead" says the phrase "you are going to go - you will go further" and quickly turns around, carefully looking around the players. Players can move only while driving says phrase. When it turns, everyone should be completely fixed. If a player moves a little bit or even smile, he drops out of the game. Wins the one who can close to the hardest and touches his hand when he turns away.

English salts

Inventory: markup. Venue: Outdoor Playground. Minimum number of players: 8-10. View: with watering. Develops: speed. English folk game. The wide platform is divided into three stripes, the average of which hell. In hell, holding hands, there are two leading. They are devils. The remaining players (also in pairs) are located on the two extreme fields and through hell try to run from one field to another. The devils are trying to catch them, and if it succeeds, captured also become hell, that is, watering. The latter, not falling into hell a couple wins.

Salk on Sankah

Inventory: Sledge, one pair. Venue: Outdoor Playground. Minimum number of players: 6-8. View: with watering. The game of the peoples of Karelia. Develops: speed, strength. Several couples take part in the game. One of each pair sits on the sledding, the other is lucky. One pair is selected leading. Welding tend to catch up with any other couple and rally one of them. It can only make a player sitting on sledding. Awedly couple becomes watering and the game continues.

A statue

Inventory: No. Venue: Gym, Outdoor Playground. Minimum number of players: 6. View: with watering. Develops: speed, mutual execution. Armenian folk game. On Earth outlines a fairly large platform, and the participants themselves are divided into catches and running away. For every 5 players are prescribed one catcher. Cathes go beyond the fields, and running freely located on the site. At the signal, the catcher pursue the rest of the players, seeking one of them to rally. The outstanding should immediately measure on the spot, in the position in which it was osal, becoming the "statue". Awed, can try to "release" with touch any player. Running it is forbidden to leave the field limits. The game is underway until all runaways are awaited. After that, choose other catches, and continue the game.

12 sticks

Inventory: 12 unintended sticks (size with a fountain pen), and a plate-swing, to throw them a venue: an outdoor area, courtyard minimum number of players: 4 View: with watering develops: speed, dexterity bags are put on a small log, so that the shortcoming of the swing . All players are going near these swings. 12 sticks are put on the lower end, and on the top one of the players hit so that all sticks scatter. The leading collects sticks, and playing at this time run away and hide. When sticks are assembled and laid on a skip, the watering is sent to search for hidden. Found player drops out of the game. Drinking picks up and places sticks back to the swing strictly one. Any of the hid players can imperceptibly for watering to die to swing and break wands again. At the same time, hitting on the table, it should shout the name of the leading. Drinking again collects sticks, and all playing again hide. The game ends when all the hid players are found and at the same time driving managed to keep his sticks. The last player found is leading.

Catch bag

Inventory: Sand bag, whose weight is selected depending on the age of players. Venue: Gym, Outdoor Playground. Minimum number of players: 6-8. View: general group. Develops: coordination, strength, reaction. The game of Alaska Indians. Players get into the circle and move the sandbag with sand. Without caught him leaves the game and leaves the circle. The winner is considered the last remaining player.

Dragon biting his tail

Inventory: no place: gym, outdoor field. Minimum number of players: 9-10. View: general group, with watering. Develops: coordination, dexterity. Antique Chinese game. Players are built up with each other. Right hand put on the right shoulder standing ahead. The first player is the Head of the Dragon, the last of his tail. The purpose of the head is to catch the tail. The Dragon Body (other players) is in constant motion and obediently follows the first-lose. The chain of players should not break. The one, whose fault there was a break, becomes head. The body of the dragon drives up the tail, not giving his head to grab. When the head catches the tail, the last in the column player goes forward, becomes head, and the new tail is a player who is the penultimate.

Pioneerball

Inventory: Ball. Volleyball net. Venue: Gym, Outdoor Playground. Minimum number of players: 6-8. View: Command. Develops: Tactical skills, command interaction, advocacy effect. It is difficult to say exactly how this game was born, but the fact that she often entered the program of physical education lessons is a fact. The game was carried out on a volleyball playground, only the ball was not thrown by touching the brush through the grid, as in volleyball, and it was pre-it could be caught. And then throw away half the opponent's fields or give PAS partner. Players of the team, damaged the ball, passed the goal.

Potato

Inventory: Ball. Venue: Gym, Outdoor Playground. Minimum number of players: 6-8. View: with watering. Develops: advocacy effect, tactical skills. Play a volleyball ball. The number of playing from 5 people. Drinking ("potato") sits down, the rest of the players are located around it and move the ball, just like when playing volleyball. The damning ball joins the potato - the potato is growing. Players can not only be transferred to the ball, but also to join potatoes, that is, with power to hit the palm on the ball, trying to get into the sitting. If the player flies, then joins the potatoes. Sitting players have the right to jump out of root, trying to catch the flying ball. If it succeeds, caught in places with those whose transmission he intercepted. In the simplified version, standing players can beat the ball immediately, it is allowed to pre-catch, and then throw a partner

Arrows

Inventory: Ball, markup. Venue: Gym, Outdoor Playground. Minimum number of players: 6-8. View: with watering. Develops: accuracy, speed, dexterity. Bashkir game. On earth, at a distance of 10-15 meters, two traits are carried out from each other, between which the circle is drawn with a diameter of about 2 m. One of the players is selected on the role of the arrow and with the ball in the hands become in a circle. At the signal, the remaining players start a run from one line to the other, and the shooter tries to get into them with the ball. As soon as he succeeds, he is changing with a knocked player.

Mountain goat

Inventory: Placed area. Balls, by the number of leading. Venue: Gym, Outdoor Playground. Minimum number of players: 6. View: with watering. Develops: accuracy, dexterity. Tajik folk game. On Earth outlines a large platform, two people are chosen by hunters, the remaining players become mountain goats. Mountain goats move across the site. At the signal, the hunters will chase them, trying to get into them with balls. The awesome sits on the ground, the hunter runs up to him and touches his back. This means that he is caught. After all goats are caught, other hunters are chosen and the game is resumed.

Homeless hare.

From among the players, a hunter and homeless hare is chosen. The rest of the children are hare. They are houses (hoops, drawn circles). According to the alarm-traded bunny, and the hunter catches it. The hare can save the hunter, running into any Dimik, then the hare, standing in Dimik, should escape quickly, as he already becomes homeless, and the hunter chases him. If the hunter succeeds in catching a hare, which remained without a home, then they change roles.

Mirror.

Choose from the leader. The remaining participares are to see well to see. The presenter jumps with a rope, gradually changing ways of jumping. The rest should not stop, repeating all its movements with maximum accuracy (as a rogue).

Throw balls.

Play two teams. Preparing "boiler" (place, femalestorecakes). Participants of one team are located "boiler", the other - inside. Players of the same team threw the balls on the balls, and the players of the second committee must throw them out. The function begins on the teacher's team and continues within 20-30 seconds. After the second signal, the game stops, calculated by the quantity in the "boiler". Teams are changing roles. The team is defeated, which in the "boiler" will remain smaller than the balls.

"Football Cubes"

For the game, you can draw a cellular field of 20 * 15 size or use the usual chessboard, in opposite sides of which the gate will be marked. Two round chips are installed in the center of the field, similar to the soccer ball. They can be made of plasticine or just use buttons.

Each player, throwing a cube, begins to move his chip on the amount of points in the direction of the opponent's goal. Moreover, the chip has the right to go only horizontally. Having reached the end of the horizontal line, it goes down. And again moves through the cells depending on the points dropped. Wins the one who scores a goal.

"Strong grip"

Playing get back to each other and raise up the stalk, holding her hands. The task of players is to lean forward and try to tear the opponent from the ground. Loses the one who will be in the air or let go stick.

"Rugby knees"

Two equal to the forces of the team are kneeling from different sides of the carpet, on the middle of which the ball is put. At the signal, the guys on the knees rushed to the ball to take possession of them. Moving behind the ball and passing it to each other, players tried to approach the edge of the rival side and touch the carpet ball behind the facial line. The task of another team to intercept the ball and do the same. The team defeats, who managed for 10-15 minutes a larger time to touch the ball of the carpet on the opponent's sides. Only movement on the knees and squabbles is allowed. You can not capture the opponent who does not own the MCh, spend pain, get up to the feet and interfere with throwing the ball if it went beyond the carpet. For violation, the ball is transferred to the opponent.

"Jumps and crawls"

Players are calculated on the first-second and easy run moving around the hall, observing a distance of 4-5 steps. According to the visual signal of the coach, if he set his arms to the sides, the first numbers stop in the legs of the legs apart, and the second numbers are covered with them under their feet. If the coach raised his hands up, the second numbers stop and take the position of the stop standing, bent with the support of the hands about the knees, and the first numbers jump over them with a support about the back, pushing two legs.

"Loaf free mat"

In the meter one from the other, in any order are arranged mats. On each mate, except for one - a player. One of the players does not have his own mat and it is an emergency. His task is after the signal to take a free mat. The remaining players interfere with this, performing squirrels from Mata on MT. When you manage to run away to a free mat, his place is occupied by a player who did not have time to make a squirrel. The game lasts a few minutes. The player wins attentive and fast, which never was leading.

"Horovodnodsyadka"

The players get up in a circle and are taken by hand, after which they quiet. Along the signal, everyone starts in the clutch cotton reneer jump into deeply shove into the right Toron. The one who falls or breaks down his hands is dropped out of the circle. The rest get up and, again crop, move on the team leaps in the opposite direction. The game ends when three players remain in a circle. They are declared winners.

"Circular hunting"

Play two teams. Each is placed in a circle of 0 one by external, the other internal. According to the first Sigognal, players move piling steps (or jumps) in the specified direction. According to the second, the players of the external circle are running out, and those who stand in the inner circle are striving to oath those that stand on the contrary, pursuing over the entire platform. When all players are caught, the teams change roles and the game is repeated. Wins a team that deposits of rivals for a shorter time.

"Catching couples"

A pair of "Catches", which, holding hands, begin to catch the stop-up players running around the site. The player is considered caught if the catches closed their hands around him. When two players are taken in captivity, they constitute a new pair. Then the acting couples are caught another player who merge the third pair, etc. This is a game when the player remains on the site, which become new catches.

The rules are allowed to "slip" from under the hands of catches, if they did not have time to close them. The catchers are forbidden to grab their hands and tighten them into a circle.

Cross through the "swamp"

The purpose of this game is to give children an initial presentation and a small skill in the technique of passing and tactics overcoming wetlands. The three options for crossing are practiced: according to "Fashinkam", "Kochkam", "Gati".

P about "f and sh i n k a m"

Each participant has two "Fathers" - a plate of 10 '25 cm. I put in a car before the start line with an interval of 1 meter, on the Marsh! "Command Put in front of one "Fathers" to the floor, get on her with one foot, the second "Fatshka" put forward on the length of the step towards the finish. I put on her with a different foot, the first "Fatshka" raise and shift forward, take a step forward and so before the finish.

Rules:

1. Balancing on one foot when shutting up "Fashinok", you can not touch the floor with a second foot or hand. Otherwise, a fine is accrued.

2. It is not allowed to move "Fathers" on the "swamp" with sliding.

P about "k o h k a m"

10 "bumps" from rope rings or squares from plywood size 30 cm at a distance of 80-100 cm from each other in a small sinusoid through the "swamp".

Participants are offered as quickly as possible through the "swamp", jumping from the "bumps" on the "bodie". Legs do not touch the surface of the "swamps".

The class is divided by the following 1-2 to two teams. On the team "March!" Standing first start moving. It is necessary to go through the "bumps" back and back and transfer the relay - the backpack to the following and so to the end.

Rules:

1. It is not allowed to step between "bumps". Each violation is the penalties.

2. You can on one "bodie" to get up with two legs.

P about "g and t and"

Class divided into two teams. Z A D A C A: Get the "swamp" as soon as possible. Now it is focused from Gheria. Each participant has two thrills with a length of 2 m and a diameter of 5-7 cm. On the Marsh! " guides put both rods parallel to each other in the direction of the finish and pass on them to the end, following him, the player comes to the guister and transmits him his rods, he again stacked them, like his own, and goes on, and so all the players pass their Harie to each other, guiding them, and the team is moving forward.

PS and V and L A: It is impossible to step past the poles. Error - Penalty Seconds.

Go through the log

To train the vestibular apparatus, you can use gymnastic benches set by one to another, fallen tree, if he has chuck, the board is thickening and more authentic, put on the ends on the car tires, the old rail and finally a gymnastic log.

U p r and n e n i for training:

- go through the log from beginning to the end;

- go back and forth;

- do the same with a backpack, with a circle of water in hand;

- go with squatting in the middle of the log, etc.

Pupils perform the task in turn, the rest at this time give an accustomed to the points for the quality of the performance:

- by the nature of the movement: calmly, without tension - 2 points, intensely, uncertain - 1 point;

- in time: normally - 5 points, a little slowed down - 4 points, very slowly - 3 points, a little hurried - 4 points, very hurried - 1-3 points;

- Conservation of equilibrium: without disorders - 5 points, with small balance of balance - 3-4 points, with large disorders of 1-2 points, premature scraps, drop - 0 points.

Running on the "Forest"

This game trains the eye meter, dexterity, develops a sense of space. It is possible to conduct it in a parel, in the glade and in urban conditions - in the yard of the school, on the playground, in the gym. The main thing is that there are high supports for which you can bind long ropes parallel to each other at a distance of 2-3 meters. Height up to 2 meters. On the ropes through a meter-one and a half to impose wooden sticks so that they hang, not getting to the ground. Some sticks can be connected with colored ribbons. Let them be above the knee, others below.

Will a member of the game - a zigzag to carry all the hanging sticks, and under the ribbons to be subject to or overcoming.

Compete on time. Rusters are fined seconds

Cosmonauts.

I. P: In the column one by one. Ahead of the captain in the "Flying Plate" - the hoop, which he keeps his hands at the level of the belt.

Z A D A C: on the team "Start!" "Plate" flies to the "moon" (for the checkbox) and again to the "Earth" - at the start, takes one "cosmonaut" and again "flies" to the "Luna" and back to the "Earth", takes the second "cosmonaut" and t . d. ("Cosmonauts" can "fly" in "Plate" or hold on with her hand.)

The team wins, the first to return to the "Earth" in full force.

Prohibited movement (for 1-4 CL)

Playing stand in one rang. The teacher (presenter) stands in five steps in front of the system. He offers to playing all the movements for him with the exception of the forbidden, in advance of them installed (for example, it is impossible to put hands forward). Violated the installation of the game makes a step forward or dropping away. After explaining the teacher (at the expense, to the music) begins to do different movements, and all playing repeat them. Suddenly, he performs a prohibited movement. Who will repeat his "error", obeys the established rule, that is, take a step forward. After 4-6 minutes of the game, the result is summarized and the most attentive and inattentive are noted. According to the rules of the game, students should not stop movement if the teacher performs them. It is also considered an error. The game can be done by building participants in a circle. In this case, the leader comes forward to step. It is important to choose an assistant to control the compliance of the rules.

Sovice (for 1-4 CB)

There is a sovuchka. Her nest away from the site. It may be outlined off with a gymnastic bench. Playing - on the site, and the Sovice is in the nest. At the Teacher's Signal "The day comes, everything comes to life!" Children walk, run, imitating the flight of butterflies, beetles, depicting frogs, mice. According to the second signal, "The night comes, all freezes - owl crashes!" Playing stops, freeze in the pose, in which they found them. Sovice goes to hunt. Noticing a launched player, she takes him by the hand and leads to his nest. In one way out, it can get two or even three careless forest inhabitants. At the signal "The day comes, everything comes to life!" The summistry returns to the nest, playing again free to frolic on the site. After two or three yields of the sovukhushka, it is replaced by a new leading, which never caught her. Rules prohibit the sovuchka to monitor the same player for a long time, and caught off. If the game is being done to the music, it is installed in advance, under what motive the forest residents are free to frolic on the site, and for what kind of music (usually paid, quiet) sovuka goes hunting.

The ball is average (for 1-4 CB)

Playing form several circles. In the center of each circle - the middle, which alternately throws the ball to his comrades, and they transmit it back, in a circle. Having received the ball from the last player, the average raises it up. Wins the team, the first ending with the transfer of the balls. After that, you can change the central player. If, when passing the ball, he fell out of his hands, it should be raised and continuing the game. The average is not allowed to skip someone from the players, it should pass the ball alternately to each.

Race balls in columns (for 1-4 CL)

Playing are divided into two, three or four teams and become in the columns one by one. You stand in front of the volleyball ball. The teacher's signal begins the transfer of balls back. When the ball comes to standing behind, he runs with the ball ahead (everyone takes a step back), it becomes the first and starts rending the ball back, etc. The game continues until each of the team players does not in the first. It is important to ensure that the ball is transmitted with straight hands with a tilt back, and the distance between the players in the columns was at least half a meter.

Race balls in a circle (for 1-4 CL)

Playing form a large circle and calculated: for the first - second. The first numbers are one team, the second is the other. Two nearby player captains. They have in their hands on the ball. After the signal of the teacher, the balls are transferred in a circle in different directions through one players to the participants of their team. Each team seeks to pass the ball as quickly as possible so that he will be returned to the captain.

If the balls are encountered, they should be raised and to continue the game from the spot. The second version of the game is that the balls are from different sides of the circle and are transmitted (by signal) in the same side (right or left). At the same time, the first numbers pass the ball, only the first, and the second only second. The task of each team is to transfer the ball faster that one ball caught up with another. On the whistle (cotton) you can unexpectedly change the direction of gear. Kedy "

Karasi and Pike (4-6 CL)

On one side of the site there are karasi, at the Father - Pike. At the karasi signal, run over the other side. Pike catches them. Caught karasi (four or five) are taken by arms and, ending the hall, form a network. Now Karasi must go on the other side of the site through the network (at hand). Pike stands for the network and lifts them. When caught karas will be eight-nine, they form baskets - circles through which you need to run. Such a basket may be alone, then it is depicted, holding hands, 15-18 people. Pike takes place before the basket and catches crucia. When caught karas, it becomes more than unrealized, playing to form tops - a corridor of caught karas, through which unrepared. Pike, located at the exit from top, catches them. The winner is the one who remained the last. He is entrusted with the role of a new pike. The rules of the game oblige all the crucibles when the network goes through the network, basket and tops. Reloing their standing are not eligible. Players forming a basket can catch a pike if they manage to throw woven hands behind the pike back and drive it into the basket or shut tops. In this case, all karasi are released and a new pike is selected.

Linear relay with running (4-6 cells)

Three teams are built in the ranks and are located in the form of the letter P. Before the team located between two others, a common starting line and marks for the player of each team are carried out. There are three towns against these marks at 15-20 m (one by the command). The first numbers from each team get up behind the start of the run. According to Teacher's team "Marsh!" They run away forward, and the next running of each team quickly stand behind the start of the start, that is, they take their place at the start. The first numbers, having reached their city, ride them to the right left and, returning back, relate to the hand of the next players of their team, after which they occupy their places in the ranks. The second commands will then run forward, and the third you go to the start, etc. The game is repeated two or three times. The team, who completed the ferments earlier than others and not breaking the rules, wins. Not three can take part in the game, but two teams. It is possible to carry out a linear relay and in columns.

Pulling out of the circle (7-8 CB)

The site denotes five to six circles with a diameter of the C m. The class is divided into two teams. The captains of the teams are sent to each circle on one player. Rivals, being in circles, take a position standing on one note, hands behind the back. By a signal, jumping on one leg, they try to push out each other. Who will succeed, he brings his team a point. The teacher then offers the captains to assign the following pairs. Wins a team who scores more points.

Captain Protection (7-8 CB)

Playing are divided into two teams, each of which is one captain, three strikers and the same number of defenders. The playground is divided by the middle line in half. Captains and defenders remain on their half of the site, and the strikers leave half the opponent field. After drawing the ball from the center, the team mastered by the ball is trying to get closer to the captain of the enemy and walked to his ball. The defenders seek this, seeking to intercept the ball and, in turn, send it to half the opponent field with their attackers. For hitting the ball in the captain (it moves only at its half of the site) the team gets one point. The rules do not allow the defenders to move the average line (to help their falling), and the attackers return to their half to help defenders. For violation of the rules of the team, the loss of the ball is punished. The game lasts 15 - 20min. The team who scores more points is wins.

Movable target (4-6 CL)

Pupils form a large circle (stand in two or three steps from each other). Before socks, players can be held a line. It is distinguished by the leading, which comes out in the middle of the circle. At the signal, children try to get into it with a volleyball ball, from which driving, running inside the circle, is sustained. To whom it succeeds, it becomes leading. The game can be carried out in two - circles. During the game, throwing the ball is not allowed to intercelace the foot by foot, it is not considered to hit the player after rebounding the ball from the ground. If you managed to catch the ball, he does not leave the game if the attempt was not crowned with success, he leaves a circle.

Jump jump (7-8 CB)

Playing are divided into two teams, each of them is distributed over the pairs. The pairs of each team get up with columns in three to four steps from each other and keep short rope at the ends at a distance of 50-60 cm from the floor. According to the teacher's signal, the first pairs quickly put the rope on Earth and both players (one - left, the other - to the right) run to the end of their columns, and then consistently, jump over the rope of all pairs in the column. Up to their places, both players stop and take their rope again for the ends. As soon as the first rink is raised from the ground., The second pair puts your rope, jumps through the first rope, runs past the columns into its end and jumps over the rope to its place. Then the third pair joins the game, etc. Competition goes between two columns. Players columns, who ended with jumping first, win.

Protect Comrade (7-8 CB)

In the first version, all players, except for two, become in a circle at a distance of elongated hands. Before their socks are drawn. Playing get a volleyball ball. In the middle of the circle there are two leading: in one throw the ball, the other protects it, chopping the ball. This is the essence of the game. In case of hitting the defender, the defender is replaced, and the defender becomes the one who managed to unsalted the player with the ball. In the second version of the game, participants are divided into two teams, one of which goes into a circle, and the other remains for a circle with a volleyball ball. Players in the circle are built into the column led by the captain and take each other for the belt. The task of throwing the ball is to get into the last player of the column, but it is not easy to do so, since the head player tries to beat off the ball with his hands (or foot), and the chain turns rapidly so that the last player is away from the ball. The rules of the game are not allowed to twist the spiral (hiding the latter) and engage hands. After entering the player, the captain appoints. After 5 - 8 min, the teams change roles.

Wheel (7-8 CB)

From the number of playing is chosen one leading. The rest are divided into four - six groups equal in quantity. Each group becomes a face-to-center in the column - all columns are located like the spokes of the wheel. Driving is located aside. According to the teacher's team, he runs around the wheel, stops near any back and concerns the hand of the player's shoulder standing last. He transmits it to touching ahead, he is further to the center, etc. Standing in the column first, having received a touch, says loudly: "Hop!" - And runs to the right (or left), observing from the outside all the spokes of the wheel. All column players, including leading, run after it, trying to overtake each other along the way. It is important not to remain the last when the needker will turn out to be at the same place. The one who will turn out to be led. He can cause a competition in running players of another column. The rules of the game are forbidden to run-through backs through the standing players, and the last to interfere with the run. The guide cannot change the direction of running on the go. Team "Hop!" Perforced. After it, the guide can do (without joining one foot from the place) false movement to the right or left.

To the finish line with jumps (7-8 CB)

The two lines are denoted by a section of 15 m and width of 8 m. Play five people. At the signal, participants jump on the right (left) foot from one line to another. After each overcoming distance, the latter drops out, four remaining quietly return to the line. At this time, the second four is competing. Those who returned to the start are jumping forward again, again the last falls out, etc. Thus, the winners are soon determined in two fours. After that, two new fours are entering the game. Between the winners you can play the final. The game can be carried out separately among boys and girls.

Salk and ball.

Players run on the site and, escaping from the persecution of a leading, transmit a basketball ball to each other. The task is to eventually send the ball to the player who overtakes the leading, since the player with the ball is impossible. However, the leading can spark the ball in the hands of the player. The latter in this case becomes leading. Living is allowed during the game to sire the ball on the fly, intercepting it. If he managed to do this, he changes the player guilty of losing the ball.

Listen to the signal!

The teacher establishes with playing, what kind of task they perform by one or another signal submitted to them during traffic on the site. For example, the whistle should turn around the whistle (with a support for one leg) and continue running, two whistle - jump up the push of one leg with further advance, three whistle - Promotion back forward and so on. You can serve other signals: Cotton, visual (hands on the sides, one hand up, satisfy, etc.). He who is mistaken twice leaves the game.

"Outfoot on sledding" for 1-2 classes.

Inventory: Sledge, checkboxes. Venue: Open sports ground. View: team. Teams are built face to finish at a distance of 15-20m from him. Participants of each team have their own color check box. One participant sits in a sledge on his knees, holding a checkbox in his hands, and the second participant luckies to the final stop, where they change places, return to the place.