• Physical education games. Outdoor games in physical education lessons in primary school

    03.11.2021

    Outdoor games in physical education lessons

    There is no need to prove what place in the lives of children games have always occupied and are still taking.

    Children and play are probably the most interconnected concepts..

    The game always attracts children, increases their interest in the lesson. Games form important skills of teamwork and communication in children. In play activities, the responsibility of schoolchildren is brought up. Their ability to take care of their comrades develops. Empathize and empathize, understand joys and sorrows, defeats and victories. Outdoor games and play exercises are of great importance for the comprehensive, harmonious development of children. Participation in game tasks and outdoor games of varying intensity allows you to master vital motor skills in walking, running, jumping, balance, climbing, throwing. In the process of outdoor games, children develop the ability to show endurance, courage, self-confidence, the ability to act in a team and individually. In terms of content, all games are classically laconic, expressive and accessible to the child. They cause an active work of thought, contribute to the broadening of horizons, clarification of ideas about the world around, improvement of all mental processes, stimulate the transition of the child's body to a higher stage of development. That is why play is recognized as the leading activity of the child. Children reflect all their life impressions and experiences in a conditionally playful form, contributing to a specific transformation into an image ("Geese-swans", "At a bear in the forest", "Kite and hen", etc.). The game situation captivates and educates the child, and the beginnings and dialogues found in some games directly characterize the characters and their actions, which must be skillfully emphasized in the image, which requires active mental activity from children. In games that do not have a plot and are built only on certain game tasks, there is also a lot of cognitive material that helps expand the child's sensory sphere, the development of his thinking and independence of actions. So, for example, in connection with the movements of the driver and the change in the game situation, the child must show a more complex one, i.e. instant and correct reaction. Because only the speed of action leads to a favorable result. Great educational value lies in the rules of the game. They determine the entire course of the game, regulate the actions and behavior of children, their relationships, contribute to the formation of will, i.e. they provide conditions within which the child cannot fail to show the qualities that are brought up in him.

    BALL GAMES

    HUNTERS AND DUCKS

    The players are divided into two teams - hunters and ducks. The Great Circle is drawn. Ducks stand in the middle, hunters are outside. Tossing the ball, they try to grease the ducks. Those who are hit by the ball are eliminated from the game. When all the ducks are salted, the teams change places.

    LIZARD

    Two teams are playing. One of them stands up, forming a circle. The second is lined up inside this circle in a column one by one, holding on to the elbows of those in front: this is a lizard. Players standing in a circle try to hit the last of the column with the ball. The lizard team dodges, trying to save the last player. If he is rejected, he leaves the circle, and the players are already salting the one who is standing last. The game continues until then. Until all participants are knocked out, then the teams change roles.

    DON'T GIVE TO THE DRIVER

    The players form a circle, inside which the driver stands. Those standing in a circle throw the ball in all directions. And the driver is trying to catch him or at least touch him. You can throw the ball no higher than your head, you can roll it on the floor. If the driver manages to touch the ball, then he stands in a circle, and the driver becomes the one, with the throw of which the ball wasted the ball. BALL IN A CIRCLE The players form a circle and settle for "first-second". The first numbers - one team, the second - another. Two standing players-captains. They have a ball in their hands. At the signal, the captains pass the ball in a circle in opposite directions to the players of their team, i.e. through one. The ball must return to the captain as soon as possible. You can agree and transmit it three times in a circle. If the balls collide, play is resumed from that point. In the second variant, the transfer starts from different sides of the circle in the same direction. One ball must catch up with the other. The task of each team is to complete the exercises as quickly as possible, the captains raise the balls, indicating that the game is over.

    GAMES WITH VOLLEYBALL ELEMENTS

    SHOOTING

    The participants in the game stand in a circle and throw the volleyball to each other through the air with two hands - you can take it from above and below, but you cannot hit the ball twice and drop it on the floor. Those who make mistakes (incorrectly receiving the ball or sending inaccurately, etc.), squat in the center of the circle. The rest can now send the ball with a hard hit to those in the center. If the batter misses, he also sits down to them. However, those who are in the center can catch the ball sent to them, and if they are caught, everyone takes places in a circle, and the one who sent the ball sits in the middle. PASOVKA The players form a circle, in the middle of which the driver stands with the ball. Having thrown the ball, he passes it to one of the players, who, in turn, passes it back to the driver. He again passes to one of the players, etc. The object of the game is to prevent the ball from falling onto the court. After one or more losses of the ball, the driver changes.

    GAMES WITH BASKETBALL ELEMENTS

    OVERCOME THE BALL

    Ig They stand in a circle at arm's length, facing the center. One of the players has the ball in his hands, and the driver is standing behind him. At the teacher's signal, the children begin to quickly pass the ball in a circle with a basketball throw with two hands from the chest (or with a predetermined movement). The ball must be in the hands of each player. The driver runs in the same direction where the ball is passed and tries to overtake him before he gets into the hands of the player who started the game. If he succeeds, then the driver is replaced, and if not, then he drives again.

    "DAY AND NIGHT" WITH BALLS

    On opposite sides of the hall, two "houses" are marked with lines. The players line up in two lines facing each other, each at a distance of 1 m from the center line of the hall. They are holding balls. The team named by the teacher (for example "Night") runs behind the line of its "home", performing a dribble. The Day's team rushes in pursuit, also dribbling the ball. With his free hand, the player tries to hit the runner in front of him before he crosses the line. Then everyone comes back and counts the number of those caught.

    SALKS WITH BALL

    The driver is chosen, the rest of the players are freely placed on the site. The leader throws the ball to one of them. The driver's task is to take possession of the ball or at least touch it. The task of the rest is to prevent him from doing this, i.e. pass the ball to one of your comrades. You can't run just holding the ball. You can move with the ball only by dribbling it (hitting it on the floor). The one from whose throw the ball was offended or caught becomes the driver.

    GAMES WITH FOOTBALL ELEMENTS

    Outline

    Various objects are placed on the site - pins, cubes, etc. Children should circle the ball around them with their right and left feet, not letting go far away from them. The winner is the one who more accurately and quickly covers the entire distance.

    KILL AN OBJECT

    Pins are placed at a distance of 4 m from the baseline. The player's task is to kick the ball with a small running start and knock them down the pins.

    Bounce the ball

    Children are divided into pairs, each of which has one ball. The task is to beat it off with the right and left feet alternately, sending each other from a distance of 2-3 m.

    BALL FROM A CIRCLE

    The players stand in a circle at a distance of 2-3 steps and try to kick the ball out of it with their feet. Each protects the gap between himself and a comrade standing on the right or left (by agreement). You can hit the ball with your hand or foot. The one who conceded the ball receives a penalty point, runs after the ball and puts it back into play. The winners are players who have not received penalty points or have fewer penalties than others.

    INTERCEPT

    The players are divided into groups of 4 people. Three become forming a triangle, at a distance of 5-10 m from each other, one in the center. The players pass the ball to each other with kicks. The man in the middle is trying to take the ball away from them. Hiking is one of the most accessible and engaging forms of extracurricular activities with students. In addition to educational walks, they are of great health-improving value. They help to harden the body, help to consolidate basic motor skills, and contribute to the physical development of children. When properly organized, they help to cultivate such qualities as mutual help and care for each other, the acquisition of self-service skills and orientation in the area. And the fulfillment of the feasible social duties assigned to each of the participants fosters responsibility and initiative. The best time for walking is spring and autumn. Walks become especially attractive and interesting for children if they are combined with games. Their choice depends on the season and specific conditions. It is best to play games in a clearing, lawn, or special playground. As inventory, you can use natural material (pebbles, cones, branches) or take flags, balls, towns and other small inventory with you. Walking games should bring children joy and pleasure, and not be too tiring for them. It is enough to play 1-2 games, and then give the children the opportunity to relax, take a walk, go about their business.

    WALKING GAMES.

    CORNERS

    Children stand near trees growing close to each other, or in places specially marked with flags. The driver walks between the players and, coming up to someone, says: “Mouse, mouse, give me your corner,“ Mouse ”refuses. The leader goes with the same words to another. At this time, the other children change places, and the driver tries to take the place of one of the runners. If he succeeds, then the one left without a corner becomes the driver and the game continues.

    MANAGE TO Catch up

    The players are divided into two teams and are lined up in two lines on opposite sides of the clearing, facing each other. The distance between the lines is 15-20 meters. Opposite edges of the clearing are marked with flags. At a sign from the leader, the guys from one line, holding hands, walk towards the guys from the other line, who are standing still. When the first line approaches the other at a distance of 3-4 steps, a signal is given. At the signal, the players who have approached disengage their hands, turn around and run to their places. The guys from the second line chase the fleeing ones and try to show them off before they run behind their flags. The salted players are counted. The teams then switch roles and play continues. The team with more players in total wins. BURNERS The guys are being built in two columns. A line is drawn at a distance of 2-3 steps in front of the columns. One of the players, the driver, stands behind the line. The children say in unison: “Burn, burn clearly, so that it does not go out. Look at the sky - birds are flying, bells are ringing. After the word "ringing", two players, standing last in the columns, run towards the line along their columns - one on the right, the other on the left, trying to grab hands. The driver prevents this and tries to catch one of the pair before the children have time to join their hands. If the driver succeeds in doing this, then he forms a new pair with the caught, which stands in front of the columns, and the one without a pair becomes the driver. The game ends when all players have run one time.

    BUTTERFLIES AND DRAGONFLY

    Children are divided into two teams of equal number - "butterflies" and "dragonflies". At 2-3 meters from the central line of the site on both sides, parallel lines indicate "houses". In one house there are butterflies, in the other there are dragonflies. At 10-15 m from each house, along the edges of the site, flags are put up, behind which the participants must run away during the game. At the sign of the leader, the children frolic in their homes: jumping, squatting. At the command "Butterflies!" the players who received this name run for their flags, and the dragonflies try to catch up and grease them. The salted players are counted. The game is repeated several times, and each time the leader calls the commands in a random order. The team that has killed more players in total wins.

    Snipers

    On the ground, a target is indicated - three concentric circles are drawn one in the other. The distance between the circles is 2-3 m. A basket is placed in the central circle. Those who play have cones or pebbles in their hands. They stand behind the line of the outer circle and, at the command of the leader, are thrown into the basket. Those who hit the target receive 3 points. Then they all stand behind the line of the middle circle and are thrown into the basket again. For a successful throw, 2 points are awarded. Finally, throws are made from behind the line of the inner circle. For hitting-1 point. The most accurate arrows are marked.

    BE NICE

    The leader rotates a long rope, one end of which is tied to a tree. Children stand in the back of each other's heads on one side of the rotating rope and alternately, having waited a moment, run under the rope to the other side, trying to avoid touching. You can run one at a time, together, in pairs, holding hands, etc. The leader calls the most dexterous.

    for children of primary school age.

    1-4 grade

    INTRODUCTION

    This collection includes outdoor games that can be used in physical education lessons in elementary school, as well as in the preparation of various scenarios for sports events in the form of competitions and relay races. Many games can be included in the calendar-thematic planning as outdoor games in the lessons of cross training, athletics training, gymnastics and when planning the variable part of the work program.

    Purpose of the game: development of the eye, dexterity.

    A circle with a diameter of 5-8 m is drawn on the playing court (depending on the age of the players and their number).

    All players are divided into two teams: "ducks" and "hunters". "Ducks" are located inside a circle, and "hunters" behind a circle. The hunters get the ball.

    At the signal or at the command of the teacher, the "hunters" begin to knock out the "ducks" with the ball. “Killed ducks” that are hit by the ball are eliminated outside the circle. The game continues until all the ducks are knocked out of the circle. While throwing the ball, the "hunters" must not cross the line of the circle.

    When all the ducks are knocked out, the teams change places.

    Game option: from among the players, 3-4 "hunters" are selected, who stand at different ends of the site. Each "hunter" has a small ball. The players scatter around the court, but do not go beyond its limits.

    At the signal or command of the teacher, all the players stop in their places, and the "hunters" aim and throw balls at them. The players can dodge the flying ball, but they must not leave their seat.

    The knocked-out "ducks" go out of the game. The "hunter" who knocks out the largest number of "ducks" wins.

    Purpose and character repeats the game " ».

    On the playground, children form a circle, standing at arm's length from each other. In the center of the circle is a teacher who, in turn, throws the ball to the children, and then catches it from them, while pronouncing the rhyme:

    "Catch, throw,
    Don't let it fall! .. "

    The teacher says the text slowly so that during this time the child has time to catch and throw the ball back.

    The game starts from a short distance (radius of a circle is 1 m), and then gradually this distance increases to 2-2.5 m.

    The teacher notes the children who have never dropped the ball.

    Purpose and character "(Tag, ).

    On the playground, two lines are drawn at a distance of 15-25 m (depending on the age of the players). From among the players a "wolf" is selected (rarely - two), which stands between the lines. Behind one line are the rest of the participants - "geese", and behind the other - the teacher.

    The teacher addresses the geese: "Geese, geese!"

    The geese answer:

    - Ha-ha-ha!
    - Do you want to eat?
    - Yes Yes Yes!
    - Well, fly!
    - We can not! The gray wolf under the mountain won't let us go home!
    - Well fly, beware of the evil wolf!

    After these words, the geese hurry home from one line to another, and the wolf (wolves) who has run out tries to catch (“stain”) as many geese as possible. The wolf takes the caught geese to its den.

    After two or three such "flights", a new wolf is selected, and the caught geese return to the game, which starts all over again.

    Purpose of the game: learning to ski (in lower grades) in different ways.

    On the playground, covered with snow, mark the lines of "start" and "finish" with a distance of 25-30 m between them.

    On the start line, 3-5 players line up at a distance of 1.5-2 m from each other and, upon a signal or command of the teacher, start skiing. The winner is the participant who is the first to cross the finish line.

    Game options:

      races can be carried out with sticks or with a sliding step without them, determining the winner based on the results of two races;

      you can play the game by dividing the children into 2-4 teams with an equal number of participants, in the form of a relay race.

    Purpose of the game: training in basic types of movement (jumping), development of movement coordination and dexterity, eye training.

    On the playground, children form a circle with a diameter of 4-5 m, stand at arm's length from each other. In the center of the circle is the teacher. He has a rod in his hand, the length of which should be equal to the radius of the circle. A bright ribbon or handkerchief ("mosquito") is tied to the end of the rod on a string up to 0.5 m long. The teacher holds the rod so that the “mosquito” is 5-10 cm higher than the child’s outstretched arms, and, smoothly moving the rod in a circle, makes the “mosquito” fly.

    The task of the children is to be able to "swat the mosquito" with two palms while jumping up and down.

    Rules of the game: children should jump on two legs or push off with one leg, depending on the conditions of the game. The child should not leave his place in the circle in pursuit of a mosquito. If the child managed to swat the "mosquito", then the movement of the "mosquito" stops until the child releases him. The teacher notes the most dexterous, who managed to "swat the mosquito."

    Purpose of the game: learning how to move in water, developing dexterity, the ability to throw a ball.

    The game is carried out in the pool or in a limited area of ​​the reservoir with a waist-deep depth of children playing.

    The driver is selected from among the playing children. The rest of the children stand in a circle at arm's length from each other. The driver stands in the center of the circle.

    At the signal or command of the teacher, the children begin to throw the ball to each other across the circle, and the driver tries to catch it. If the driver catches the ball, then he takes a place in the circle among the other players, and the child who threw the ball takes the place of the driver.

    Rules of the game: during the throwing (throwing and catching the ball), you can take a step forward or backward, fall into the water, but not snatch the ball from the hands of another; you can't push.

    Purpose of the game: development of strength endurance, speed of reaction.

    On the playing court, two lines are drawn at some distance from each other. Boys line up on one line, girls line up on the other. The leader is between them. The boys 'team is "night", the girls' team is "day". At the command "Night!" boys catch girls, at the command "Day!" girls catch boys.

    Rules of the game: The "salted" go to the opposing team.

    Purpose of the game: the child's mastering of jumping rope.

    A line is drawn on the playground. 2-4 children with short ropes can participate at the same time.

    At the first signal from the teacher, they start running, jumping rope through each step, and at the second signal (after 1-1.5 minutes) they stop. The child who is in front wins.

    Game option: on the playground, two parallel lines are drawn at a distance of 4-3 m (depending on the age and skill of the children): the start and finish lines.

    At the start line there are 2-4 children with skipping ropes, who start running at the signal of the teacher. The first child to cross the finish line wins.

    Purpose and character is one of the varieties of the game " ».

    In the middle of the playing area, a circle or oval is drawn, which represents an ice floe. Two "polar bears" are selected from among the players, who stand on the "ice floe". The rest of the players walk and run freely outside the "ice" on the playground.

    At the signal of the leader (whistle, clap of hands, etc.) or at his command, the "polar bears" go "hunting". They walk, grasping with the same opposite hands (left-right) and try to grab one of the players with their free hands. They take the caught player to the ice floe. When two caught players are on the ice, they become the second pair of polar bears.

    The game ends by agreement: when most of the players have become "polar bears" or when there are 2 - 3 players left on the playing field.

    Purpose of the game: learning to dribble the ball (feet, club, hands), avoiding obstacles, the development of dexterity and coordination of movements.

    A line is drawn on the playground. Perpendicular to it, 8-10 objects are placed in a row (pins, cubes, pegs driven into the ground, etc.) at a distance of 1 m from each other.

    At the signal or command of the educator, the child must dribble the ball with his foot from the line, bypassing all objects with a "snake", now to the right, then to the left, without losing the ball or knocking down a single object.

    The winner is the player who passes the "snake" without mistakes.

    Game option:

      you can make two identical "snake" lines at a distance of 2 m from each other and hold a speed competition between two participants at the same time;

      the child will lead a small ball from the line with a club, bypassing the objects of the "snake";

      the player will dribble the ball from the line, bypassing all the objects of the "snake", while striking it on the floor or ground.

    Purpose of the game: training in a playful manner of jumping and running, dexterity and coordination of movements.

    On the playground, two parallel lines are drawn at a distance of 4-6 m (depending on the age of the children playing).

    The playing children are divided into 3-4 teams with an equal number of participants. Teams line up in a column at the first line at a distance of 1.5 m from each other. Everyone who is standing first receives the ball and squeezes it between the legs.

    At the signal or command of the teacher, children begin to jump on two legs to the second line. After crossing the line, they take the ball in their hands, run back, pass the ball to the next player, and they themselves stand at the end of the column.

    The winner is the team whose last player crosses the “start” line first with the ball in hand.

    Game option: on the second line, for each team, they put a reference point around which the child should jump, and then also jump back with the ball clamped between the legs to the first line, passing it to the next player behind the first line.

    Variety " ", But the" dog "acts as a" trap ".

    Before the start of the game, a “dog” is chosen from among the players or appointed by the teacher. The rest of the children are "hares". On one side of the playground, circles with a diameter of up to 50 cm are drawn - these are "mink houses" of hares. On the opposite side of the site (at a distance of 10-15 m) another circle with a diameter of 1.0-1.5 m is drawn - this is the "dog's" booth.

    The playground located between the "minks" and the dog's booth is a vegetable garden with beds. If desired, you can mark the beds on it with dashes or circles.

    At the first signal of the educator, the "hares" run out of the holes and run into the garden, jumping over the beds. There they feast on carrots, cabbage ...

    The teacher gives a second signal or command: "The dog is running! .." After that, the hares hurry to get to their "holes", hide in them, and the dog tries to catch the hare, "barking" it "(touching it with his hand). The caught hare goes to the dog booth and no longer takes part in the game.

    When 3-6 "birds with one stone" are caught, the teacher can choose another "dog" from the playing, and the caught "hares" return to the game, which starts all over again.

    A kind of game " ", But the" cat "acts as a" trap ".

    At the edge of the playground, a line is drawn, behind which circles are drawn or hoops are placed - "mink houses". At a distance of 5-8 m from the line, a "cat" sits on a stump or on a chair, and the mice settle in their "holes".

    Showing the beginning of the game, the teacher plays the role of a cat, and then a “cat” is selected from the playing children. When everyone has taken their places, the teacher turns to the children-"mice": "The cat is sleeping! .." You can use the rhyme:

    The cat is guarding the mice,
    She pretended to be asleep ...

    After these words of the educator, the "mice" leave their "holes" and start running around the playing field, coming close to the "cat". After a while the teacher says: "The cat is waking up! .."

    You can use the rhyme:

    Hush, mice, do not make noise,
    You won't wake up the cat! ..

    After these words, the "cat" gets on all fours, stretches, says: "Meow! .."

    This serves as a signal that he begins to catch mice. The cat takes the caught "mice" to their place, and the game starts all over again, but without their participation.

    After the "cat" has caught 3-5 mice, the teacher appoints a new "cat", and the caught "mice" are returned to the game.

    Purpose of the game: training in running in a playful manner, development of dexterity and coordination of movement.

    Two of the playing children are chosen: the "hunter" and the "homeless hare". The rest of the children - "hares" draw for themselves on the playground mugs - "houses" with a diameter of up to 50 cm.

    Each hare occupies its own "house" - a circle. The teacher gives a signal by which the hunter begins to chase the "homeless" hare. Running away from the hunter, the "hare" dodges between the houses, and then unexpectedly can drop into any house and stand behind the "hare" living there. At the same moment, this "hare" turns into a "homeless", must leave the "house" and run away from the hunter now chasing him.

    As soon as the hunter caught up with the hare and touched it with his hand, they change places: the hare becomes a hunter, and the hunter becomes a hare.

    Game option: the total number of hares is decreasing, and instead of circles, "houses" for "hares" are children, 3-4 holding hands.

    They open the "doors" (raise their hands) in front of the "homeless hare", letting him into the house, and close them in front of the "hunter". At the same time, through other "doors" the hare leaves the house. The rest of the game follows the same rules.

    Purpose of the game: training in the form of a game of walking, running, the development of dexterity, coordination of movements.

    A circle with a diameter of 5-8 m is drawn on the playground (depending on the age of the children playing).

    A driver is selected from the playing children, who is located inside the circle anywhere. The rest of the children stand around the circle at a distance of half a step from the line.

    At the signal of the teacher, children jump into a circle, run along it and jump out back. The driver runs within the circle and tries to touch the players when they are inside the circle. When the driver approaches, each player must have time to leave the circle.

    The player who was touched by the driver within the circle gets a penalty point, but remains in the game (or is out of the game). After a while, the teacher counts the number of penalty points and those players who were not touched by the driver. The driver is replaced and the game starts over.

    Game option: you can slightly change the conditions of the game. The first player who was touched by the previous driver within the circle becomes the driver, and the leader takes the place of the player.

    Purpose of the game: consolidation in a playful form of running skills, the development of dexterity, coordination of movements.

    A line is drawn on the playground. There must be an odd number of players. One of them is selected "driving" ("catching"). The rest of the players line up in a column in pairs at a distance of outstretched hands, not reaching 2-3 steps to the drawn line, and join hands.

    The driver stands on the drawn line 2 - 3 steps behind the column of players.

    The children in the column speak the rhyme:

    “Burn, burn clearly,
    In order not to go out.
    Look at the sky - the birds are flying
    The bells are ringing!
    One, two, three - run! .. "

    After the word "run," the children in the last pair run on both sides of the column. They strive to run along the entire column and become the first pair, having managed to hold hands.

    The catcher tries to catch one of them before the children have time to meet and join hands. If the catcher (driver) manages to catch one player, then he and this player becomes in the first pair, and the player left without a pair becomes “catching”.

    The game ends after all pairs have run once, but can continue further. In this case, when all pairs have been run, the column takes 2-3 steps back to the line.

    Purpose and character it resembles a game " ».

    On the playground, two straight or winding lines are drawn at a distance of 3-5 m. These are the banks, between which the swamp is located. On the surface of the bog, mounds-circles are drawn at a distance of 20-30 cm from each other. Children stand on one side of the swamp. Their task, jumping from bump to bump, to move to the other side of the swamp. You can jump on one or two legs.

    Whoever of the playing children stumbles and falls into the swamp with his foot, he is eliminated from the game.

    Game option: each of the players, instead of the painted bumps, receives two planks, rearranging them and standing on them, you can move to the other side.

    Purpose of the game: in addition to strengthening walking and running skills, children develop dexterity and coordination of movements.

    On the playground, two parallel lines are drawn at a distance of 5-10 cm (depending on the age of the players). These are the "start" and "finish" lines.

    2-3 players enter the start line at the same time. Each child is given a tablespoon containing a ping-pong ball. The player holds the spoon in outstretched hand without holding the ball with the other hand.

    At a signal from the teacher, children begin to move from the starting line. Their task is to reach or run to the "finish" line without dropping the ball. If the player drops the ball during the movement, he must pick it up, return to the place where he dropped it, put the ball in the spoon and only then continue the movement.

    The winner is the child who first crossed the “finish” line and did not drop the ball. It is possible to arrange new races among the winners of each preliminary race.

    Variant of the game: the game can be carried out in the form of a relay race, when all participants are divided into 2-3 teams, depending on the number of participants:

      the player must carry the ball in the spoon to the finish line, and return at a run, passing the spoon and the ball to the next player;

      the player must carry the ball in the spoon to both ends, passing them to the next player.

    The first team to complete the relay wins.

    Purpose of the game: learning to jump on one leg in a playful way, the development of coordination of movements.

    On the playground, before the start of the game, parallel lines are drawn at a distance of 6-10 m (depending on the age and capabilities of the playing children). These are the "start" and "finish" lines.

    Depending on the number of participants, all playing children are divided into 2-3 teams with an equal number of players.

    At the instructor's command, the teams come to the start line and line up in a column one after another with a distance between the columns of 1.5-2 m. Each player bends his knee. The child standing behind him puts one hand on the shoulder of the one standing in front, and with the other hand holds his bent leg. The last player's leg is simply bent at the knee. Thus, a chain command is formed. At the signal of the teacher, each of the chain commands begins to move forward, moving in jumps on one leg.

    The winner is the team that overcomes the distance between the lines faster and crosses the "finish" line.

    Purpose of the game: mastering jumping on one leg, developing dexterity and coordination of movements.

    A circle with a diameter of 1.5-2 m is outlined on the playing court. Two players stand in the center of the circle facing each other. Everyone stands on one leg (the other is bent at the knee), arms crossed over the chest.

    The game begins at the signal of the teacher: clap, whistle, etc. The player's task is, jumping on one leg and pushing the opponent with his shoulder, to force him to lower the other leg or push him out of the circle.

    The game is played in pairs, and the winners of the pairs meet each other.

    Purpose of the game: training in the form of a game of types of movement (walking, running), the development of dexterity and coordination of movements.

    Before the game, the teacher prepares “fish” from cardboard (length - 15-20 cm, width - 5-7 cm), which are painted in the colors of the playing teams (for example, blue, red and green fish). A thread 50-60 cm long is tied to the tail of each fish.

    The game assumes a competitive nature of two or three (depending on the number of children) teams with an equal number of participants in each team.

    Children line up on the playground and are divided into teams. Each team receives a “fish” of its own color. Each child receives a “fish” of the color of his team and tucks the free end of the thread behind his sock so that when walking or running, the “fish” stretches behind on the thread, touching the floor - “floats”.

    After that, the teams enter the playing field. At the signal from the educators, the children begin to walk and run around the playground, trying to step on the opponent's "fish" and at the same time not letting their "fish" be caught. The child, whose fish was “caught” (the thread was pulled out of the sock), is eliminated from the game, and the “fish” is taken by the player who caught it.

    After the end of the game, the teacher sums up the results. The winner is the team that has more uncaught of its own fish, but more “caught” foreign “fish”.

    Rules of the game: during the game, you must not grab the player of the other team with your hands, push, step on the feet of other players.

    Purpose and character this game is close to the game " ».

    On the playground, two parallel lines are drawn at a distance of 5-8 m (depending on the age of the players).

    At the first line, the child leans forward, bending almost to a right angle. A sandbag or pillow is placed on his back. In this position, the child should go all the way to the next line without dropping the object from his back while moving.

    Rules of the game: adjust the object or support it while walking between the lines. A child who has lost a load is eliminated from the game.

    Purpose of the game: development of endurance and coordination of movements.

    For the game, prepare 4-5 small bags filled with sand. On the playground, two parallel lines are drawn at a distance of 5-8 m (depending on the age of the players). The teacher sets a task for the children: to walk with a bag on their head from one line to another. At the beginning of the game, the speed of movement does not matter, but a child who drops a bag while moving is eliminated from further play.

    After three or four such transitions, the teacher marks the children who have never lost their bag, and also encourages the rest.

    Rules of the game: you can correct the pouch on the head only beyond the line, but you cannot touch it while walking.

    Game option: after the children show their skills, the teacher can hold a speed competition between 3-4 players!

    Purpose of the game: development of basic types of movement (long jump from a spot), strengthening of the musculoskeletal system, development of coordination of movements.

    On the playground, hoops are placed at a distance of 30 cm from each other. If there are no hoops on the floor or on the ground, you can draw circles or squares at the same distance from each other. 6-8 in total.

    Children line up in a column and, at the signal of the teacher, begin jumping on two legs from hoop to hoop, following each other at intervals, without interfering with each other. The child, who has finished jumping and reached the last hoop, returns at a run and stands at the end of the column.

    At the end of the game, the teacher notes the quality of the jump and landing of the children, not forgetting to note the positive participation of all children in the game.

    Purpose of the game: the development of dexterity, strengthening the muscles of the hands.

    For this game, take two round sticks of the same length and the same diameter. The end of a cord 8-10 m long is tied to the middle of each stick, and its middle is marked with a tied bright ribbon. Two players take a stick and move away from each other for the length of the cord so that it is taut.

    At the signal of the person conducting the game, the children begin to quickly rotate the sticks with both hands, winding the cord around them, and move gradually forward, keeping the cord taut. The winner is the participant who winds the cord to the ribbon earlier.

    Any number of children can take part in the game. A different pair plays each time.

    Game options:

      The winner gets the right to continue the game with another partner until the first defeat. The participant who won the most number of times is revealed.

      The losers are eliminated, and a competition is arranged between the winners of the pairs, followed by elimination until one winner is identified.

    Purpose and character is a kind of game " ».

    On the playing court, two parallel lines are drawn at a distance of 1 m from each other. For the game, a thick rope or rope is taken, in the middle of which a bright ribbon is tied.

    All players are divided into two equal groups. Each team takes a place behind its own line and grabs the rope so that the bright ribbon is in the middle between the two lines.

    At the teacher's signal or at his command, the players of each team pull the rope in opposite directions, trying to pull the ribbon beyond their line.

    The team that managed to drag the ribbon across the agreed border wins. After that, the game is repeated.

    Purpose of the game: strengthening the musculoskeletal system, developing dexterity and coordination of movements.

    On the playground, two parallel lines are drawn at a distance of 5-10 m (depending on the age of the children). 3-4 children approach the first line at a time. An identical ball lies in front of each on the line.

    At the signal or command of the teacher, the children get on all fours and begin to move to the second line, while pushing the ball in front of them with their head.

    The winner is the player who crosses the second line first without losing the ball.

    Purpose of the game: learning to throw the ball in a playful manner, developing the strength and accuracy of the throw.

    On the playground, a line is drawn at a distance of 1-2 m from the wall. Behind it, another 3-5 parallel lines are drawn at a distance of 20-30 cm between them.

    Children take turns approaching the first line and, at the command or signal of the teacher, throw the ball into the wall, and then the teacher marks for which line the ball fell, bouncing off the wall. The child wins, after whose throw the ball bounced further.

    Purpose of the game: development of speed, strength endurance.

    Two teams of five people are created. The player standing first is the captain, holding a bag with five potatoes (pebbles) in his hands. Five circles are drawn at a distance of twenty to thirty paces from each column. At the signal, the team captains run to the circles and plant potatoes, one in each circle, then return and pass the bag to the next player, who, taking the bag, runs to collect the potatoes, etc.

    Rules of the game:

      captains start on signal;

      players do not go out of line without a bag. If the potato falls, it should be picked up and then run;

      you need to run up to the team from the left side.

    Purpose of the game: development of strength endurance, strengthening of the musculoskeletal system of the legs.

    A line is drawn on the playground. At a distance from it (no more than 20 m) flags and stands are set.

    The players are divided into three or four teams and line up behind the line. At the signal, the first players of the teams start jumping, run around the flags and come back running. Then the second run, etc.

    Rules of the game:

      the first team to finish the relay wins;

      you should jump correctly, pushing off with both legs at the same time, helping with your hands.

    Purpose of the game: development of attention, dexterity, speed of reaction.

    On the playground, a line is drawn - a trickle, on one side of which the selected shepherd and sheep gather, on the other a wolf sits. The sheep stand behind the shepherd, clasping each other by the waist.

    The wolf addresses the shepherd with the words: "I am a mountain wolf, I will take it away!" The shepherd replies: "But I am a brave shepherd, I will not give it up." After these words of the shepherd, the wolf jumps over the stream and tries to reach the sheep. The shepherd, spreading his arms to the sides, protects the sheep from the wolf, preventing him from touching them. If successful, the wolf takes the prey with it. The game starts over, but the roles change.

    Rules of the game:

      the wolf crosses the line only after the shepherd says "I will not give it up";

      the sheep touched by the wolf must follow the wolf without resistance.

    Purpose of the game: development of attention, ability to respond to a signal.

    A host is selected from the total number of participants in the game. The rest of the players run across the court. The driver walks and says:

    “The sea is worried - once,
    The sea is worried - two,
    The sea is worried - three,
    All the figures are in place - freeze! "

    After these words, all the players stop and freeze in the position in which they were caught by the driver's command. The driver bypasses the players and tries to find someone who will move. This player takes the place of the driver, and the rest of the pieces are given the command: "Otomri!", And the game continues.

    Game option: the players who have moved are eliminated from the game, and the game continues with the previous driver until there are 3-4 players left.

    Purpose and character the game is a kind of " ».

    A driver is selected from the playing children - a tag. The rest of the players line up. The driver goes to the middle of the playground and says loudly: "I am a tag!"

    At this signal, the players scatter around the court, and the driver must catch up and touch (“shower”) the players with his hand. The one touched by the tag stops, raises his hand and says loudly: "I am the tag!"

    The new tag cannot immediately touch the previous driver with his hand. The game can continue, or at the command of the leader, everyone gathers and lines up, and the game starts over.

    The conditions of the game can be made more complicated: it is not allowed to "piss off" the player if he, when the driver approached, managed to squat down, or stand on any hill, or join hands with one of the players.

    Purpose of the game: teaching the basic types of movement (walking, running), developing the imagination and discipline of children.

    For the game, several thin sticks 50-60 cm long with non-sharpened edges are prepared (according to the number of participants in the game). Each child is given one such stick and is invited to sit astride it, holding one end with the left hand, and the other end of the stick should slide freely on the floor or ground. A child riding a stick is a "rider on a horse".

    At the signal of the educator, "riders" can walk in a circle, keeping a distance, sometimes slowing down, then accelerating the movement, the rhythm of which is regulated by the teacher. The "riders" can "ride" across the entire playing area, swinging their right hand and chasing the "digging", they can change the rhythm.

    Rules of the game: the basic rule is that the "riders" must control so skillfully that the "horses" do not collide during movement, do not interfere with the movement of others.

    Game option: after a short training of the "riders" a competition can be organized. On the playing field, two parallel lines are drawn at a distance of 5-10 m (depending on the age of the players). At the signal of the educator, the "riders" will have to overcome this distance. The first rider wins.

    Purpose of the game: the development of dexterity, the ability to slide on ice.

    Children are divided into 3-4 groups-teams. According to the number of participating teams, a playground is prepared: at a distance of 2-3 m from the starting line, ice paths are rolled according to the number of playing teams 1-1.5 m long.After 2-3 m from the ice paths there are snow banks (according to the number of teams playing) high 40-50 cm, 1.5-2 m long, 25-30 cm wide on top. Bells are placed or hung at the finish line.

    At the signal of the teacher, the first team members run from the starting line. They should slide along the icy path from a short run, walk sideways along the snow shaft and, having successfully jumped, run 8-10 m to the finish line and ring the bell. After the bell rings, the second team numbers start running, and so on.

    The winner of this relay is the team that completed all the tasks faster, avoiding falls on the track and correctly performing deep jumps from the shaft.

    Purpose of the game: development of dexterity, attention.

    A line is drawn on the playground, behind which all the players gather. At the beginning of the game, a driver is appointed. He has a ball in his hands. At the signal or at the command of the teacher, the driver throws the ball forward. All players run out from behind the line and try to grab the ball. Whoever grabs the ball first runs back with it, trying to cross the line. If another player blocks the path and touches the ball (force, push - do not apply), then the player who was holding the ball throws it to the ground. Any other player picks up the ball and rushes to the line. He can also be knocked out by touching him.

    The player who manages to cross the line with the ball gets the right to be the driver and throw the ball.

    The winner is the one who will be the driver more often than others during the game.

    Purpose of the game: development of speed, care.

    Two lines are drawn in the clearing or two parallel ski tracks are laid at a distance of 60 m - these are the starting lines. The players are divided into two teams with an equal number of participants, which line up in columns on opposite starting lines.

    At the signal or command of the teacher, those who are the first in the columns begin to run in a forward direction towards each other, trying to reach the opposite line as quickly as possible.

    At the moment of crossing the line, the player gives a conventional sign (raised hand, shout, etc.), along which the next team member begins to run. The winner is the team whose players are the first to gather behind the starting line of the other team.

    Purpose of the game: training in the form of a game of throwing and catching the ball, the development of dexterity and coordination of movement of the child.

    On the playground, between two vertical posts or two trees, a rope is pulled at the height of the child's raised arms. The teacher explains and shows how to throw the ball over the rope, run after it under the rope and catch it without letting it touch the ground. Once you catch the ball, you can throw it from the other side and catch it again. 1-3 children can play at the same time, and then pass the ball to other children. The teacher observes and notes successful throws and catch of the ball.

    ».

    On the playground, a rope is pulled between two vertical posts or trees at about 1 m from the surface. At a distance of 1-1.5 m from the rope, a line is drawn with 3-4 small balls. 3-4 children are suitable for the line (according to the number of balls).

    At the signal or command of the teacher, each child takes the ball with two hands and throws it from behind the head through the rope, and then catches up and catches the ball. While running under the rope, children try not to hit it. After catching the ball, the children run back to the line and throw again. The one who drops the ball is out of the game. The child who throws and catches the ball the most times wins.

    Game option: children play in pairs. On both sides of the rope, at a distance of 1-1.5 m, lines are drawn with children playing in pairs. First one throws the ball and the other catches, and then vice versa. The winner is the pair that throws the ball over the rope more times without dropping it.

    Purpose of the game: learning to move in water, development of dexterity, speed of reaction.

    The game is played in the pool or in a limited area of ​​the reservoir with a depth to the hips or waist-deep for children and has two options.

    1st option: from among the children playing, the “pike” (the driver) is selected, and the rest of the children - the “crucian carp”. At the beginning of the game, the teacher can play the role of "pike".

    At the beginning of the game, the "crucians" move around the pool in different directions, helping themselves with strokes of their hands. "Pike" at this time stands in the corner of the pool or at the rope fence.

    At the signal of the teacher or his command: "The pike is swimming! .." all children rush to the sides of the pool or the ropes of the fence (they may run ashore, depending on the conditions of the game) and plunge into the water up to their chins. Some children may dive headlong into the water, periodically lifting their head out of the water and taking a breath.

    The task of the "pike" is to catch (touch with the hand) the gaping "crucian". The game ends when about half of the "carp" is caught or the first "carp" caught becomes a "pike", and the game starts over.

    2nd option: after choosing “pike” from among the players, the rest of the children are divided into two identical groups: some are “pebbles”, and others are “carps”. Pebbles, holding hands, form a circle in which at this time "carp" swim and play.

    Pike is outside the circle.

    The teacher gives a signal or command: "Pike! .." After this command, the "pike" quickly runs into the circle, trying to catch (touch with his hand) the gape of "crucians", which are also in a hurry to hide behind the "stones" (stand behind). "Pike" catches only those who did not have time to hide, and leads them outside the circle.

    The game is repeated until 3-4 (or more than half) "crucians" are caught. Then the “pike” changes, and the game starts all over again.

    Purpose of the game: teaching children to dive quickly and fearlessly under water, developing dexterity.

    The game is played in a pool or on a section of a reservoir with a waist-deep depth for children.

    Children form a circle, standing at arm's length from each other. In the center of the circle is the educator, playing the role of the leader, in his hands is a rope, the length of which is equal to the radius of the formed circle. A small inflatable toy is tied to the end of the rope. This is a "fishing rod".

    At a signal or command, the teacher begins to rotate the rope so that the toy makes circular movements at a level of 10-15 cm above the water. The task of the playing children, when the toy approaches, is to have time to sit down and plunge into the water. The child who is touched by the toy receives a penalty point.

    At the end of the game, the teacher calculates the penalty points and determines the most dexterous children who have no penalty points or who have scored the smallest number.

    Purpose of the game: development of attention, coordination of movements, strengthening of the muscles of the trunk, back, abdomen.

    The driver is chosen for the game - the "crane". On the playground, the children line up in a chain, facing the womb. The column moves all the time, slowly at first, then accelerating. At the same time, she follows the instructions of the leader. For example, when the driver says, “Yellow-bellied snake,” the column of “cranes” forms a wedge-shaped figure. If he speaks of frogs, then the column in a half-squat jumps forward, etc.

    Rules of the game:

      the loser is the one who could not complete the task and broke the circle;

      the losing player stands at the very end of the column;

      the uterus-"crane" is changed by agreement.

    Purpose of the game: development of attention, training of coordination of movements.

    On the playground, two lines are drawn at a distance of 1-1.5 m. The distance between them is a moat in which the driving wolf is located. The wolf can only move between these lines.

    The rest of the players - "goats" - at the teacher's signal, run from one side of the site to the other, jumping over the moat. At this time, the wolf is trying to catch the goats by touching it with its hand. Players who are touched by a wolf stop and are eliminated from the game.

    Game option: there may be 2-3 drivers. A competition is held between the wolf (wolves): who will catch the goats more than a certain number of runs (4-5), and goats that have never been caught by wolves are marked.

    Purpose of the game: learning the basic types of movement in a playful way, developing dexterity.

    8-12 children take part in the game, of which two are chosen: "kite" and "hen". The rest of the children are "chickens".

    A circle with a diameter of 1.5-2 m is drawn on the side of the playground. This is the "nest" of the "kite". He goes to his nest, and the "brood hen" takes the "chickens" out to the playground for a walk. They go in a chain: they hold each other (by the hands or by the belt).

    At the signal of the educator, a "kite" flies out of the nest and tries to grab the last "chicken" in the chain. The "brood hen", spreading her arms, does not let the "kite" approach the "chickens".

    Rules of the game: neither the "kite" nor the "brood hen" use force. The "kite" must try, running around, to deceive the "hen", to grab and carry the caught "chicken" to his house. If the "kite" grabbed the "chicken", then he must follow him.

    Purpose of the game: the development of dexterity, the ability to maintain balance, the development of coordination of arms and legs, the correct position of the body when skiing.

    Under the terms of this game, the child must ski down a low hill. In the middle of the descent, there is an object prepared in advance (a spruce cone, a pin, a flag, etc.), which the child must raise by sitting down and bending over while moving, without losing balance.

    Game option: the child can go down this slide on a sled, and while moving, pick up a certain object. There can be several items, and points are awarded for each of them.

    Purpose of the game: in its tasks and character it resembles the game “ ».

    On the playground, circles with a diameter of 50 cm are drawn. These are "houses" for the players. Their number must be one less than the number of players. The driver is selected from among the players, who is left without a "house". All children occupy their circles, "houses", and the driver stands in the center between the circles and says loudly: "One, two, three - run! .."

    After the driver's word "run", the children begin to change their circles, "houses", and the driver at this time tries to occupy any of the vacated "houses". A child who did not have time to take a free circle, a "house", becomes a driver and goes to the center of the playground. The game starts over.

    Purpose of the game: training in throwing and catching the ball, transferring it to a partner in motion, developing dexterity and coordination of movement.

    On the playground, six children, chosen from among the players, stand in a row and hold five hoops in their outstretched hands. The rest of the children are divided by the teacher into playing pairs.

    At the signal or command of the teacher, each pair in turn starts the game from the first person in the chain, passing the chain at a distance of 1 m from both sides and throwing the ball to each other through the hoop.

    While moving, children must throw a ball through each hoop. If the child drops the ball, he must pick it up and continue the game from the hoop where the mistake was made (or from the first hoop, depending on the conditions of the game). The winner is the couple who walked the distance faster than the others and did not drop the ball, throwing it through all five hoops.

    When the game is repeated, the children playing in pairs change the children standing with the hoops.

    Summing up the results of the game, the teacher notes not only the speed of movement, but also the accuracy of the players' throws.

    Purpose of the game: training in running jumps, development of movement coordination and eye.

    On the playground, on a vertical stand or on a horizontally stretched cord at a height of 1.5-2 m, hang a basket (2-3 baskets are possible) so that it is 5-10 cm above the child's outstretched arm.

    Before the start of the game, the teacher explains to the children that a squirrel lives in this basket (in the "nest"), which loves nuts very much. Then each player is given round pebbles or ping-pong balls, which replace nuts. To treat a squirrel with a nut, the child must jump and throw the "nut" into the basket.

    Rules of the game: at the discretion of the educator, children can jump from a place or from a run (distance 2-3 m) Each child makes 3-5 attempts to put a "nut" in a squirrel's basket. The teacher notes the technique of jumping and landing, as well as the one who put more "nuts".

    Purpose of the game: development of coordination of movements. On the playground, two lines are drawn (possibly winding) at a distance of 1.5-3 m from each other (depending on the age of the children playing). This is a "trickle". Through the "trickle" pebbles are laid at a distance of 20-30 cm from each other (pieces of cardboard, planks or circles simply drawn on the floor). They are arranged so that the child can easily move from one pebble to another, and then from one bank of the brook to another.

    The teacher brings the playing children to the line (the bank of the brook) and explains that it is necessary to climb over the pebbles to the other bank without getting their feet wet. Then the teacher shows how to do this. After the teacher, the children take turns, jumping from pebble to pebble, move to the other side of the stream. The child who stumbled and stood past the pebble, which means that he got his feet wet, goes to dry them on a bench and temporarily leaves the game.

    The game continues several times. Then the teacher praises all the children, while noting the fastest and most agile.

    Purpose of the game: learning in a playful way the main types of movement (walking, running), the development of coordination of movements, strengthening the musculoskeletal system.

    Before the start of the game, the teacher builds all the players in a column along one of the sides of the playground and briefly recalls how a train driven by a "steam locomotive" moves. In order to show the game, the teacher becomes the "locomotive" at the head of the column, and the rest of the playing children - "cars". Later, after a short distance, one of the children takes the place of the "locomotive".

    At the signal of the educator, the "steam locomotive" gives a whistle "Oo-oo-oo! .." and the "train" slowly starts to move. The carriages move one after another at a certain interval (without clutching), while the children make movements with their arms bent at the elbows and pronounce the sounds "chu-chu-chu! .."

    The teacher regulates the speed of the "train", gradually accelerating the movement, switching to brisk walking, and then to running.

    The teacher gives the command: "The train is coming to the station ..." The movement of the train slows down.

    The teacher gives the following command: "Station ... Stop ..." The train stops. At the station during a stop, it is possible to replace the "steam locomotive": another child becomes the head of the train, and the former "steam locomotive" takes the place of the "carriage".

    The teacher gives the signal again, and the "train" sets off on a further journey. So during the game, the train passes through several stations with a change of "locomotive".

    Rules of the game: children should during the game, especially when changing the rhythm of the movement of the "train", strictly observe the interval between the "cars", not bump into each other, not push each other, not leave the "train" during the movement.

    Game option: the movement of the train can be with a clutch: during the movement, only the "steam locomotive" makes the movement with its arms bent at the elbows, and the hands of all children - "carriages" are on the belt of the person in front.

    After the end of the game, the teacher praises all the children, noting the best "carriages" and the best "locomotive".

    Outdoor games are the most accessible and effective method of influencing a child with his active help. Through games, the ordinary becomes extraordinary, and therefore especially attractive. The game uses natural movement for the most part in an entertaining, unobtrusive manner. Play is a natural companion of a child and therefore meets the laws laid down by nature itself in the developing organism of a child - his irrepressible need for cheerful movements. The main feature of outdoor games is the presence of active motor actions, due to which they are a recognized means and method of physical education and development. The educational value of outdoor games is not limited to the development of only such valuable physical qualities as speed, strength, agility, endurance, flexibility. Many intellectual qualities develop: observation, memory, logical thinking, ingenuity. In games that have a plot form, there is room for imagination and artistry, elements of dance and singing. Music accompaniment can be arranged. All this forms the aesthetic perception of the world. Being carried away by the game, children very directly and vividly show their character and other individual characteristics.

    For children with mental retardation, where motor disorders such as coordination disorders, awkwardness, and slow reactions are noted, play is a vital need. Due to the fact that sensory disturbances in such children are characterized by insufficient understanding of instructions, a violation of orientation in space, play activity will contribute to the development of these processes. Along with insufficiently formed general motor skills, deviations in the organization of fine motor skills are noted, providing fine, differentiated movements during the performance of labor processes, during modeling, construction, writing and other motor acts. Mentally retarded children suffer from the ability to develop and consolidate movements, to make them automated. This takes a long time and a lot of repetitions.

    The most important result of the game is joy and emotional uplift. Due to this remarkable property, outdoor games, especially with elements of competition, more than other forms of physical culture, are adequate to the needs of children with mental retardation, contribute to versatile, physical and mental development, upbringing of moral and volitional qualities. In addition, outdoor games, selected taking into account the age, state of health, degree of physical fitness of children, contribute to health improvement, hardening, strengthening the child's body.

    When organizing outdoor games, it is necessary to carefully monitor the sanitary and hygienic conditions of the classes, in particular, the cleanliness and temperature of the room and air used. No less important is the cleanliness of the body and clothing of the trainees themselves. During the game, the metabolism in the playing body significantly increases, gas exchange and heat transfer increase, in this regard, the students need to develop the habit of systematically washing their hands and feet, wiping their bodies with a damp towel or pouring themselves with water using generally accepted rules of hygiene and hardening of the body with water procedures. The content orientation of the practical use of game material in physical education lessons is, first of all, in the following.

    If the task of developing strength is solved during the lesson, then it is very beneficial to include auxiliary and lead-in games associated with short-term speed-power stresses and the most diverse forms of overcoming the opponent's muscle resistance in direct contact with him. The main content components of such games include various pulling, pushing, holding, pushing, elements of wrestling, weightlifting, etc. Motor operations with available playing weights are also very effective for solving this problem - bends, squats, push-ups, lifts, turns, rotations, running or jumping with a load that is feasible for them. This should also include the throwing of various objects at a distance, which are quite useful for the strength development of those involved.

    To develop the quality of speed games should be selected that require instant responses to visual, auditory, or tactile cues. These games should include physical exercises with periodic accelerations, sudden stops, rapid jerks, instant delays, short-distance running and other motor acts aimed at deliberately and purposefully getting ahead of the opponent.

    For the development of agility it is necessary to use games that require the manifestation of precise coordination of movements and quick coordination of their actions with teammates, possessing a certain physical dexterity.

    To develop endurance it is necessary to find games associated with a deliberately high expenditure of strength and energy, with frequent repetitions of compound motor operations or with prolonged continuous motor activity, due to the rules of the applied game.
    Outdoor games are best used in close connection with other means of physical education, through complex use with general developmental, leading and special exercises.
    When planning an outdoor game, you need to take into account the total load of the lesson and determine the purpose, time and place among other exercises and educational tasks used.
    The level of difficulty of the games on physical activity used in the lessons and the complexity of the game interaction of the participants should be accessible to the students and increase methodologically reasonably, smoothly and gradually.
    In the process of practical implementation of the planned games, serious attention must be paid to strict adherence to the generally accepted standards and safety rules of physical education lessons for both the players themselves and the spectators around them.

    Gymnastics with the basics of acrobatics

    Keep your balance

    Target: development of coordination abilities, courage, prudence. It is used as an auxiliary exercise for training tasks on a gymnastic balance beam or other narrow support.
    Organization: the class is divided into equal teams, built in a column, one behind a common starting line. The distance between the columns is 2-3 m. A gymnastic bench is placed in front of each team, on which 3 medicine balls are located, and after 10 m behind the bench, a rotary stand is installed.
    Carrying out: At the signal, the first players of each team rush forward, run along the bench, jumping over the balls lying on it, then reach the rack, go around it to the left, and come back, give a start to the next player of their team by touching an outstretched hand, and then stand at the end of the column. If a player loses balance while running and leaves the bench, he must resume movement from the beginning of the bench, knocking down the ball, and put it in place. The first team to finish the relay wins.

    Crossing the narrow poles

    Target: development of dexterity, vestibular apparatus, attention and prudence.
    Organization: the class is divided into equal teams, built in a column, one behind a common starting line. The distance between the columns is 3 m. After 10 m, 2 inverted benches are installed in front of each team (parallel and close to each other).
    Carrying out: At the signal, each team, holding hands, runs up to their "crossing" and begins to cross the "river" along the narrow edges of the inverted bench - in a chain, not letting go of the neighbors' hands. The winning team is the one that "crosses over" faster, without losing balance and without breaking the chain.

    Balance beam wrestling

    Target: development of coordination skills, business perseverance and tactical thinking. It is used as a lead-in exercise for training tasks on the gymnastic balance beam.
    Organization: the class is divided into equal teams, built in a column one by one (boys in front, and girls behind them) from different ends of a log covered with mats.
    Carrying out: At a signal, one player from each team climbs onto the log from their end and, converging in the middle, try to unbalance the opponent and push him with the help of deceptive movements. The player who pushes the opponent brings a point to his team, etc. The team with the most points wins.

    Acrobatic relay

    Target: development of dexterity, speed, courage. Used as an auxiliary exercise for acrobatics training assignments.
    Organization: the class is divided into three teams, lining up in columns, one behind the starting line. At 7 m in front of the columns, 3 benches, lined with mats, are placed transversely, close to each other. A pivot stand is placed 15 m in front of each column.
    Carrying out: At the signal, the guides of all the columns run to their pivot stand, with a long roll with a running run they overcome three benches standing in the way, go around the swivel stand and come back, etc. The first team to finish the relay wins.

    Medicine Ball Relay Combo

    Target: development of dexterity, speed-power qualities, flexibility. Used as a lead-in exercise for acrobatics training assignments.
    Organization: the class is divided into two teams, each of which, divided into 2 groups, line up in opposite columns, legs slightly wider than shoulders. The distance between the opposite columns is 10 m, and between the players in them is 0.7 m. A gymnastic mat is placed in the middle between the columns. Team captains receive a medicine ball.
    Carrying out: On signal, the runners pass the medicine ball over the head to the back, bending over. The second player, having received the ball, bends forward and gives it back between the legs, etc. The last player, having received the ball, runs forward with him, having reached the mat, rolls forward with the ball in his hands, then continues running and passes the ball to the guide of the oncoming column. They do the same thing, and he goes to the side. As a result, with each successive cycle there are less and less players. The winner is the team whose members finish the game faster.

    Don't let the hoop fall

    Target: the development of dexterity, prudence, speed. Used as a lead-in exercise for training exercises with a hoop.
    Organization: the class is divided into teams, which are open at arm's length in ranks lining up one after another behind the common start line. Three lines are drawn at 6, 8 and 10 m from the start line. Players in the first rank are given a hoop.
    Carrying out: At the signal, the players of the first rank must roll their hoop forward, and when it crosses the 6th mark, run out and catch it before falling to the floor. A participant who did not manage to catch his hoop or ran out ahead of schedule is eliminated from the game (round 1). In the 2nd round - 8 m, etc. The team that retains the largest number of players after the final round wins.

    Ten jumping rope

    Target: development of dexterity, speed, attention. Used as a lead-in exercise for training exercises with a rope.
    Organization: the class is built in a column of four. The interval is 1.5 m, the distance is 3 m. The ranks of the right-flank players are handed out on a rope. The method of jumping is discussed.
    Carrying out: At the signal, the right-flank players of all ranks perform 10 jumps on the spot (in the agreed manner) and pass the rope to the next player, etc. the last player, having completed the task, raises the rope above his head. The team that completes the task earlier than others wins.

    Catching "frogs"

    Target: development of dexterity, speed, attention, strength. It is used as an auxiliary exercise for training tasks with vaults.
    Organization: At a distance of 10-12 m, the start and finish lines are marked. At 1.5 m in front of the starting line, mark the second one. The class is divided into 2 teams, one of which stands behind the starting line and takes an emphasis squatting with support on hands, put slightly forward. At 1.5 m in front of them, the players of the other team take the same position.
    Carrying out: Upon a signal, all participants in the game begin jumping forward with a "frog" pushing off with their arms and legs. The task of the rear players is to catch up and fire the players of the front team until they reach the finish line. Then both teams return to the start and switch places. The team that catches the most "frogs" wins.

    Athletics

    Downhill running

    Target: development of speed in lightweight conditions and attention. Used as a support exercise for short distance running training tasks.
    Organization: on a free meadow with a slope of up to 10-12, the class is lined up in one line behind the common starting line. Ahead, after 20 and 50 m, two transverse control lines were drawn.
    Carrying out: At the signal, all players run forward, downhill, and for the first 20 m they must run evenly, not overtaking each other, but, having caught up with the first line, start running for the race. The winner is the participant who is the first to cross the 50 m line without breaking the rules. Boys and girls have separate credit.

    Obstacle Relay

    Target: development of speed and dexterity. Used as a lead-in exercise for training sessions with the passing of the baton.
    Organization: the class is divided into 2 teams, lining up in a column, one behind the common starting line. The spacing between the columns is 3 m. The guides are received by the baton. At 15 m, there is a rotary stand, and in the middle of the 15th segment, a hoop is placed, in the center of which a small white circle is outlined with chalk.
    Carrying out: At the signal, the guiding players of the columns run to the pivot stand, having reached the hoop lying on the way, crawl through it, then put the hoop in place, with a white circle in the center, and run further. Having reached the pivot stand, they go around it and come back, crawling through the hoop again, after which, according to the rules of the track and field relay, they pass the stick to the next player. The team that finishes the relay faster wins.

    Jumping on one leg

    Target: development of strength, agility, jumping ability. It is used as an auxiliary exercise for the training tasks in the long jump.
    Organization: the class is divided into 2 teams, lining up in a column, one behind the common starting line.
    Carrying out: At the signal, the guiding players of the columns, standing on one leg, perform its five jumps in a row, as far forward as possible, and stop. The second numbers begin the execution of this task from the place where the previous jumper of their team stopped, etc. The winner is determined by the total length of the jumps of all the players on the team.

    Jump over the "stream"

    Target: development of speed, jumping ability, prudence. It is used as an auxiliary exercise for the training tasks in the long jump.
    Organization: the class is divided into two teams, forming in a column, one behind the starting line. After 8 m from the start, two parallel lines indicate a conditional two-meter wide stream, and after another 8 m, a rotary stand is placed in front of each column.
    Carrying out: At the signal, the guiding players of the columns run to the pivot stand, jump over the stream with a running start, go around the stand and come back, overcoming the stream in the same way, and pass the baton to the next player. For each failure to cross the stream, the team is added 2 penalty seconds. The team that finishes the relay in the shortest time wins.

    Accurate throwing

    Target: the development of dexterity, prudence. It is used as an auxiliary exercise for target throwing training tasks.
    Organization: the class is divided into competing pairs, who are given a small ball and a gymnastic club. The players of each pair face each other at the ends of the 8th line, in the middle of which they place a club. Cross marks are made on the line at a distance of 1 m.
    Carrying out: At the signal, the players in pairs begin to throw the ball into the mace in turn, trying to overturn it. The player who knocked down the mace moves it one meter closer to himself, and the game continues under the same conditions. The winner is the one who leads the mace to himself with well-aimed throws.

    Dodge the ball

    Target: development of speed and dexterity, operational thinking. It is used as a lead-in exercise for training tasks with throwing the ball at the target.
    Organization: the participants of the game disperse around the court, in the center of which the driver with a tennis ball in his hands is located.
    Carrying out: At the signal, the players randomly move around the court, dodging the ball thrown at them by the driver. The participant, who was hit with the ball, enters the driver's support group and together with him they shower the rest of the players using the auxiliary ball passes. As a result, the number of hardened players increases. The winner is declared the last remaining underage player, who is recognized as the fastest and most agile.

    Throwing with maximum rebound

    Target: the development of dexterity, prudence, strength. It is used as an auxiliary exercise for training tasks on throwing a ball and a grenade at a target and at a distance.
    Organization: At 8 m opposite the basketball backboard, the start line is drawn. Behind it, through each meter, parallel lines are drawn with a digital indication of the footage. The class is divided into 2 teams, and they are built in columns, one behind the starting line. The guides receive the ball.
    Carrying out: At the signal, the guiding players of the columns throw the ball at the backboard at the rebound distance, immediately pick it up by running and give it to the next participant. The farther the bounce, the more points. The winner is the team whose players score the most points.

    Catch up with the front

    Target: development of speed and dexterity, attention. Used as a lead-in exercise for low-start or high-start study assignments.
    Organization: the class is divided into 2 teams, which line up one behind the other. The distance between the ranks is 2-3 m. A control line is drawn at 30-40 m in front of the first rank.
    Carrying out: On signal, both teams from a high (low) start run to the control line. At the same time, the players of the back rank try to catch up and stain the runner in front of them with a touch of their hand. Players who are spotted to the reference line must stop and raise their hand. Their number is calculated. Then the teams are swapped.

    Long jumping with the ball "penguin"

    Target: development of speed and dexterity, jumping ability, prudence. Used as a lead-in exercise for training tasks in long jump.
    Organization: the class is divided into 2 teams, which line up in columns behind the starting line. A swivel stand is placed at 15 m. Directing players take a basketball and pinch it between their legs.
    Carrying out: At the signal, the guiding players of the columns with long jumps with the ball sandwiched between their knees, rush to the rack, go around it and come back. The player who lost the ball must pick it up, return to the place of loss and continue moving from there. The first team to finish the relay wins.

    Throw the ball higher

    Target: development of speed, strength, prudence. It is used as an auxiliary exercise for training tasks with running and throwing the ball at a distance.
    Organization: the participants stand in one line in front of a circle with a diameter of 3 m, in which there is a small ball, and are calculated in order. A marked treadmill runs from the circle. Two judges are appointed: one at the circle, the other at the treadmill (he has flags of different colors in his hands).
    Carrying out: At the signal from the line, the first player enters the playing circle, takes the ball lying there and throws it up. While the ball is flying, the player runs on the treadmill, trying to run as far as possible during the flight of the ball. At the moment the ball lands, the referee at the circle says loudly: “stop”, and the referee at the track puts a flag opposite the place where the runner was caught landing the ball. Then the same task is performed in turn by all participants. The winner is the one whose flag will be next.

    Running with obstacles

    Target: development of speed, jumping ability, attention. It is used as an auxiliary exercise for educational tasks on overcoming vertical and horizontal obstacles.
    Organization: the class is divided into 2-3 teams, which, with a 5-meter interval, stand on the site behind the starting line in columns one by one. A swivel stand is placed at 20 m, and 2 barriers are installed on the way to it at an equal distance. A mat is placed in the middle of the way back.
    Carrying out: At the signal, the first players of the columns run to the rack, jumping over 2 barriers on the way, go around the rack and come back, jumping over the mat with a running start, then pass the baton by touching the hand. For each barrier or mate not jumped, 2 penalty seconds are added. The team that completes the task in the shortest time wins.

    "Caterpillar"

    Target: development of speed, dexterity, tactics of joint actions.
    Organization: the class is divided into 2 teams, built in columns, one behind the starting line. A medicine ball is placed 10 m in front of each team.
    Carrying out: At the signal, the participants sit on the floor with their legs bent. Each participant grabs the partner sitting behind him by the ankles, and the entire column resembles a crawling caterpillar, alternately moving his legs or buttocks. Moving, in this way, they reach the medicine ball, go around it and also return back.

    Pursuit with handicap

    Target: development of speed, dexterity, attention.
    Organization: At 3-4 m intervals, draw 2 parallel straight lines A and B. Finish line WITH carried out at a distance of 8-10 m from the line V... Players are divided into 2 teams and line up in 2 ranks on the lines A and V... Team players V, occupy an uncomfortable position.
    Carrying out: At the signal, the participants rush to the finish line, and the players of the back team try to catch up and stain the players of the front team. One point is awarded for each soldier. Then the teams are swapped. Victory is awarded to the team with the most points.

    Sport games

    Ten blows with a pass

    Target: development of speed, dexterity, attention. It is used as an auxiliary exercise for educational tasks on dribbling and passing the ball in basketball or handball.
    Organization: the class is lined up in 3 ranks. The right-flank players of all ranks receive the ball. Distance and interval - 2 m.
    Carrying out: On signal, the right-flank players start dribbling in place with 10 bounces off the floor, and 11 kicks direct the bounce of the ball to the next player. The last player, having completed the task, raises the ball over his head. The team that completes the task earlier than everyone else wins.

    Ball flying

    Target: development of speed, dexterity, prudence. It is used as a lead exercise for educational tasks on receiving and passing the ball in basketball, volleyball.
    Organization: the class is divided into several equal teams, which are lined up one after another. One meter in front of the first row between two posts at a height of 2.5 m, a cord with flags is pulled. The first ranked players are given a ball each.
    Carrying out: At the signal, the players in the first rank must throw the ball over the line and, quickly running under it, catch the ball on the other side. A player who does not have time to catch the ball before it lands is eliminated from the game. Then the second line performs the same task. In the 2nd round, the distance increases to 1.5 m, in the 3rd round - up to 2 m, etc. The team with the largest number of players after the final round wins.

    Ball race in a circle with side steps

    Target: development of speed, dexterity, attention. It is used as an auxiliary exercise for educational tasks with receiving, dribbling, passing the ball in basketball.
    Organization: the class is divided into 2 teams, which line up in rows opposite each other behind the end lines of the basketball court. At 2 m in front of each line, a circle with a diameter of 6 m is drawn with chalk, and a ball is given to the guide.
    Carrying out: At the signal, the players of both ranks begin to dribble the ball with side steps in their own circle, making the first turn with their right side forward, and the second player with their left side, after which they pass the ball to the second numbers of their ranks and move to the side. The first team to complete the task wins.

    Interception of the ball

    Target: development of speed, dexterity, operational thinking. Used as an auxiliary exercise for basketball training tasks.
    Organization: in the participants in the game receive the ball and line up in a circle. The ball interceptor is selected, which goes to the center of the circle.
    Carrying out: At the signal, the players begin to pass the ball, and the interceptor, running in a circle, tries to intercept the ball in flight, on the floor, or take it from his hands. After taking possession of the ball, the interceptor takes the place of the player who lost the ball.

    Rapid transmission

    Target: development of speed, dexterity, attention. It is used as an auxiliary exercise for training tasks on passing the ball in volleyball, basketball.
    Organization: the class is divided into several equal teams, which choose the captains and stand in columns one by one behind the starting line. Behind another line, drawn 4-6 m opposite each team, is its captain with the ball in his hands. The method of passing the ball is discussed.
    Carrying out: At the signal, the captains begin passing the ball to the first player in their column. Having received the ball, the player returns it to the captain and squats down, etc. If in the course of these passes the receiving player misses the ball, then he must run to pick it up, return to his place and only then continue the game. The first team to complete the task wins.

    Shots to the basket from the spot

    Target: development of dexterity, attention, accuracy. Used as an auxiliary exercise for basketball training tasks.
    Organization: the class is divided into 2 teams, each of which occupies its own half of the basketball court and line up in a column, one behind the free throw line. The guides receive the ball.
    Carrying out: At the signal, the captains begin to throw into the ring, then run to the backboard to pick up the ball and pass to the next player in their column, while they themselves return and stand at the end of the column. The team with the most goals in the basket wins.

    Volleyball relay

    Target: development of speed, accuracy of movements, attention. It is used as a lead exercise for training tasks with aiming ball passing in volleyball.
    Organization: the class is divided into 2 teams, each of which has a longitudinal half of the volleyball court. Each team is lined up in its area in 2 opposing columns on opposite sides of the net, behind the lines of attack. The captains receive the ball.
    Carrying out: At the signal, the captains pass the ball with two hands from above through the net to the guide of the opposite column of their team and run to the end of their column. The one to whom the ball is addressed, in the same way sends it through the net to the next player. The first team to finish the volleyball relay wins.

    Single Combat at the Shield

    Target: development of speed, dexterity, attention. Used as an auxiliary exercise for basketball training tasks.
    Organization: the class is divided into 2 teams, which are lined up in columns one by one behind the center line of the basketball court and are calculated in order. The distance between the columns is 2-3 m.
    Carrying out: the teacher throws a basketball into the backboard and names any serial number of the participants in the game. Players of both teams with this number run out of line and rush to the backboard, trying to get hold of the ball before the opponent. The one who succeeds, brings his team a point and immediately makes a long pass to the directing player of his column, and he, having received the ball, quickly passes it with two hands back along the column, from hand to hand, to the last player in the formation, who, having received ball, lifts it up. The player who conceded the ball in single combat at the backboard runs with side steps to his original place in the column, trying to overtake the ball, which is passed over the heads of the players of the rival team. If the runner with side steps is in his place before the finish of the ball, then one point is awarded to his team. If not, then the opposing team gets one more point. The team, the players of which score the most points, wins.

    Ski training

    Sliding on one ski

    Target: development of the force of repulsion with sticks, balance, attention. It is used as a lead-in exercise for training tasks of ski movements with a sliding step.
    Organization: The class is lined up in a row, open on outstretched arms, and, moving forward in a parallel course, each participant of the game makes a ski run for himself, and the teacher marks the start and finish lines (from 20 to 50 m). Then all players turn in a circle, come back and line up behind the starting line.
    Carrying out: At the signal, all participants in the game as soon as possible slide along their track to the finish line on one ski, lifting the other top and pushing off with sticks. A player, touching the snow with a raised ski, is eliminated from the game. The winner is the one who finishes first.

    Now on the right, then on the left ski

    Target: the development of the force of repulsion with sticks, balance, speed, dexterity. It is used as an auxiliary exercise for training tasks in skiing with a sliding step.
    Organization: The class is lined up in a line, open at outstretched arms, behind the starting line. After 20-30 m from the start, a turn line is marked.
    Carrying out: At the signal, the players should, pushing off with sticks, slide to the turn line on the right ski and return back on the left ski. The winner is the one who completes the task first, never stumbling with his free foot in the snow.

    Descent on a snowy slope

    Target: development of dexterity and courage. Used as an aid exercise for downhill training assignments.
    Organization: On a hill with a steep slope of 15-18, the class is divided into two teams.
    Carrying out: At the signal, the players of both teams alternately perform downhill skiing in the main stance, trying not to fall over the distance. A penalty point is awarded for each person who falls. The team that has the fewest fallen players wins.

    Descent together

    Target: development of dexterity and courage, attention. Used as a lead-in exercise for downhill training assignments.
    Organization: On the slide, the class is divided into two teams, which are lined up in columns of two behind the starting line. Each pair of players has one pair of skis.
    Carrying out: At the signal, the players, trying not to fall, alternately roll down the slope, standing together on the same pair of skis. The partner standing behind holds on to the front belt. A pair that made a descent without falling, brings their team a point. The team with the most points wins.

    Storming the summit

    Target: development of dexterity, speed, strength and mutual assistance. Used as a lead-in exercise for uphill training tasks.
    Organization: the class is divided into two teams, line up in ranks in front of the slides.
    Carrying out: At the signal, all players rush forward, trying to climb to the top of the mountain as quickly as possible. The winner is the team whose players all gather on the top of the snowy mountain earlier.

    Vacant place

    Target: development of speed, attention, coordination abilities. It is used as a lead-in exercise for the training tasks of fast skiing with turns.

    Organization: on the clearing, the class is in two adjacent circles, open on extended sticks. One circle - girls, the other - boys. The distance between the circles is 10 m. The driver is selected in each circle.
    Carrying out: At the signal, each driver begins to detour his circle from the outside and, having chosen one of the players standing in it, touches him with his hand, while he continues to move. The skier summoned by him immediately turns and runs in the opposite direction, trying to go around the circle as quickly as possible and take his previous place (vacant place). The player who did not have time to take a seat becomes the driver.

    Descent with throwing snowballs

    Target: the development of dexterity, courage, prudence. Used as an aid exercise for downhill training assignments.
    Organization: the class is divided into two teams, and they stand on a small slope. All players collect two snowballs and form columns behind the starting line. Not far before the finish of the descent, 5 m to the side of the track, a portable board measuring 1 * 1 m is installed longitudinally.
    Carrying out: At the signal, the players take turns rolling down the slope and, passing the shield, throw two snowballs at it. For each snowball hitting the target, the team is awarded a point. The team, the players of which score the most points, wins.

    Pick up the flag when descending

    Target: development of attention, courage, coordination skills. Used as an aid exercise for downhill training assignments.
    Organization: the class is divided into two teams, skiing without sticks. The game is played on a small slope. On one of the sections of the descent, on the right side, put a control flag and a judge with spare flags.
    Carrying out: At the signal, the players of the first team, one after the other, with an interval of 10 seconds, start from the hill with the task: to sit down, pick up the flag on the descent, without stopping the movement. The judge immediately replaces the taken away flag with a new one - for the next participant, and on the way back the flags are returned to the judge. After the first command, the second command performs the same task. The team whose players pick the most flags wins.

    Don't hit the gate

    Target: development of attention, courage, coordination skills. It is used as a lead-in exercise for the training tasks of the difficult descent from the mountain.
    Organization: the game is played on a long, gentle slope with gates on the way. Judges are assigned to each gate. The class is divided into two teams, lining up in a column, one behind the starting line.
    Carrying out: At the signal, the players alternately descend the slope on skis, trying to pass through all the gates in the way, bending down and not touching them. For each gate hit or overturned - a penalty point. The team with the lowest penalty points wins.

    Race of mutual pursuit

    Target: development of speed endurance, coordination abilities, tactical prudence. It is used as a training exercise in preparation for passing the training standards in cross-country skiing.
    Organization: The class is divided into two teams, which line up opposite each other in ranks open on extended sticks. The distance between the lines is 100 m. On the left, next to each player, put a rotary flag.
    Carrying out: At the signal, the players rush forward to the flag of the opposing player of the opposing team, and, bypassing the flag on the right, turn back, trying to catch up with this player and touch him with his hand. After several turns of such a ski race with turns in a circle every 100 m, one of the two competitors in a pair overtakes the other and brings his team a point.

    Methodological collection "Games for students of primary school age"

    Physical education teacher - Sazonov Alexey Sergeevich
    School - MBOU Lyceum No. 26, Shakhty, Rostov Region

    Collection of outdoor games for children of primary school age.

    INTRODUCTION This collection includes outdoor games that can be used in sports activities and during walks in kindergarten, in physical education lessons in primary school, as well as in compiling various scenarios of sports events in the form of competitions and relay races. In the first part of the collection you can find games of any orientation, both for the hall and for the sports ground. Many games can be included in the calendar-thematic planning as outdoor games in the lessons of cross training, athletics training, gymnastics and when planning the variable part of the work program.
    In the second part of the collection, only those games are presented that were included in my calendar-thematic planning for physical education for grades 1-4 (3 hours).

    FIRST PART

    Grandpa horn
    In terms of purpose and character, it is a kind of the game "Lovishka".
    On the playground, two lines are drawn at a distance of 10-15 m. Between them, in the middle to the side, a circle with a diameter of 1-1.5 m is drawn.
    A driver ("tag") is chosen from among the players, but he is called "grandfather-horn". He takes his place in the circle. The rest of the players are divided into two teams and stand in their houses behind both lines.
    The driver asks loudly: "Who is afraid of me?"
    The playing children answer him in chorus: "Nobody!"
    Immediately after these words, they run from one house to another across the playing field, saying:
    "Grandpa horn,
    Eat a pie with peas!
    Grandpa horn
    Eat a pie with peas! "
    The driver runs out of his house and tries to "stain" (touch with his hand) the running players. The one whom the driver "stains" goes with him to his house-circle.

    Don't drop the ball
    Purpose of the game: training in a playful manner of jumping and running, agility and coordination of movements.
    On the playground, two parallel lines are drawn at a distance of 4-6 m (depending on the age of the children playing).
    The playing children are divided into 3-4 teams with an equal number of participants. Teams line up in a column at the first line at a distance of 1.5 m from each other. Everyone who is standing first receives the ball and squeezes it between the legs.

    Free place
    Purpose of the game: development of speed qualities, dexterity, attention.
    The driver is selected from among the players. The rest of the children stand in a circle, also outlining a small circle (40 cm in diameter) around their legs. The driver runs up to one of the standing and touches him with his hand. After that, the driver runs to one side, and the player to the other. Each of them seeks to quickly anticipate the circle and take the vacant place. The remaining of the two without a seat becomes the driver, and the game continues.

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