Eskimo folk games for children. Outdoor games of the peoples of the north card index on physical education on the topic

  • 12.12.2019

Card file of outdoor games of the peoples of the North

"Beware of the hunter"
Description of the game ... The game is played at any time of the year, the number of players is not limited. One of the players is holding the tail of a fox or arctic fox. The driver tries to catch up and tarnish the one who runs with the tail, but it is not easy to do this: the participants of the game on the run pass the tail to each other. When the “hunter” spots the player with the tail, they switch roles. At the end of the game, a player is determined who has never been a driver.
Goal: development of speed, quickness of reaction, endurance, coordination of movements.

"Trap Run"
Description of the game ... The game is held at any time of the year, the number of players is not limited. 2-3 teams take part in the game. Balls (rubber balls in nets) are tied to the right and left feet of each runner. These will be the "traps". At the command of the leader, the players run to the landmark, run around it and run back, pass the baton. The first team to complete the task wins.

Goal: development of speed, leg strength.

"Fight of the cubs"
Description of the game ... The game is played at any time of the year, the number of players is not limited. A circle with a diameter of 2 meters is drawn. Opponents (cubs) squat in it, stretch their arms forward with their palms. It is necessary to push the opponent out of the circle by hitting his palm, or force him to land or floor with any part of his body. Whoever manages to do this is the winner.

Goal: development of strength, agility, coordination of movements, attention, volitional qualities.

"Fight of the moose"
Description of the game. The game is held at any time of the year, the number of players is not limited. 2-3 teams take part in the game. A circle is drawn, players stand in it, each of them has a left hand tied to the body, a hat on his head. The task is simple and difficult - to take off the enemy's hat and not let him take off his. The team that takes off the most hats wins.
Goal: development of dexterity, coordination of movements, attention, courage.

"Fast deer"
Description of the game ... The game is held at any time of the year, the number of players is not limited. A circle is drawn and a control line at a distance of 9-12 meters from it. On command, all participants move around the drawn circle. At the command "deer step", all participants walk in a circle, raising their hips high. On the command "turn", a turn occurs in a circle, and the movement continues in the opposite direction. At the command "trot", the participants run in a circle, sweeping the lower leg back. On the command "to their places" the participants perform multi-jumps (running, jumping) beyond the control line. The last player to cross the control line is eliminated from the game.
Goal: development of dexterity, coordination of movements, attention, courage.Riddle: One hundred pastures with beetles. (Trail of running deer).

"Vazhenka and Fawns"
Description of the game ... The game is played at any time of the year, the number of players is not limited. Several circles are drawn on the site (hoops are possible), in each of them there is a vazhenka and two deer. The wolf sits behind a hill (at the other end of the site). To the words of the presenter:
An important woman wanders in the tundra,
Fawn with her.
Stomp through the puddles
Small fawns
Listening patiently
Mom's instructions
The playing deer run freely on the tundra, bend over, eat grass, drink water. The words "the wolf is coming!" fawns and deer run away to their houses (circles). The wolf takes the caught deer to itself.
Goal: development of dexterity, coordination of movements, attention, courage, ingenuity.

"Sled race"
Description of the game. The game is played in the winter season, the number of players is not limited. Participants are divided into three teams of three. Line up at the start. One player from the team takes the sleds by the rope, the second sits on the sleds, the third assists by pushing the sleds from behind or in the back of the person sitting on the sleds. At the signal from the leader, the crews run to the landmark, go around it and come back. The team that comes to the finish line first wins.
Goal: development of speed, endurance, strength of arms, legs, back muscles.

"Animals and Birds"
Description of the game. The game is played in the winter season, the number of players is not limited. Before playing, players should be warned that it is necessary to copy the movement of an animal or bird as accurately as possible. The host calls the bird "duck", the players spread their arms to the sides and gently flap them, like wings. The beast is a "hare", players perform jumps in a squat, etc. The winner is the one who more accurately copies the movement of an animal or bird.
Goal: development of coordination movements and speed-strength abilities.

"Ice, Wind and Frost"
Description of the game. Participants stand in pairs, facing each other and clap their hands, saying:
"Cold pieces of ice, transparent pieces of ice, sparkle, ring: dzin, dzin" They make a clap for each for every word: first in their hands, then in the hands of their comrade.
They clap and say: "dzin, dzin" - until they hear the signal "Wind".
At this signal, the children scatter in different sides... At the signal "Frost", the children return to pairs and join hands.
Goal: development of coordination movements, quickness, resourcefulness.

"Partridges and Berries"
The game is played at any time of the year. The number of participants is not limited.
Description of the game. Holding hands, the participants form a circle. This will be a cage. Inside the cage there are 6-8 berries, and outside there are 2 partridges. The cage moves in a circle to the right or to the left (bounces, side steps, light jogging). On the whistle, the cage stops and opens its doors (hands up). Partridges freely run into the cage trying to catch a berry (the caught berry is taken to its nest). The winner is the partridge that has caught the most berries.
Goal:

"Deer catching"
Description of the game. The game takes place at any time of the year. The number of participants is not limited. The participants are divided into two teams. Some are deer, others are shepherds. The shepherds join hands and stand in a semicircle facing the deer. Reindeer run around the outlined area. At the signal "Catch!" the shepherds try to catch the deer and complete the circle.
Rules of the game ... Deer can only be caught on a signal. The circle is closed when more players are caught. Deer try not to fall into the circle, but do not have to break out of the circle if they are closed, the best players are those who were caught last.
Goal: development of speed, agility, coordination of movements, resourcefulness.

"Reindeer Race"
Children run in pairs (the first is a deer, the second is a musher) between hummocks (cubes), run around a tree (a rack) and come back. The first team to finish the relay wins.
Goal: development of speed, dexterity, coordination of movements, attention.

"Snow maze"
Children put on models of snowshoes on their feet, hunting backpacks on their backs and walk between snowdrifts (cubes of different sizes) to the rack and so they come back. The first team to complete the relay wins.
Goal: development of coordination movements and speed-strength abilities.

Deer and shepherds

All players are deer, on their heads they have atri buta imitating antlers. Two presenters - shepherds - stand on opposite sides of the site, in their handsmaut (cardboard ring or long rope with loops). Deer players run around in a crowd, and shepherds try to throw a maut over their horns. Horns can imitate twigs that children hold in their hands.

Rules of the game. You need to run easily, dodging the maut. You can only throw a maut on the horns. Each shepherd chooses the moment to throw the maut.

Partridges and hunters

All the players are partridges, three of them are hunters. Partridges run across the field. The hunters are sitting behind the bushes. To the signal "Hunters!" all partridges hide behind bushes, and hunters catch them (throw the ball at their feet). To the signal "The hunters are gone!" the game continues: the partridges fly again.

Rules of the game. You can run away and shoot only on a signal. You should only shoot at the legs of those fleeing.

Streams and lakes

The players stand in five or seven columns with the same number of players in different parts of the hall - these are streams. At the signal "Brooks are running!" all run after each other and in different directions (each in his own column). To the signal "Lakes!" the players stop,join hands and build circles of the lake.

The children who build the circle faster will win.

Rules of the game. You need to run one after another, without leaving your column. A circle can be built only on a signal.

Fishermen and fish

On the floor lies a cord in the shape of a circle - this is a net. In the center of the circle there are three children - fishermen, the rest of the players - fish. Children-fish run all over the site and run into a circle. Children fishermen catch them.

Rules of the game. You can only catch fish children in a circle. The fish should run into and out of the circle (net) so that the fishermen do not catch them. Whoever catches more fish is the best fisherman.

Hello, catch up!

The players stand in pairs facing each other in the middle of the court. Then the pairs form two lines, which diverge at a distance of ten large steps from the cord. They get up by the cord - this is at home. Each representative of the first rank goes to visit and gives his right hand to the one with whom he was paired, saying: "Hello!" The host child replies: "Hello!" The guest says: "Catch up!" - and runs into his house, the owner catches up with him. Children take turns to visit each other.

Rules of the game. You can only greet with your right hand. It is necessary to say "Catch up" outside the line from the partner player. The one who catches up wins. You can go to visit in different ways: it is important, not in a hurry; joyfully, skipping; walk like soldiers in a formation, like clowns in a circus, etc.

Brave guys

Children stand in two or three lines, depending on the area of \u200b\u200bthe room. Two or three presenters are chosen. Each leader in turn asks the children: for example, the first at the first rank, etc. (Children answer.)

- Are you brave guys?

Brave!

I'll see how brave you are(slyly, with humor).One, two, three (pause). Who is brave?

I! I!..

Run!

The first line runs to the opposite side to the line, and the leader catches the fleeing ones. This is how the game is repeated with the next group of children.

Rules of the game. You should run only after the word "Run!", Dodging the leader. You cannot catch by the cord.

Sleigh sleds

Two players run and jump over sledges placed at a distance of 1 m. Sleds are 1 m long, 30-40 cm wide, 20 cm high. They can be made of cardboard. The winner is the one who comes running faster and does not touch the sledges.Rules of the game. It is necessary to run from line to line at the signal "Run!" First, two sledges (sleighs) are placed, then two more can be added.

Hitting the deer

The group of players is inside the outlined circle. Three shepherds are selected, they are deer around the circle. At the signal "One, two, three - start the beat!" the shepherds take turns throwing the ball at the deer. A deer hit by the ball is considered caught, beaten off from the herd. Each shepherd beats five or six times. Then he counts the captured reindeer.

Rules of the game. You can only throw the ball at your feet and only on a signal. It is necessary to shoot from a place at a moving target.

Polar owl and ravines

A snowy owl is in the corner of a playground or room. The rest of the players are ravines.

Under the quiet rhythmic beats of a small tambourine, the gullies run on the site, on the loud beat of the tambourine, the gullies become a column, do not move. The snowy owl flies around the ravines and takes away the one who moves or does not stand in a column. At the end of the game (after three to four repetitions), those players who have distinguished themselves with greater endurance are noted.

Rules of the game ... Loud bangs should not sound for a long time. Children need to react quickly to changing blows

Snowshoe running

The players are divided into two teams and stand behind the line. Each team has one pair of snowshoes.

At the signal of the educator (wave of the flag), the leaders of each team in snowshoes run to the flags set in advance on the opposite side of the site, each goes around his flag and runs back, gives the snowshoes to the next team player. The winner is the team that finishes the run earlier.

Rules of the game ... The game is played on the basis of a relay race. You can only transfer snowshoes outside the line. Going around the flag, you must not touch it.

Reindeer teams

The players stand along the wall of the room or along one side of the playground in twos (one depicts a harnessed deer, the other a musher). At the signal, the teams run one after another, overcoming obstacles: they go around the snowdrifts, jump over a log, cross the stream on the bridge. Having reached the camp (to the opposite side of the room or site), mushers let their reindeer go for a walk. At the signal "Deer are far away, catch your deer!" each musher player catches his pair.

Rules of the game ... Overcoming obstacles, the musher must not lose his team. A deer is considered caught if the musher has bitten him.

Option. Two or three reindeer teams stand along the line. There are flags at the opposite end of the site. At a signal (clap, hitting a tambourine), reindeer teams run to the flag. Whose team is the first to reach the flag, she wins. Similarly, you can play the game "Dog Sleds". This species is typical for the coastal Chukchi.

To a new camp

The players become pairs. In a pair, one is a deer, the other is a musher. The teams stand one after the other. The host says: "The reindeer herders are moving to new camps." After these words, everyone runs along the edge of the site, while the mushers, urging on the reindeer, emit a sound characteristic of tundra reindeer breederskhh-khh. They stop at the signal of the master. During the movement, the teams make a halt. Mushers let go of the deer, which run scatteringly. At the signal "Team!" everyone should line up in the same sequence.

Rules of the game ... It is necessary to start movements in accordance with the signal. The sled train must move in an orderly manner (sledges must not overtake each other). The order continues after the halt.

Tug of war

A line is drawn on the site. The players are divided into two teams and stand on both sides of the line, holding a rope in their hands. At the signal of the driver "One, two, three - start!" each team is trying to win the opponent over to its side. Whose team is able to do this is considered the winner, she is presented with souvenirs, as at a holiday of reindeer herders.

Rules of the game ... A tug-of-war can only be started on a signal. A team that has crossed the line is considered defeated.

Wolf and deer

The wolf is chosen from among the players, the rest are deer. At one end of the site, a wolf site is outlined. Deer graze at the opposite end of the site. At the signal "Wolf!" the wolf wakes up, leaves the den, at first walks around the herd with a wide step, then gradually narrows the circle. At the signal (growl of the wolf), the deer scatter in different directions, and the wolf tries to catch (touch) them. Caught, the wolf takes him to himself.

Rules of the game ... You can only run out of the circle on a signal. Whoever gets caught must follow the wolf.

White shaman

The players walk in circles and perform different movements. In the center of the circle is the driver. This is a white shaman - good person... He kneels down and beats a tambourine, then goes up to one of the players and gives him a tambourine. The recipient of the tambourine must repeat exactly the rhythm played by the driver.Rules of the game ... If the recipient of the tambourine repeats the rhythm incorrectly, he is out of the game.

The sun

The players stand in a circle. Choose the sun. The sun walks in a circle and, pointing at each in turn, counts:

Nyan-nyan (bread),

Keji-kezhi (knife).

Those that the driving-sun namedkezhi, leave the circle, stand up in pairs and join hands, others -nannies - join hands and stay in place, also in pairs. Two groups of couples are formed: nanny-nanny and kezhi-kezhi. The couples of each group come up with different shapes.

Rules of the game ... The pairs that come up with the most interesting pieces win.

Fishermen

The players stand in a circle. They are fishermen. The driver shows them the movements of the fishermen: they pull the nets, take out the fish, mend the nets, row with oars.

Rules of the game ... Whoever of the players repeats the movements incorrectly, he leaves the game.

Ice sticks (Syuls)

Each player selects a stick for himself, which should be higher than his height. Several sticks are doused with water in advance and kept in the cold until they freeze up. The player takes the syuls in his right hand and stands sideways forward, bends his left hand at the elbow, and puts his right hand behind his back, about throwing a stick under the bent elbow of his left hand, and throws it strongly.

Rules of the game ... Syuls should fly only in the forward direction. The one who throws the wand further wins. If the stick flies to the side, then the player is out of the game.

Triple jump

A line is drawn in the snow, the players follow it. In turn, they jump from the line forward: in the first two jumps they jump from one foot to the other, in the third jump they land on both feet. The winner is the one who jumped further.

Rules of the game ... You need to start jumping from the line. You can only jump in this way.

Options. The game is carried out with the distribution of children by links. Each link includes from two to four people. All children of one link go to the line at the same time. At the signal, they all start jumping together.

The link wins, the participants of which jump further.

The game can also be organized in such a way that children from different teams compete in jumps at the same time. In this case, they calculate how many first, second, third, etc. places were taken by the participants of each link.

Wolf hunt

The hunter stands 4-5 m from the wolf (a figure cut from plywood or cardboard). He must hit the running wolf with the ball. Two players hold the piece by the strings and move it to the left and then to the right.

Rules of the game ... Throwing the ball at the wolf follows from a given distance.

Deer breeder

A deer figure is placed on the side on the platform. Reindeer herders arrange themselves in a line facing the deer at a distance of 3-4 m from it. One by one, they throw a ball at the deer, trying to hit him. For each successful shot, the reindeer herder receives a flag. The winner is the one who hits the deer the most times.

Rules of the game ... You can only throw the ball from a conditional distance.

Partridge hunting

Children represent partridges. They are placed on the side of the site - the tundra, where there are aids that you can climb (towers, benches, walls, etc.). There are three or four hunters on the opposite side of the site.

Partridges fly, jump on the tundra. At the signal of the driver "Hunters!" they fly away (run away) and sit on branches (climb hills). The hunters try to hit the partridges with the ball. The caught partridges move aside and drop out of the game for a while. After two or three repetitions of the game, other hunters are selected, the game resumes.

Rules of the game ... Partridges fly away only on signal. Hunters also start catching partridges only after this signal. You can only shoot the ball in the legs.

Nanai wrestling

Play in pairs on a mat or carpet. The players take each other by the shoulders and fight, trying to put the opponent on his back. The winner is the one who has reached the goal, laid the enemy on his shoulder blades.

Rules of the game ... You can only fight on a mat or carpet, without leaving it. Do not be rude

A line is drawn. The two players sit on either side of the line facing each other. Holding onto the stick with both hands and resting their feet on the feet of the other, they begin to pull each other. The winner is the one who pulls the opponent over the line.

Rules of the game ... You should start pulling the stick at the same time at the signal. While pulling the stick, you must not change the position of the feet.

Hurry up to catch!

On the playground there are two equal groups of participants: girls and boys. The host throws the ball up. If the girls catch the ball, they start tossing the ball to each other so that the boys do not take possession of the ball, and, conversely, if the boys get the ball, they try not to give it to the girls. The team that can keep the ball longer wins.

Rules of the game ... Passing the ball, you must not touch the player's hands and hold the ball in your hands for a long time.

Sun (Heiro)

The players stand in a circle, hold hands, walk in a circle with an attached step, with their hands they make uniform waves forward - backward and speak at each stepheiro. Leading - the sun is squatting in the middle of the circle. Players scatter when the sun rises and straightens (arms out to the sides)

Rules of the game. All players must dodge the sun when turning. On the signal "One, two, three - run quickly into the circle!" those who have not been touched by the presenter return to the circle.

Musher and dogs.

On opposite edges of the site, two cords are laid parallel. The players stand up next to them, three people at a time, and join hands. Two of them are dogs, the third is a musher. The musher takes the hands of the dogs in front. Children in threes at the signal "Let's go!" run towards each other from one end of the cord to the other.

Rules of the game: You can only run on a signal. Only the top three wins, which will reach the line faster. You can invite players to overcome various obstacles


Outdoor games are of great importance in a child's life, as they are an indispensable means for a child to gain knowledge and ideas about the world around him. They also affect the development of thinking, ingenuity, dexterity, dexterity, moral and volitional qualities. Outdoor games for children strengthen physical health, teach life situations, help the child to get the right development.

Outdoor games for preschoolers

Outdoor games for younger preschoolers

Junior children preschool age the game tends to imitate whatever they see. In outdoor games of children, as a rule, it is not communication with peers that is manifested, but a reflection of the life that adults or animals live. Children at this age happily fly like sparrows, jump like bunnies, flap their arms like butterflies with their wings. Due to the developed ability to imitate, most of the outdoor games of children of primary preschool age have a plot character.

  • Outdoor game "Mice lead a round dance"

Purpose: to develop physical activity

Description: before starting the game, you must choose the driver - "cat". The cat chooses a "stove" (it can be a bench or a chair), sits on it and closes its eyes. All other participants join hands and begin to dance around the cat with the words:

The mice are dancing
A cat is dozing on the stove.
Hush the mouse, do not make noise,
Don't wake up the cat Vaska,
Vaska's cat will wake up -
Will break our round dance! "

While pronouncing the last words, the cat stretches, opens its eyes and starts chasing mice. The caught participant becomes a cat, and the game starts over.

  • The game "Sun and Rain"

Tasks: teach children to find their place in the game, navigate in space, develop the ability to perform actions at the signal of the teacher.

Description: Children sit on high chairs in the hall. Chairs are their "home". After the teacher's words: "What a good weather, go for a walk!", The guys get up and start moving in an arbitrary direction. As soon as the teacher says: "It's raining, run home!", The children should run to the chairs and take their place. The teacher says "Cap - Cap - Cap!" The rain gradually dies down and the teacher says: “Go for a walk. The rain is over! "

  • The game "Sparrows and a cat"

Tasks: teach children to jump gently, bending their knees, run, dodge the driver, run away, find their place.

Description: Circles - "nests" are drawn on the ground. Sparrow children sit in their nests on one side of the playground. On the other side of the site is the "cat". As soon as the "cat" slumbers, the "sparrows" fly out onto the road, fly from place to place, looking for crumbs and grains. The "cat" wakes up, meows, runs after the sparrows, which must fly to their nests.

First, the role of the "cat" is performed by the educator, then by one of the children.

  • Outdoor game "Sparrows and the car"

Another game for children 3-5 years old about sparrows.

Tasks: to teach children to run in different directions, start moving or change it at the signal of the leader, find their place.

Description: Children are "sparrows" sitting in their "nests" (on a bench). The teacher portrays a "car". As soon as the teacher says: "The sparrows flew to the path", the children get up from the bench and start running around the playground. At the signal of the teacher: "The car is going, fly the little sparrows to their nests!" - the "car" leaves the "garage", and the children must return to the "nests" (sit on the bench). The "car" returns to the "garage".

  • Game "Cat and Mice"

There are many games for kids with cat and mouse participants. Here is one of them.

Objectives: This outdoor game helps children develop the ability to perform movement on a signal. Exercise in different directions while running.

Description: Children - "mice" sit in burrows (on chairs along the wall). In one of the corners of the playground there is a "cat" - a teacher. The cat falls asleep, and the mice scatter around the room. The cat wakes up, meows, begins to catch mice that run into the burrows and take their places. When all the mice return to their burrows, the cat walks through the hall again, then returns to its place and falls asleep.

  • An outdoor game for preschoolers "A bear in the forest"

Tasks: to develop the speed of reaction to a verbal signal, to exercise children in running, to develop attention.

Description: One driver is chosen from among the participants, who will be the "bear". Draw two circles on the playground. The first circle is the bear's den, the second circle is the home for the rest of the game participants. The game begins with the children leaving the house with the words:

The bear in the forest
I take mushrooms and berries.
And the bear does not sleep
And growls at us.

As soon as the children uttered these words, the "bear" runs out of the den and catches the children. The one who did not manage to reach the house and was caught by the "bear" becomes the driver ("bear").

  • Through the brook (outdoor game with jumping)

Tasks: Teach you to jump correctly, walk along a narrow path, keep balance.

Description: On the site, two lines are drawn at a distance of 1.5 - 2 meters from one another. At this distance, pebbles are drawn at a certain distance from each other.

The players stand at the edge - on the bank of the stream, they must cross (jump) it over the stones, without getting their feet wet. Those who stumbled - wet their feet, go to dry them in the sun - sit on a bench. Then they re-enter the game.

  • Game "Birds and a cat"

Objectives: To teach to follow the rules of the game. React to the signal.

Description: for the game you will need a mask of a cat and birds, a large circle drawn.

Children stand in a circle from the outside. One child stands in the center of the circle (cat), falls asleep (closes his eyes), and the birds jump into the circle and fly there, pecking at the grains. The cat wakes up and begins to catch birds, and they run away around the circle.

  • Game "Snowflakes and Wind"

Tasks: Exercise in running in different directions, without bumping into each other, act on a signal.

Description: At the signal "Wind!" children - "snowflakes" - run around the playground in different directions, whirl ("the wind swirls snowflakes in the air"). At the signal "No wind!" - squat ("snowflakes fell to the ground").

    Outdoor game "Find yourself a mate"

Tasks: develop in children the ability to perform actions on a signal, quickly build in pairs.

Description: Participants stand along the wall. Each of them gets a checkbox. As soon as the teacher gives a sign, the children scatter around the playground. After the command "Find yourself a mate", participants with flags of the same color are united in pairs. An odd number of children must participate in the game and at the end of the game one is left without a pair.

All these outdoor games can be successfully used for playing in kindergarten in a group or for a walk. Children of different ages: from toddlers 3 years old to children middle group 4-5 years old play them with pleasure.

  • Outdoor games for children 5-7 years old

Children 5-6, 6-7 years old have a character play activities changes somewhat. Now they are already beginning to be interested in the result of an outdoor game, they strive to express their feelings, desires, to carry out their plans. However, imitation and imitation do not disappear and continue to play an important role in the life of an older preschooler. These games can also be played in kindergarten.

  • The game "Bear and bees"

Objectives: to practice running, to follow the rules of the game.

Description: the participants are divided into two teams - "bears" and "bees". Before the start of the game, the "bees" take places in their "hives" (benches, ladders can serve as hives). At the command of the host, the "bees" fly to the meadow for honey, while the "bears" climb into the "hives" and feast on honey. Having heard the signal "Bears!", All the "bees" return to the "hives" and "sting" (salat) the "bears" who did not have time to escape. The next time, the stung "bear" no longer goes out for honey, but remains in the den.

    Burners game

Tasks: exercise in running, react to a signal, follow the rules of the game.

Description: An odd number of children take part in the game, they become pairs and hold hands. In front of the column is the driver who looks forward. Children repeat the words in chorus:

Burn, burn clearly
So as not to go out
Look at the sky -
The birds are flying
The bells are ringing!
Time! Two! Three! Run!

As soon as the participants utter the word "Run!", Those standing in the last pair in the column release their hands and run along the column forward, one on the right side, the other on the left. Their task is to run forward, stand in front of the driver and again join hands. The driver, in turn, must catch one of this pair before the moment they join hands. If you succeed in catching, then the driver with the caught will form a new pair, and the participant left without a pair will now drive.

  • Outdoor game "Two frosts"

A well-known game for preschoolers with simple rules. Tasks: to develop inhibition in children, the ability to act on a signal, to exercise in running.

Description: On opposite sides of the site are two houses, indicated by lines. Players are placed on one side of the court. The teacher chooses two people who will become the drivers. They are located in the middle of the area between the houses, facing the children. These are two Frosts - Frost Red nose and Frost Blue nose. At the signal of the teacher "Start!" both Frosts say the words: “We are two young brothers, two daring frosts. I am Frost Red Nose. I am Frost Blue Nose. Which of you will dare to set off on the path? All the players answer: "We are not afraid of threats and we are not afraid of frost" and run into the house on the opposite side of the site, and Frosts are trying to freeze them, that is. touch with your hand. Those of the guys who were touched by Frost freeze in place and remain so until the end of the dash. The frozen ones are counted, after which they join the players.

  • The game "Sly Fox"

Purpose: to develop dexterity, speed, coordination.

Description: A line is drawn on one side of the site, thus marking the "Fox House". The teacher asks to close the eyes of the children who are located in a circle. The teacher walks around the formed circle behind the children, touches one of the participants, who from that moment becomes a "sly fox".

After that, the teacher invites the children to open their eyes and, looking around, try to determine who is the sly fox. Then the children ask 3 times: "Sly fox, where are you?" At the same time, the questioners look at each other. After the children asked the third time, sly Fox jumps to the middle of the circle, raises his hands up and shouts: "I'm here!" All participants scatter around the site in all directions, and the cunning fox is trying to catch someone. After 2-3 people are caught, the teacher says: "Into the circle!" and the game starts again.

  • Deer Catching Game

Objectives: to exercise in running in different directions, agility.

Description: Two shepherds are selected from among the participants. The rest of the players are deer located inside the outlined circle. The shepherds are in a circle, opposite each other. At the signal from the host, the shepherds take turns throwing the ball at the deer, and they try to dodge the ball. A deer hit by the ball is considered caught and leaves the circle. After several repetitions, counts the number of deer caught.

Poem about playing ball at recess(written by Svetlana Vetryakova specially for the site)

To play fun
You need to pump up the ball.
And the boys and girls
The ball will be hit loudly.

Real athletes
They will run for recess.
Will jump and jump
And catch up with each other.

We will inflate the ball deftly
You just need to have a knack.
Press harder
Run away quickly!

Different ball games
We will definitely start.
And in "Frog", and in "Dog",
In "Stream", and in "Quick Ball".

I ran to the turn
Rolled through the gate.
Jumped over the yard
Escaped over the fence.

Spins fast, flies!
Who will catch him now?
Catch up quickly
And tell your neighbor.

Colorful bright ball
Rides briskly without hesitation.
Stop running, have fun
We need to go learn!

We inflated a huge ball
We played and rested.
It's time for us to get back to class
We have classes there.

    Fishing rod game

Tasks: to develop dexterity, attention, speed of reaction.

Description: The participants are arranged in a circle. In the center is the driver - the educator. He is holding a rope in his hands, at the end of which is tied a small bag of sand. The driver rotates the rope in a circle above the ground itself. Children jump in such a way that the rope does not touch their feet. Those participants who are touched by the rope on their legs are eliminated from the game.

  • Game "Hunters and Falcons"

Objectives: Exercise running.

Description: All participants - falcons are on the same side of the hall. There are two hunters in the middle of the hall. As soon as the teacher gives a signal: "Falcons, fly!" participants must run across to the opposite side of the hall. The task of the hunters is to catch (stain) as many falcons as possible before they manage to cross the conditional line. Repeat the game 2-3 times, then change the drivers.

    Spider and flies game

Description: in one of the corners of the hall, a spider web is marked in a circle, in which there is a spider - the driver. All the other guys are flies. All flies "fly" around the hall, buzz. At the signal of the host "Spider!" the flies freeze. The spider comes out of hiding and carefully examines all the flies. Those who move, he takes into his web. After two to three repetitions, the number of flies caught is counted.

    Outdoor game "Mousetrap"

Tasks: to develop in children the ability to perform actions on a signal.

Description: Two participants face each other, join hands and raise them higher. After that, both chorus say:

“How tired we are of the mice, they chewed everything, ate everything!
We will put the mousetrap and then we will catch the mice! "

While the participants say these words, the rest of the guys should run under their clasped hands. In the last words, the presenters sharply lower their hands and catch one of the participants. The caught one joins the catchers and now there are three of them. So the mousetrap gradually grows. The last competitor is the winner.

Outdoor games for schoolchildren 7-9, 10-12 years old

Pupils also love to play games during breaks or walks. We have selected games that you can play on extended walks or in class physical culture in grades 1-4. The rules of the game are becoming a little more complicated, but the main tasks of the games are: training dexterity, reaction, quickness, general physical development and the ability to cooperate with the guys.

Many outdoor games are universal: both boys and girls can play them. You can divide children into groups of girls and boys or according to another principle.

    Game "Homeless hare"

Purpose: to develop attentiveness, thinking, speed and endurance.

Description: A hunter and a homeless hare are chosen from all the participants. The remaining players are hares, they draw a circle for themselves and stand in it. The hunter is trying to catch up with the fleeing homeless hare.

The hare can escape from the hunter by running into any circle. At the same time, the participant who stands in this circle must immediately run away, since now he becomes a homeless hare, and the hunter now catches him.

If a hunter catches a hare, then the one caught becomes a hunter.

  • Outdoor game "Feet off the ground"

Objectives: Learn to follow the rules of the game.

Description: The driver walks around the hall with other guys. As soon as the teacher says: "Catch!", All participants scatter, trying to climb any elevation where you can raise your legs above the ground. You can only burn those who have feet on the ground. At the end of the game, the number of losers is counted and a new driver is selected.

    Game "Empty space"

Tasks: to develop reaction speed, agility, attentiveness, to help improve running skills.

Description: participants form a circle, and the driver is located behind the circle. By touching the shoulder of one of the players, he thereby calls him to the competition. After that, the driver and the participant whom he has chosen run along the circle in opposite directions. The one who first takes the empty space left by the selected player remains in the circle. The one left without a place becomes the driver.

  • Outdoor game "Third extra"

Tasks: develop dexterity, speed, foster a sense of collectivism.

Description: Participants walk in a circle in pairs holding hands. The distance between pairs is 1.5 - 2 meters. Two drivers, one of whom runs away, the other catches up. The escaping player can stand in front of any pair at any time. In this case, the rear player of the pair he stood in front of becomes the one being chased. If, nevertheless, the player managed to catch up and beat him down, then the drivers change roles.

  • Shootout game

Tasks: develop dexterity, attentiveness, speed of reaction.

Description: A game is played on a volleyball court. Having retreated 1.5 meters from the front line into the hall, a line parallel to it is drawn to form something like a corridor. An additional line is also drawn on the other side.

Participants are divided into two teams, each of which is placed on its own half of the area from the center line of the lineout. In both teams, a captain must be selected. You cannot enter the opponent's territory. Each player who has the ball tries to hit his opponent with it, without going over the middle line. A greasy player is sent prisoner and stays there until the players of his team throw the ball into his hands. After that, the player returns to the team.

Outdoor games for a walk

Walking with children in kindergarten or on an extended day in primary school, the teacher needs something to keep the children busy: an excellent solution is the organization of outdoor games during a walk. First, the teacher introduces children to various games, and in the future, the children themselves, dividing into groups, will be able to decide which game they want to play. Games on fresh air have a beneficial effect on the development of the child's body and strengthening the immune system. And the time of the walk flies unnoticed.

Before starting the game, the teacher needs to pay attention to the state of the playing field: are there any unnecessary objects, fragments and anything that can interfere with children playing and create a traumatic environment - unfortunately, not only on the street, but also on the school playground or kindergarten you can find a lot of rubbish.

  • Train game

Tasks: To develop in children the ability to perform movements on a sound signal, to consolidate the skill of building in a column. Exercise in walking, running one after another.

Description: Children form a column. The first child in the column is a locomotive, the rest of the participants are carriages. After the teacher beeps, the children begin to move forward (without the clutch). Slowly at first, then faster, gradually switching to running, they say "Chu - chu - chu!". “The train is pulling up to the station,” says the teacher. Children gradually slow down and stop. The teacher gives the beep again, the movement of the train resumes.

  • An outdoor game "Zhmurki"

Tasks: education of dexterity, development of the ability to navigate in space, observation.

Description: Free space is required for the game. A driver is chosen, who is blindfolded and taken to the middle of the site. The driver is turned several times around his own axis, after which he must catch any player. Caught becomes a driver.

  • Game "Day and Night"

Tasks: exercise in running in different directions, act on a signal.

Description: All participants are divided into two teams. One team is "day", the other is "night". In the middle of the hall, a line is drawn or a cord is put. At a distance of two steps from the drawn line, teams stand with their backs to each other. At the command of the host, for example, "Day!" the team with the appropriate name starts to catch up. Children from the "night" team must have time to escape beyond the conditional line before their rivals can stain them. The winner is the team that has time to tarnish large quantity players from the opposing team.

  • Game "Baskets"

Tasks: exercise in running one after another, develop speed, quickness of reaction, attentiveness.

Description: Two presenters are selected. One of them will be a fisherman, the other a fugitive. All the remaining participants are divided into pairs and join hands, creating something like a basket. The players scatter in different directions, and the leaders are separated, the catcher is trying to catch up with the fugitive. The fugitive must run between pairs. The baskets should not catch the fugitive, and for this he names the names of the participants in the basket to which he runs up.

  • The game "Grab, run away"

Tasks: to develop in children the ability to perform actions on a signal.

Description: The teacher is in the center of the circle. He throws the ball to the child and says his name. This kid catches the ball and throws it back to the adult. When an adult throws the ball up, all children should run to their "own" place. The adult's task is to try to hit the fleeing children.

In this article, we have given 29 outdoor games with detailed description rules of games. We hope that this material will help organize children's games at school during breaks and physical education lessons, for a walk in preschool educational institutions and GPA.

Compiled by: Oksana Gennadievna Borsch, teacher primary grades, deputy director for educational work.

GAMES OF THE NORTHERN PEOPLES

Deer breeder
Goal:
teach to throw a ball at a vertical target, observe the rules of the game, develop an eye.
Game rules: you can only throw the ball from a conditional distance.
A deer figure is placed on the side on the platform. Reindeer breeders arrange themselves in a line facing the deer at a distance of 3-4 m from it. One by one, they throw a ball at the deer, trying to hit him. For each successful shot, the reindeer herder receives a flag. The winner is the one with the most hits to the deer.
Fishermen and fish
Goal:
exercise in running, develop quick reaction.
Game rules: you can only catch fish children in a circle. The fish must dodge the fishermen. Whoever catches more fish is the best fisherman.
There is a cord in the shape of a circle on the floor. In the center of the circle there are three children - fishermen, the rest of the players - fish. Children-fish run all over the site and run into a circle. Children fishermen catch them.
White shaman
Purpose: to teach children to follow the rules of the game, to develop auditory attention.
Rules of the game: if the recipient of the tambourine repeats the rhythm incorrectly, he leaves the game.
The players walk in circles and perform different movements. In the center of the circle is the driver. This white shaman is a kind person, he kneels down and beats a tambourine, then goes up to one of the players and gives him a tambourine. The recipient of the tambourine must repeat exactly the rhythm played by the driver.
Streams and lakes
Purpose: to teach children to participate in games with elements of competition, to coordinate their movements with the team; develop the ability to act on a signal; foster organization, justice.
The rules of the game: in the streams, children run after each other, without leaving their column. It is possible to form a circle only on a signal.
Players stand in five to seven columns with the same number of players in different parts of the hall (or area) - these are streams. At the signal "Brooks are running!" - all run after each other in different directions (each in his own column). To the signal "Lakes!" - players stop, join hands and build circles - lakes. The children who build the circle faster will win.
Hitting the deer
Purpose: to teach children to clearly follow the rules of the game; to consolidate the ability to throw the ball at the target; to maintain interest in the games of the peoples of the north.
The rules of the game: you can only throw the ball at your feet and only on a signal. You can only throw the ball from one place.
The group of players is inside the outlined circle - these are deer. Three shepherds are chosen, they are around. At the signal "One, two, three - start the beat!" - the shepherds take turns throwing the ball at the deer. The deer hit by the ball is considered caught, beaten off from the herd. Each shepherd beats five or six times. Then he counts the captured reindeer.
To a new camp
Purpose: to improve the motor skills and abilities of children; the ability to perform movements consciously, quickly, dexterously, beautifully.
The rules of the game: you must start moving in accordance with the signal.
The players become pairs. In a pair, one is a deer, the other is a musher. The teams stand one after the other. The host says: "The reindeer herders are moving to a new camp." After these words, everyone runs along the edge of the site, while the mushers, urging on the deer, make the sound "kkhkh-kkhkh" They stop at the signal of the leader - this is a halt. Mushers let go of the deer that run scatteringly. At the signal "Team!" - everyone should line up in the same sequence.
Musher and dogs
Purpose: to teach to coordinate movements in a team; develop moral and volitional qualities: endurance, perseverance.
The rules of the game: you can only run on a signal. The winner is the three that will reach the line faster. You can invite the players to overcome various obstacles.
On opposite edges of the site, two cords are laid parallel. The players stand beside them in three and join hands. Two of them are dogs, the third is a musher. The musher takes the hands of the dogs in front. Children in threes at the signal "Let's go!" run towards each other from one cord to another.
Deer and Shepherds
Purpose: to teach to reflect the life of the peoples of the north in the game; exercise in imitating the movements of a deer.
The rules of the game: you need to run easily, dodging the maut. You can only throw a maut on the horns. Each shepherd chooses the moment to throw the maut.
All players are deer, with attributes imitating antlers on their heads. Two leaders (shepherds) stand on opposite sides of the site, holding mauts in their hands - a cardboard ring or a long rope with a loop. Players - deer run in a circle in a crowd, and shepherds try to throw a maut over their horns. The horns can mimic the twigs that children hold in their hands.
Partridges and hunters
Purpose: to teach to listen carefully to commands, to change the nature of movements; learn to combine a swing with a throw when throwing the ball.
The rules of the game: you can run and shoot only on a signal; throw the ball only under the feet of the runners.
All the players are partridges, three of them are hunters. Partridges run across the field. The hunters are sitting behind the bushes. To the signal "Hunters!" all partridges hide behind bushes, and hunters catch them - throw the ball at their feet. To the signal "The hunters are gone!" the game continues: the partridges fly again.
Sun (heiro)
Purpose: to teach to coordinate movements in a large circle; educate justice, honesty.
Game rules: all players dodge the sun as it turns.
The players stand in a circle, hold hands, walk in a circle with side steps, with their hands they make even waves forward and backward and say "Heiro!" For each step. The sun-leader sits on his haunches in the middle of the circle. Players scatter when the sun rises and straightens up, extending their arms to the sides. On the signal "One, two, three - run quickly into the circle!" those who have not been touched by the presenter return to the circle.
Ice, wind and frost
Purpose: to teach to bring the started game to the end; develop auditory attention; cultivate friendliness.
Game rules: those children who have more players in the circle win. It is necessary to negotiate quietly about who will build the piece of ice with whom. Those who agree join hands. You can change the movement only on the signal "Wind!" or "Frost!" It is desirable to include different movements in the game: jumps, light and fast running, side gallop, etc.
The players stand in pairs facing each other and clap their hands, saying:
Cold pieces of ice
Transparent pieces of ice
Sparkle, ring-
Dzin, dzin ...
They clap each word, first with their hands, then with a friend. They clap their hands and say "Dzin, dzin ..." until they hear the signal "Wind!" Children-ice floes scatter in different directions and agree who will build a circle with whom - a big piece of ice. To the signal "Frost!" everyone line up in a circle and join hands.
Deer catching
Purpose: to exercise in running; teach to follow the rules of the game;
Game rules: you need to run easily; catch deer on signal; the circle is closed when a larger number of players are caught; the deer try not to get into the circle, but once they get into the circle, they no longer escape.
The players are divided into two groups. Some are deer, others are shepherds. The shepherds join hands and stand in a semicircle facing the deer. Reindeer run around the outlined area. At the signal "Catch!" the shepherds try to catch the deer and complete the circle.

Purpose of the game: Work out running with a wide step, jumping animals, navigating in space. Convey the habits of animals in accordance with the music.

Children depict deer antlers by raising their hands up and moving in long leaps. Deer will live near yurts and bushes, and bears on the other side in a ravine, in a den. The conditional signal to start the game is to hit the tambourine. "Deer" run away and hide near the yurts, the bears catch up with them.

Musher and Dogs. On opposite edges of the site, two cords are laid parallel. The players stand up next to them, three people at a time, and join hands. Two of them are dogs, the third is a musher.

The musher takes the hands of the dogs in front. Children in threes at the signal "Let's go!" run towards each other from one cord to another.

Complications options. You can only run on a signal. The winner is the three that will reach the line faster.

You can invite the players to overcome various obstacles ...

Deer catching

The players are divided into two groups. Some are deer, others are shepherds. The shepherds join hands and stand in a semicircle facing the deer. Reindeer run around the area outlined in a circle. At the signal "Catch!" the shepherds try to catch the deer and complete the circle.

Rules of the game... Deer can only be caught on a signal. The circle is closed when more players are caught. Deer try not to get into the circle, but they no longer have the right to break out of the circle if it is closed.

White shaman

The players walk in circles and perform different movements. In the center of the circle is the driver. This white shaman is a kind person. He gets down on one knee and rhythmically beats a tambourine. Then he goes to one of the players and gives him a tambourine. The recipient of the tambourine must repeat exactly the rhythm played by the driver.

The sun

(Heiro)

The players stand in a circle, hold hands, walk in a circle with a side step, make regular waves back and forth with their hands, and say cheiro at each step. Leading - the sun is squatting in the middle of the circle. Players scatter when the sun rises and straightens up (arms out to the sides).

Rules of the game. All players must dodge the sun as it turns. On the signal "One, two, three - run quickly into the circle!" those who have not been touched by the presenter return to the circle.

Musher and dogs

H
and on opposite edges of the site, two cords are laid parallel. The players stand up next to them, three people at a time, and join hands. Two of them are dogs, the third is a musher. The musher takes the hands of the dogs in front. Children in threes at the signal "Let's go!" run towards each other from one cord to another.

Rules of the game. You can only run on a signal. The winner is the three that will reach the line faster. You can invite the players to overcome various obstacles.

Deer and shepherds

All players are deer, with attributes imitating antlers on their heads. Two leaders - shepherds - stand on opposite sides of the site, holding a maut (a cardboard ring or a long rope with a loop) in their hands. Deer players run around in a crowd, and shepherds try to throw a maut over their horns. Horns can imitate twigs that children hold in their hands.

Rules of the game. You need to run easily, dodging the maut. You can only throw a maut on the horns. Each shepherd chooses the moment to throw the maut.

Deer catching

The players are divided into two groups. Some are deer, others are shepherds. The shepherds join hands and stand in a semicircle facing the deer. Reindeer run around the outlined area. At the signal "Catch!" the shepherds try to catch the deer and complete the circle.

Rules of the game. Deer can only be caught on a signal. The circle is closed when more players are caught. Deer try not to get into the circle, but they no longer have the right to break out of the circle if it is closed.

Partridges and hunters

All the players are partridges, three of them are hunters. Partridges run across the field. The hunters are sitting behind the bushes. To the signal "Hunters!" all partridges hide behind bushes, and hunters catch them (throw the ball at their feet). To the signal "The hunters are gone!" the game continues: the partridges fly again.

Rules of the game... You can run away and shoot only on a signal. You should only shoot at the legs of those fleeing.

Ice, wind and frost

The players stand in pairs facing each other and clap their hands, saying: Cold ice, Transparent ice, sparkle, ringing Dzin, dzin ...

They clap each word: first with their hands, then with a friend. They clap their hands and say dzin, dzin until they hear the signal "Wind!" Children-ice floes scatter in different directions and agree who will build a circle with whom - a big piece of ice. To the signal "Frost!" everyone line up in a circle and join hands.

Rules of the game... Those children who have more players in the circle win. It is necessary to negotiate quietly about who will build the big piece of ice with whom. Those who agree join hands. Movement can be changed only at the "Wind!" or "Frost!" It is desirable to include different movements in the game: jumps, easy or fast running, side gallop, etc.

Streams and lakes

Players stand in five - seven columns with the same number of players in different parts of the hall - these are streams. At the signal "Brooks are running!" all run after each other in different directions (each in his own column). To the signal "Lakes!" players stop, join hands and build circles - lakes. The children who build the circle faster will win.

Rules of the game... You need to run one after another, without leaving your column. It is possible to form a circle only on a signal.

Fishermen and fish

There is a cord in the shape of a circle on the floor - this is a net. In the center of the circle there are three children - fishermen, the rest of the players - fish. Children-fish run all over the site and run into a circle. Children fishermen catch them.

Rules of the game. You can only catch fish children in a circle. The fish should run into and out of the circle (net) so that the fishermen do not catch them. Whoever catches more fish is the best fisherman.

Hello, catch up!

The players stand in pairs facing each other in the middle of the court. Then the pairs form two lines, which diverge at a distance of ten large steps from the cord. They get up by the cord - this is at home. Each representative of the first rank goes to visit and gives his right hand to the one with whom he was paired, saying: "Hello!" The host child replies: "Hello!" The guest says: "Catch up!" - and runs to his house, the owner catches up to the line. The children take turns visiting each other.

Rules of the game. You can only greet with your right hand. It is necessary to say "Catch up" outside the line from the partner player. The one who catches up wins. You can go to visit in different ways: it is important, not in a hurry; joyfully, skipping; walk like soldiers in a formation, like clowns in a circus, etc.

Brave guys

Children stand in two or three lines, depending on the area of \u200b\u200bthe room. Two or three presenters are chosen. Each leader in turn asks the children: for example, the first at the first rank, etc. (Children answer.)

Are you brave guys?

Brave!

I'll see how brave you are (slyly, with humor). One, two, three (pause).

Who is brave?

I / I / ..

Run!


The first line runs to the opposite side to the line, and the leader catches the fleeing ones. This is how the game is repeated with the next group of children.

Rules of the game. You should run only after the word "Run!", Dodging the leader. You cannot catch by the cord.


Sleigh sleds

Two players run and jump over sledges placed at a distance of 1 m. Sleds are 1 m long, 30-40 cm wide, 20 cm high. They can be made of cardboard. The winner is the one who comes running faster and does not touch the sledges.

Rules of the game... It is necessary to run from line to line at the signal "Run!" First, they put two sleds (sledges), then two more can be added.

Hitting the deer

The group of players is inside the outlined circle. Three shepherds are chosen, they are deer around the circle. At the signal "One, two, three - start the beat!" the shepherds take turns throwing the ball at the deer. The deer hit by the ball is considered caught, beaten off from the herd. Each shepherd beats five or six times. Then he counts the captured reindeer.

Rules of the game... You can only throw the ball at your feet and only at a signal. It is necessary to shoot from a place at a moving target.



Polar owl and euraska

A snowy owl is in the corner of a playground or room. The rest of the players are the girls.

Under the quiet rhythmic beats of a small tambourine, the eurasian girls run on the site, when the tambourine is loudly struck, the eurasses become a column, do not move. The snowy owl flies around the eurash and the one who moves or does not stand in a column, takes away with him. At the end of the game (after three to four repetitions), those players who have distinguished themselves with greater endurance are noted.

Rules of the game. Loud bangs should not sound for a long time. Children need to react quickly to changing blows.

Snowshoe running

The players are divided into two teams and stand behind the line. Each team has one pair of snowshoes.

At the signal of the educator (wave of the flag), the leaders of each team in snowshoes run to the flags set in advance on the opposite side of the site, each goes around his own flag and runs back, gives the snowshoes to the next team player. The winner is the team that finishes the run earlier.

Rules of the game... The game is played on the basis of a relay race. You can only transfer snowshoes outside the line. Going around the flag, you must not touch it.

Reindeer teams

The players stand along the wall of the room or along one side of the playground in twos (one depicts a harnessed deer, the other a musher). At the signal, the teams run one after another, overcoming obstacles: they go around the snowdrifts, jump over a log, cross the stream on the bridge. Having reached the camp (to the opposite side of the room or site), mushers let their reindeer go for a walk. At the signal "Deer are far away, catch your deer!" each musher player catches his pair.

Rules of the game. Overcoming obstacles, the musher must not lose his team. A deer is considered caught if the musher has bitten him.

Option... Two or three reindeer teams stand along the line. There are flags at the opposite end of the site. At a signal (clap, hitting a tambourine), reindeer teams run to the flag. Whose team is the first to reach the flag, that one wins. Similarly, you can play the game "Dogsled". This species is typical for the coastal Chukchi.

Vazhenka and calves

Several circles are drawn on the site. Each of them contains a vazhenka and two Fawns. The wolf sits behind a hill (at the other end of the site). To the words of the presenter: A vazhenka wanders in the tundra, With her - the deer, Explains to everyone Everything that is not clear ... Patiently listening to Mom's instructions - the playing deer run freely on the tundra, bend over, eat grass, drink water. To the words "The wolf is coming!" fawns and deer run away to their houses (circles). The wolf takes the caught deer with it.

Rules of the game... Perform movements in accordance with the text. The wolf begins to catch only on a signal and only outside the house.

To a new camp

The players become pairs. In a pair, one is a deer, the other is a musher. The teams stand one after the other. The host says: "The reindeer herders are moving to new camps." After these words, everyone ran along the edge of the site, while the mushers, urging on the reindeer, emit the sound kkhkh-kkhkh characteristic of reindeer herders - tundra people. They stop at the signal of the master. During the movement, the teams make a halt. Mushers let go of the deer that run scatteringly. At the signal "Team!" everyone should line up in the same sequence.

Rules of the game. It is necessary to start movements in accordance with the signal. The toboggan train must move in an orderly manner (sledges must not overtake each other). The order remains after the halt.

Tug of war

A line is drawn on the site. The players are divided into two teams and stand on both sides of the line, holding a rope in their hands. At the signal of the driver "One, two, three - start!" each team is trying to win the opponent over to its side. Whose team is able to do this is considered the winner, she is handed souvenirs, as at a holiday of reindeer herders.

Rules of the game. A tug-of-war can only be started on a signal. A team that has crossed the line is considered defeated.

Wolf and deer

The wolf is chosen from among the players, the rest are deer. At one end of the site, a wolf site is outlined. Deer graze at the opposite end of the site. At the signal "Wolf!" the wolf wakes up, leaves the den, at first walks around the herd with a wide step, then gradually narrows the circle. At the signal (growl of the wolf), the deer scatter in different directions, and the wolf tries to catch (touch) them. The wolf takes the caught one to itself.

Rules of the game. You can only run out of the circle on a signal. Whoever gets caught must follow the wolf.

White shaman

The players walk in circles and perform different movements. In the center of the circle is the driver. This white shaman is a kind person. He kneels down and beats a tambourine, then goes up to one of the players and gives him a tambourine. The recipient of the tambourine must repeat exactly the rhythm played by the driver.

Rules of the game... If the recipient of the tambourine repeats the rhythm incorrectly, he is out of the game.

The sun

The players stand in a circle. Choose the sun. The sun walks in a circle and, pointing at each in turn, counts: Nyan-nyan (bread), Kezhi-kezhi (knife).

Those whom the driving-sun called kezhi come out of the circle, stand up in pairs and join hands, others - nannies - join hands and remain in place, also in pairs. Two groups of couples are formed: nanny-nanny and kezhi-kezhi. The couples of each group come up with different shapes.

Rules of the game. The pairs that come up with the most interesting pieces win.

Fishermen

The players stand in a circle. They are fishermen. The driver shows them the movements of the fishermen: pull the nets, take out the fish, mend the nets, row with oars

Rules of the game... Whoever of the players repeats the movements incorrectly, he leaves the game.

Ice sticks

(Syuls)

Each player chooses a stick for himself, which should be higher than his height. Several sticks are doused with water in advance and kept in the cold until they freeze up. The player takes the syuls in his right hand and stands sideways forward, bends his left hand at the elbow, and puts his right hand behind his back, passing the stick under the bent elbow of his left hand, and throws it strongly.

Rules of the game... Syuli should only fly in the forward direction. The one who throws the wand further wins. If the stick flies to the side, then the player is out of the game.

Triple jump

A line is drawn in the snow, the players follow it. In turn, they jump from the line forward: in the first two jumps they jump from one foot to the other, in the third jump they land on both feet. The winner is the one who jumped further.

Rules of the game. You need to start jumping from the line. You can only jump in this way.

Options. The game is carried out with the distribution of children by links. Each link includes from two to four people. All children of one link go to the line at the same time. At the signal, they all start jumping together. The link wins, the participants of which jump further.

The game can also be organized in such a way that children from different teams compete in jumps at the same time. In this case, they calculate how many first, second, third, etc. places were taken by the participants of each link.

Wolf hunt

The hunter stands 4-5 m from the wolf (a figure cut from plywood or cardboard). He must hit the running wolf with the ball. Two players hold the piece by the strings and move it to the left and then to the right.

Rules of the game. You should throw the ball at the wolf from a given distance.

Partridge hunting

Children represent partridges. They are placed on the other side of the site - the tundra, where there are aids that you can climb on (towers, benches, walls, etc.). There are three or four hunters on the opposite side of the site.

Partridges fly, jump on the tundra. At the signal of the driver "Hunters!" they fly away (run away) and sit on branches (climb hills). The hunters try to hit the partridges with the ball. The caught partridges move aside and drop out of the game for a while. After two or three repetitions of the game, other hunters are selected, the game resumes.

Rules of the game... Partridges fly away only on signal. Hunters also start catching partridges only after this signal. You can only shoot the ball in the legs.

Deer breeder

A deer figure is placed on the side on the platform. Reindeer herders arrange themselves in a line facing the deer at a distance of 3-4 m from it. One by one, they throw a ball at the deer, trying to hit him. For each successful shot, the reindeer herder receives a flag. The winner is the one who hits the deer the most times.

Rules of the game... You can only throw the ball from a conditional distance.

Nanai wrestling

Play in pairs on a mat or carpet. The players take each other by the shoulders and fight, trying to put the opponent on his back. The winner is the one who has reached the goal, laid the opponent on his shoulder blades.

Rules of the game. You can only fight on a mat or carpet, without leaving it. Rough actions should not be allowed.

Stick wrestling

A line is drawn. The two players sit on either side of the line, facing each other. Holding on to the stick with both hands and resting their feet on the feet of the other, they begin to pull each other. The winner is the one who pulls the opponent over the line.

Rules of the game... You should start pulling the stick at the same time at the signal. While pulling the stick, you cannot change the position of the feet.

Hurry up to catch!

On the playground there are two equal groups of participants: girls and boys. The host throws the ball up. If the girls catch the ball, they start tossing the ball to each other so that the boys do not take possession of the ball, and, conversely, if the boys get the ball, they try not to give it to the girls. The team that can keep the ball longer wins.

Rules of the game... Passing the ball, you must not touch the player's hands and hold the ball in your hands for a long time.