Children's outdoor games. Outdoor games card index (senior group) on the topic

  • 16.03.2020

In spring, summer and autumn, it is very convenient to organize various outdoor games and exercises on fresh air... Physical exercises in nature are extremely favorable for the improvement of many movements of children, the development of their motor qualities. The wide space allows you to move actively, freely, naturally, which contributes to the development of the child's dexterity, agility and endurance. Children can move freely on open lawns.

Every time, going for a walk or planning a trip to nature, think about what games your child will play and take everything you need: balls, ribbons, hoops, etc.

Some of them:

1. We ride a bicycle, scooter

For the development of coordination, a bicycle or scooter is very suitable for a child. It should be suitable for the baby in size and age. Cycling strengthens your child's leg muscles. You can draw a pedestrian crossing with chalk, where a pedestrian mom will walk, draw a traffic light. So the child will learn the rules in an interesting way road traffic... And if you organize a bicycle race with your friends, then an interesting competition

you are guaranteed!

2. Play in the sand

More than one child will not miss the sand. And it is very useful for hand motility. What happens in the sandbox: castles, tunnels are being built, cars are passing by, pies are being molded, giant towers are being erected. Games with sand can develop not only little fingers, but also logical thinking, memory, attention. When we sculpt Easter cakes, we find the largest, smallest.

3. Playing with the ball

Take a ball with you for a walk. Ball games develop hand-eye coordination in a child. The ball can be thrown to each other, rolled down a hill, rolled on the ground, thrown at a target or basket. Show the baby that the ball can be kicked - maybe your future football player will grow up! Teach your toddler to kick the ball with both the right and left foot.

4. Play with the hoop.

The hoop can be used not only for its intended purpose. Play with him interesting games: Place the hoop on the floor and throw objects at it.

The hoop can turn into a steering wheel - the child will come up with a fun ride by train, car or plane. If you put several hoops on the path, then you can jump over them, like over bumps, depicting a frog. The hoop can be a house in which the mouse will hide, running away from the cat. Place some hoops on the edge for a great tunnel for a child. Invite him to crawl inside it.

7. Play with a rope.

A child will not learn to jump rope immediately, but closer to school. But this does not mean at all that you cannot come up with many interesting educational games with it. Put the rope on the floor, invite the child to jump over it. Gradually lift it higher and higher - you can crawl through it below, so as not to hurt, step over. You can fold interesting objects from the rope - a cup, a typewriter, a square, etc.

8. Outdoor games in the fresh air.

When the child gets tired of sculpting Easter cakes or riding a bicycle, you can play outdoor games with him:

Robber Cossacks.

Children are divided into two teams. The robbers flee, and the Cossacks catch up with them. While fleeing and hiding, the robbers draw arrows with chalk in the direction they are fleeing. The task of the Cossacks is to find the robbers using the arrows.

Stream.

Children are built in pairs. The last one goes through

The "tunnel" becomes the first. Thus, we are moving forward.

1-2-3- stop.

The presenter, standing with his back, says - 1-2-3-stop. Participants

move towards him with a brisk step. Stop at the word "stop". The leader turns and guesses how many steps to each player.

Fisherman game

With the help of the counting card, select from the playing "fisherman" Blindfold him. All other children are fish players. They should clap their hands and walk or run around the "fisherman". He will try to catch them. If on the way of the "fisherman" there is any obstacle, wall, bench, etc., the children should warn the "fisherman": "Fine".

When the "fisherman" catches any "fish", he must guess who it is. If he guesses correctly, the unlucky fish becomes the "fisherman" and the game continues. If he doesn't guess, then he releases the victim and begins to catch again. If the "fisherman" could not guess three times, you must define a new "fisherman".

Ball game

This is an outdoor game for two children. To play, you need a small ball and a metal or plastic can. The playing field must be drawn by placing lines at a distance of about thirty centimeters from one another. A bank is placed in the middle. The player who hits the jar with the ball moves it one line closer to himself. The one of the children who in this way moves the jar closest to him becomes the winner.

Push out of the circle

Draw a three-meter circle outside. Two children must enter it and take the starting position for the game, standing on one leg, the right hand holds the left leg, and the left hand is bent in front and pressed to the body. The players' task is to push the opponent out of the circle or force him to stand on two legs, pushing him with the shoulder.

Tug game

This outdoor game is for two children. Draw a line on the asphalt or sand. On both sides, at an equal distance, half a step from it, two players should stand opposite each other, holding hands, each of whom is trying to force the opponent to step on the line with his foot or cross it. Dash is not allowed in the game, tug must be smooth.

Tag or tag in a circle

This game is suitable for two children from the age of four. Draw a one and a half meter circle on the sand or asphalt.

Two players must stand on different sides of it. At the signal "One, two, three!" they begin to jump around on the right foot or on the left in a clockwise direction, trying to catch up and stain each other.

Almost classics

Draw eight or ten circles, thirty to fifty centimeters apart, in a closed circle on the sand or on the asphalt.

Ask your child to jump from one circle to another on one leg, straight or sideways. If two or more children take part in the game, the winner is the one who holds out on one leg the longest.

The game goes in circles

This game in the open air or in a spacious room is played with a large number of players, because they have to line up in two circles - an outer and an inner one. The outer circle is large, the inner one consists of only three or four people. The guys in the big circle stand still. The presenter stands in a small circle and, together with the players, walks in a circle, saying: "We walk in a circle and carry sweets with us." In response, large-circle players must quickly name something sweet, such as sugar. The one who first named desired item, moves to the inner circle and the game continues.

The presenter and the small circle players say different versions of it "take soft, liquid, sour, hard", etc. Gradually, all players move into a small circle. And the one who was the last in the former big circle becomes a loser and must complete some "fant" task.

Happy, healthy summer to you and your children!

"HELLO".

All stand in a circle, face, shoulder to shoulder. The driver walks along the outside of the circle and hits one of the players. The driver and the player who were touched run into different sides on the outside of the circle. Having met, they shake hands and say: "Hello!" You can also give your name (this is discussed in the conditions of the game). Then they run further, trying to take an empty seat in the circle. The one who is left without a place becomes a driver.

"TRAFFIC LIGHTS".

On the site, you need to draw two lines at a distance of 5 - 6 meters from each other. The players are behind one line. The driver stands between the lines approximately in the middle with his back to the players. He names a color. If the players have this color in their clothes, they freely pass by the driver. If the player does not have such a color, then the driver can grease the running player. The soldier becomes the driver.

"PATH".

The participants in the game line up in a chain one after another. The one who is the first in this chain becomes the driver. Everyone follows a snake along the path to the back of the head one after another, and the driver overcomes various obstacles. At the signal of the driver, the first player becomes at the end of the snake, and the driver becomes the one who turned out to be the first player.

"ENCHANTED CASTLE".

The players are divided into two teams. The first is to disenchant the "castle", and the second is to prevent her from doing so. The "lock" can be a wall or a tree. Near the "castle" there are "main gates" - the guys from the second team are blindfolded. Players who must disenchant the "castle" begin to move around the site at the command of the leader to the main gate. Their task is to quietly reach the gate, pass through it and touch the "castle". In this case, the game is considered over. But the task of the second team is to insult those who are moving towards the "castle". Those who get hurt are eliminated from the game. At the end of the game, the teams change roles.

"NEST".

Children squat in a circle holding hands - this is a "nest". A "bird" sits inside. Outside, another "bird" flies - the leader and gives the command "The bird flies!" The "nest" crumbles, and everyone flies like birds. The host commands: "Into the nest!" Everyone squats again. The one who did not have time becomes the leader.

"HARE WITHOUT LOG".

The participants in the game stand in pairs facing each other, raising their clasped hands up. These are "hare houses". Two drivers choose - "hare" and "hunter". The "hare" must run away from the "hunter", while he can hide in the house, that is, stand between the players. The one to whom he stands with his back becomes a "hare" and runs away from the "hunter". If the "hunter" hits the "hare", then they change roles.

"SANTI-FANTASY LIMPOPO".

The players stand in a circle. The driver leaves the circle for a few seconds at a short distance. During this time, the players choose who will be the "showing the movements". This player will have to show various movements (clap his hands, stroking the head, stamping his foot, etc.) All other players repeat the movements after him. The driver's task is to determine who will show the movements. The movements begin with ordinary claps. At the same time, throughout the game, the guys in chorus say the words: "Santa-wrappers lim-po-po ...". At a moment that is imperceptible for the driver, the one showing changes the movement, everyone must quickly change the movement too, so as not to let the driver guess who is leading them. The game continues until the showing is found.

"CROWS AND SPARROWS".

At a distance of 1-1.5 m, draw two parallel lines... Measure 4-5 m from them and draw two more lines. The first two lines are the start lines, the second are the "houses".

The teams line up with their backs to each other near the first lines, that is, at a distance of 1 - 1.5 m. There are two teams, one of them is "sparrows" and the other is "crows". The leader stands between the teams and calls the words: "sparrows" or "crows". If the presenter said "crows", then the crows chase the sparrows who are trying to escape behind the second line. If the host says "sparrows", then the sparrows run and catch the crows. The game ends when there are no players left in the team.

"SEINE".

The game takes place on a limited area, the boundaries of which cannot be left by any of the players. Two or three players join hands, forming a "net". Their task is to catch as many "swimming fish" as possible, that is, the rest of the players. The fish's task is not to get caught in the net. If the fish was unable to evade and ended up in the "seine", then it joins the leaders and itself becomes part of the "seine". "Fishes" have no right to tear the "seine", that is, to disengage the hands of the drivers. The game continues until the player who turns out to be the most agile "fish" is determined.

"DRIPPING".

Six players stand up in pairs, holding both hands and raising them. These are traps, they are located at a short distance from each other. All others join hands, forming a chain. They must move through traps. At the command of the leader (clap, word, etc.), the traps "slam shut", that is, the guys forming traps give up. Those players who have fallen into traps form pairs and become "traps" themselves. The winner is the one who does not fall into any of the traps.

"WATER".

The driver stands in a circle with his eyes closed. The players walk in a circle with the words:
"Water, water,
That you are sitting under water
Look out for a little bit
For one minute
1, 2, 3".

The circle stops. "Waterman" points with his hand at one player and approaches him without opening his eyes. His task is to determine who is in front of him. "Water" can touch the player standing in front of him, but you cannot open your eyes. If the driver guessed right, they switch roles, and now the one whose name was named becomes the driver.

"PROTEINS ON TREE".

All players are "squirrels", they must stand near the tree and hold onto it. A "dog" is running among the trees - the driver. "Squirrels" run from tree to tree, and the "dog" must catch someone or another option: the "dog" must take the place of one "squirrel".

"FLASHES".

All players stand in pairs in a circle, one player behind the other. Everyone's hands are down. The driver also stands on the line of the circle. He has no partner behind him. He must look into the eyes of one of the players in the circle and wink at him. The one to whom they winked runs from his seat and stands behind the driver's back. But he may not be able to do it, because the player behind him can hold him. If he manages to do this, everyone remains in their places. If the player manages to escape, then the player left without a pair becomes the driver himself.

"SALKI".

One driver is selected, who must catch up and grease the players. The salted player also becomes the driver, while he must run and hold with one hand for the part of the body for which he was shocked. The winner is the one who is not caught by the driving players.

"CAPTURE THE DRAGON'S TAIL".

The players stand in a line, holding each other's shoulders. The first participant is the "head", "the last is the tail" of the dragon. The head should touch him.

"SCHOOL OF SCORTERS".

(Mini-lightning)

One of the participants is the commander (leader), the rest are "scouts". Before the start of the game, the commander gives the command to line up in a line and acquaints the children with the tasks that they will have to complete.
"PARACHUTISTS" - children stand on a log, squat, then raise their hands up, stand up and jump from the log.
"ALIEN PATROL" - To avoid the enemy, everyone hides behind trees and bushes and silently moves a certain distance leading.
"POGON" - scouts flee from the enemy, turn into bunnies, jump. Dogs chase them, children also become dogs, bark loudly, growl, chase away other people's dogs.
"RETURN" - the scouts have successfully completed the mission and are returning home. First, they float along the river (depict rowing on boats), then fly by plane and, choosing a place to land, settle at the "airfield".

"ZHMURKI WITH A BELL".

The driver's eyes are closed. Someone from the participants turns it on the spot. In this case, you can pronounce a tongue twister: - "Where are you standing?" -"On Bridge". - "What are you eating?". "Sausage". - "What are you drinking?" -"Kvass". - "Look for mice, not us."
After these words, the children scatter around the room. "Zhmurka" by touch must guess if someone catches.

"LIPUCHKA".

The participants in the game run on the command of an adult. Two drivers, holding hands, are trying to catch the running away game participants. At the same time, they say: "I am sticky-sticky, I want to catch you!" Each caught Velcro participant is taken by the hand, and he also becomes the driver with them. Then a fourth player joins them, etc.

"GLUE RAIN".

Children stand one after another in a row. Each participant holds the shoulders in front of the one standing. In this position, "snake", they overcome various obstacles, perform the tasks of the leader,
EG:
- Go over the bump
- Go through the log
- Jump over a puddle
- Go around the "wide lake"

When completing assignments, children should not unhook from each other.

"FISHERMAN AND FISHES".

A large circle is drawn on the site. One of the players - "fisherman", is in the center of the circle, he crouches down. The rest of the players - fish, encircling the circle, say in chorus: "Fisherman, fisherwoman, catch us on the hook."
At the last word, the fisherwoman jumps up, runs out of the circle and begins to chase the fish, which scatter across the entire site. The caught one becomes a fisherman and goes to the center of the circle.

"FIND A SHARE".

All participants stand in a circle. The driver is selected, he stands in the center of the circle. One of the players is given a small handkerchief. He passes it on to another standing next to, but so that the driver does not notice. Whoever the driver notices the handkerchief becomes the driver.

"THE CAT IS COMING".

For the game, a playground is outlined, in the corner of which the "cat's house" is marked, and on the sides - "mouse holes". The host plays the role of the cat. The game starts with a saying from the teacher:
Mice, mice, come out,
Play it, dance
Come out quickly
The mustachioed cat is sleeping!

"Mice" crawl out of "holes", run, jump, repeat the words in chorus:
Tra-ta-ta, tra-ta-ta
No mustachioed cat!

But then the teacher gives a signal: "The cat is coming!" All mice should freeze and not move. The "cat" bypasses the "mice" and takes into his house those who have moved. Brave "mice" behind the cat's back can move, but must freeze as soon as the cat turns in their direction. The teacher says, "The cat is gone!" and the mice come to life again.

"SHAPER - FLYER".

The driver is chosen, he counts: 1, 2, 3! - all those participating in the game scatter in different directions. One of them has a handkerchief in his hand, tied in a knot. The driver is trying to catch up with the player who has a handkerchief in his hands and stain it. The joggers can toss the handkerchief to each other. If the handkerchief falls to the ground, the game is over. It continues again as soon as the handkerchief is picked up from the ground.

"ICEBERGS".

The presenter draws three circles of different sizes (large, medium, small) on the asphalt or spreads whatman paper on the floor so that all participants in the game can fit in them. All players move freely and chaotically around the court. At the command of the host "Icebergs" everyone must fit in the allocated space. Whoever steps on the edge is out of the game. As the game continues, the available space gradually decreases, leaving the smallest circle at the end.

Outdoor activities are a great alternative to gadgets. Live communication, skills of interaction with peers - this is what is useful to learn at any age. Let's recall the games that you can play in the yard, those that are familiar to more than one generation of children. Dear adults, take the initiative! Think back to what you played as a child and tell your children about it. Games are like fairy tales, they have to be passed down from generation to generation.

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In the yard, in a camp, on a hike, in the country - wherever a company of children gathers, you can organize team or collective games: calm or very active, on the grass or in a gazebo, with or without attributes. We share a LARGE list of outdoor games for kids to play in the summer. We have chosen the MOST POPULAR, which have been tested by more than one generation of guys and still have not lost their relevance. We are sure you can continue this list - and your children will have enough fun for the whole summer!

1. Ring-ring

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The presenter is chosen, all the others sit opposite him. As a "ring" you need to find small item: button, pebble, ring, etc. Players fold their hands like a boat. The "ring" is hiding in the "boat" of the leader and he runs his hands over the slightly open "boats" of the players, imperceptibly tossing the ring to one of them. The main thing is to do everything very professionally, in an actor's way, so that none of those sitting would guess at exactly what moment the "ring" from the hands of the presenter migrated to the palms of the lucky player. The one who has the ring must also keep the intrigue ... After all the players go through the procedure, the presenter says: "Ring-ring, go out onto the porch." At this moment, the one who really had a "ring" must quickly get up and run forward so that the others do not have time to catch it. If he succeeds, he becomes the new host.

Warm childhood memories of this popular game are taken away in a time when rings on girls' fingers were a rarity, holding someone else's ring in your hands is cool in itself! In this a simple game you can play with both toddlers and children school age, it is almost universal for both boys and girls. A small car can also be used as a "ringlet", for that matter.

2. Kalim-bam-ba

All players are divided into two teams. The players of each team join hands and become a chain facing the opponents at a distance of 10-12 meters. The teams begin to shout these words in turn:
- Kalim-bam-ba!
- What is the servant for?
- Sew the sleeves!
- What numbers?
- In the fifth or tenth, we Masha (Olya, Tanya, Sveta, Sasha, Andryukha ...) here!

The one whose name was called runs to the opposing team and tries to disengage the opponents' hands. If he succeeds, he can take into his team any of the two guys who have disengaged their hands, usually the one who is stronger. If it did not work to break the chain, then he goes to the opposing team. They play until one or two people remain in one of the teams (as agreed).

The analogue of this game is "Chains". The dialogue can be like this:
- Chains-chains are forged, tear us apart!
- Which of us?

Perhaps remember as "Ali Baba, sew your sleeves":
- Ali Baba!
- Why a servant?
- Sew on the sleeves!
- Which sides?
… etc.

Be sure to teach kids how to play this game. She teaches to stand for each other, to act together.

3. Returning

You need a whistle to play. At the request of the presenter, the children are lined up. At the signal, the players run in different directions within the agreed territory, run around the clearing, dance, take various poses. On the whistle, the players must return to their original place and again stand in line. You can, for example, count up to three: those who did not have time - drop out. The game is repeated 3 times.

The idea is good for camp teachers, when you need to quickly organize the children, bring them all together.

4. Frog

The players stand against the wall (usually the end wall of the house, where there are no windows and doors) behind each other (in a column). A chalk mark is drawn on the wall. Usually they start at 1-1.5 meters.

You need to throw the ball above this line and while it flies back from the rebound, have time to jump over it. The ball must hit the ground and pass between the player's legs. If successful, the player goes to the end of the line. If, during the jump, the ball is touched by the feet or could not jump over it, the player goes to the end of the line, having received one letter from the word "frog". When everyone has jumped once, the mark is placed higher, jumping starts over. The game continues until one of the players has collected the whole word "l-i-g-y-sh-a".

To be honest, in our childhood everyone called by their proper names - "goat". Perhaps, it is under this code word that this game and the hysteria of a neighbor grandmother, who was knocked on the wall with a ball by restless yard children, will pop up in your memory.

Another version of this game (simplified) is suitable for younger children. The principle is the same, with the only difference that the one who could not jump over the ball stands against the wall. Over time, there will be a lot of such "penalties". Their task is to try to catch the ball before it hits the wall. If it works out, the "penalty box" gets in line and continues the game, and the one who was throwing the ball at that moment takes his place at the wall. The game ends when all but one (the winner) are at the wall.

5. The sea is worried once ...

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The presenter turns his back to the players and says: "The sea is worried once, the sea is worried two, the sea is worried three, the sea figure freeze in place!" The rest at this time move chaotically and depict the movement of waves with their hands. On the word "Freeze!" all children freeze in conceived poses. The presenter turns around, approaches any of the players and touches him with the words "Otomri!" The selected player must show the intended figure in motion so that it can be guessed. If the leader guesses the figure, he goes to the next player and continues to guess. The one whose figure will not be guessed becomes the new leader.

By the way, the figures do not have to be marine at all, choose and voice any topic before starting the game.

6. Predators and Herbivores

A predator is chosen from among the players: at will or by lot. The rest are herbivores. The predator draws a large circle (about 2-2.5 m in diameter). During the game, he needs to catch as many herbivores as possible and put them in his lair - in a circle. Prisoners can leave the circle only in one case - if one of the herbivores, walking in the wild, touches his hand to the outstretched arm of the caught. The predator's task is not easy: he needs not only to catch new herbivores, but also not to allow the “free” ones to free those already captured. The game ends when all the herbivores are in the circle, or everyone is free.

7. Cossacks-Robbers

Participants are divided into 2 teams and agree on the territory for the game. The robbers secretly from the Cossacks come up with a password word. During the game, the Cossacks must try to find out this secret word.

The game begins with the Cossacks turning away and closing their eyes. At this time, the Rogues should run away and hide somewhere in a secluded place. While fleeing, the Rogues draw arrows on the road, curbs or trees, indicating the exact direction of their movement, sometimes they put arrows in different directions to confuse the tracks.

While the Robbers run and hide, the Cossacks outline a small area with chalk - a prison. In 10-15 minutes the Cossacks set off in search of the Robbers. The Cossack, who caught the Robber, takes him to prison and tries to find out the password with humorous methods in the form of tickling. Rogues who are not caught can attack the prison to free the captured team member. The Cossacks will win if they find out the secret word of the Rogues or catch them all.

Eh, Childhood! With this game, we knew all the "nychki" in the vicinity and within the radius allowed for development by the mother. One of the most beloved games, and never got bored!

8. Hide and seek

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The host is appointed, the place where the players will be able to "get caught" is discussed. The driver turns away, closes his eyes and counts to ... (as agreed). The rest are hiding at this time. Having counted, the water goes in search. If he found someone, he runs to the appointed place and “knocks” him: “Knocks, knocks for ...” (give a name). The one who was found can try to overtake the water and "catch" for himself. In this case, he is not considered caught. The game ends when everyone is caught. The new leader is the one who was "caught" the very first.

The good thing about the game is that even kids can participate. If desired, you can play indoors.

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Complicated version - "Twelve sticks". You need a tablet and 12 sticks. The board is placed on a stone to make a swing. 12 sticks are laid out on one end, and on the second one of the players kicks so that the sticks fly apart. While the water collects the sticks, everyone hides. Further - according to the rules of ordinary hide-and-seek, only you need to "knock" with a stick in your hands on a board.

9. Pioneerball

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Ball, field with a net or high crossbar in the middle and 2 teams with an equal number of players (optimally 6-7 people). Players occupy positions on the playing field on either side of the net. The game begins with the ball serving. Feed is from the corner of the field. The main thing is to throw hard enough for the ball to fly over the net to the opponent's side. I didn’t get stuck in the net, I didn’t fall in my own half, I didn’t fly over the line, but I got on the field on the side of my opponent. Further - how lucky. If the opponents do not beat off, the point and the right to the next service are again yours. If the ball gets caught in the net, the serving team gets a loss point. If the ball is touched or dropped in their own half of the field, a loss point is counted.

A competitor or members of the other team must catch the ball and throw it back over the net. It is allowed to take no more than 3 steps across the field with the ball in hand. The ball that flew out of the opponent's field, which was not touched in flight, allows the opponent to serve. The game lasts up to 15 goals.

Unlike volleyball, the option is simpler, for those who are younger and weaker.

Movement around the teams' court was also interesting in pioneerball - that is, after each point earned by the team, the team players were sure to change places, the movement went clockwise, and thus the server also changed. The whole team was concerned with the main thing - that everyone in it knew how to serve, and, of course, to catch.

The game of pioneerball, as a rule, goes up to 25 points, and points are awarded to the team and if the ball, after serving by the opponent, falls outside the playing area, while not touching the players of the receiving team. If this happened, the opponent received a point.

10. Edible-inedible

A ball and a sense of humor are what you need for this game. The presenter throws a ball to the player and names something edible or inedible. The player's task is to catch the ball only on the edible, and discard the inedible. If a player has caught an inedible, he takes the place of the leader himself. Sometimes it comes out very funny.

11. Classics

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Cells with numbers or a snail are drawn on the asphalt with chalk. The player must throw a pebble (bat) on the number 1, jump with one foot on the square with the pebble, bend over, pick up the stone and then continue to jump over all the numbers to the end. It is important not to lose balance, not to step on the line. The other does the same. Next, the first player throws a stone again, this time at number 2. Now the player must immediately jump from the start to the cell with this number. This continues with all the prescribed numbers. If the thrown stone or the leg of the bounder falls on the line, then you must skip the move and try again after the opponent from the place where you made a mistake. The winner is the one who will pass first thus all numbers.

The traditional field for playing classics consists of 10 numbered rectangles arranged in a column, pairs 3-4 and 6-7 are drawn side by side so that you can become two legs, a semicircle with 9-10 is at the exit for a turn to back side... This is perhaps the most well-known option, but there are others.

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A variety of classics, not known to everyone, is "Classics-names".

The field is drawn. The first player jumps back and forth on one foot, stepping into each rectangle. If he does this without mistakes, then he can write his name on any rectangle. If he makes a mistake, it is the turn of the other player. The point is that you need to jump over rectangles named after other players, but you can stand on your own (where your name is written) with two feet. The game continues when all the rectangles are occupied, but now if someone makes a mistake, he leaves the game. The game ends when there is only one player left - the winner.

12. I know five ...

The game teaches you to perform several tasks at the same time, to concentrate. You need to hit the ball on the ground with the words: "I know five ...". After that, name five names of boys, girls, names of cities, flowers, countries, planets. If a player cannot think of a word, he concedes the ball to the next one.

13. The quieter you go - the further you will be

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Start and finish lines are drawn. All participants stand at the start, the driver - with his back to them on the finish line. The driver says: "Hush you go, you will continue, stop!", You can at any pace. As he speaks, the participants try to reach him. After the word "stop", everyone freezes and does not move. If you move, you drop out. The task of the participants is to reach the driver and touch him until he says “stop”.

14. Kis-kis-meow

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Two people come forward and stand with their backs to each other, the rest of the players sit in one line. The one who stands facing everyone (the driver) points to one of the participants and asks: "Kis?" If the player who is standing with his back answers “Shoot!”, The driver continues to choose. When the player says "Meow!", The one on whom the choice fell awaits a "verdict" - what task is to be completed. The driver asks the one with his back to him: "What color?" The player calls the color and turns to face the others to complete the task with the participant whom he has chosen.

Each color assumes the performance of certain actions (which are agreed in advance). For example, white - two must go together to the entrance and stay there for 5 minutes. What are they doing there - history is silent every time. Green - three questions that can only be answered "yes". Usually the questions are tricky, like: "Do you love him?" Red - a kiss on the lips, pink - the same, but on the cheek, blue - kiss your hand. Yellow - three questions alone. Orange - walk arm in arm, preferably past adults. Purple - step on your foot, etc.

In fact, the game is very good, popular in adolescence, when it is important to learn how to build relationships with the opposite sex.

15. I was born a gardener

The players choose the name of the flower and say it out loud. The driver, who is also a “gardener,” says a little count: “I was born as a gardener, I got really angry. I'm tired of all the flowers, except ... ”And he says the name of the flower of one of the players. The participant, whose flower was named, must respond. If someone hesitated and did not react, confused the name of the flowers, he must give a fant (any of his things).

At the end of the game, forfeits are played out. The "gardener" turns away, they take out the thing and ask: "What should this player do?" The “gardener” assigns a task: jump on one leg, sing, squat, recite a poem, etc. The player takes his item only after completing the "gardener" task.

16. Traffic light

The "traffic light" is chosen by the counting tool - the driving one. Two lines are drawn on the road at a distance of approximately 30 m from one another. Players stand in a row behind one line, and the "traffic light" is in the middle of the road, with their backs to the others. "Traffic light" names any color and turns to face the others. Children should find the named color on themselves (on clothes, shoes, hats). If you find it, then, holding on to it with your hand, you can safely cross the road. If you can't find such a color on yourself, you will have to quickly cross over to another so that the "traffic light" does not touch the "intruder". You cannot run out of the road. The one who was caught became a "traffic light" himself.

Another version of this game is "Song Traffic Light". The difference is that "traffic light" names not a color, but any letter. Players must remember and hum the lines from the song that begin with the letter named.

17. Pavement sign, stop!

Perhaps one of the adults will remember this game as “Let's go, let's go”, “Camel”.

The rules are simple. The players stand in a line, and the leader - with his back to them and slightly in front. At the signal, everyone scatters. The presenter shouts: "Pavement sign, stop!", Everyone freezes. The driver shouts to one player, but does not turn himself, i.e. he does not see how far this player is from him. Then he announces how many steps of a certain type are needed so that he can reach this player.

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The driver turns and tries to reach the named player using the announced combination of steps. You can only move in a straight line. After taking all the steps, he tries to touch the player. If possible, the driver and the player switch roles. If not, then the whole procedure is repeated from the beginning.

18. Rubber bands

Favorite game of girls of all times and peoples. Eh, there were times when every girl wore a couple of meters of elastic in her pocket, and it doesn't matter what was pulled out of her father's family panties).

About 2-2.5 meters of linen elastic was tied in a knot into a ring. Two stretched the elastic band, putting it on their feet, the third jumped, performing various combinations. If you were wrong, they changed places. If it did, the level became more difficult and the whole combination was repeated there. And so on until the most difficult level, which was called "neck-to-neck" - the elastic was held on the necks. There was also a level "on the ears", but few people reached it.)

The combinations of jumps were different: "wide" - when two legs were held in an elastic band; "Narrow" - an elastic band for those who hold only one leg; three-two-one jump.

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Yard games are something that must be inherited. We should not deprive our children of the Court, tying them to ourselves for the sake of safety and isolation from the bad influence of their peers. To avoid this “bad influence”, you need to teach children to communicate in real life, and not in the chat of your favorite “shooter”. So many good fun games can remember the past generation, so let our children learn about them too! Enjoy your summer, our Fidgets!

Dear Readers! Tell us in the comments what kind of yard games your children play, what you yourself played as a child. Let's replenish the game piggy bank of the site so that the leisure of our children is useful, informative and varied. We are waiting for comments, with pleasure we will share the nostalgia for the games of our childhood.

Years have passed, the rules of the once-favorite games have been forgotten, and it seems an impossible task to assemble a company suitable, say, for "Cossacks-robbers" on the current sites.
But even today for children on the street there is something more interesting than ordinary tag.
However, tag also can be unusual!
Wake up your memories, tell the children what you played when you walked under the table yourself. Diversify your summer walks. Unpretentious street fun will leave indelible memories of your common childhood with him - carefree, cheerful, light and absolutely happy.
Different sals are needed, all sorts of nags are important!

Follow a simple rule - mark the boundaries of the site beyond which you cannot run out. when running after each other becomes less interesting, suggest new options for the game.

"Salki - legs in the air"
If a player raised both legs above the ground, for example, hanging on the crossbar or rings, sat on a bench or just on the ground, the driver has no right to shock him at that moment and must run after another player.

Educational games for children from 1 year old with a plush bunny

"Ponytail sticks"
All players, except for the driver, are tucked into their belts with small ropes or ribbons. The driver must catch up with the player, pull out the ribbon-tail from him and fill it himself. The player without the ponytail is now the new driver and the game continues.

"Salki-houses"
On the playground, houses are indicated in advance (for example, they are drawn with chalk on the asphalt or with a stick on the ground), in which the players can hide for a while, running away from the driver.

“In the game“ I know five ... (names of girls, names of animals, fruits, flowers, etc.), hitting the ball on the ground, “Masha - one, Nastya - two ...” Thought, hesitated, repeated - pass the ball to another ... The winner is the one who played the longest with the ball and never made a mistake. Elena Girutskaya, editor-in-chief

"Sticks with the ball"
Our grandmothers know this game as "Shtander". The players stand in a circle, one of them, holding the ball in his hands, stands in the middle, throws the ball up and calls the name of one of the participants in the game. This player must catch the ball, and the rest quickly scatter away. The one who caught the ball shouts: "Stop!" All players must stop immediately. Now the driver's task is to hit any player with the ball, who at the same time cannot leave his place, but tries to dodge the ball - to sit down, jump, bend over. The maneuver failed and did the ball really hurt the player? He becomes the new driver - he has to catch the ball, shout "stop" and shoot the ball at someone else. If the driver misses, he catches the ball again and the game continues. Until the ball is in the hands of the driver, children can freely move around the court, take the most advantageous positions.

"Salki on the track"
Draw a large circle that will fit all the players, and divide it into four equal sectors - this is the playing field. The driver stands in the center of the circle, the players are randomly placed in the circle. At the signal, the driver begins to move in a circle, trying to grease the players, but with one limitation -
at least one of his legs must always remain on the line (outer, outlining the circle, or inner, dividing it). It is convenient to draw a circle with chalk on the asphalt, but you can also play on the lawn by laying out the playing field with ropes or drawing with a stick.

"Salki-Snake"
In this type of tag, the salted player takes the driver by the hand (in another version - by the belt) and they continue to run after the other guys together, without unhooking their hands. Gradually, the snake becomes longer and more clumsy, and the laughter of the kids is getting louder.

You can also play tag by jumping on one leg, riding scooters or rollerblades, moving in a goose step or on all fours!

"In the game" Frogs "
two teams are involved (we have always included the entire courtyard, about twenty people, but now you won't find this!). The players line up on one line, sit down and jump to the "bump" at the signal. Whoever reached it first, the team won. Fun and sporty!

Show ingenuity and ingenuity

These games will allow a small group of kids to move around properly.
in a confined space.

"Hares and Cabbage"
Mark a small circle (you can draw it with chalk, a stick on the ground or sand, lay it out with a string) - this will be a vegetable garden. Determine the diameter of the circle based on the number of participants and the age of the children. In the middle of the circle, each of the kids should put some kind of their own object (a cap, toy, hair clip, etc.), or you can put small toys, souvenirs for children in the circle. This is cabbage. The driver guards the garden. On command (it can be a short rhyme, a line from a song), the players try to run into a circle and drag off the cabbage without getting caught by the guard. You can only take one item from the circle at a time. The winner is the one who takes more cabbage from the garden. Players caught by the watchman can either drop out of the game or go over to the watchman's side and help him catch nimble hares - as agreed.

"My friends and I had a favorite game" Secrets". In a secluded place on the ground, a small depression is made, treasures are put there - a beautiful pebble, a flower, whatever. Above - a piece of glass. The task is to find secrets and examine treasures.

Let's mark the road with a width of several meters. The driver stands in the middle of the track with his back to the players, the players stand behind the line of the road. The driver names any color and turns to face everyone. Those who have the named color on their clothes, holding on to these clothes, calmly cross the road. Those who do not have this color must cross the path, and the driver tries to grease them. The salted player becomes the new driver. If all the players have safely crossed the road, the driver turns away again and calls a new color. Is it possible to come up with colors (gray-brown-crimson) and name shades (light purple, dark blue)? This is how you agree!

"Whose house?"
This game can be played on the playground, on the alley in the park, and on the beach. You need to choose a driver and mark the houses by the number of participants minus one. Houses can be trees, benches, chalk circles, beach towels, etc. Players take places at the houses and, upon a signal, begin to run from one to another, and the driver must try to occupy any vacant house. The one who did not get the house becomes the new driver. You can play elimination, then in each circle the slowest player leaves the game with his house, that is, there should always be one fewer houses than children.

"And I loved" Ocean is shaking"... This is the one where the presenter says: "The sea worries once, the sea worries two, the sea worries three, the sea figure freeze!" And everyone freezes in unthinkable positions: try to guess! My son and I are still playing it now, only in a tuned version: more often there is a “dino figure freeze”.

We develop dexterity, we train accuracy

When the kids are tired of running around (yes, this happens sometimes!), It's time to offer them one of the games a little quieter.

"Potatoes"
For it you need a small light ball (you can take a rubber inflatable). The players stand in a circle 5–6 meters in diameter and begin tossing the ball to each other. The person who missed the pass sits down in the middle of the circle, the others continue the game. They can "help out" those sitting in a circle by hitting them with a ball. However, in the event of a miss, the player will also have to sit in the circle. If the player in the circle catches the ball flying over him (you cannot get up, but you can jump on your haunches), all those sitting return to the game, and the one who unsuccessfully threw the ball sits in the center of the circle. The game continues until one player is left behind the circle - he will be the winner.

« What a childhood without hide and seek! This is a mega game. I remember how my friends and I played hide and seek in my apartment. At dusk without turning on the light. And then something big began to twirl and howl on the cupboard. Delight and horror! How did Vovka get there? Riddle. He could not get off on his own.

« Sticks "
To play, you need to collect several even (from 10 pieces) sticks of approximately the same size and throw them on the ground in a bunch. The players take turns taking out one stick from the pile so as not to touch the other sticks. For each extended stick, the player is awarded one point. If another stick is touched (moved, dropped), points for the move are not awarded. The winner is determined by the number of points scored.

"Pebbles»
Mark a circle on the ground and put small pebbles (or cones, chestnuts) in it, 5 pieces per player. A larger flat stone (or stick) will be a bat. Players take turns throwing the bat into the circle, trying to knock small stones out of it. All the pebbles that are outside the circle are taken by the player. The player who collected the most stones wins.

And also pebbles, cones, acorns can be thrown at targets painted on the wall or on the ground (and you can score points depending on which sector the targets hit), into containers (buckets, cans), into holes dug in the sand, knock down the placed glasses with stones , molds for the sandbox, Easter cakes. Such simple games easily captivate children, develop persistence and an eye.

"We loved the whole yard" Rubber band". The rule is simple: a long elastic band was sewn, pulled over the ankles of girls standing opposite each other so that it would not dangle. They took turns jumping over it, each time complicating the tasks and lifting the elastic band higher.

Cozy summer

Summer is a great time to travel. But not everyone has the opportunity to get out to the seas during this period. Time-tested ideas will help you to have fun in the three hottest months of the year.

Hide the treasure
What could be more interesting than finding a treasure? Only burying it! It doesn't matter that you are unlikely to sacrifice real treasures. A plastic brooch, hairpin, small coins, bracelets, children's books - now they are of no value, but in five hundred years ... The very thought that someone might find these little things in many centuries will excite a child's imagination. Surely, he will approach this exciting business with all seriousness. Offer the kid to put the “treasure” in a beautiful tin box, ask him to draw a picture or write a letter to those who found it, tie the box with twine and bury it. Do you want descendants to find the treasure? We'll have to draw a map that will be passed down from generation to generation.

We arrange a house or hut in a tree

Who among us in childhood, reading a book about Pippi LongStocking, did not dream of our own tree house, in which you can play with friends or dream alone? It is quite possible to build it. Choose a sturdy tree with a strong root system and a bifurcated trunk to help your plant survive the construction. Draw a drawing (by yourself or using the Internet). The walls and roof can be of any shape and be made from any available means (shields, branches, boards), but the staircase should be as reliable as possible.

Making a garden scarecrow

Everyone, of course, perfectly understands that you cannot scare modern birds with a garden scarecrow, but making a funny element of garden decor is pleasant and simple for the soul. Even if there is no summer cottage, the scarecrow can be placed in the nearest front garden. For the base, two cuttings from a shovel or stick of different lengths are suitable - knock them together crosswise. To make a head, take a regular plastic bag and stuff it with straw. Cover the formed ball with old nylon tights. Sew two large blue buttons in place of the eyes, sew the mouth with stitches using thick red woolen thread. Shape the eyelashes and eyebrows in the same way, and sew a piece of flannel for the nose. Hair is easy to make from a washcloth, thread, straw. Put an old hat on the head of the scarecrow, inserting a goose feather into it. Dress up your "bogeyman" in an old dress with burlap patches, tie a scarf around your neck, give a bucket in your hands.

Building a fairy kingdom
On a walk, invite your kid to build a fairytale house for gnomes and elves out of twigs. The sizes of these creatures are very tiny, therefore, they need an appropriate dwelling. Help the little one build a small hut from sticks, cover it with leaves, decorate with small flowers, berries, feathers. If you like such an activity, you can build a whole town, fenced around the perimeter with expanded clay. Lay out the well from matches, the paths - with small pebbles, plant twigs-trees, make a lake from a plastic mold, start a boat - a walnut shell.

Admiring the starry sky

Starfall can be seen every August. It reaches its climax at the twentieth of the month, but it is always interesting to look at the night sky. Explain to your child that the slowly moving star is either a satellite or an airplane. Real stars, or rather meteorites, are falling rapidly. Teach you to identify the growing and waning moon (if it looks like the letter "s", then aging, if you put an imaginary stick and you get the letter "r" - growing). Find the North Star, show the constellations Ursa Major and Cassiopeia. Note the cluster of stars - this is Milky Way, our galaxy.

« Good game - "Bouncers"... You can even play with three, and even if a large company gathers ... The rules are simple - everyone runs around the playing field, trying to dodge the ball, which is thrown by the two leaders. The one who gets hit is eliminated. But it can be returned by catching the "candle". Svetlana Sorokina, art director

Top ten ideas

- Do your morning exercises in the fresh air.
- Go fishing with your child.
- Arrange the balcony: take out the trash, plant flowers, put a chair.
- Walk with an umbrella in the warm summer rain.
- Bake potatoes in fire coals.
- Have a bubble party.
- Go hiking.
- Arrange breakfast on the loggia.
- Bury yourself on the beach in the sand.
- Have an outdoor picnic.

It is equally important for older preschoolers to play single and team games in the fresh air than younger ones. The games that are offered in this article are aimed at developing endurance, dexterity, thinking, balance in children aged 5-6 years. In addition to all this, thanks to these games, preschoolers learn to communicate with other children and act in a team - after all, all this will be useful to them at school.

Ball games.

Simple tossing the ball up
-Throwing the ball up, but you need to clap your hands
-Throwing the ball up, but you can catch it with only one hand (first with the right, and then with the left)
-Throwing the ball into the ground
-Throwing the ball into the ground, but with one hand (first with the right, then with the left)
-Throwing the ball to the ground and hitting the ball
-Throwing the ball into the wall and catching it when bouncing
-Throwing the ball into the wall, but before you catch it you need to clap your hands
-Throwing the ball over the net. Those standing on the other side of the net try to catch it and throw it back.
-Throwing the ball so that it hits the basket, suspended slightly above the child's raised arms.

Don't drop the bag

A bag filled with dry sand is placed on the child's head. With a pouch on his head, he walks between the laid out sticks (the width of the "corridor" is 40-25 cm) or along a cord lying on the floor (cord length is 2-3 m). It is necessary to go to the end without dropping the bag. The bag should not be filled with sand too tightly, otherwise it is difficult to keep it on the head. The weight of the bag is 500-600 g. You can also wear wicker baskets, papier-mâché jugs and other items on your head. This game teaches you to walk straight and not lower your head, which contributes to the development of good posture.

Hoop games

The child hits the rim of the hoop and runs after it, trying not to drop it. Or he hits the rim hard and runs after him, trying to run to a conditional place before the hoop rolls there.

Take the "flag"

Opposite the child, at a distance of eight steps, lies a flag (or something else). Under the words of an adult "jump-jump, jump-jump, here it is - your flag", the child jumps (for each word - jump). At the last word, you need to have time to jump to the flag and take it.

Group games for the development of preschoolers


Collecting ribbons

A rope is stretched between the trees, on which colored ribbons are thrown. The end of the tape should be 10-15 cm higher than the child's raised hand. Children get under the rope and start jumping, trying to remove as many ribbons as possible.

Jump further

A line is drawn on the ground. 4-5 pebbles or small colored flags are placed perpendicular to it, at a distance of 15-20 cm from each other. Children get on the line and take turns trying to jump as far as possible. Whoever manages to jump to the last pebble (60-80 cm) has the right to take it for himself. A new pebble is placed on this place. The game is repeated three to four times. Whoever has the most stones at the end of the game is the winner.

Rope games

Two preschoolers circle a long rope "from head to toe" of the runners, others run under the rope when it is at the top.
Who has time to slip under the rope?
The same, but jump over a whirling rope.
Run and jump over a short rope.

Manage to catch

Two guys throw the ball to each other. And the third, who stands between them, tries to catch the flying ball. If the latter manages to do this, then he goes to the place of the one who threw the ball.

Magic wand

The players choose the driver. A stick is placed near him. The driver stands with his eyes closed and counts to 15-20. At this time, the rest of the children are hiding. He opens his eyes, knocks with his wand and says: "The wand came, found no one," and goes to look for those who have hidden. Seeing someone, shouts: "The magic wand found ..." (calls the name of the found one) - and runs to the wand. Found also runs to the stick. If he reaches the wand before the driver and says: "Help me out!", Then he is considered to be bailed out, if he is late, he leaves the game. While the driver is looking, everyone can, having chosen a convenient moment, run up to the stick and, knocking it, help out those who were found earlier ("The magic wand, help everyone out!").
If the driver fails to find anyone, he drives again. If he found everyone and the latter did not manage to help out his comrades, then the one who was found first drives.

Corners

Children stand near trees or in circles (corners), which everyone draws for himself. One of the players (without a circle) stands in the middle. He comes up to someone standing in the circles and says: "Mouse, mouse, give me your corner." She refuses. Then he goes with the same words to another. At this time, the rest of the children change places, and the driver tries to take someone else's place. If he succeeds, the one left without a corner stands in the middle - and the game is repeated.

Cat and mouse

This game is for a large group of children. Seven or more people form a circle holding hands. In one place it does not lock itself - this is the gate. Two players are outside the circle. One of them is "cat", the other is "mouse".
The mouse has the right to run both in the circle and outside it, it can run into the gate and crawl under the arms of children standing in the circle.
The cat is allowed to run outside the circle and run into it only through the gate. The mouse runs away, and the cat catches it. When the cat catches the mouse, the children choose another pair.